From 733fac10f21e386958cdf233b1d196568b92ec4d Mon Sep 17 00:00:00 2001 From: Izuru Yakumo Date: Sat, 5 Jul 2025 01:30:19 +0000 Subject: [PATCH] Import OA 0.8.8 tree --- .gitignore | 17 + Makefile | 2196 ++++++ admin.dat | 45 + code/botlib/aasfile.h | 267 + code/botlib/be_aas.h | 221 + code/botlib/be_aas_bsp.h | 89 + code/botlib/be_aas_cluster.h | 38 + code/botlib/be_aas_debug.h | 62 + code/botlib/be_aas_def.h | 306 + code/botlib/be_aas_entity.h | 63 + code/botlib/be_aas_file.h | 42 + code/botlib/be_aas_funcs.h | 47 + code/botlib/be_aas_main.h | 61 + code/botlib/be_aas_move.h | 71 + code/botlib/be_aas_optimize.h | 33 + code/botlib/be_aas_reach.h | 68 + code/botlib/be_aas_route.h | 67 + code/botlib/be_aas_routealt.h | 40 + code/botlib/be_aas_sample.h | 69 + code/botlib/be_ai_char.h | 48 + code/botlib/be_ai_chat.h | 113 + code/botlib/be_ai_gen.h | 33 + code/botlib/be_ai_goal.h | 118 + code/botlib/be_ai_move.h | 142 + code/botlib/be_ai_weap.h | 104 + code/botlib/be_ai_weight.h | 83 + code/botlib/be_ea.h | 66 + code/botlib/be_interface.h | 57 + code/botlib/botlib.h | 516 ++ code/botlib/l_crc.h | 29 + code/botlib/l_libvar.h | 63 + code/botlib/l_log.h | 46 + code/botlib/l_memory.h | 76 + code/botlib/l_precomp.h | 180 + code/botlib/l_script.h | 247 + code/botlib/l_struct.h | 75 + code/botlib/l_utils.h | 37 + code/botlib/lcc.mak | 55 + code/botlib/linux-i386.mak | 92 + code/cgame/cg_challenges.c | 132 + code/cgame/cg_consolecmds.c | 622 ++ code/cgame/cg_draw.c | 3408 +++++++++ code/cgame/cg_drawtools.c | 821 +++ code/cgame/cg_effects.c | 828 +++ code/cgame/cg_ents.c | 1112 +++ code/cgame/cg_event.c | 1374 ++++ code/cgame/cg_info.c | 312 + code/cgame/cg_local.h | 1898 +++++ code/cgame/cg_localents.c | 1101 +++ code/cgame/cg_main.c | 2348 +++++++ code/cgame/cg_marks.c | 2563 +++++++ code/cgame/cg_newdraw.c | 1867 +++++ code/cgame/cg_particles.c | 2019 ++++++ code/cgame/cg_players.c | 2624 +++++++ code/cgame/cg_playerstate.c | 536 ++ code/cgame/cg_predict.c | 942 +++ 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b/Makefile new file mode 100644 index 0000000..4006765 --- /dev/null +++ b/Makefile @@ -0,0 +1,2196 @@ +# +# ioq3 Makefile +# +# GNU Make required +# + +COMPILE_PLATFORM=$(shell uname|sed -e s/_.*//|tr '[:upper:]' '[:lower:]') + +COMPILE_ARCH=$(shell uname -m | sed -e s/i.86/i386/) + +ifeq ($(COMPILE_PLATFORM),sunos) + # Solaris uname and GNU uname differ + COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/i386/) +endif +ifeq ($(COMPILE_PLATFORM),darwin) + # Apple does some things a little differently... + COMPILE_ARCH=$(shell uname -p | sed -e s/i.86/i386/) +endif + +ifeq ($(COMPILE_PLATFORM),mingw32) + ifeq ($(COMPILE_ARCH),i386) + COMPILE_ARCH=x86 + endif +endif + + BUILD_STANDALONE = 1 + BUILD_CLIENT = 0 + BUILD_CLIENT_SMP = 0 + BUILD_SERVER = 0 + BUILD_GAME_SO = 1 + BUILD_GAME_QVM = 1 +ifndef BUILD_MISSIONPACK + BUILD_MISSIONPACK= +endif + +ifneq ($(PLATFORM),darwin) + BUILD_CLIENT_SMP = 0 +endif + +############################################################################# +# +# If you require a different configuration from the defaults below, create a +# new file named "Makefile.local" in the same directory as this file and define +# your parameters there. This allows you to change configuration without +# causing problems with keeping up to date with the repository. +# +############################################################################# +-include Makefile.local + +ifndef PLATFORM +PLATFORM=$(COMPILE_PLATFORM) +endif +export PLATFORM + +ifeq ($(COMPILE_ARCH),powerpc) + COMPILE_ARCH=ppc +endif +ifeq ($(COMPILE_ARCH),powerpc64) + COMPILE_ARCH=ppc64 +endif + +ifndef ARCH +ARCH=$(COMPILE_ARCH) +endif +export ARCH + +ifneq ($(PLATFORM),$(COMPILE_PLATFORM)) + CROSS_COMPILING=1 +else + CROSS_COMPILING=0 + + ifneq ($(ARCH),$(COMPILE_ARCH)) + CROSS_COMPILING=1 + endif +endif +export CROSS_COMPILING + +ifndef COPYDIR +COPYDIR="/usr/local/games/quake3" +endif + +ifndef MOUNT_DIR +MOUNT_DIR=code +endif + +ifndef BUILD_DIR +BUILD_DIR=build +endif + +ifndef GENERATE_DEPENDENCIES +GENERATE_DEPENDENCIES=1 +endif + +ifndef USE_OPENAL +USE_OPENAL=1 +endif + +ifndef USE_OPENAL_DLOPEN + ifeq ($(PLATFORM),mingw32) + USE_OPENAL_DLOPEN=1 + else + USE_OPENAL_DLOPEN=0 + endif +endif + +ifndef USE_CURL +USE_CURL=1 +endif + +ifndef USE_CURL_DLOPEN + ifeq ($(PLATFORM),mingw32) + USE_CURL_DLOPEN=0 + else + USE_CURL_DLOPEN=1 + endif +endif + +ifndef USE_CODEC_VORBIS +USE_CODEC_VORBIS=0 +endif + +ifndef USE_MUMBLE +USE_MUMBLE=1 +endif + +ifndef USE_VOIP +USE_VOIP=1 +endif + +ifndef USE_INTERNAL_SPEEX +USE_INTERNAL_SPEEX=1 +endif + +ifndef USE_LOCAL_HEADERS +USE_LOCAL_HEADERS=1 +endif + +############################################################################# + +BD=$(BUILD_DIR)/debug-$(PLATFORM)-$(ARCH) +BR=$(BUILD_DIR)/release-$(PLATFORM)-$(ARCH) +CDIR=$(MOUNT_DIR)/client +SDIR=$(MOUNT_DIR)/server +RDIR=$(MOUNT_DIR)/renderer +CMDIR=$(MOUNT_DIR)/qcommon +SDLDIR=$(MOUNT_DIR)/sdl +ASMDIR=$(MOUNT_DIR)/asm +SYSDIR=$(MOUNT_DIR)/sys +GDIR=$(MOUNT_DIR)/game +CGDIR=$(MOUNT_DIR)/cgame +BLIBDIR=$(MOUNT_DIR)/botlib +NDIR=$(MOUNT_DIR)/null +UIDIR=$(MOUNT_DIR)/ui +Q3UIDIR=$(MOUNT_DIR)/q3_ui +JPDIR=$(MOUNT_DIR)/jpeg-6b +SPEEXDIR=$(MOUNT_DIR)/libspeex +Q3ASMDIR=$(MOUNT_DIR)/tools/asm +LBURGDIR=$(MOUNT_DIR)/tools/lcc/lburg +Q3CPPDIR=$(MOUNT_DIR)/tools/lcc/cpp +Q3LCCETCDIR=$(MOUNT_DIR)/tools/lcc/etc +Q3LCCSRCDIR=$(MOUNT_DIR)/tools/lcc/src +LOKISETUPDIR=misc/setup +NSISDIR=misc/nsis +SDLHDIR=$(MOUNT_DIR)/SDL12 +LIBSDIR=$(MOUNT_DIR)/libs +TEMPDIR=/tmp + +# set PKG_CONFIG_PATH to influence this, e.g. +# PKG_CONFIG_PATH=/opt/cross/i386-mingw32msvc/lib/pkgconfig +ifeq ($(shell which pkg-config > /dev/null; echo $$?),0) + CURL_CFLAGS=$(shell pkg-config --cflags libcurl) + CURL_LIBS=$(shell pkg-config --libs libcurl) + OPENAL_CFLAGS=$(shell pkg-config --cflags openal) + OPENAL_LIBS=$(shell pkg-config --libs openal) + # FIXME: introduce CLIENT_CFLAGS + SDL_CFLAGS=$(shell pkg-config --cflags sdl|sed 's/-Dmain=SDL_main//') + SDL_LIBS=$(shell pkg-config --libs sdl) +endif +# Use sdl-config if all else fails +ifeq ($(SDL_CFLAGS),) + ifeq ($(shell which sdl-config > /dev/null; echo $$?),0) + SDL_CFLAGS=$(shell sdl-config --cflags) + SDL_LIBS=$(shell sdl-config --libs) + endif +endif + +# version info +VERSION=1.36 + +USE_SVN= +ifeq ($(wildcard .svn),.svn) + SVN_REV=$(shell LANG=C svnversion .) + ifneq ($(SVN_REV),) + VERSION:=$(VERSION)_SVN$(SVN_REV) + USE_SVN=1 + endif +else +ifeq ($(wildcard .git/svn/.metadata),.git/svn/.metadata) + SVN_REV=$(shell LANG=C git svn info | awk '$$1 == "Revision:" {print $$2; exit 0}') + ifneq ($(SVN_REV),) + VERSION:=$(VERSION)_SVN$(SVN_REV) + endif +endif +endif + + +############################################################################# +# SETUP AND BUILD -- LINUX +############################################################################# + +## Defaults +LIB=lib + +INSTALL=install +MKDIR=mkdir + +ifeq ($(PLATFORM),linux) + + ifeq ($(ARCH),alpha) + ARCH=axp + else + ifeq ($(ARCH),x86_64) + LIB=lib64 + else + ifeq ($(ARCH),ppc64) + LIB=lib64 + else + ifeq ($(ARCH),s390x) + LIB=lib64 + endif + endif + endif + endif + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -pipe -DUSE_ICON $(SDL_CFLAGS) + + ifeq ($(USE_OPENAL),1) + BASE_CFLAGS += -DUSE_OPENAL + ifeq ($(USE_OPENAL_DLOPEN),1) + BASE_CFLAGS += -DUSE_OPENAL_DLOPEN + endif + endif + + ifeq ($(USE_CURL),1) + BASE_CFLAGS += -DUSE_CURL + ifeq ($(USE_CURL_DLOPEN),1) + BASE_CFLAGS += -DUSE_CURL_DLOPEN + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + BASE_CFLAGS += -DUSE_CODEC_VORBIS + endif + + OPTIMIZE = -O3 -ffast-math -funroll-loops -fomit-frame-pointer + + ifeq ($(ARCH),x86_64) + OPTIMIZE = -O3 -fomit-frame-pointer -ffast-math -funroll-loops \ + -falign-loops=2 -falign-jumps=2 -falign-functions=2 \ + -fstrength-reduce + # experimental x86_64 jit compiler! you need GNU as + HAVE_VM_COMPILED = true + else + ifeq ($(ARCH),i386) + OPTIMIZE = -O3 -march=i586 -fomit-frame-pointer -ffast-math \ + -funroll-loops -falign-loops=2 -falign-jumps=2 \ + -falign-functions=2 -fstrength-reduce + HAVE_VM_COMPILED=true + else + ifeq ($(ARCH),ppc) + BASE_CFLAGS += -maltivec + HAVE_VM_COMPILED=true + endif + ifeq ($(ARCH),ppc64) + BASE_CFLAGS += -maltivec + HAVE_VM_COMPILED=true + endif + ifeq ($(ARCH),sparc) + OPTIMIZE += -mtune=ultrasparc3 -mv8plus + HAVE_VM_COMPILED=true + endif + endif + endif + + ifneq ($(HAVE_VM_COMPILED),true) + BASE_CFLAGS += -DNO_VM_COMPILED + endif + + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared $(LDFLAGS) + + THREAD_LIBS=-lpthread + LIBS=-ldl -lm + + CLIENT_LIBS=$(SDL_LIBS) -lGL + + ifeq ($(USE_OPENAL),1) + ifneq ($(USE_OPENAL_DLOPEN),1) + CLIENT_LIBS += -lopenal + endif + endif + + ifeq ($(USE_CURL),1) + ifneq ($(USE_CURL_DLOPEN),1) + CLIENT_LIBS += -lcurl + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + + ifeq ($(USE_MUMBLE),1) + CLIENT_LIBS += -lrt + endif + +ifeq ($(USE_LOCAL_HEADERS),1) + BASE_CFLAGS += -I$(SDLHDIR)/include + endif + + ifeq ($(ARCH),i386) + # linux32 make ... + BASE_CFLAGS += -m32 + else + ifeq ($(ARCH),ppc64) + BASE_CFLAGS += -m64 + endif + endif + + DEBUG_CFLAGS = $(BASE_CFLAGS) -g -O0 + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG $(OPTIMIZE) + +else # ifeq Linux + +############################################################################# +# SETUP AND BUILD -- MAC OS X +############################################################################# + +ifeq ($(PLATFORM),darwin) + HAVE_VM_COMPILED=true + CLIENT_LIBS= + OPTIMIZE= + + BASE_CFLAGS = -Wall -Wimplicit -Wstrict-prototypes + + ifeq ($(ARCH),ppc) + BASE_CFLAGS += -faltivec + OPTIMIZE += -O3 + endif + ifeq ($(ARCH),ppc64) + BASE_CFLAGS += -faltivec + endif + ifeq ($(ARCH),i386) + OPTIMIZE += -march=prescott -mfpmath=sse + # x86 vm will crash without -mstackrealign since MMX instructions will be + # used no matter what and they corrupt the frame pointer in VM calls + BASE_CFLAGS += -mstackrealign + endif + + BASE_CFLAGS += -fno-strict-aliasing -DMACOS_X -fno-common -pipe + + ifeq ($(USE_OPENAL),1) + BASE_CFLAGS += -DUSE_OPENAL + ifneq ($(USE_OPENAL_DLOPEN),1) + CLIENT_LIBS += -framework OpenAL + else + BASE_CFLAGS += -DUSE_OPENAL_DLOPEN + endif + endif + + ifeq ($(USE_CURL),1) + BASE_CFLAGS += -DUSE_CURL + ifneq ($(USE_CURL_DLOPEN),1) + CLIENT_LIBS += -lcurl + else + BASE_CFLAGS += -DUSE_CURL_DLOPEN + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + BASE_CFLAGS += -DUSE_CODEC_VORBIS + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + + BASE_CFLAGS += -D_THREAD_SAFE=1 + + ifeq ($(USE_LOCAL_HEADERS),1) + BASE_CFLAGS += -I$(SDLHDIR)/include + endif + + # We copy sdlmain before ranlib'ing it so that subversion doesn't think + # the file has been modified by each build. + LIBSDLMAIN=$(B)/libSDLmain.a + LIBSDLMAINSRC=$(LIBSDIR)/macosx/libSDLmain.a + CLIENT_LIBS += -framework Cocoa -framework IOKit -framework OpenGL \ + $(LIBSDIR)/macosx/libSDL-1.2.0.dylib + + OPTIMIZE += -ffast-math -falign-loops=16 + + ifneq ($(HAVE_VM_COMPILED),true) + BASE_CFLAGS += -DNO_VM_COMPILED + endif + + DEBUG_CFLAGS = $(BASE_CFLAGS) -g -O0 + + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG $(OPTIMIZE) + + SHLIBEXT=dylib + SHLIBCFLAGS=-fPIC -fno-common + SHLIBLDFLAGS=-dynamiclib $(LDFLAGS) + + NOTSHLIBCFLAGS=-mdynamic-no-pic + + TOOLS_CFLAGS += -DMACOS_X + +else # ifeq darwin + + +############################################################################# +# SETUP AND BUILD -- MINGW32 +############################################################################# + +ifeq ($(PLATFORM),mingw32) + + ifndef WINDRES + WINDRES=windres + endif + + ARCH=x86 + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -DUSE_ICON + + # In the absence of wspiapi.h, require Windows XP or later + ifeq ($(shell test -e $(CMDIR)/wspiapi.h; echo $$?),1) + BASE_CFLAGS += -DWINVER=0x501 + endif + + ifeq ($(USE_OPENAL),1) + BASE_CFLAGS += -DUSE_OPENAL + BASE_CFLAGS += $(OPENAL_CFLAGS) + ifeq ($(USE_OPENAL_DLOPEN),1) + BASE_CFLAGS += -DUSE_OPENAL_DLOPEN + else + CLIENT_LDFLAGS += $(OPENAL_LDFLAGS) + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + BASE_CFLAGS += -DUSE_CODEC_VORBIS + endif + + OPTIMIZE = -O3 -march=i586 -fno-omit-frame-pointer -ffast-math \ + -falign-loops=2 -funroll-loops -falign-jumps=2 -falign-functions=2 \ + -fstrength-reduce + + HAVE_VM_COMPILED = true + + SHLIBEXT=dll + SHLIBCFLAGS= + SHLIBLDFLAGS=-shared $(LDFLAGS) + + BINEXT=.exe + + LIBS= -lws2_32 -lwinmm + CLIENT_LDFLAGS = -mwindows + CLIENT_LIBS = -lgdi32 -lole32 -lopengl32 + + ifeq ($(USE_CURL),1) + BASE_CFLAGS += -DUSE_CURL + BASE_CFLAGS += $(CURL_CFLAGS) + ifneq ($(USE_CURL_DLOPEN),1) + ifeq ($(USE_LOCAL_HEADERS),1) + BASE_CFLAGS += -DCURL_STATICLIB + CLIENT_LIBS += $(LIBSDIR)/win32/libcurl.a + else + CLIENT_LIBS += $(CURL_LIBS) + endif + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + + ifeq ($(ARCH),x86) + # build 32bit + BASE_CFLAGS += -m32 + endif + + DEBUG_CFLAGS=$(BASE_CFLAGS) -g -O0 + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG $(OPTIMIZE) + + # libmingw32 must be linked before libSDLmain + CLIENT_LIBS += -lmingw32 + ifeq ($(USE_LOCAL_HEADERS),1) + BASE_CFLAGS += -I$(SDLHDIR)/include + CLIENT_LIBS += $(LIBSDIR)/win32/libSDLmain.a \ + $(LIBSDIR)/win32/libSDL.dll.a + else + BASE_CFLAGS += $(SDL_CFLAGS) + CLIENT_LIBS += $(SDL_LIBS) + endif + + + + BUILD_CLIENT_SMP = 0 + +else # ifeq mingw32 + +############################################################################# +# SETUP AND BUILD -- FREEBSD +############################################################################# + +ifeq ($(PLATFORM),freebsd) + + ifneq (,$(findstring alpha,$(shell uname -m))) + ARCH=axp + else #default to i386 + ARCH=i386 + endif #alpha test + + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -DUSE_ICON $(SDL_CFLAGS) + + ifeq ($(USE_OPENAL),1) + BASE_CFLAGS += -DUSE_OPENAL + ifeq ($(USE_OPENAL_DLOPEN),1) + BASE_CFLAGS += -DUSE_OPENAL_DLOPEN + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + BASE_CFLAGS += -DUSE_CODEC_VORBIS + endif + + ifeq ($(ARCH),axp) + BASE_CFLAGS += -DNO_VM_COMPILED + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O3 -ffast-math -funroll-loops \ + -fomit-frame-pointer -fexpensive-optimizations + else + ifeq ($(ARCH),i386) + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O3 -mtune=pentiumpro \ + -march=pentium -fomit-frame-pointer -pipe -ffast-math \ + -falign-loops=2 -falign-jumps=2 -falign-functions=2 \ + -funroll-loops -fstrength-reduce + HAVE_VM_COMPILED=true + else + BASE_CFLAGS += -DNO_VM_COMPILED + endif + endif + + DEBUG_CFLAGS=$(BASE_CFLAGS) -g + + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared $(LDFLAGS) + + THREAD_LIBS=-lpthread + # don't need -ldl (FreeBSD) + LIBS=-lm + + CLIENT_LIBS = + + CLIENT_LIBS += $(SDL_LIBS) -lGL + + ifeq ($(USE_OPENAL),1) + ifneq ($(USE_OPENAL_DLOPEN),1) + CLIENT_LIBS += $(THREAD_LIBS) -lopenal + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + +else # ifeq freebsd + +############################################################################# +# SETUP AND BUILD -- OPENBSD +############################################################################# + +ifeq ($(PLATFORM),openbsd) + + #default to i386, no tests done on anything else + ARCH=i386 + + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -DUSE_ICON $(SDL_CFLAGS) + + ifeq ($(USE_OPENAL),1) + BASE_CFLAGS += -DUSE_OPENAL + ifeq ($(USE_OPENAL_DLOPEN),1) + BASE_CFLAGS += -DUSE_OPENAL_DLOPEN + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + BASE_CFLAGS += -DUSE_CODEC_VORBIS + endif + + BASE_CFLAGS += -DNO_VM_COMPILED -I/usr/X11R6/include -I/usr/local/include + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O3 \ + -march=pentium -fomit-frame-pointer -pipe -ffast-math \ + -falign-loops=2 -falign-jumps=2 -falign-functions=2 \ + -funroll-loops -fstrength-reduce + HAVE_VM_COMPILED=false + + DEBUG_CFLAGS=$(BASE_CFLAGS) -g + + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared $(LDFLAGS) + + THREAD_LIBS=-lpthread + LIBS=-lm + + CLIENT_LIBS = + + CLIENT_LIBS += $(SDL_LIBS) -lGL + + ifeq ($(USE_OPENAL),1) + ifneq ($(USE_OPENAL_DLOPEN),1) + CLIENT_LIBS += $(THREAD_LIBS) -lossaudio -lopenal + endif + endif + + ifeq ($(USE_CODEC_VORBIS),1) + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + +else # ifeq openbsd + +############################################################################# +# SETUP AND BUILD -- NETBSD +############################################################################# + +ifeq ($(PLATFORM),netbsd) + + ifeq ($(shell uname -m),i386) + ARCH=i386 + endif + + LIBS=-lm + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared $(LDFLAGS) + THREAD_LIBS=-lpthread + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes + + ifneq ($(ARCH),i386) + BASE_CFLAGS += -DNO_VM_COMPILED + endif + + DEBUG_CFLAGS=$(BASE_CFLAGS) -g + + BUILD_CLIENT = 0 + BUILD_GAME_QVM = 0 + +else # ifeq netbsd + +############################################################################# +# SETUP AND BUILD -- IRIX +############################################################################# + +ifeq ($(PLATFORM),irix64) + + ARCH=mips #default to MIPS + + CC = c99 + MKDIR = mkdir -p + + BASE_CFLAGS=-Dstricmp=strcasecmp -Xcpluscomm -woff 1185 \ + -I. $(SDL_CFLAGS) -I$(ROOT)/usr/include -DNO_VM_COMPILED + RELEASE_CFLAGS=$(BASE_CFLAGS) -O3 + DEBUG_CFLAGS=$(BASE_CFLAGS) -g + + SHLIBEXT=so + SHLIBCFLAGS= + SHLIBLDFLAGS=-shared + + LIBS=-ldl -lm -lgen + # FIXME: The X libraries probably aren't necessary? + CLIENT_LIBS=-L/usr/X11/$(LIB) $(SDL_LIBS) -lGL \ + -lX11 -lXext -lm + +else # ifeq IRIX + +############################################################################# +# SETUP AND BUILD -- SunOS +############################################################################# + +ifeq ($(PLATFORM),sunos) + + CC=gcc + INSTALL=ginstall + MKDIR=gmkdir + COPYDIR="/usr/local/share/games/quake3" + + ifneq (,$(findstring i86pc,$(shell uname -m))) + ARCH=i386 + else #default to sparc + ARCH=sparc + endif + + ifneq ($(ARCH),i386) + ifneq ($(ARCH),sparc) + $(error arch $(ARCH) is currently not supported) + endif + endif + + BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -pipe -DUSE_ICON $(SDL_CFLAGS) + + OPTIMIZE = -O3 -ffast-math -funroll-loops + + ifeq ($(ARCH),sparc) + OPTIMIZE = -O3 -ffast-math \ + -fstrength-reduce -falign-functions=2 \ + -mtune=ultrasparc3 -mv8plus -mno-faster-structs \ + -funroll-loops #-mv8plus + HAVE_VM_COMPILED=true + else + ifeq ($(ARCH),i386) + OPTIMIZE = -O3 -march=i586 -fomit-frame-pointer -ffast-math \ + -funroll-loops -falign-loops=2 -falign-jumps=2 \ + -falign-functions=2 -fstrength-reduce + HAVE_VM_COMPILED=true + BASE_CFLAGS += -m32 + BASE_CFLAGS += -I/usr/X11/include/NVIDIA + CLIENT_LDFLAGS += -L/usr/X11/lib/NVIDIA -R/usr/X11/lib/NVIDIA + endif + endif + + ifneq ($(HAVE_VM_COMPILED),true) + BASE_CFLAGS += -DNO_VM_COMPILED + endif + + DEBUG_CFLAGS = $(BASE_CFLAGS) -ggdb -O0 + + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG $(OPTIMIZE) + + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared $(LDFLAGS) + + THREAD_LIBS=-lpthread + LIBS=-lsocket -lnsl -ldl -lm + + BOTCFLAGS=-O0 + + CLIENT_LIBS +=$(SDL_LIBS) -lGL -lX11 -lXext -liconv -lm + +else # ifeq sunos + +############################################################################# +# SETUP AND BUILD -- GENERIC +############################################################################# + BASE_CFLAGS=-DNO_VM_COMPILED + DEBUG_CFLAGS=$(BASE_CFLAGS) -g + RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O3 + + SHLIBEXT=so + SHLIBCFLAGS=-fPIC + SHLIBLDFLAGS=-shared + +endif #Linux +endif #darwin +endif #mingw32 +endif #FreeBSD +endif #OpenBSD +endif #NetBSD +endif #IRIX +endif #SunOS + +TARGETS = + +ifneq ($(BUILD_SERVER),0) + TARGETS += $(B)/ioq3ded.$(ARCH)$(BINEXT) +endif + +ifneq ($(BUILD_CLIENT),0) + TARGETS += $(B)/ioquake3.$(ARCH)$(BINEXT) + ifneq ($(BUILD_CLIENT_SMP),0) + TARGETS += $(B)/ioquake3-smp.$(ARCH)$(BINEXT) + endif +endif + +ifneq ($(BUILD_GAME_SO),0) + TARGETS += \ + $(B)/baseq3/cgame$(ARCH).$(SHLIBEXT) \ + $(B)/baseq3/qagame$(ARCH).$(SHLIBEXT) \ + $(B)/baseq3/ui$(ARCH).$(SHLIBEXT) + ifneq ($(BUILD_MISSIONPACK),0) + TARGETS += \ + $(B)/missionpack/cgame$(ARCH).$(SHLIBEXT) \ + $(B)/missionpack/qagame$(ARCH).$(SHLIBEXT) \ + $(B)/missionpack/ui$(ARCH).$(SHLIBEXT) + endif +endif + +ifneq ($(BUILD_GAME_QVM),0) + ifneq ($(CROSS_COMPILING),1) + TARGETS += \ + $(B)/baseq3/vm/cgame.qvm \ + $(B)/baseq3/vm/qagame.qvm \ + $(B)/baseq3/vm/ui.qvm + ifneq ($(BUILD_MISSIONPACK),0) + TARGETS += \ + $(B)/missionpack/vm/qagame.qvm \ + $(B)/missionpack/vm/cgame.qvm \ + $(B)/missionpack/vm/ui.qvm + endif + endif +endif + +ifeq ($(USE_MUMBLE),1) + BASE_CFLAGS += -DUSE_MUMBLE +endif + +ifeq ($(USE_VOIP),1) + BASE_CFLAGS += -DUSE_VOIP + ifeq ($(USE_INTERNAL_SPEEX),1) + BASE_CFLAGS += -DFLOATING_POINT -DUSE_ALLOCA -I$(SPEEXDIR)/include + else + CLIENT_LIBS += -lspeex + endif +endif + +ifdef DEFAULT_BASEDIR + BASE_CFLAGS += -DDEFAULT_BASEDIR=\\\"$(DEFAULT_BASEDIR)\\\" +endif + +ifeq ($(USE_LOCAL_HEADERS),1) + BASE_CFLAGS += -DUSE_LOCAL_HEADERS +endif + +ifeq ($(BUILD_STANDALONE),1) + BASE_CFLAGS += -DSTANDALONE +endif + +ifeq ($(GENERATE_DEPENDENCIES),1) + DEPEND_CFLAGS = -MMD +else + DEPEND_CFLAGS = +endif + +BASE_CFLAGS += -DPRODUCT_VERSION=\\\"$(VERSION)\\\" + +ifeq ($(V),1) +echo_cmd=@: +Q= +else +echo_cmd=@echo +Q=@ +endif + +define DO_CC +$(echo_cmd) "CC $<" +$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) -o $@ -c $< +endef + +define DO_SMP_CC +$(echo_cmd) "SMP_CC $<" +$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) -DSMP -o $@ -c $< +endef + +define DO_BOT_CC +$(echo_cmd) "BOT_CC $<" +$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) $(BOTCFLAGS) -DBOTLIB -o $@ -c $< +endef + +ifeq ($(GENERATE_DEPENDENCIES),1) + DO_QVM_DEP=cat $(@:%.o=%.d) | sed -e 's/\.o/\.asm/g' >> $(@:%.o=%.d) +endif + +define DO_SHLIB_CC +$(echo_cmd) "SHLIB_CC $<" +$(Q)$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_GAME_CC +$(echo_cmd) "GAME_CC $<" +$(Q)$(CC) -DQAGAME $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_CGAME_CC +$(echo_cmd) "CGAME_CC $<" +$(Q)$(CC) -DCGAME $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_UI_CC +$(echo_cmd) "UI_CC $<" +$(Q)$(CC) -DUI $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_SHLIB_CC_MISSIONPACK +$(echo_cmd) "SHLIB_CC_MISSIONPACK $<" +$(Q)$(CC) -DMISSIONPACK $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_GAME_CC_MISSIONPACK +$(echo_cmd) "GAME_CC_MISSIONPACK $<" +$(Q)$(CC) -DMISSIONPACK -DQAGAME $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_CGAME_CC_MISSIONPACK +$(echo_cmd) "CGAME_CC_MISSIONPACK $<" +$(Q)$(CC) -DMISSIONPACK -DCGAME $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_UI_CC_MISSIONPACK +$(echo_cmd) "UI_CC_MISSIONPACK $<" +$(Q)$(CC) -DMISSIONPACK -DUI $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< +$(Q)$(DO_QVM_DEP) +endef + +define DO_AS +$(echo_cmd) "AS $<" +$(Q)$(CC) $(CFLAGS) -x assembler-with-cpp -o $@ -c $< +endef + +define DO_DED_CC +$(echo_cmd) "DED_CC $<" +$(Q)$(CC) $(NOTSHLIBCFLAGS) -DDEDICATED $(CFLAGS) -o $@ -c $< +endef + +define DO_WINDRES +$(echo_cmd) "WINDRES $<" +$(Q)$(WINDRES) -i $< -o $@ +endef + + +############################################################################# +# MAIN TARGETS +############################################################################# + +default: release +all: debug release + +debug: + @$(MAKE) targets B=$(BD) CFLAGS="$(CFLAGS) $(DEPEND_CFLAGS) \ + $(DEBUG_CFLAGS)" V=$(V) + +release: + @$(MAKE) targets B=$(BR) CFLAGS="$(CFLAGS) $(DEPEND_CFLAGS) \ + $(RELEASE_CFLAGS)" V=$(V) + +# Create the build directories, check libraries and print out +# an informational message, then start building +targets: makedirs + @echo "" + @echo "Building ioquake3 in $(B):" + @echo " PLATFORM: $(PLATFORM)" + @echo " ARCH: $(ARCH)" + @echo " VERSION: $(VERSION)" + @echo " COMPILE_PLATFORM: $(COMPILE_PLATFORM)" + @echo " COMPILE_ARCH: $(COMPILE_ARCH)" + @echo " CC: $(CC)" + @echo "" + @echo " CFLAGS:" + -@for i in $(CFLAGS); \ + do \ + echo " $$i"; \ + done + @echo "" + @echo " LDFLAGS:" + -@for i in $(LDFLAGS); \ + do \ + echo " $$i"; \ + done + @echo "" + @echo " LIBS:" + -@for i in $(LIBS); \ + do \ + echo " $$i"; \ + done + @echo "" + @echo " CLIENT_LIBS:" + -@for i in $(CLIENT_LIBS); \ + do \ + echo " $$i"; \ + done + @echo "" + @echo " Output:" + -@for i in $(TARGETS); \ + do \ + echo " $$i"; \ + done + @echo "" +ifneq ($(TARGETS),) + @$(MAKE) $(TARGETS) V=$(V) +endif + +makedirs: + @if [ ! -d $(BUILD_DIR) ];then $(MKDIR) $(BUILD_DIR);fi + @if [ ! -d $(B) ];then $(MKDIR) $(B);fi + @if [ ! -d $(B)/client ];then $(MKDIR) $(B)/client;fi + @if [ ! -d $(B)/clientsmp ];then $(MKDIR) $(B)/clientsmp;fi + @if [ ! -d $(B)/ded ];then $(MKDIR) $(B)/ded;fi + @if [ ! -d $(B)/baseq3 ];then $(MKDIR) $(B)/baseq3;fi + @if [ ! -d $(B)/baseq3/cgame ];then $(MKDIR) $(B)/baseq3/cgame;fi + @if [ ! -d $(B)/baseq3/game ];then $(MKDIR) $(B)/baseq3/game;fi + @if [ ! -d $(B)/baseq3/ui ];then $(MKDIR) $(B)/baseq3/ui;fi + @if [ ! -d $(B)/baseq3/qcommon ];then $(MKDIR) $(B)/baseq3/qcommon;fi + @if [ ! -d $(B)/baseq3/vm ];then $(MKDIR) $(B)/baseq3/vm;fi + @if [ ! -d $(B)/missionpack ];then $(MKDIR) $(B)/missionpack;fi + @if [ ! -d $(B)/missionpack/cgame ];then $(MKDIR) $(B)/missionpack/cgame;fi + @if [ ! -d $(B)/missionpack/game ];then $(MKDIR) $(B)/missionpack/game;fi + @if [ ! -d $(B)/missionpack/ui ];then $(MKDIR) $(B)/missionpack/ui;fi + @if [ ! -d $(B)/missionpack/qcommon ];then $(MKDIR) $(B)/missionpack/qcommon;fi + @if [ ! -d $(B)/missionpack/vm ];then $(MKDIR) $(B)/missionpack/vm;fi + @if [ ! -d $(B)/tools ];then $(MKDIR) $(B)/tools;fi + @if [ ! -d $(B)/tools/asm ];then $(MKDIR) $(B)/tools/asm;fi + @if [ ! -d $(B)/tools/etc ];then $(MKDIR) $(B)/tools/etc;fi + @if [ ! -d $(B)/tools/rcc ];then $(MKDIR) $(B)/tools/rcc;fi + @if [ ! -d $(B)/tools/cpp ];then $(MKDIR) $(B)/tools/cpp;fi + @if [ ! -d $(B)/tools/lburg ];then $(MKDIR) $(B)/tools/lburg;fi + +############################################################################# +# QVM BUILD TOOLS +############################################################################# + +TOOLS_OPTIMIZE = -g -O2 -Wall -fno-strict-aliasing +TOOLS_CFLAGS = $(TOOLS_OPTIMIZE) \ + -DTEMPDIR=\"$(TEMPDIR)\" -DSYSTEM=\"\" \ + -I$(Q3LCCSRCDIR) \ + -I$(LBURGDIR) +TOOLS_LIBS = +TOOLS_LDFLAGS = + +ifeq ($(GENERATE_DEPENDENCIES),1) + TOOLS_CFLAGS += -MMD +endif + +define DO_TOOLS_CC +$(echo_cmd) "TOOLS_CC $<" +$(Q)$(CC) $(TOOLS_CFLAGS) -o $@ -c $< +endef + +define DO_TOOLS_CC_DAGCHECK +$(echo_cmd) "TOOLS_CC_DAGCHECK $<" +$(Q)$(CC) $(TOOLS_CFLAGS) -Wno-unused -o $@ -c $< +endef + +LBURG = $(B)/tools/lburg/lburg$(BINEXT) +DAGCHECK_C = $(B)/tools/rcc/dagcheck.c +Q3RCC = $(B)/tools/q3rcc$(BINEXT) +Q3CPP = $(B)/tools/q3cpp$(BINEXT) +Q3LCC = $(B)/tools/q3lcc$(BINEXT) +Q3ASM = $(B)/tools/q3asm$(BINEXT) + +LBURGOBJ= \ + $(B)/tools/lburg/lburg.o \ + $(B)/tools/lburg/gram.o + +$(B)/tools/lburg/%.o: $(LBURGDIR)/%.c + $(DO_TOOLS_CC) + +$(LBURG): $(LBURGOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(TOOLS_CFLAGS) $(TOOLS_LDFLAGS) -o $@ $^ $(TOOLS_LIBS) + +Q3RCCOBJ = \ + $(B)/tools/rcc/alloc.o \ + $(B)/tools/rcc/bind.o \ + $(B)/tools/rcc/bytecode.o \ + $(B)/tools/rcc/dag.o \ + $(B)/tools/rcc/dagcheck.o \ + $(B)/tools/rcc/decl.o \ + $(B)/tools/rcc/enode.o \ + $(B)/tools/rcc/error.o \ + $(B)/tools/rcc/event.o \ + $(B)/tools/rcc/expr.o \ + $(B)/tools/rcc/gen.o \ + $(B)/tools/rcc/init.o \ + $(B)/tools/rcc/inits.o \ + $(B)/tools/rcc/input.o \ + $(B)/tools/rcc/lex.o \ + $(B)/tools/rcc/list.o \ + $(B)/tools/rcc/main.o \ + $(B)/tools/rcc/null.o \ + $(B)/tools/rcc/output.o \ + $(B)/tools/rcc/prof.o \ + $(B)/tools/rcc/profio.o \ + $(B)/tools/rcc/simp.o \ + $(B)/tools/rcc/stmt.o \ + $(B)/tools/rcc/string.o \ + $(B)/tools/rcc/sym.o \ + $(B)/tools/rcc/symbolic.o \ + $(B)/tools/rcc/trace.o \ + $(B)/tools/rcc/tree.o \ + $(B)/tools/rcc/types.o + +$(DAGCHECK_C): $(LBURG) $(Q3LCCSRCDIR)/dagcheck.md + $(echo_cmd) "LBURG $(Q3LCCSRCDIR)/dagcheck.md" + $(Q)$(LBURG) $(Q3LCCSRCDIR)/dagcheck.md $@ + +$(B)/tools/rcc/dagcheck.o: $(DAGCHECK_C) + $(DO_TOOLS_CC_DAGCHECK) + +$(B)/tools/rcc/%.o: $(Q3LCCSRCDIR)/%.c + $(DO_TOOLS_CC) + +$(Q3RCC): $(Q3RCCOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(TOOLS_CFLAGS) $(TOOLS_LDFLAGS) -o $@ $^ $(TOOLS_LIBS) + +Q3CPPOBJ = \ + $(B)/tools/cpp/cpp.o \ + $(B)/tools/cpp/lex.o \ + $(B)/tools/cpp/nlist.o \ + $(B)/tools/cpp/tokens.o \ + $(B)/tools/cpp/macro.o \ + $(B)/tools/cpp/eval.o \ + $(B)/tools/cpp/include.o \ + $(B)/tools/cpp/hideset.o \ + $(B)/tools/cpp/getopt.o \ + $(B)/tools/cpp/unix.o + +$(B)/tools/cpp/%.o: $(Q3CPPDIR)/%.c + $(DO_TOOLS_CC) + +$(Q3CPP): $(Q3CPPOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(TOOLS_CFLAGS) $(TOOLS_LDFLAGS) -o $@ $^ $(TOOLS_LIBS) + +Q3LCCOBJ = \ + $(B)/tools/etc/lcc.o \ + $(B)/tools/etc/bytecode.o + +$(B)/tools/etc/%.o: $(Q3LCCETCDIR)/%.c + $(DO_TOOLS_CC) + +$(Q3LCC): $(Q3LCCOBJ) $(Q3RCC) $(Q3CPP) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(TOOLS_CFLAGS) $(TOOLS_LDFLAGS) -o $@ $(Q3LCCOBJ) $(TOOLS_LIBS) + +define DO_Q3LCC +$(echo_cmd) "Q3LCC $<" +$(Q)$(Q3LCC) -o $@ $< +endef + +define DO_CGAME_Q3LCC +$(echo_cmd) "CGAME_Q3LCC $<" +$(Q)$(Q3LCC) -DCGAME -o $@ $< +endef + +define DO_GAME_Q3LCC +$(echo_cmd) "GAME_Q3LCC $<" +$(Q)$(Q3LCC) -DQAGAME -o $@ $< +endef + +define DO_UI_Q3LCC +$(echo_cmd) "UI_Q3LCC $<" +$(Q)$(Q3LCC) -DUI -o $@ $< +endef + +define DO_Q3LCC_MISSIONPACK +$(echo_cmd) "Q3LCC_MISSIONPACK $<" +$(Q)$(Q3LCC) -DMISSIONPACK -o $@ $< +endef + +define DO_CGAME_Q3LCC_MISSIONPACK +$(echo_cmd) "CGAME_Q3LCC_MISSIONPACK $<" +$(Q)$(Q3LCC) -DMISSIONPACK -DCGAME -o $@ $< +endef + +define DO_GAME_Q3LCC_MISSIONPACK +$(echo_cmd) "GAME_Q3LCC_MISSIONPACK $<" +$(Q)$(Q3LCC) -DMISSIONPACK -DQAGAME -o $@ $< +endef + +define DO_UI_Q3LCC_MISSIONPACK +$(echo_cmd) "UI_Q3LCC_MISSIONPACK $<" +$(Q)$(Q3LCC) -DMISSIONPACK -DUI -o $@ $< +endef + + +Q3ASMOBJ = \ + $(B)/tools/asm/q3asm.o \ + $(B)/tools/asm/cmdlib.o + +$(B)/tools/asm/%.o: $(Q3ASMDIR)/%.c + $(DO_TOOLS_CC) + +$(Q3ASM): $(Q3ASMOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(TOOLS_CFLAGS) $(TOOLS_LDFLAGS) -o $@ $^ $(TOOLS_LIBS) + + +############################################################################# +# CLIENT/SERVER +############################################################################# + +Q3OBJ = \ + $(B)/client/cl_cgame.o \ + $(B)/client/cl_cin.o \ + $(B)/client/cl_console.o \ + $(B)/client/cl_input.o \ + $(B)/client/cl_keys.o \ + $(B)/client/cl_main.o \ + $(B)/client/cl_net_chan.o \ + $(B)/client/cl_parse.o \ + $(B)/client/cl_scrn.o \ + $(B)/client/cl_ui.o \ + $(B)/client/cl_avi.o \ + \ + $(B)/client/cm_load.o \ + $(B)/client/cm_patch.o \ + $(B)/client/cm_polylib.o \ + $(B)/client/cm_test.o \ + $(B)/client/cm_trace.o \ + \ + $(B)/client/cmd.o \ + $(B)/client/common.o \ + $(B)/client/cvar.o \ + $(B)/client/files.o \ + $(B)/client/md4.o \ + $(B)/client/md5.o \ + $(B)/client/msg.o \ + $(B)/client/net_chan.o \ + $(B)/client/net_ip.o \ + $(B)/client/huffman.o \ + \ + $(B)/client/snd_adpcm.o \ + $(B)/client/snd_dma.o \ + $(B)/client/snd_mem.o \ + $(B)/client/snd_mix.o \ + $(B)/client/snd_wavelet.o \ + \ + $(B)/client/snd_main.o \ + $(B)/client/snd_codec.o \ + $(B)/client/snd_codec_wav.o \ + $(B)/client/snd_codec_ogg.o \ + \ + $(B)/client/qal.o \ + $(B)/client/snd_openal.o \ + \ + $(B)/client/cl_curl.o \ + \ + $(B)/client/sv_bot.o \ + $(B)/client/sv_ccmds.o \ + $(B)/client/sv_client.o \ + $(B)/client/sv_game.o \ + $(B)/client/sv_init.o \ + $(B)/client/sv_main.o \ + $(B)/client/sv_net_chan.o \ + $(B)/client/sv_snapshot.o \ + $(B)/client/sv_world.o \ + \ + $(B)/client/q_math.o \ + $(B)/client/q_shared.o \ + \ + $(B)/client/unzip.o \ + $(B)/client/puff.o \ + $(B)/client/vm.o \ + $(B)/client/vm_interpreted.o \ + \ + $(B)/client/be_aas_bspq3.o \ + $(B)/client/be_aas_cluster.o \ + $(B)/client/be_aas_debug.o \ + $(B)/client/be_aas_entity.o \ + $(B)/client/be_aas_file.o \ + $(B)/client/be_aas_main.o \ + $(B)/client/be_aas_move.o \ + $(B)/client/be_aas_optimize.o \ + $(B)/client/be_aas_reach.o \ + $(B)/client/be_aas_route.o \ + $(B)/client/be_aas_routealt.o \ + $(B)/client/be_aas_sample.o \ + $(B)/client/be_ai_char.o \ + $(B)/client/be_ai_chat.o \ + $(B)/client/be_ai_gen.o \ + $(B)/client/be_ai_goal.o \ + $(B)/client/be_ai_move.o \ + $(B)/client/be_ai_weap.o \ + $(B)/client/be_ai_weight.o \ + $(B)/client/be_ea.o \ + $(B)/client/be_interface.o \ + $(B)/client/l_crc.o \ + $(B)/client/l_libvar.o \ + $(B)/client/l_log.o \ + $(B)/client/l_memory.o \ + $(B)/client/l_precomp.o \ + $(B)/client/l_script.o \ + $(B)/client/l_struct.o \ + \ + $(B)/client/jcapimin.o \ + $(B)/client/jcapistd.o \ + $(B)/client/jccoefct.o \ + $(B)/client/jccolor.o \ + $(B)/client/jcdctmgr.o \ + $(B)/client/jchuff.o \ + $(B)/client/jcinit.o \ + $(B)/client/jcmainct.o \ + $(B)/client/jcmarker.o \ + $(B)/client/jcmaster.o \ + $(B)/client/jcomapi.o \ + $(B)/client/jcparam.o \ + $(B)/client/jcphuff.o \ + $(B)/client/jcprepct.o \ + $(B)/client/jcsample.o \ + $(B)/client/jdapimin.o \ + $(B)/client/jdapistd.o \ + $(B)/client/jdatasrc.o \ + $(B)/client/jdcoefct.o \ + $(B)/client/jdcolor.o \ + $(B)/client/jddctmgr.o \ + $(B)/client/jdhuff.o \ + $(B)/client/jdinput.o \ + $(B)/client/jdmainct.o \ + $(B)/client/jdmarker.o \ + $(B)/client/jdmaster.o \ + $(B)/client/jdpostct.o \ + $(B)/client/jdsample.o \ + $(B)/client/jdtrans.o \ + $(B)/client/jerror.o \ + $(B)/client/jfdctflt.o \ + $(B)/client/jidctflt.o \ + $(B)/client/jmemmgr.o \ + $(B)/client/jmemnobs.o \ + $(B)/client/jutils.o \ + \ + $(B)/client/tr_animation.o \ + $(B)/client/tr_backend.o \ + $(B)/client/tr_bsp.o \ + $(B)/client/tr_cmds.o \ + $(B)/client/tr_curve.o \ + $(B)/client/tr_flares.o \ + $(B)/client/tr_font.o \ + $(B)/client/tr_image.o \ + $(B)/client/tr_image_png.o \ + $(B)/client/tr_image_jpg.o \ + $(B)/client/tr_image_bmp.o \ + $(B)/client/tr_image_tga.o \ + $(B)/client/tr_image_pcx.o \ + $(B)/client/tr_init.o \ + $(B)/client/tr_light.o \ + $(B)/client/tr_main.o \ + $(B)/client/tr_marks.o \ + $(B)/client/tr_mesh.o \ + $(B)/client/tr_model.o \ + $(B)/client/tr_noise.o \ + $(B)/client/tr_scene.o \ + $(B)/client/tr_shade.o \ + $(B)/client/tr_shade_calc.o \ + $(B)/client/tr_shader.o \ + $(B)/client/tr_shadows.o \ + $(B)/client/tr_sky.o \ + $(B)/client/tr_surface.o \ + $(B)/client/tr_world.o \ + \ + $(B)/client/sdl_gamma.o \ + $(B)/client/sdl_input.o \ + $(B)/client/sdl_snd.o \ + \ + $(B)/client/con_passive.o \ + $(B)/client/con_log.o \ + $(B)/client/sys_main.o + +ifeq ($(ARCH),i386) + Q3OBJ += \ + $(B)/client/snd_mixa.o \ + $(B)/client/matha.o \ + $(B)/client/ftola.o \ + $(B)/client/snapvectora.o +endif +ifeq ($(ARCH),x86) + Q3OBJ += \ + $(B)/client/snd_mixa.o \ + $(B)/client/matha.o \ + $(B)/client/ftola.o \ + $(B)/client/snapvectora.o +endif + +ifeq ($(USE_VOIP),1) +ifeq ($(USE_INTERNAL_SPEEX),1) +Q3OBJ += \ + $(B)/client/bits.o \ + $(B)/client/buffer.o \ + $(B)/client/cb_search.o \ + $(B)/client/exc_10_16_table.o \ + $(B)/client/exc_10_32_table.o \ + $(B)/client/exc_20_32_table.o \ + $(B)/client/exc_5_256_table.o \ + $(B)/client/exc_5_64_table.o \ + $(B)/client/exc_8_128_table.o \ + $(B)/client/fftwrap.o \ + $(B)/client/filterbank.o \ + $(B)/client/filters.o \ + $(B)/client/gain_table.o \ + $(B)/client/gain_table_lbr.o \ + $(B)/client/hexc_10_32_table.o \ + $(B)/client/hexc_table.o \ + $(B)/client/high_lsp_tables.o \ + $(B)/client/jitter.o \ + $(B)/client/kiss_fft.o \ + $(B)/client/kiss_fftr.o \ + $(B)/client/lpc.o \ + $(B)/client/lsp.o \ + $(B)/client/lsp_tables_nb.o \ + $(B)/client/ltp.o \ + $(B)/client/mdf.o \ + $(B)/client/modes.o \ + $(B)/client/modes_wb.o \ + $(B)/client/nb_celp.o \ + $(B)/client/preprocess.o \ + $(B)/client/quant_lsp.o \ + $(B)/client/resample.o \ + $(B)/client/sb_celp.o \ + $(B)/client/smallft.o \ + $(B)/client/speex.o \ + $(B)/client/speex_callbacks.o \ + $(B)/client/speex_header.o \ + $(B)/client/stereo.o \ + $(B)/client/vbr.o \ + $(B)/client/vq.o \ + $(B)/client/window.o +endif +endif + + +ifeq ($(HAVE_VM_COMPILED),true) + ifeq ($(ARCH),i386) + Q3OBJ += $(B)/client/vm_x86.o + endif + ifeq ($(ARCH),x86) + Q3OBJ += $(B)/client/vm_x86.o + endif + ifeq ($(ARCH),x86_64) + Q3OBJ += $(B)/client/vm_x86_64.o $(B)/client/vm_x86_64_assembler.o + endif + ifeq ($(ARCH),ppc) + Q3OBJ += $(B)/client/vm_powerpc.o $(B)/client/vm_powerpc_asm.o + endif + ifeq ($(ARCH),ppc64) + Q3OBJ += $(B)/client/vm_powerpc.o $(B)/client/vm_powerpc_asm.o + endif + ifeq ($(ARCH),sparc) + Q3OBJ += $(B)/client/vm_sparc.o + endif +endif + +ifeq ($(PLATFORM),mingw32) + Q3OBJ += \ + $(B)/client/win_resource.o \ + $(B)/client/sys_win32.o +else + Q3OBJ += \ + $(B)/client/sys_unix.o +endif + +ifeq ($(USE_MUMBLE),1) + Q3OBJ += \ + $(B)/client/libmumblelink.o +endif + +Q3POBJ += \ + $(B)/client/sdl_glimp.o + +Q3POBJ_SMP += \ + $(B)/clientsmp/sdl_glimp.o + +$(B)/ioquake3.$(ARCH)$(BINEXT): $(Q3OBJ) $(Q3POBJ) $(LIBSDLMAIN) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) \ + -o $@ $(Q3OBJ) $(Q3POBJ) \ + $(LIBSDLMAIN) $(CLIENT_LIBS) $(LIBS) + +$(B)/ioquake3-smp.$(ARCH)$(BINEXT): $(Q3OBJ) $(Q3POBJ_SMP) $(LIBSDLMAIN) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CLIENT_CFLAGS) $(CFLAGS) $(CLIENT_LDFLAGS) $(LDFLAGS) $(THREAD_LDFLAGS) \ + -o $@ $(Q3OBJ) $(Q3POBJ_SMP) \ + $(THREAD_LIBS) $(LIBSDLMAIN) $(CLIENT_LIBS) $(LIBS) + +ifneq ($(strip $(LIBSDLMAIN)),) +ifneq ($(strip $(LIBSDLMAINSRC)),) +$(LIBSDLMAIN) : $(LIBSDLMAINSRC) + cp $< $@ + ranlib $@ +endif +endif + + + +############################################################################# +# DEDICATED SERVER +############################################################################# + +Q3DOBJ = \ + $(B)/ded/sv_bot.o \ + $(B)/ded/sv_client.o \ + $(B)/ded/sv_ccmds.o \ + $(B)/ded/sv_game.o \ + $(B)/ded/sv_init.o \ + $(B)/ded/sv_main.o \ + $(B)/ded/sv_net_chan.o \ + $(B)/ded/sv_snapshot.o \ + $(B)/ded/sv_world.o \ + \ + $(B)/ded/cm_load.o \ + $(B)/ded/cm_patch.o \ + $(B)/ded/cm_polylib.o \ + $(B)/ded/cm_test.o \ + $(B)/ded/cm_trace.o \ + $(B)/ded/cmd.o \ + $(B)/ded/common.o \ + $(B)/ded/cvar.o \ + $(B)/ded/files.o \ + $(B)/ded/md4.o \ + $(B)/ded/msg.o \ + $(B)/ded/net_chan.o \ + $(B)/ded/net_ip.o \ + $(B)/ded/huffman.o \ + \ + $(B)/ded/q_math.o \ + $(B)/ded/q_shared.o \ + \ + $(B)/ded/unzip.o \ + $(B)/ded/vm.o \ + $(B)/ded/vm_interpreted.o \ + \ + $(B)/ded/be_aas_bspq3.o \ + $(B)/ded/be_aas_cluster.o \ + $(B)/ded/be_aas_debug.o \ + $(B)/ded/be_aas_entity.o \ + $(B)/ded/be_aas_file.o \ + $(B)/ded/be_aas_main.o \ + $(B)/ded/be_aas_move.o \ + $(B)/ded/be_aas_optimize.o \ + $(B)/ded/be_aas_reach.o \ + $(B)/ded/be_aas_route.o \ + $(B)/ded/be_aas_routealt.o \ + $(B)/ded/be_aas_sample.o \ + $(B)/ded/be_ai_char.o \ + $(B)/ded/be_ai_chat.o \ + $(B)/ded/be_ai_gen.o \ + $(B)/ded/be_ai_goal.o \ + $(B)/ded/be_ai_move.o \ + $(B)/ded/be_ai_weap.o \ + $(B)/ded/be_ai_weight.o \ + $(B)/ded/be_ea.o \ + $(B)/ded/be_interface.o \ + $(B)/ded/l_crc.o \ + $(B)/ded/l_libvar.o \ + $(B)/ded/l_log.o \ + $(B)/ded/l_memory.o \ + $(B)/ded/l_precomp.o \ + $(B)/ded/l_script.o \ + $(B)/ded/l_struct.o \ + \ + $(B)/ded/null_client.o \ + $(B)/ded/null_input.o \ + $(B)/ded/null_snddma.o \ + \ + $(B)/ded/con_log.o \ + $(B)/ded/sys_main.o + +ifeq ($(ARCH),i386) + Q3DOBJ += \ + $(B)/ded/ftola.o \ + $(B)/ded/snapvectora.o \ + $(B)/ded/matha.o +endif +ifeq ($(ARCH),x86) + Q3DOBJ += \ + $(B)/ded/ftola.o \ + $(B)/ded/snapvectora.o \ + $(B)/ded/matha.o +endif + +ifeq ($(HAVE_VM_COMPILED),true) + ifeq ($(ARCH),i386) + Q3DOBJ += $(B)/ded/vm_x86.o + endif + ifeq ($(ARCH),x86) + Q3DOBJ += $(B)/ded/vm_x86.o + endif + ifeq ($(ARCH),x86_64) + Q3DOBJ += $(B)/ded/vm_x86_64.o $(B)/ded/vm_x86_64_assembler.o + endif + ifeq ($(ARCH),ppc) + Q3DOBJ += $(B)/ded/vm_powerpc.o $(B)/ded/vm_powerpc_asm.o + endif + ifeq ($(ARCH),ppc64) + Q3DOBJ += $(B)/ded/vm_powerpc.o $(B)/ded/vm_powerpc_asm.o + endif + ifeq ($(ARCH),sparc) + Q3DOBJ += $(B)/ded/vm_sparc.o + endif +endif + +ifeq ($(PLATFORM),mingw32) + Q3DOBJ += \ + $(B)/ded/win_resource.o \ + $(B)/ded/sys_win32.o \ + $(B)/ded/con_win32.o +else + Q3DOBJ += \ + $(B)/ded/sys_unix.o \ + $(B)/ded/con_tty.o +endif + +$(B)/ioq3ded.$(ARCH)$(BINEXT): $(Q3DOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(LDFLAGS) -o $@ $(Q3DOBJ) $(LIBS) + + + +############################################################################# +## BASEQ3 CGAME +############################################################################# + +Q3CGOBJ_ = \ + $(B)/baseq3/cgame/cg_main.o \ + $(B)/baseq3/game/bg_misc.o \ + $(B)/baseq3/game/bg_lib.o \ + $(B)/baseq3/game/bg_pmove.o \ + $(B)/baseq3/game/bg_slidemove.o \ + $(B)/baseq3/cgame/cg_challenges.o \ + $(B)/baseq3/cgame/cg_consolecmds.o \ + $(B)/baseq3/cgame/cg_draw.o \ + $(B)/baseq3/cgame/cg_drawtools.o \ + $(B)/baseq3/cgame/cg_effects.o \ + $(B)/baseq3/cgame/cg_ents.o \ + $(B)/baseq3/cgame/cg_event.o \ + $(B)/baseq3/cgame/cg_info.o \ + $(B)/baseq3/cgame/cg_localents.o \ + $(B)/baseq3/cgame/cg_marks.o \ + $(B)/baseq3/cgame/cg_players.o \ + $(B)/baseq3/cgame/cg_playerstate.o \ + $(B)/baseq3/cgame/cg_predict.o \ + $(B)/baseq3/cgame/cg_scoreboard.o \ + $(B)/baseq3/cgame/cg_servercmds.o \ + $(B)/baseq3/cgame/cg_snapshot.o \ + $(B)/baseq3/cgame/cg_unlagged.o \ + $(B)/baseq3/cgame/cg_view.o \ + $(B)/baseq3/cgame/cg_weapons.o \ + \ + $(B)/baseq3/qcommon/q_math.o \ + $(B)/baseq3/qcommon/q_shared.o + +Q3CGOBJ = $(Q3CGOBJ_) $(B)/baseq3/cgame/cg_syscalls.o +Q3CGVMOBJ = $(Q3CGOBJ_:%.o=%.asm) + +$(B)/baseq3/cgame$(ARCH).$(SHLIBEXT): $(Q3CGOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3CGOBJ) + +$(B)/baseq3/vm/cgame.qvm: $(Q3CGVMOBJ) $(CGDIR)/cg_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(Q3CGVMOBJ) $(CGDIR)/cg_syscalls.asm + +############################################################################# +## MISSIONPACK CGAME +############################################################################# + +MPCGOBJ_ = \ + $(B)/missionpack/cgame/cg_main.o \ + $(B)/missionpack/game/bg_misc.o \ + $(B)/missionpack/game/bg_lib.o \ + $(B)/missionpack/game/bg_pmove.o \ + $(B)/missionpack/game/bg_slidemove.o \ + $(B)/missionpack/cgame/cg_challenges.o \ + $(B)/missionpack/cgame/cg_consolecmds.o \ + $(B)/missionpack/cgame/cg_newdraw.o \ + $(B)/missionpack/cgame/cg_draw.o \ + $(B)/missionpack/cgame/cg_drawtools.o \ + $(B)/missionpack/cgame/cg_effects.o \ + $(B)/missionpack/cgame/cg_ents.o \ + $(B)/missionpack/cgame/cg_event.o \ + $(B)/missionpack/cgame/cg_info.o \ + $(B)/missionpack/cgame/cg_localents.o \ + $(B)/missionpack/cgame/cg_marks.o \ + $(B)/missionpack/cgame/cg_players.o \ + $(B)/missionpack/cgame/cg_playerstate.o \ + $(B)/missionpack/cgame/cg_predict.o \ + $(B)/missionpack/cgame/cg_scoreboard.o \ + $(B)/missionpack/cgame/cg_servercmds.o \ + $(B)/missionpack/cgame/cg_snapshot.o \ + $(B)/missionpack/cgame/cg_unlagged.o \ + $(B)/missionpack/cgame/cg_view.o \ + $(B)/missionpack/cgame/cg_weapons.o \ + $(B)/missionpack/ui/ui_shared.o \ + \ + $(B)/missionpack/qcommon/q_math.o \ + $(B)/missionpack/qcommon/q_shared.o + +MPCGOBJ = $(MPCGOBJ_) $(B)/missionpack/cgame/cg_syscalls.o +MPCGVMOBJ = $(MPCGOBJ_:%.o=%.asm) + +$(B)/missionpack/cgame$(ARCH).$(SHLIBEXT): $(MPCGOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(MPCGOBJ) + +$(B)/missionpack/vm/cgame.qvm: $(MPCGVMOBJ) $(CGDIR)/cg_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(MPCGVMOBJ) $(CGDIR)/cg_syscalls.asm + + + +############################################################################# +## BASEQ3 GAME +############################################################################# + +Q3GOBJ_ = \ + $(B)/baseq3/game/g_main.o \ + $(B)/baseq3/game/ai_chat.o \ + $(B)/baseq3/game/ai_cmd.o \ + $(B)/baseq3/game/ai_dmnet.o \ + $(B)/baseq3/game/ai_dmq3.o \ + $(B)/baseq3/game/ai_main.o \ + $(B)/baseq3/game/ai_team.o \ + $(B)/baseq3/game/ai_vcmd.o \ + $(B)/baseq3/game/bg_misc.o \ + $(B)/baseq3/game/bg_lib.o \ + $(B)/baseq3/game/bg_pmove.o \ + $(B)/baseq3/game/bg_slidemove.o \ + $(B)/baseq3/game/g_active.o \ + $(B)/baseq3/game/g_arenas.o \ + $(B)/baseq3/game/g_admin.o \ + $(B)/baseq3/game/g_bot.o \ + $(B)/baseq3/game/g_client.o \ + $(B)/baseq3/game/g_cmds.o \ + $(B)/baseq3/game/g_cmds_ext.o \ + $(B)/baseq3/game/g_combat.o \ + $(B)/baseq3/game/g_items.o \ + $(B)/baseq3/game/bg_alloc.o \ + $(B)/baseq3/game/g_fileops.o \ + $(B)/baseq3/game/g_killspree.o \ + $(B)/baseq3/game/g_misc.o \ + $(B)/baseq3/game/g_missile.o \ + $(B)/baseq3/game/g_mover.o \ + $(B)/baseq3/game/g_playerstore.o \ + $(B)/baseq3/game/g_session.o \ + $(B)/baseq3/game/g_spawn.o \ + $(B)/baseq3/game/g_svcmds.o \ + $(B)/baseq3/game/g_svcmds_ext.o \ + $(B)/baseq3/game/g_target.o \ + $(B)/baseq3/game/g_team.o \ + $(B)/baseq3/game/g_trigger.o \ + $(B)/baseq3/game/g_unlagged.o \ + $(B)/baseq3/game/g_utils.o \ + $(B)/baseq3/game/g_vote.o \ + $(B)/baseq3/game/g_weapon.o \ + \ + $(B)/baseq3/qcommon/q_math.o \ + $(B)/baseq3/qcommon/q_shared.o + +Q3GOBJ = $(Q3GOBJ_) $(B)/baseq3/game/g_syscalls.o +Q3GVMOBJ = $(Q3GOBJ_:%.o=%.asm) + +$(B)/baseq3/qagame$(ARCH).$(SHLIBEXT): $(Q3GOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3GOBJ) + +$(B)/baseq3/vm/qagame.qvm: $(Q3GVMOBJ) $(GDIR)/g_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(Q3GVMOBJ) $(GDIR)/g_syscalls.asm + +############################################################################# +## MISSIONPACK GAME +############################################################################# + +MPGOBJ_ = \ + $(B)/missionpack/game/g_main.o \ + $(B)/missionpack/game/ai_chat.o \ + $(B)/missionpack/game/ai_cmd.o \ + $(B)/missionpack/game/ai_dmnet.o \ + $(B)/missionpack/game/ai_dmq3.o \ + $(B)/missionpack/game/ai_main.o \ + $(B)/missionpack/game/ai_team.o \ + $(B)/missionpack/game/ai_vcmd.o \ + $(B)/missionpack/game/bg_misc.o \ + $(B)/missionpack/game/bg_lib.o \ + $(B)/missionpack/game/bg_pmove.o \ + $(B)/missionpack/game/bg_slidemove.o \ + $(B)/missionpack/game/g_active.o \ + $(B)/missionpack/game/g_admin.o \ + $(B)/missionpack/game/g_arenas.o \ + $(B)/missionpack/game/g_bot.o \ + $(B)/missionpack/game/g_client.o \ + $(B)/missionpack/game/g_cmds.o \ + $(B)/missionpack/game/g_cmds_ext.o \ + $(B)/missionpack/game/g_combat.o \ + $(B)/missionpack/game/g_items.o \ + $(B)/missionpack/game/bg_alloc.o \ + $(B)/missionpack/game/g_fileops.o \ + $(B)/missionpack/game/g_killspree.o \ + $(B)/missionpack/game/g_misc.o \ + $(B)/missionpack/game/g_missile.o \ + $(B)/missionpack/game/g_mover.o \ + $(B)/missionpack/game/g_playerstore.o \ + $(B)/missionpack/game/g_session.o \ + $(B)/missionpack/game/g_spawn.o \ + $(B)/missionpack/game/g_svcmds.o \ + $(B)/missionpack/game/g_svcmds_ext.o \ + $(B)/missionpack/game/g_target.o \ + $(B)/missionpack/game/g_team.o \ + $(B)/missionpack/game/g_trigger.o \ + $(B)/missionpack/game/g_unlagged.o \ + $(B)/missionpack/game/g_utils.o \ + $(B)/missionpack/game/g_vote.o \ + $(B)/missionpack/game/g_weapon.o \ + \ + $(B)/missionpack/qcommon/q_math.o \ + $(B)/missionpack/qcommon/q_shared.o + +MPGOBJ = $(MPGOBJ_) $(B)/missionpack/game/g_syscalls.o +MPGVMOBJ = $(MPGOBJ_:%.o=%.asm) + +$(B)/missionpack/qagame$(ARCH).$(SHLIBEXT): $(MPGOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(MPGOBJ) + +$(B)/missionpack/vm/qagame.qvm: $(MPGVMOBJ) $(GDIR)/g_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(MPGVMOBJ) $(GDIR)/g_syscalls.asm + + + +############################################################################# +## BASEQ3 UI +############################################################################# + +Q3UIOBJ_ = \ + $(B)/baseq3/ui/ui_main.o \ + $(B)/baseq3/game/bg_misc.o \ + $(B)/baseq3/game/bg_lib.o \ + $(B)/baseq3/ui/ui_addbots.o \ + $(B)/baseq3/ui/ui_atoms.o \ + $(B)/baseq3/ui/ui_cdkey.o \ + $(B)/baseq3/ui/ui_challenges.o \ + $(B)/baseq3/ui/ui_cinematics.o \ + $(B)/baseq3/ui/ui_confirm.o \ + $(B)/baseq3/ui/ui_connect.o \ + $(B)/baseq3/ui/ui_controls2.o \ + $(B)/baseq3/ui/ui_credits.o \ + $(B)/baseq3/ui/ui_demo2.o \ + $(B)/baseq3/ui/ui_display.o \ + $(B)/baseq3/ui/ui_firstconnect.o \ + $(B)/baseq3/ui/ui_gameinfo.o \ + $(B)/baseq3/ui/ui_ingame.o \ + $(B)/baseq3/ui/ui_loadconfig.o \ + $(B)/baseq3/ui/ui_menu.o \ + $(B)/baseq3/ui/ui_mfield.o \ + $(B)/baseq3/ui/ui_mods.o \ + $(B)/baseq3/ui/ui_network.o \ + $(B)/baseq3/ui/ui_options.o \ + $(B)/baseq3/ui/ui_password.o \ + $(B)/baseq3/ui/ui_playermodel.o \ + $(B)/baseq3/ui/ui_players.o \ + $(B)/baseq3/ui/ui_playersettings.o \ + $(B)/baseq3/ui/ui_preferences.o \ + $(B)/baseq3/ui/ui_qmenu.o \ + $(B)/baseq3/ui/ui_removebots.o \ + $(B)/baseq3/ui/ui_saveconfig.o \ + $(B)/baseq3/ui/ui_serverinfo.o \ + $(B)/baseq3/ui/ui_servers2.o \ + $(B)/baseq3/ui/ui_setup.o \ + $(B)/baseq3/ui/ui_sound.o \ + $(B)/baseq3/ui/ui_sparena.o \ + $(B)/baseq3/ui/ui_specifyserver.o \ + $(B)/baseq3/ui/ui_splevel.o \ + $(B)/baseq3/ui/ui_sppostgame.o \ + $(B)/baseq3/ui/ui_spskill.o \ + $(B)/baseq3/ui/ui_startserver.o \ + $(B)/baseq3/ui/ui_team.o \ + $(B)/baseq3/ui/ui_teamorders.o \ + $(B)/baseq3/ui/ui_video.o \ + $(B)/baseq3/ui/ui_votemenu.o \ + $(B)/baseq3/ui/ui_votemenu_fraglimit.o \ + $(B)/baseq3/ui/ui_votemenu_timelimit.o \ + $(B)/baseq3/ui/ui_votemenu_gametype.o \ + $(B)/baseq3/ui/ui_votemenu_kick.o \ + $(B)/baseq3/ui/ui_votemenu_map.o \ + $(B)/baseq3/ui/ui_votemenu_custom.o \ + \ + $(B)/baseq3/qcommon/q_math.o \ + $(B)/baseq3/qcommon/q_shared.o + +Q3UIOBJ = $(Q3UIOBJ_) $(B)/missionpack/ui/ui_syscalls.o +Q3UIVMOBJ = $(Q3UIOBJ_:%.o=%.asm) + +$(B)/baseq3/ui$(ARCH).$(SHLIBEXT): $(Q3UIOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(Q3UIOBJ) + +$(B)/baseq3/vm/ui.qvm: $(Q3UIVMOBJ) $(UIDIR)/ui_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(Q3UIVMOBJ) $(UIDIR)/ui_syscalls.asm + +############################################################################# +## MISSIONPACK UI +############################################################################# + +MPUIOBJ_ = \ + $(B)/missionpack/ui/ui_main.o \ + $(B)/missionpack/ui/ui_atoms.o \ + $(B)/missionpack/ui/ui_gameinfo.o \ + $(B)/missionpack/ui/ui_players.o \ + $(B)/missionpack/ui/ui_shared.o \ + \ + $(B)/missionpack/ui/bg_misc.o \ + $(B)/missionpack/ui/bg_lib.o \ + \ + $(B)/missionpack/qcommon/q_math.o \ + $(B)/missionpack/qcommon/q_shared.o + +MPUIOBJ = $(MPUIOBJ_) $(B)/missionpack/ui/ui_syscalls.o +MPUIVMOBJ = $(MPUIOBJ_:%.o=%.asm) + +$(B)/missionpack/ui$(ARCH).$(SHLIBEXT): $(MPUIOBJ) + $(echo_cmd) "LD $@" + $(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(MPUIOBJ) + +$(B)/missionpack/vm/ui.qvm: $(MPUIVMOBJ) $(UIDIR)/ui_syscalls.asm $(Q3ASM) + $(echo_cmd) "Q3ASM $@" + $(Q)$(Q3ASM) -o $@ $(MPUIVMOBJ) $(UIDIR)/ui_syscalls.asm + + + +############################################################################# +## CLIENT/SERVER RULES +############################################################################# + +$(B)/client/%.o: $(ASMDIR)/%.s + $(DO_AS) + +$(B)/client/%.o: $(CDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(SDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(CMDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(BLIBDIR)/%.c + $(DO_BOT_CC) + +$(B)/client/%.o: $(JPDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(SPEEXDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(RDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(SDLDIR)/%.c + $(DO_CC) + +$(B)/clientsmp/%.o: $(SDLDIR)/%.c + $(DO_SMP_CC) + +$(B)/client/%.o: $(SYSDIR)/%.c + $(DO_CC) + +$(B)/client/%.o: $(SYSDIR)/%.rc + $(DO_WINDRES) + + +$(B)/ded/%.o: $(ASMDIR)/%.s + $(DO_AS) + +$(B)/ded/%.o: $(SDIR)/%.c + $(DO_DED_CC) + +$(B)/ded/%.o: $(CMDIR)/%.c + $(DO_DED_CC) + +$(B)/ded/%.o: $(BLIBDIR)/%.c + $(DO_BOT_CC) + +$(B)/ded/%.o: $(SYSDIR)/%.c + $(DO_DED_CC) + +$(B)/ded/%.o: $(SYSDIR)/%.rc + $(DO_WINDRES) + +$(B)/ded/%.o: $(NDIR)/%.c + $(DO_DED_CC) + +# Extra dependencies to ensure the SVN version is incorporated +ifeq ($(USE_SVN),1) + $(B)/client/cl_console.o : .svn/entries + $(B)/client/common.o : .svn/entries + $(B)/ded/common.o : .svn/entries +endif + + +############################################################################# +## GAME MODULE RULES +############################################################################# + +$(B)/baseq3/cgame/bg_%.o: $(GDIR)/bg_%.c + $(DO_CGAME_CC) + +$(B)/baseq3/cgame/%.o: $(CGDIR)/%.c + $(DO_CGAME_CC) + +$(B)/baseq3/cgame/bg_%.asm: $(GDIR)/bg_%.c $(Q3LCC) + $(DO_CGAME_Q3LCC) + +$(B)/baseq3/cgame/%.asm: $(CGDIR)/%.c $(Q3LCC) + $(DO_CGAME_Q3LCC) + +$(B)/missionpack/cgame/bg_%.o: $(GDIR)/bg_%.c + $(DO_CGAME_CC_MISSIONPACK) + +$(B)/missionpack/cgame/%.o: $(CGDIR)/%.c + $(DO_CGAME_CC_MISSIONPACK) + +$(B)/missionpack/cgame/bg_%.asm: $(GDIR)/bg_%.c $(Q3LCC) + $(DO_CGAME_Q3LCC_MISSIONPACK) + +$(B)/missionpack/cgame/%.asm: $(CGDIR)/%.c $(Q3LCC) + $(DO_CGAME_Q3LCC_MISSIONPACK) + + +$(B)/baseq3/game/%.o: $(GDIR)/%.c + $(DO_GAME_CC) + +$(B)/baseq3/game/%.asm: $(GDIR)/%.c $(Q3LCC) + $(DO_GAME_Q3LCC) + +$(B)/missionpack/game/%.o: $(GDIR)/%.c + $(DO_GAME_CC_MISSIONPACK) + +$(B)/missionpack/game/%.asm: $(GDIR)/%.c $(Q3LCC) + $(DO_GAME_Q3LCC_MISSIONPACK) + + +$(B)/baseq3/ui/bg_%.o: $(GDIR)/bg_%.c + $(DO_UI_CC) + +$(B)/baseq3/ui/%.o: $(Q3UIDIR)/%.c + $(DO_UI_CC) + +$(B)/baseq3/ui/bg_%.asm: $(GDIR)/bg_%.c $(Q3LCC) + $(DO_UI_Q3LCC) + +$(B)/baseq3/ui/%.asm: $(Q3UIDIR)/%.c $(Q3LCC) + $(DO_UI_Q3LCC) + +$(B)/missionpack/ui/bg_%.o: $(GDIR)/bg_%.c + $(DO_UI_CC_MISSIONPACK) + +$(B)/missionpack/ui/%.o: $(UIDIR)/%.c + $(DO_UI_CC_MISSIONPACK) + +$(B)/missionpack/ui/bg_%.asm: $(GDIR)/bg_%.c $(Q3LCC) + $(DO_UI_Q3LCC_MISSIONPACK) + +$(B)/missionpack/ui/%.asm: $(UIDIR)/%.c $(Q3LCC) + $(DO_UI_Q3LCC_MISSIONPACK) + + +$(B)/baseq3/qcommon/%.o: $(CMDIR)/%.c + $(DO_SHLIB_CC) + +$(B)/baseq3/qcommon/%.asm: $(CMDIR)/%.c $(Q3LCC) + $(DO_Q3LCC) + +$(B)/missionpack/qcommon/%.o: $(CMDIR)/%.c + $(DO_SHLIB_CC_MISSIONPACK) + +$(B)/missionpack/qcommon/%.asm: $(CMDIR)/%.c $(Q3LCC) + $(DO_Q3LCC_MISSIONPACK) + + +############################################################################# +# MISC +############################################################################# + +OBJ = $(Q3OBJ) $(Q3POBJ) $(Q3POBJ_SMP) $(Q3DOBJ) \ + $(MPGOBJ) $(Q3GOBJ) $(Q3CGOBJ) $(MPCGOBJ) $(Q3UIOBJ) $(MPUIOBJ) \ + $(MPGVMOBJ) $(Q3GVMOBJ) $(Q3CGVMOBJ) $(MPCGVMOBJ) $(Q3UIVMOBJ) $(MPUIVMOBJ) +TOOLSOBJ = $(LBURGOBJ) $(Q3CPPOBJ) $(Q3RCCOBJ) $(Q3LCCOBJ) $(Q3ASMOBJ) + + +copyfiles: release + @if [ ! -d $(COPYDIR)/baseq3 ]; then echo "You need to set COPYDIR to where your Quake3 data is!"; fi + -$(MKDIR) -p -m 0755 $(COPYDIR)/baseq3 + -$(MKDIR) -p -m 0755 $(COPYDIR)/missionpack + +ifneq ($(BUILD_CLIENT),0) + $(INSTALL) -s -m 0755 $(BR)/ioquake3.$(ARCH)$(BINEXT) $(COPYDIR)/ioquake3.$(ARCH)$(BINEXT) +endif + +# Don't copy the SMP until it's working together with SDL. +#ifneq ($(BUILD_CLIENT_SMP),0) +# $(INSTALL) -s -m 0755 $(BR)/ioquake3-smp.$(ARCH)$(BINEXT) $(COPYDIR)/ioquake3-smp.$(ARCH)$(BINEXT) +#endif + +ifneq ($(BUILD_SERVER),0) + @if [ -f $(BR)/ioq3ded.$(ARCH)$(BINEXT) ]; then \ + $(INSTALL) -s -m 0755 $(BR)/ioq3ded.$(ARCH)$(BINEXT) $(COPYDIR)/ioq3ded.$(ARCH)$(BINEXT); \ + fi +endif + +ifneq ($(BUILD_GAME_SO),0) + $(INSTALL) -s -m 0755 $(BR)/baseq3/cgame$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/baseq3/. + $(INSTALL) -s -m 0755 $(BR)/baseq3/qagame$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/baseq3/. + $(INSTALL) -s -m 0755 $(BR)/baseq3/ui$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/baseq3/. + ifneq ($(BUILD_MISSIONPACK),0) + -$(MKDIR) -p -m 0755 $(COPYDIR)/missionpack + $(INSTALL) -s -m 0755 $(BR)/missionpack/cgame$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/missionpack/. + $(INSTALL) -s -m 0755 $(BR)/missionpack/qagame$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/missionpack/. + $(INSTALL) -s -m 0755 $(BR)/missionpack/ui$(ARCH).$(SHLIBEXT) \ + $(COPYDIR)/missionpack/. + endif +endif + +clean: clean-debug clean-release + +#We do not make installers +#ifeq ($(PLATFORM),mingw32) +# @$(MAKE) -C $(NSISDIR) clean +#else +# @$(MAKE) -C $(LOKISETUPDIR) clean +#endif + +clean-debug: + @$(MAKE) clean2 B=$(BD) + +clean-release: + @$(MAKE) clean2 B=$(BR) + +clean2: + @echo "CLEAN $(B)" + @rm -f $(OBJ) + @rm -f $(OBJ_D_FILES) + @rm -f $(TARGETS) + +toolsclean: toolsclean-debug toolsclean-release + +toolsclean-debug: + @$(MAKE) toolsclean2 B=$(BD) + +toolsclean-release: + @$(MAKE) toolsclean2 B=$(BR) + +toolsclean2: + @echo "TOOLS_CLEAN $(B)" + @rm -f $(TOOLSOBJ) + @rm -f $(TOOLSOBJ_D_FILES) + @rm -f $(LBURG) $(DAGCHECK_C) $(Q3RCC) $(Q3CPP) $(Q3LCC) $(Q3ASM) + +distclean: clean toolsclean + @rm -rf $(BUILD_DIR) + +installer: release +ifeq ($(PLATFORM),mingw32) + @$(MAKE) VERSION=$(VERSION) -C $(NSISDIR) V=$(V) +else + @$(MAKE) VERSION=$(VERSION) -C $(LOKISETUPDIR) V=$(V) +endif + +dist: + rm -rf ioquake3-$(VERSION) + svn export . ioquake3-$(VERSION) + tar --owner=root --group=root --force-local -cjf ioquake3-$(VERSION).tar.bz2 ioquake3-$(VERSION) + rm -rf ioquake3-$(VERSION) + +############################################################################# +# DEPENDENCIES +############################################################################# + +OBJ_D_FILES=$(filter %.d,$(OBJ:%.o=%.d)) +TOOLSOBJ_D_FILES=$(filter %.d,$(TOOLSOBJ:%.o=%.d)) +-include $(OBJ_D_FILES) $(TOOLSOBJ_D_FILES) + +.PHONY: all clean clean2 clean-debug clean-release copyfiles \ + debug default dist distclean installer makedirs \ + release targets \ + toolsclean toolsclean2 toolsclean-debug toolsclean-release diff --git a/admin.dat b/admin.dat new file mode 100644 index 0000000..ff99cd9 --- /dev/null +++ b/admin.dat @@ -0,0 +1,45 @@ +[level] +level = 0 +name = ^4Unknown Player +flags = iahC + +[level] +level = 1 +name = ^5Server Regular +flags = iahC + +[level] +level = 2 +name = ^6Team Manager +flags = iahCpP + +[level] +level = 3 +name = ^2Junior Admin +flags = iahCpPkm? + +[level] +level = 4 +name = ^3Senior Admin +flags = iahCpPkmBbe? + +[level] +level = 5 +name = ^1Server Operator +flags = * + +[admin] +name = UnnamedPlayer +guid = +level = 5 +flags = + +[warning] +name = UnnamedPlayer +guid = +ip = localhost +warning = Dumb Move +made = 06/11/09 01:23:48 +expires = 1244701428 +warner = UnnamedPlayer + diff --git a/code/botlib/aasfile.h b/code/botlib/aasfile.h new file mode 100644 index 0000000..8f2fbf6 --- /dev/null +++ b/code/botlib/aasfile.h @@ -0,0 +1,267 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +//NOTE: int = default signed +// default long + +#define AASID (('S'<<24)+('A'<<16)+('A'<<8)+'E') +#define AASVERSION_OLD 4 +#define AASVERSION 5 + +//presence types +#define PRESENCE_NONE 1 +#define PRESENCE_NORMAL 2 +#define PRESENCE_CROUCH 4 + +//travel types +#define MAX_TRAVELTYPES 32 +#define TRAVEL_INVALID 1 //temporary not possible +#define TRAVEL_WALK 2 //walking +#define TRAVEL_CROUCH 3 //crouching +#define TRAVEL_BARRIERJUMP 4 //jumping onto a barrier +#define TRAVEL_JUMP 5 //jumping +#define TRAVEL_LADDER 6 //climbing a ladder +#define TRAVEL_WALKOFFLEDGE 7 //walking of a ledge +#define TRAVEL_SWIM 8 //swimming +#define TRAVEL_WATERJUMP 9 //jump out of the water +#define TRAVEL_TELEPORT 10 //teleportation +#define TRAVEL_ELEVATOR 11 //travel by elevator +#define TRAVEL_ROCKETJUMP 12 //rocket jumping required for travel +#define TRAVEL_BFGJUMP 13 //bfg jumping required for travel +#define TRAVEL_GRAPPLEHOOK 14 //grappling hook required for travel +#define TRAVEL_DOUBLEJUMP 15 //double jump +#define TRAVEL_RAMPJUMP 16 //ramp jump +#define TRAVEL_STRAFEJUMP 17 //strafe jump +#define TRAVEL_JUMPPAD 18 //jump pad +#define TRAVEL_FUNCBOB 19 //func bob + +//additional travel flags +#define TRAVELTYPE_MASK 0xFFFFFF +#define TRAVELFLAG_NOTTEAM1 (1 << 24) +#define TRAVELFLAG_NOTTEAM2 (2 << 24) + +//face flags +#define FACE_SOLID 1 //just solid at the other side +#define FACE_LADDER 2 //ladder +#define FACE_GROUND 4 //standing on ground when in this face +#define FACE_GAP 8 //gap in the ground +#define FACE_LIQUID 16 //face seperating two areas with liquid +#define FACE_LIQUIDSURFACE 32 //face seperating liquid and air +#define FACE_BRIDGE 64 //can walk over this face if bridge is closed + +//area contents +#define AREACONTENTS_WATER 1 +#define AREACONTENTS_LAVA 2 +#define AREACONTENTS_SLIME 4 +#define AREACONTENTS_CLUSTERPORTAL 8 +#define AREACONTENTS_TELEPORTAL 16 +#define AREACONTENTS_ROUTEPORTAL 32 +#define AREACONTENTS_TELEPORTER 64 +#define AREACONTENTS_JUMPPAD 128 +#define AREACONTENTS_DONOTENTER 256 +#define AREACONTENTS_VIEWPORTAL 512 +#define AREACONTENTS_MOVER 1024 +#define AREACONTENTS_NOTTEAM1 2048 +#define AREACONTENTS_NOTTEAM2 4096 +//number of model of the mover inside this area +#define AREACONTENTS_MODELNUMSHIFT 24 +#define AREACONTENTS_MAXMODELNUM 0xFF +#define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT) + +//area flags +#define AREA_GROUNDED 1 //bot can stand on the ground +#define AREA_LADDER 2 //area contains one or more ladder faces +#define AREA_LIQUID 4 //area contains a liquid +#define AREA_DISABLED 8 //area is disabled for routing when set +#define AREA_BRIDGE 16 //area ontop of a bridge + +//aas file header lumps +#define AAS_LUMPS 14 +#define AASLUMP_BBOXES 0 +#define AASLUMP_VERTEXES 1 +#define AASLUMP_PLANES 2 +#define AASLUMP_EDGES 3 +#define AASLUMP_EDGEINDEX 4 +#define AASLUMP_FACES 5 +#define AASLUMP_FACEINDEX 6 +#define AASLUMP_AREAS 7 +#define AASLUMP_AREASETTINGS 8 +#define AASLUMP_REACHABILITY 9 +#define AASLUMP_NODES 10 +#define AASLUMP_PORTALS 11 +#define AASLUMP_PORTALINDEX 12 +#define AASLUMP_CLUSTERS 13 + +//========== bounding box ========= + +//bounding box +typedef struct aas_bbox_s +{ + int presencetype; + int flags; + vec3_t mins, maxs; +} aas_bbox_t; + +//============ settings =========== + +//reachability to another area +typedef struct aas_reachability_s +{ + int areanum; //number of the reachable area + int facenum; //number of the face towards the other area + int edgenum; //number of the edge towards the other area + vec3_t start; //start point of inter area movement + vec3_t end; //end point of inter area movement + int traveltype; //type of travel required to get to the area + unsigned short int traveltime;//travel time of the inter area movement +} aas_reachability_t; + +//area settings +typedef struct aas_areasettings_s +{ + //could also add all kind of statistic fields + int contents; //contents of the area + int areaflags; //several area flags + int presencetype; //how a bot can be present in this area + int cluster; //cluster the area belongs to, if negative it's a portal + int clusterareanum; //number of the area in the cluster + int numreachableareas; //number of reachable areas from this one + int firstreachablearea; //first reachable area in the reachable area index +} aas_areasettings_t; + +//cluster portal +typedef struct aas_portal_s +{ + int areanum; //area that is the actual portal + int frontcluster; //cluster at front of portal + int backcluster; //cluster at back of portal + int clusterareanum[2]; //number of the area in the front and back cluster +} aas_portal_t; + +//cluster portal index +typedef int aas_portalindex_t; + +//cluster +typedef struct aas_cluster_s +{ + int numareas; //number of areas in the cluster + int numreachabilityareas; //number of areas with reachabilities + int numportals; //number of cluster portals + int firstportal; //first cluster portal in the index +} aas_cluster_t; + +//============ 3d definition ============ + +typedef vec3_t aas_vertex_t; + +//just a plane in the third dimension +typedef struct aas_plane_s +{ + vec3_t normal; //normal vector of the plane + float dist; //distance of the plane (normal vector * distance = point in plane) + int type; +} aas_plane_t; + +//edge +typedef struct aas_edge_s +{ + int v[2]; //numbers of the vertexes of this edge +} aas_edge_t; + +//edge index, negative if vertexes are reversed +typedef int aas_edgeindex_t; + +//a face bounds an area, often it will also seperate two areas +typedef struct aas_face_s +{ + int planenum; //number of the plane this face is in + int faceflags; //face flags (no use to create face settings for just this field) + int numedges; //number of edges in the boundary of the face + int firstedge; //first edge in the edge index + int frontarea; //area at the front of this face + int backarea; //area at the back of this face +} aas_face_t; + +//face index, stores a negative index if backside of face +typedef int aas_faceindex_t; + +//area with a boundary of faces +typedef struct aas_area_s +{ + int areanum; //number of this area + //3d definition + int numfaces; //number of faces used for the boundary of the area + int firstface; //first face in the face index used for the boundary of the area + vec3_t mins; //mins of the area + vec3_t maxs; //maxs of the area + vec3_t center; //'center' of the area +} aas_area_t; + +//nodes of the bsp tree +typedef struct aas_node_s +{ + int planenum; + int children[2]; //child nodes of this node, or areas as leaves when negative + //when a child is zero it's a solid leaf +} aas_node_t; + +//=========== aas file =============== + +//header lump +typedef struct +{ + int fileofs; + int filelen; +} aas_lump_t; + +//aas file header +typedef struct aas_header_s +{ + int ident; + int version; + int bspchecksum; + //data entries + aas_lump_t lumps[AAS_LUMPS]; +} aas_header_t; + + +//====== additional information ====== +/* + +- when a node child is a solid leaf the node child number is zero +- two adjacent areas (sharing a plane at opposite sides) share a face + this face is a portal between the areas +- when an area uses a face from the faceindex with a positive index + then the face plane normal points into the area +- the face edges are stored counter clockwise using the edgeindex +- two adjacent convex areas (sharing a face) only share One face + this is a simple result of the areas being convex +- the areas can't have a mixture of ground and gap faces + other mixtures of faces in one area are allowed +- areas with the AREACONTENTS_CLUSTERPORTAL in the settings have + the cluster number set to the negative portal number +- edge zero is a dummy +- face zero is a dummy +- area zero is a dummy +- node zero is a dummy +*/ diff --git a/code/botlib/be_aas.h b/code/botlib/be_aas.h new file mode 100644 index 0000000..dbf24bc --- /dev/null +++ b/code/botlib/be_aas.h @@ -0,0 +1,221 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_aas.h + * + * desc: Area Awareness System, stuff exported to the AI + * + * $Archive: /source/code/botlib/be_aas.h $ + * + *****************************************************************************/ + +#ifndef MAX_STRINGFIELD +#define MAX_STRINGFIELD 80 +#endif + +//travel flags +#define TFL_INVALID 0x00000001 //traveling temporary not possible +#define TFL_WALK 0x00000002 //walking +#define TFL_CROUCH 0x00000004 //crouching +#define TFL_BARRIERJUMP 0x00000008 //jumping onto a barrier +#define TFL_JUMP 0x00000010 //jumping +#define TFL_LADDER 0x00000020 //climbing a ladder +#define TFL_WALKOFFLEDGE 0x00000080 //walking of a ledge +#define TFL_SWIM 0x00000100 //swimming +#define TFL_WATERJUMP 0x00000200 //jumping out of the water +#define TFL_TELEPORT 0x00000400 //teleporting +#define TFL_ELEVATOR 0x00000800 //elevator +#define TFL_ROCKETJUMP 0x00001000 //rocket jumping +#define TFL_BFGJUMP 0x00002000 //bfg jumping +#define TFL_GRAPPLEHOOK 0x00004000 //grappling hook +#define TFL_DOUBLEJUMP 0x00008000 //double jump +#define TFL_RAMPJUMP 0x00010000 //ramp jump +#define TFL_STRAFEJUMP 0x00020000 //strafe jump +#define TFL_JUMPPAD 0x00040000 //jump pad +#define TFL_AIR 0x00080000 //travel through air +#define TFL_WATER 0x00100000 //travel through water +#define TFL_SLIME 0x00200000 //travel through slime +#define TFL_LAVA 0x00400000 //travel through lava +#define TFL_DONOTENTER 0x00800000 //travel through donotenter area +#define TFL_FUNCBOB 0x01000000 //func bobbing +#define TFL_FLIGHT 0x02000000 //flight +#define TFL_BRIDGE 0x04000000 //move over a bridge +// +#define TFL_NOTTEAM1 0x08000000 //not team 1 +#define TFL_NOTTEAM2 0x10000000 //not team 2 + +//default travel flags +#define TFL_DEFAULT TFL_WALK|TFL_CROUCH|TFL_BARRIERJUMP|\ + TFL_JUMP|TFL_LADDER|\ + TFL_WALKOFFLEDGE|TFL_SWIM|TFL_WATERJUMP|\ + TFL_TELEPORT|TFL_ELEVATOR|\ + TFL_AIR|TFL_WATER|TFL_JUMPPAD|TFL_FUNCBOB + +typedef enum +{ + SOLID_NOT, // no interaction with other objects + SOLID_TRIGGER, // only touch when inside, after moving + SOLID_BBOX, // touch on edge + SOLID_BSP // bsp clip, touch on edge +} solid_t; + +//a trace is returned when a box is swept through the AAS world +typedef struct aas_trace_s +{ + qboolean startsolid; // if true, the initial point was in a solid area + float fraction; // time completed, 1.0 = didn't hit anything + vec3_t endpos; // final position + int ent; // entity blocking the trace + int lastarea; // last area the trace was in (zero if none) + int area; // area blocking the trace (zero if none) + int planenum; // number of the plane that was hit +} aas_trace_t; + +/* Defined in botlib.h + +//bsp_trace_t hit surface +typedef struct bsp_surface_s +{ + char name[16]; + int flags; + int value; +} bsp_surface_t; + +//a trace is returned when a box is swept through the BSP world +typedef struct bsp_trace_s +{ + qboolean allsolid; // if true, plane is not valid + qboolean startsolid; // if true, the initial point was in a solid area + float fraction; // time completed, 1.0 = didn't hit anything + vec3_t endpos; // final position + cplane_t plane; // surface normal at impact + float exp_dist; // expanded plane distance + int sidenum; // number of the brush side hit + bsp_surface_t surface; // hit surface + int contents; // contents on other side of surface hit + int ent; // number of entity hit +} bsp_trace_t; +// +*/ + +//entity info +typedef struct aas_entityinfo_s +{ + int valid; // true if updated this frame + int type; // entity type + int flags; // entity flags + float ltime; // local time + float update_time; // time between last and current update + int number; // number of the entity + vec3_t origin; // origin of the entity + vec3_t angles; // angles of the model + vec3_t old_origin; // for lerping + vec3_t lastvisorigin; // last visible origin + vec3_t mins; // bounding box minimums + vec3_t maxs; // bounding box maximums + int groundent; // ground entity + int solid; // solid type + int modelindex; // model used + int modelindex2; // weapons, CTF flags, etc + int frame; // model frame number + int event; // impulse events -- muzzle flashes, footsteps, etc + int eventParm; // even parameter + int powerups; // bit flags + int weapon; // determines weapon and flash model, etc + int legsAnim; // mask off ANIM_TOGGLEBIT + int torsoAnim; // mask off ANIM_TOGGLEBIT +} aas_entityinfo_t; + +// area info +typedef struct aas_areainfo_s +{ + int contents; + int flags; + int presencetype; + int cluster; + vec3_t mins; + vec3_t maxs; + vec3_t center; +} aas_areainfo_t; + +// client movement prediction stop events, stop as soon as: +#define SE_NONE 0 +#define SE_HITGROUND 1 // the ground is hit +#define SE_LEAVEGROUND 2 // there's no ground +#define SE_ENTERWATER 4 // water is entered +#define SE_ENTERSLIME 8 // slime is entered +#define SE_ENTERLAVA 16 // lava is entered +#define SE_HITGROUNDDAMAGE 32 // the ground is hit with damage +#define SE_GAP 64 // there's a gap +#define SE_TOUCHJUMPPAD 128 // touching a jump pad area +#define SE_TOUCHTELEPORTER 256 // touching teleporter +#define SE_ENTERAREA 512 // the given stoparea is entered +#define SE_HITGROUNDAREA 1024 // a ground face in the area is hit +#define SE_HITBOUNDINGBOX 2048 // hit the specified bounding box +#define SE_TOUCHCLUSTERPORTAL 4096 // touching a cluster portal + +typedef struct aas_clientmove_s +{ + vec3_t endpos; //position at the end of movement prediction + int endarea; //area at end of movement prediction + vec3_t velocity; //velocity at the end of movement prediction + aas_trace_t trace; //last trace + int presencetype; //presence type at end of movement prediction + int stopevent; //event that made the prediction stop + int endcontents; //contents at the end of movement prediction + float time; //time predicted ahead + int frames; //number of frames predicted ahead +} aas_clientmove_t; + +// alternate route goals +#define ALTROUTEGOAL_ALL 1 +#define ALTROUTEGOAL_CLUSTERPORTALS 2 +#define ALTROUTEGOAL_VIEWPORTALS 4 + +typedef struct aas_altroutegoal_s +{ + vec3_t origin; + int areanum; + unsigned short starttraveltime; + unsigned short goaltraveltime; + unsigned short extratraveltime; +} aas_altroutegoal_t; + +// route prediction stop events +#define RSE_NONE 0 +#define RSE_NOROUTE 1 //no route to goal +#define RSE_USETRAVELTYPE 2 //stop as soon as on of the given travel types is used +#define RSE_ENTERCONTENTS 4 //stop when entering the given contents +#define RSE_ENTERAREA 8 //stop when entering the given area + +typedef struct aas_predictroute_s +{ + vec3_t endpos; //position at the end of movement prediction + int endarea; //area at end of movement prediction + int stopevent; //event that made the prediction stop + int endcontents; //contents at the end of movement prediction + int endtravelflags; //end travel flags + int numareas; //number of areas predicted ahead + int time; //time predicted ahead (in hundreth of a sec) +} aas_predictroute_t; diff --git a/code/botlib/be_aas_bsp.h b/code/botlib/be_aas_bsp.h new file mode 100644 index 0000000..932874a --- /dev/null +++ b/code/botlib/be_aas_bsp.h @@ -0,0 +1,89 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_bsp.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_bsp.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//loads the given BSP file +int AAS_LoadBSPFile(void); +//dump the loaded BSP data +void AAS_DumpBSPData(void); +//unlink the given entity from the bsp tree leaves +void AAS_UnlinkFromBSPLeaves(bsp_link_t *leaves); +//link the given entity to the bsp tree leaves of the given model +bsp_link_t *AAS_BSPLinkEntity(vec3_t absmins, + vec3_t absmaxs, + int entnum, + int modelnum); + +//calculates collision with given entity +qboolean AAS_EntityCollision(int entnum, + vec3_t start, + vec3_t boxmins, + vec3_t boxmaxs, + vec3_t end, + int contentmask, + bsp_trace_t *trace); +//for debugging +void AAS_PrintFreeBSPLinks(char *str); +// +#endif //AASINTERN + +#define MAX_EPAIRKEY 128 + +//trace through the world +bsp_trace_t AAS_Trace( vec3_t start, + vec3_t mins, + vec3_t maxs, + vec3_t end, + int passent, + int contentmask); +//returns the contents at the given point +int AAS_PointContents(vec3_t point); +//returns true when p2 is in the PVS of p1 +qboolean AAS_inPVS(vec3_t p1, vec3_t p2); +//returns true when p2 is in the PHS of p1 +qboolean AAS_inPHS(vec3_t p1, vec3_t p2); +//returns true if the given areas are connected +qboolean AAS_AreasConnected(int area1, int area2); +//creates a list with entities totally or partly within the given box +int AAS_BoxEntities(vec3_t absmins, vec3_t absmaxs, int *list, int maxcount); +//gets the mins, maxs and origin of a BSP model +void AAS_BSPModelMinsMaxsOrigin(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin); +//handle to the next bsp entity +int AAS_NextBSPEntity(int ent); +//return the value of the BSP epair key +int AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); +//get a vector for the BSP epair key +int AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); +//get a float for the BSP epair key +int AAS_FloatForBSPEpairKey(int ent, char *key, float *value); +//get an integer for the BSP epair key +int AAS_IntForBSPEpairKey(int ent, char *key, int *value); + diff --git a/code/botlib/be_aas_cluster.h b/code/botlib/be_aas_cluster.h new file mode 100644 index 0000000..e36697d --- /dev/null +++ b/code/botlib/be_aas_cluster.h @@ -0,0 +1,38 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_cluster.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_cluster.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//initialize the AAS clustering +void AAS_InitClustering(void); +// +void AAS_SetViewPortalsAsClusterPortals(void); +#endif //AASINTERN + diff --git a/code/botlib/be_aas_debug.h b/code/botlib/be_aas_debug.h new file mode 100644 index 0000000..008eeba --- /dev/null +++ b/code/botlib/be_aas_debug.h @@ -0,0 +1,62 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_debug.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_debug.h $ + * + *****************************************************************************/ + +//clear the shown debug lines +void AAS_ClearShownDebugLines(void); +// +void AAS_ClearShownPolygons(void); +//show a debug line +void AAS_DebugLine(vec3_t start, vec3_t end, int color); +//show a permenent line +void AAS_PermanentLine(vec3_t start, vec3_t end, int color); +//show a permanent cross +void AAS_DrawPermanentCross(vec3_t origin, float size, int color); +//draw a cross in the plane +void AAS_DrawPlaneCross(vec3_t point, vec3_t normal, float dist, int type, int color); +//show a bounding box +void AAS_ShowBoundingBox(vec3_t origin, vec3_t mins, vec3_t maxs); +//show a face +void AAS_ShowFace(int facenum); +//show an area +void AAS_ShowArea(int areanum, int groundfacesonly); +// +void AAS_ShowAreaPolygons(int areanum, int color, int groundfacesonly); +//draw a cros +void AAS_DrawCross(vec3_t origin, float size, int color); +//print the travel type +void AAS_PrintTravelType(int traveltype); +//draw an arrow +void AAS_DrawArrow(vec3_t start, vec3_t end, int linecolor, int arrowcolor); +//visualize the given reachability +void AAS_ShowReachability(struct aas_reachability_s *reach); +//show the reachable areas from the given area +void AAS_ShowReachableAreas(int areanum); + diff --git a/code/botlib/be_aas_def.h b/code/botlib/be_aas_def.h new file mode 100644 index 0000000..eb995d6 --- /dev/null +++ b/code/botlib/be_aas_def.h @@ -0,0 +1,306 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_def.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_def.h $ + * + *****************************************************************************/ + +//debugging on +#define AAS_DEBUG + +#define MAX_CLIENTS 64 +#define MAX_MODELS 256 // these are sent over the net as 8 bits +#define MAX_SOUNDS 256 // so they cannot be blindly increased +#define MAX_CONFIGSTRINGS 1024 + +#define CS_SCORES 32 +#define CS_MODELS (CS_SCORES+MAX_CLIENTS) +#define CS_SOUNDS (CS_MODELS+MAX_MODELS) + +#define DF_AASENTNUMBER(x) (x - aasworld.entities) +#define DF_NUMBERAASENT(x) (&aasworld.entities[x]) +#define DF_AASENTCLIENT(x) (x - aasworld.entities - 1) +#define DF_CLIENTAASENT(x) (&aasworld.entities[x + 1]) + +#ifndef MAX_PATH + #define MAX_PATH MAX_QPATH +#endif + +//string index (for model, sound and image index) +typedef struct aas_stringindex_s +{ + int numindexes; + char **index; +} aas_stringindex_t; + +//structure to link entities to areas and areas to entities +typedef struct aas_link_s +{ + int entnum; + int areanum; + struct aas_link_s *next_ent, *prev_ent; + struct aas_link_s *next_area, *prev_area; +} aas_link_t; + +//structure to link entities to leaves and leaves to entities +typedef struct bsp_link_s +{ + int entnum; + int leafnum; + struct bsp_link_s *next_ent, *prev_ent; + struct bsp_link_s *next_leaf, *prev_leaf; +} bsp_link_t; + +typedef struct bsp_entdata_s +{ + vec3_t origin; + vec3_t angles; + vec3_t absmins; + vec3_t absmaxs; + int solid; + int modelnum; +} bsp_entdata_t; + +//entity +typedef struct aas_entity_s +{ + //entity info + aas_entityinfo_t i; + //links into the AAS areas + aas_link_t *areas; + //links into the BSP leaves + bsp_link_t *leaves; +} aas_entity_t; + +typedef struct aas_settings_s +{ + vec3_t phys_gravitydirection; + float phys_friction; + float phys_stopspeed; + float phys_gravity; + float phys_waterfriction; + float phys_watergravity; + float phys_maxvelocity; + float phys_maxwalkvelocity; + float phys_maxcrouchvelocity; + float phys_maxswimvelocity; + float phys_walkaccelerate; + float phys_airaccelerate; + float phys_swimaccelerate; + float phys_maxstep; + float phys_maxsteepness; + float phys_maxwaterjump; + float phys_maxbarrier; + float phys_jumpvel; + float phys_falldelta5; + float phys_falldelta10; + float rs_waterjump; + float rs_teleport; + float rs_barrierjump; + float rs_startcrouch; + float rs_startgrapple; + float rs_startwalkoffledge; + float rs_startjump; + float rs_rocketjump; + float rs_bfgjump; + float rs_jumppad; + float rs_aircontrolledjumppad; + float rs_funcbob; + float rs_startelevator; + float rs_falldamage5; + float rs_falldamage10; + float rs_maxfallheight; + float rs_maxjumpfallheight; +} aas_settings_t; + +#define CACHETYPE_PORTAL 0 +#define CACHETYPE_AREA 1 + +//routing cache +typedef struct aas_routingcache_s +{ + byte type; //portal or area cache + float time; //last time accessed or updated + int size; //size of the routing cache + int cluster; //cluster the cache is for + int areanum; //area the cache is created for + vec3_t origin; //origin within the area + float starttraveltime; //travel time to start with + int travelflags; //combinations of the travel flags + struct aas_routingcache_s *prev, *next; + struct aas_routingcache_s *time_prev, *time_next; + unsigned char *reachabilities; //reachabilities used for routing + unsigned short int traveltimes[1]; //travel time for every area (variable sized) +} aas_routingcache_t; + +//fields for the routing algorithm +typedef struct aas_routingupdate_s +{ + int cluster; + int areanum; //area number of the update + vec3_t start; //start point the area was entered + unsigned short int tmptraveltime; //temporary travel time + unsigned short int *areatraveltimes; //travel times within the area + qboolean inlist; //true if the update is in the list + struct aas_routingupdate_s *next; + struct aas_routingupdate_s *prev; +} aas_routingupdate_t; + +//reversed reachability link +typedef struct aas_reversedlink_s +{ + int linknum; //the aas_areareachability_t + int areanum; //reachable from this area + struct aas_reversedlink_s *next; //next link +} aas_reversedlink_t; + +//reversed area reachability +typedef struct aas_reversedreachability_s +{ + int numlinks; + aas_reversedlink_t *first; +} aas_reversedreachability_t; + +//areas a reachability goes through +typedef struct aas_reachabilityareas_s +{ + int firstarea, numareas; +} aas_reachabilityareas_t; + +typedef struct aas_s +{ + int loaded; //true when an AAS file is loaded + int initialized; //true when AAS has been initialized + int savefile; //set true when file should be saved + int bspchecksum; + //current time + float time; + int numframes; + //name of the aas file + char filename[MAX_PATH]; + char mapname[MAX_PATH]; + //bounding boxes + int numbboxes; + aas_bbox_t *bboxes; + //vertexes + int numvertexes; + aas_vertex_t *vertexes; + //planes + int numplanes; + aas_plane_t *planes; + //edges + int numedges; + aas_edge_t *edges; + //edge index + int edgeindexsize; + aas_edgeindex_t *edgeindex; + //faces + int numfaces; + aas_face_t *faces; + //face index + int faceindexsize; + aas_faceindex_t *faceindex; + //convex areas + int numareas; + aas_area_t *areas; + //convex area settings + int numareasettings; + aas_areasettings_t *areasettings; + //reachablity list + int reachabilitysize; + aas_reachability_t *reachability; + //nodes of the bsp tree + int numnodes; + aas_node_t *nodes; + //cluster portals + int numportals; + aas_portal_t *portals; + //cluster portal index + int portalindexsize; + aas_portalindex_t *portalindex; + //clusters + int numclusters; + aas_cluster_t *clusters; + // + int numreachabilityareas; + float reachabilitytime; + //enities linked in the areas + aas_link_t *linkheap; //heap with link structures + int linkheapsize; //size of the link heap + aas_link_t *freelinks; //first free link + aas_link_t **arealinkedentities; //entities linked into areas + //entities + int maxentities; + int maxclients; + aas_entity_t *entities; + //string indexes + char *configstrings[MAX_CONFIGSTRINGS]; + int indexessetup; + //index to retrieve travel flag for a travel type + int travelflagfortype[MAX_TRAVELTYPES]; + //travel flags for each area based on contents + int *areacontentstravelflags; + //routing update + aas_routingupdate_t *areaupdate; + aas_routingupdate_t *portalupdate; + //number of routing updates during a frame (reset every frame) + int frameroutingupdates; + //reversed reachability links + aas_reversedreachability_t *reversedreachability; + //travel times within the areas + unsigned short ***areatraveltimes; + //array of size numclusters with cluster cache + aas_routingcache_t ***clusterareacache; + aas_routingcache_t **portalcache; + //cache list sorted on time + aas_routingcache_t *oldestcache; // start of cache list sorted on time + aas_routingcache_t *newestcache; // end of cache list sorted on time + //maximum travel time through portal areas + int *portalmaxtraveltimes; + //areas the reachabilities go through + int *reachabilityareaindex; + aas_reachabilityareas_t *reachabilityareas; +} aas_t; + +#define AASINTERN + +#ifndef BSPCINCLUDE + +#include "be_aas_main.h" +#include "be_aas_entity.h" +#include "be_aas_sample.h" +#include "be_aas_cluster.h" +#include "be_aas_reach.h" +#include "be_aas_route.h" +#include "be_aas_routealt.h" +#include "be_aas_debug.h" +#include "be_aas_file.h" +#include "be_aas_optimize.h" +#include "be_aas_bsp.h" +#include "be_aas_move.h" + +#endif //BSPCINCLUDE diff --git a/code/botlib/be_aas_entity.h b/code/botlib/be_aas_entity.h new file mode 100644 index 0000000..01ec54c --- /dev/null +++ b/code/botlib/be_aas_entity.h @@ -0,0 +1,63 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_entity.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_entity.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//invalidates all entity infos +void AAS_InvalidateEntities(void); +//unlink not updated entities +void AAS_UnlinkInvalidEntities(void); +//resets the entity AAS and BSP links (sets areas and leaves pointers to NULL) +void AAS_ResetEntityLinks(void); +//updates an entity +int AAS_UpdateEntity(int ent, bot_entitystate_t *state); +//gives the entity data used for collision detection +void AAS_EntityBSPData(int entnum, bsp_entdata_t *entdata); +#endif //AASINTERN + +//returns the size of the entity bounding box in mins and maxs +void AAS_EntitySize(int entnum, vec3_t mins, vec3_t maxs); +//returns the BSP model number of the entity +int AAS_EntityModelNum(int entnum); +//returns the origin of an entity with the given model number +int AAS_OriginOfMoverWithModelNum(int modelnum, vec3_t origin); +//returns the best reachable area the entity is situated in +int AAS_BestReachableEntityArea(int entnum); +//returns the info of the given entity +void AAS_EntityInfo(int entnum, aas_entityinfo_t *info); +//returns the next entity +int AAS_NextEntity(int entnum); +//returns the origin of the entity +void AAS_EntityOrigin(int entnum, vec3_t origin); +//returns the entity type +int AAS_EntityType(int entnum); +//returns the model index of the entity +int AAS_EntityModelindex(int entnum); + diff --git a/code/botlib/be_aas_file.h b/code/botlib/be_aas_file.h new file mode 100644 index 0000000..c2271fc --- /dev/null +++ b/code/botlib/be_aas_file.h @@ -0,0 +1,42 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_file.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_file.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//loads the AAS file with the given name +int AAS_LoadAASFile(char *filename); +//writes an AAS file with the given name +qboolean AAS_WriteAASFile(char *filename); +//dumps the loaded AAS data +void AAS_DumpAASData(void); +//print AAS file information +void AAS_FileInfo(void); +#endif //AASINTERN + diff --git a/code/botlib/be_aas_funcs.h b/code/botlib/be_aas_funcs.h new file mode 100644 index 0000000..87c7636 --- /dev/null +++ b/code/botlib/be_aas_funcs.h @@ -0,0 +1,47 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_funcs.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_funcs.h $ + * + *****************************************************************************/ + +#ifndef BSPCINCLUDE + +#include "be_aas_main.h" +#include "be_aas_entity.h" +#include "be_aas_sample.h" +#include "be_aas_cluster.h" +#include "be_aas_reach.h" +#include "be_aas_route.h" +#include "be_aas_routealt.h" +#include "be_aas_debug.h" +#include "be_aas_file.h" +#include "be_aas_optimize.h" +#include "be_aas_bsp.h" +#include "be_aas_move.h" + +#endif //BSPCINCLUDE diff --git a/code/botlib/be_aas_main.h b/code/botlib/be_aas_main.h new file mode 100644 index 0000000..1d0bef1 --- /dev/null +++ b/code/botlib/be_aas_main.h @@ -0,0 +1,61 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_main.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_main.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN + +extern aas_t aasworld; + +//AAS error message +void QDECL AAS_Error(char *fmt, ...); +//set AAS initialized +void AAS_SetInitialized(void); +//setup AAS with the given number of entities and clients +int AAS_Setup(void); +//shutdown AAS +void AAS_Shutdown(void); +//start a new map +int AAS_LoadMap(const char *mapname); +//start a new time frame +int AAS_StartFrame(float time); +#endif //AASINTERN + +//returns true if AAS is initialized +int AAS_Initialized(void); +//returns true if the AAS file is loaded +int AAS_Loaded(void); +//returns the model name from the given index +char *AAS_ModelFromIndex(int index); +//returns the index from the given model name +int AAS_IndexFromModel(char *modelname); +//returns the current time +float AAS_Time(void); +// +void AAS_ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ); diff --git a/code/botlib/be_aas_move.h b/code/botlib/be_aas_move.h new file mode 100644 index 0000000..b00e41a --- /dev/null +++ b/code/botlib/be_aas_move.h @@ -0,0 +1,71 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_move.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_move.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +extern aas_settings_t aassettings; +#endif //AASINTERN + +//movement prediction +int AAS_PredictClientMovement(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); +//predict movement until bounding box is hit +int AAS_ClientMovementHitBBox(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, + vec3_t mins, vec3_t maxs, int visualize); +//returns true if on the ground at the given origin +int AAS_OnGround(vec3_t origin, int presencetype, int passent); +//returns true if swimming at the given origin +int AAS_Swimming(vec3_t origin); +//returns the jump reachability run start point +void AAS_JumpReachRunStart(struct aas_reachability_s *reach, vec3_t runstart); +//returns true if against a ladder at the given origin +int AAS_AgainstLadder(vec3_t origin); +//rocket jump Z velocity when rocket-jumping at origin +float AAS_RocketJumpZVelocity(vec3_t origin); +//bfg jump Z velocity when bfg-jumping at origin +float AAS_BFGJumpZVelocity(vec3_t origin); +//calculates the horizontal velocity needed for a jump and returns true this velocity could be calculated +int AAS_HorizontalVelocityForJump(float zvel, vec3_t start, vec3_t end, float *velocity); +// +void AAS_SetMovedir(vec3_t angles, vec3_t movedir); +// +int AAS_DropToFloor(vec3_t origin, vec3_t mins, vec3_t maxs); +// +void AAS_InitSettings(void); diff --git a/code/botlib/be_aas_optimize.h b/code/botlib/be_aas_optimize.h new file mode 100644 index 0000000..799c28a --- /dev/null +++ b/code/botlib/be_aas_optimize.h @@ -0,0 +1,33 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_optimize.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_optimize.h $ + * + *****************************************************************************/ + +void AAS_Optimize(void); + diff --git a/code/botlib/be_aas_reach.h b/code/botlib/be_aas_reach.h new file mode 100644 index 0000000..0ab8740 --- /dev/null +++ b/code/botlib/be_aas_reach.h @@ -0,0 +1,68 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_reach.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_reach.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//initialize calculating the reachabilities +void AAS_InitReachability(void); +//continue calculating the reachabilities +int AAS_ContinueInitReachability(float time); +// +int AAS_BestReachableLinkArea(aas_link_t *areas); +#endif //AASINTERN + +//returns true if the are has reachabilities to other areas +int AAS_AreaReachability(int areanum); +//returns the best reachable area and goal origin for a bounding box at the given origin +int AAS_BestReachableArea(vec3_t origin, vec3_t mins, vec3_t maxs, vec3_t goalorigin); +//returns the best jumppad area from which the bbox at origin is reachable +int AAS_BestReachableFromJumpPadArea(vec3_t origin, vec3_t mins, vec3_t maxs); +//returns the next reachability using the given model +int AAS_NextModelReachability(int num, int modelnum); +//returns the total area of the ground faces of the given area +float AAS_AreaGroundFaceArea(int areanum); +//returns true if the area is crouch only +int AAS_AreaCrouch(int areanum); +//returns true if a player can swim in this area +int AAS_AreaSwim(int areanum); +//returns true if the area is filled with a liquid +int AAS_AreaLiquid(int areanum); +//returns true if the area contains lava +int AAS_AreaLava(int areanum); +//returns true if the area contains slime +int AAS_AreaSlime(int areanum); +//returns true if the area has one or more ground faces +int AAS_AreaGrounded(int areanum); +//returns true if the area has one or more ladder faces +int AAS_AreaLadder(int areanum); +//returns true if the area is a jump pad +int AAS_AreaJumpPad(int areanum); +//returns true if the area is donotenter +int AAS_AreaDoNotEnter(int areanum); diff --git a/code/botlib/be_aas_route.h b/code/botlib/be_aas_route.h new file mode 100644 index 0000000..8805c66 --- /dev/null +++ b/code/botlib/be_aas_route.h @@ -0,0 +1,67 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_route.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_route.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +//initialize the AAS routing +void AAS_InitRouting(void); +//free the AAS routing caches +void AAS_FreeRoutingCaches(void); +//returns the travel time from start to end in the given area +unsigned short int AAS_AreaTravelTime(int areanum, vec3_t start, vec3_t end); +// +void AAS_CreateAllRoutingCache(void); +void AAS_WriteRouteCache(void); +// +void AAS_RoutingInfo(void); +#endif //AASINTERN + +//returns the travel flag for the given travel type +int AAS_TravelFlagForType(int traveltype); +//return the travel flag(s) for traveling through this area +int AAS_AreaContentsTravelFlags(int areanum); +//returns the index of the next reachability for the given area +int AAS_NextAreaReachability(int areanum, int reachnum); +//returns the reachability with the given index +void AAS_ReachabilityFromNum(int num, struct aas_reachability_s *reach); +//returns a random goal area and goal origin +int AAS_RandomGoalArea(int areanum, int travelflags, int *goalareanum, vec3_t goalorigin); +//enable or disable an area for routing +int AAS_EnableRoutingArea(int areanum, int enable); +//returns the travel time within the given area from start to end +unsigned short int AAS_AreaTravelTime(int areanum, vec3_t start, vec3_t end); +//returns the travel time from the area to the goal area using the given travel flags +int AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); +//predict a route up to a stop event +int AAS_PredictRoute(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); + + diff --git a/code/botlib/be_aas_routealt.h b/code/botlib/be_aas_routealt.h new file mode 100644 index 0000000..160966a --- /dev/null +++ b/code/botlib/be_aas_routealt.h @@ -0,0 +1,40 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_routealt.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_routealt.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +void AAS_InitAlternativeRouting(void); +void AAS_ShutdownAlternativeRouting(void); +#endif //AASINTERN + + +int AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + aas_altroutegoal_t *altroutegoals, int maxaltroutegoals, + int type); diff --git a/code/botlib/be_aas_sample.h b/code/botlib/be_aas_sample.h new file mode 100644 index 0000000..ed6c237 --- /dev/null +++ b/code/botlib/be_aas_sample.h @@ -0,0 +1,69 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_aas_sample.h + * + * desc: AAS + * + * $Archive: /source/code/botlib/be_aas_sample.h $ + * + *****************************************************************************/ + +#ifdef AASINTERN +void AAS_InitAASLinkHeap(void); +void AAS_InitAASLinkedEntities(void); +void AAS_FreeAASLinkHeap(void); +void AAS_FreeAASLinkedEntities(void); +aas_face_t *AAS_AreaGroundFace(int areanum, vec3_t point); +aas_face_t *AAS_TraceEndFace(aas_trace_t *trace); +aas_plane_t *AAS_PlaneFromNum(int planenum); +aas_link_t *AAS_AASLinkEntity(vec3_t absmins, vec3_t absmaxs, int entnum); +aas_link_t *AAS_LinkEntityClientBBox(vec3_t absmins, vec3_t absmaxs, int entnum, int presencetype); +qboolean AAS_PointInsideFace(int facenum, vec3_t point, float epsilon); +qboolean AAS_InsideFace(aas_face_t *face, vec3_t pnormal, vec3_t point, float epsilon); +void AAS_UnlinkFromAreas(aas_link_t *areas); +#endif //AASINTERN + +//returns the mins and maxs of the bounding box for the given presence type +void AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); +//returns the cluster the area is in (negative portal number if the area is a portal) +int AAS_AreaCluster(int areanum); +//returns the presence type(s) of the area +int AAS_AreaPresenceType(int areanum); +//returns the presence type(s) at the given point +int AAS_PointPresenceType(vec3_t point); +//returns the result of the trace of a client bbox +aas_trace_t AAS_TraceClientBBox(vec3_t start, vec3_t end, int presencetype, int passent); +//stores the areas the trace went through and returns the number of passed areas +int AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); +//returns the areas the bounding box is in +int AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); +//return area information +int AAS_AreaInfo( int areanum, aas_areainfo_t *info ); +//returns the area the point is in +int AAS_PointAreaNum(vec3_t point); +// +int AAS_PointReachabilityAreaIndex( vec3_t point ); +//returns the plane the given face is in +void AAS_FacePlane(int facenum, vec3_t normal, float *dist); + diff --git a/code/botlib/be_ai_char.h b/code/botlib/be_ai_char.h new file mode 100644 index 0000000..719d68f --- /dev/null +++ b/code/botlib/be_ai_char.h @@ -0,0 +1,48 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_ai_char.h + * + * desc: bot characters + * + * $Archive: /source/code/botlib/be_ai_char.h $ + * + *****************************************************************************/ + +//loads a bot character from a file +int BotLoadCharacter(char *charfile, float skill); +//frees a bot character +void BotFreeCharacter(int character); +//returns a float characteristic +float Characteristic_Float(int character, int index); +//returns a bounded float characteristic +float Characteristic_BFloat(int character, int index, float min, float max); +//returns an integer characteristic +int Characteristic_Integer(int character, int index); +//returns a bounded integer characteristic +int Characteristic_BInteger(int character, int index, int min, int max); +//returns a string characteristic +void Characteristic_String(int character, int index, char *buf, int size); +//free cached bot characters +void BotShutdownCharacters(void); diff --git a/code/botlib/be_ai_chat.h b/code/botlib/be_ai_chat.h new file mode 100644 index 0000000..53a56d7 --- /dev/null +++ b/code/botlib/be_ai_chat.h @@ -0,0 +1,113 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +/***************************************************************************** + * name: be_ai_chat.h + * + * desc: char AI + * + * $Archive: /source/code/botlib/be_ai_chat.h $ + * + *****************************************************************************/ + +#define MAX_MESSAGE_SIZE 256 +#define MAX_CHATTYPE_NAME 32 +#define MAX_MATCHVARIABLES 8 + +#define CHAT_GENDERLESS 0 +#define CHAT_GENDERFEMALE 1 +#define CHAT_GENDERMALE 2 + +#define CHAT_ALL 0 +#define CHAT_TEAM 1 +#define CHAT_TELL 2 + +//a console message +typedef struct bot_consolemessage_s +{ + int handle; + float time; //message time + int type; //message type + char message[MAX_MESSAGE_SIZE]; //message + struct bot_consolemessage_s *prev, *next; //prev and next in list +} bot_consolemessage_t; + +//match variable +typedef struct bot_matchvariable_s +{ + char offset; + int length; +} bot_matchvariable_t; +//returned to AI when a match is found +typedef struct bot_match_s +{ + char string[MAX_MESSAGE_SIZE]; + int type; + int subtype; + bot_matchvariable_t variables[MAX_MATCHVARIABLES]; +} bot_match_t; + +//setup the chat AI +int BotSetupChatAI(void); +//shutdown the chat AI +void BotShutdownChatAI(void); +//returns the handle to a newly allocated chat state +int BotAllocChatState(void); +//frees the chatstate +void BotFreeChatState(int handle); +//adds a console message to the chat state +void BotQueueConsoleMessage(int chatstate, int type, char *message); +//removes the console message from the chat state +void BotRemoveConsoleMessage(int chatstate, int handle); +//returns the next console message from the state +int BotNextConsoleMessage(int chatstate, bot_consolemessage_t *cm); +//returns the number of console messages currently stored in the state +int BotNumConsoleMessages(int chatstate); +//selects a chat message of the given type +void BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7); +//returns the number of initial chat messages of the given type +int BotNumInitialChats(int chatstate, char *type); +//find and select a reply for the given message +int 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); +//returns the length of the currently selected chat message +int BotChatLength(int chatstate); +//enters the selected chat message +void BotEnterChat(int chatstate, int clientto, int sendto); +//get the chat message ready to be output +void BotGetChatMessage(int chatstate, char *buf, int size); +//checks if the first string contains the second one, returns index into first string or -1 if not found +int StringContains(char *str1, char *str2, int casesensitive); +//finds a match for the given string using the match templates +int BotFindMatch(char *str, bot_match_t *match, unsigned long int context); +//returns a variable from a match +void BotMatchVariable(bot_match_t *match, int variable, char *buf, int size); +//unify all the white spaces in the string +void UnifyWhiteSpaces(char *string); +//replace all the context related synonyms in the string +void BotReplaceSynonyms(char *string, unsigned long int context); +//loads a chat file for the chat state +int BotLoadChatFile(int chatstate, char *chatfile, char *chatname); +//store the gender of the bot in the chat state +void BotSetChatGender(int chatstate, int gender); +//store the bot name in the chat state +void BotSetChatName(int chatstate, char *name, int client); + diff --git a/code/botlib/be_ai_gen.h b/code/botlib/be_ai_gen.h new file mode 100644 index 0000000..ce9ba92 --- /dev/null +++ b/code/botlib/be_ai_gen.h @@ -0,0 +1,33 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_ai_gen.h + * + * desc: genetic selection + * + * $Archive: /source/code/botlib/be_ai_gen.h $ + * + *****************************************************************************/ + +int GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); diff --git a/code/botlib/be_ai_goal.h b/code/botlib/be_ai_goal.h new file mode 100644 index 0000000..80dad08 --- /dev/null +++ b/code/botlib/be_ai_goal.h @@ -0,0 +1,118 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +/***************************************************************************** + * name: be_ai_goal.h + * + * desc: goal AI + * + * $Archive: /source/code/botlib/be_ai_goal.h $ + * + *****************************************************************************/ + +#define MAX_AVOIDGOALS 256 +#define MAX_GOALSTACK 8 + +#define GFL_NONE 0 +#define GFL_ITEM 1 +#define GFL_ROAM 2 +#define GFL_DROPPED 4 + +//a bot goal +typedef struct bot_goal_s +{ + vec3_t origin; //origin of the goal + int areanum; //area number of the goal + vec3_t mins, maxs; //mins and maxs of the goal + int entitynum; //number of the goal entity + int number; //goal number + int flags; //goal flags + int iteminfo; //item information +} bot_goal_t; + +//reset the whole goal state, but keep the item weights +void BotResetGoalState(int goalstate); +//reset avoid goals +void BotResetAvoidGoals(int goalstate); +//remove the goal with the given number from the avoid goals +void BotRemoveFromAvoidGoals(int goalstate, int number); +//push a goal onto the goal stack +void BotPushGoal(int goalstate, bot_goal_t *goal); +//pop a goal from the goal stack +void BotPopGoal(int goalstate); +//empty the bot's goal stack +void BotEmptyGoalStack(int goalstate); +//dump the avoid goals +void BotDumpAvoidGoals(int goalstate); +//dump the goal stack +void BotDumpGoalStack(int goalstate); +//get the name name of the goal with the given number +void BotGoalName(int number, char *name, int size); +//get the top goal from the stack +int BotGetTopGoal(int goalstate, bot_goal_t *goal); +//get the second goal on the stack +int BotGetSecondGoal(int goalstate, bot_goal_t *goal); +//choose the best long term goal item for the bot +int BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); +//choose the best nearby goal item for the bot +//the item may not be further away from the current bot position than maxtime +//also the travel time from the nearby goal towards the long term goal may not +//be larger than the travel time towards the long term goal from the current bot position +int BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, + bot_goal_t *ltg, float maxtime); +//returns true if the bot touches the goal +int BotTouchingGoal(vec3_t origin, bot_goal_t *goal); +//returns true if the goal should be visible but isn't +int BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, bot_goal_t *goal); +//search for a goal for the given classname, the index can be used +//as a start point for the search when multiple goals are available with that same classname +int BotGetLevelItemGoal(int index, char *classname, bot_goal_t *goal); +//get the next camp spot in the map +int BotGetNextCampSpotGoal(int num, bot_goal_t *goal); +//get the map location with the given name +int BotGetMapLocationGoal(char *name, bot_goal_t *goal); +//returns the avoid goal time +float BotAvoidGoalTime(int goalstate, int number); +//set the avoid goal time +void BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); +//initializes the items in the level +void BotInitLevelItems(void); +//regularly update dynamic entity items (dropped weapons, flags etc.) +void BotUpdateEntityItems(void); +//interbreed the goal fuzzy logic +void BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); +//save the goal fuzzy logic to disk +void BotSaveGoalFuzzyLogic(int goalstate, char *filename); +//mutate the goal fuzzy logic +void BotMutateGoalFuzzyLogic(int goalstate, float range); +//loads item weights for the bot +int BotLoadItemWeights(int goalstate, char *filename); +//frees the item weights of the bot +void BotFreeItemWeights(int goalstate); +//returns the handle of a newly allocated goal state +int BotAllocGoalState(int client); +//free the given goal state +void BotFreeGoalState(int handle); +//setup the goal AI +int BotSetupGoalAI(void); +//shut down the goal AI +void BotShutdownGoalAI(void); diff --git a/code/botlib/be_ai_move.h b/code/botlib/be_ai_move.h new file mode 100644 index 0000000..a32d939 --- /dev/null +++ b/code/botlib/be_ai_move.h @@ -0,0 +1,142 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_ai_move.h + * + * desc: movement AI + * + * $Archive: /source/code/botlib/be_ai_move.h $ + * + *****************************************************************************/ + +//movement types +#define MOVE_WALK 1 +#define MOVE_CROUCH 2 +#define MOVE_JUMP 4 +#define MOVE_GRAPPLE 8 +#define MOVE_ROCKETJUMP 16 +#define MOVE_BFGJUMP 32 +//move flags +#define MFL_BARRIERJUMP 1 //bot is performing a barrier jump +#define MFL_ONGROUND 2 //bot is in the ground +#define MFL_SWIMMING 4 //bot is swimming +#define MFL_AGAINSTLADDER 8 //bot is against a ladder +#define MFL_WATERJUMP 16 //bot is waterjumping +#define MFL_TELEPORTED 32 //bot is being teleported +#define MFL_GRAPPLEPULL 64 //bot is being pulled by the grapple +#define MFL_ACTIVEGRAPPLE 128 //bot is using the grapple hook +#define MFL_GRAPPLERESET 256 //bot has reset the grapple +#define MFL_WALK 512 //bot should walk slowly +// move result flags +#define MOVERESULT_MOVEMENTVIEW 1 //bot uses view for movement +#define MOVERESULT_SWIMVIEW 2 //bot uses view for swimming +#define MOVERESULT_WAITING 4 //bot is waiting for something +#define MOVERESULT_MOVEMENTVIEWSET 8 //bot has set the view in movement code +#define MOVERESULT_MOVEMENTWEAPON 16 //bot uses weapon for movement +#define MOVERESULT_ONTOPOFOBSTACLE 32 //bot is ontop of obstacle +#define MOVERESULT_ONTOPOF_FUNCBOB 64 //bot is ontop of a func_bobbing +#define MOVERESULT_ONTOPOF_ELEVATOR 128 //bot is ontop of an elevator (func_plat) +#define MOVERESULT_BLOCKEDBYAVOIDSPOT 256 //bot is blocked by an avoid spot +// +#define MAX_AVOIDREACH 1 +#define MAX_AVOIDSPOTS 32 +// avoid spot types +#define AVOID_CLEAR 0 //clear all avoid spots +#define AVOID_ALWAYS 1 //avoid always +#define AVOID_DONTBLOCK 2 //never totally block +// restult types +#define RESULTTYPE_ELEVATORUP 1 //elevator is up +#define RESULTTYPE_WAITFORFUNCBOBBING 2 //waiting for func bobbing to arrive +#define RESULTTYPE_BADGRAPPLEPATH 4 //grapple path is obstructed +#define RESULTTYPE_INSOLIDAREA 8 //stuck in solid area, this is bad + +//structure used to initialize the movement state +//the or_moveflags MFL_ONGROUND, MFL_TELEPORTED and MFL_WATERJUMP come from the playerstate +typedef struct bot_initmove_s +{ + vec3_t origin; //origin of the bot + vec3_t velocity; //velocity of the bot + vec3_t viewoffset; //view offset + int entitynum; //entity number of the bot + int client; //client number of the bot + float thinktime; //time the bot thinks + int presencetype; //presencetype of the bot + vec3_t viewangles; //view angles of the bot + int or_moveflags; //values ored to the movement flags +} bot_initmove_t; + +//NOTE: the ideal_viewangles are only valid if MFL_MOVEMENTVIEW is set +typedef struct bot_moveresult_s +{ + int failure; //true if movement failed all together + int type; //failure or blocked type + int blocked; //true if blocked by an entity + int blockentity; //entity blocking the bot + int traveltype; //last executed travel type + int flags; //result flags + int weapon; //weapon used for movement + vec3_t movedir; //movement direction + vec3_t ideal_viewangles; //ideal viewangles for the movement +} bot_moveresult_t; + +#define bot_moveresult_t_cleared(x) bot_moveresult_t (x) = {0, 0, 0, 0, 0, 0, 0, {0, 0, 0}, {0, 0, 0}} + +typedef struct bot_avoidspot_s +{ + vec3_t origin; + float radius; + int type; +} bot_avoidspot_t; + +//resets the whole move state +void BotResetMoveState(int movestate); +//moves the bot to the given goal +void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, int travelflags); +//moves the bot in the specified direction using the specified type of movement +int BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); +//reset avoid reachability +void BotResetAvoidReach(int movestate); +//resets the last avoid reachability +void BotResetLastAvoidReach(int movestate); +//returns a reachability area if the origin is in one +int BotReachabilityArea(vec3_t origin, int client); +//view target based on movement +int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, float lookahead, vec3_t target); +//predict the position of a player based on movement towards a goal +int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int travelflags, vec3_t target); +//returns the handle of a newly allocated movestate +int BotAllocMoveState(void); +//frees the movestate with the given handle +void BotFreeMoveState(int handle); +//initialize movement state before performing any movement +void BotInitMoveState(int handle, bot_initmove_t *initmove); +//add a spot to avoid (if type == AVOID_CLEAR all spots are removed) +void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type); +//must be called every map change +void BotSetBrushModelTypes(void); +//setup movement AI +int BotSetupMoveAI(void); +//shutdown movement AI +void BotShutdownMoveAI(void); + diff --git a/code/botlib/be_ai_weap.h b/code/botlib/be_ai_weap.h new file mode 100644 index 0000000..59067fb --- /dev/null +++ b/code/botlib/be_ai_weap.h @@ -0,0 +1,104 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_ai_weap.h + * + * desc: weapon AI + * + * $Archive: /source/code/botlib/be_ai_weap.h $ + * + *****************************************************************************/ + +//projectile flags +#define PFL_WINDOWDAMAGE 1 //projectile damages through window +#define PFL_RETURN 2 //set when projectile returns to owner +//weapon flags +#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event +//damage types +#define DAMAGETYPE_IMPACT 1 //damage on impact +#define DAMAGETYPE_RADIAL 2 //radial damage +#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile + +typedef struct projectileinfo_s +{ + char name[MAX_STRINGFIELD]; + char model[MAX_STRINGFIELD]; + int flags; + float gravity; + int damage; + float radius; + int visdamage; + int damagetype; + int healthinc; + float push; + float detonation; + float bounce; + float bouncefric; + float bouncestop; +} projectileinfo_t; + +typedef struct weaponinfo_s +{ + int valid; //true if the weapon info is valid + int number; //number of the weapon + char name[MAX_STRINGFIELD]; + char model[MAX_STRINGFIELD]; + int level; + int weaponindex; + int flags; + char projectile[MAX_STRINGFIELD]; + int numprojectiles; + float hspread; + float vspread; + float speed; + float acceleration; + vec3_t recoil; + vec3_t offset; + vec3_t angleoffset; + float extrazvelocity; + int ammoamount; + int ammoindex; + float activate; + float reload; + float spinup; + float spindown; + projectileinfo_t proj; //pointer to the used projectile +} weaponinfo_t; + +//setup the weapon AI +int BotSetupWeaponAI(void); +//shut down the weapon AI +void BotShutdownWeaponAI(void); +//returns the best weapon to fight with +int BotChooseBestFightWeapon(int weaponstate, int *inventory); +//returns the information of the current weapon +void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo); +//loads the weapon weights +int BotLoadWeaponWeights(int weaponstate, char *filename); +//returns a handle to a newly allocated weapon state +int BotAllocWeaponState(void); +//frees the weapon state +void BotFreeWeaponState(int weaponstate); +//resets the whole weapon state +void BotResetWeaponState(int weaponstate); diff --git a/code/botlib/be_ai_weight.h b/code/botlib/be_ai_weight.h new file mode 100644 index 0000000..fb1c885 --- /dev/null +++ b/code/botlib/be_ai_weight.h @@ -0,0 +1,83 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_ai_weight.h + * + * desc: fuzzy weights + * + * $Archive: /source/code/botlib/be_ai_weight.h $ + * + *****************************************************************************/ + +#define WT_BALANCE 1 +#define MAX_WEIGHTS 128 + +//fuzzy seperator +typedef struct fuzzyseperator_s +{ + int index; + int value; + int type; + float weight; + float minweight; + float maxweight; + struct fuzzyseperator_s *child; + struct fuzzyseperator_s *next; +} fuzzyseperator_t; + +//fuzzy weight +typedef struct weight_s +{ + char *name; + struct fuzzyseperator_s *firstseperator; +} weight_t; + +//weight configuration +typedef struct weightconfig_s +{ + int numweights; + weight_t weights[MAX_WEIGHTS]; + char filename[MAX_QPATH]; +} weightconfig_t; + +//reads a weight configuration +weightconfig_t *ReadWeightConfig(char *filename); +//free a weight configuration +void FreeWeightConfig(weightconfig_t *config); +//writes a weight configuration, returns true if successfull +qboolean WriteWeightConfig(char *filename, weightconfig_t *config); +//find the fuzzy weight with the given name +int FindFuzzyWeight(weightconfig_t *wc, char *name); +//returns the fuzzy weight for the given inventory and weight +float FuzzyWeight(int *inventory, weightconfig_t *wc, int weightnum); +float FuzzyWeightUndecided(int *inventory, weightconfig_t *wc, int weightnum); +//scales the weight with the given name +void ScaleWeight(weightconfig_t *config, char *name, float scale); +//scale the balance range +void ScaleBalanceRange(weightconfig_t *config, float scale); +//evolves the weight configuration +void EvolveWeightConfig(weightconfig_t *config); +//interbreed the weight configurations and stores the interbreeded one in configout +void InterbreedWeightConfigs(weightconfig_t *config1, weightconfig_t *config2, weightconfig_t *configout); +//frees cached weight configurations +void BotShutdownWeights(void); diff --git a/code/botlib/be_ea.h b/code/botlib/be_ea.h new file mode 100644 index 0000000..4fb3704 --- /dev/null +++ b/code/botlib/be_ea.h @@ -0,0 +1,66 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: be_ea.h + * + * desc: elementary actions + * + * $Archive: /source/code/botlib/be_ea.h $ + * + *****************************************************************************/ + +//ClientCommand elementary actions +void EA_Say(int client, char *str); +void EA_SayTeam(int client, char *str); +void EA_Command(int client, char *command ); + +void EA_Action(int client, int action); +void EA_Crouch(int client); +void EA_Walk(int client); +void EA_MoveUp(int client); +void EA_MoveDown(int client); +void EA_MoveForward(int client); +void EA_MoveBack(int client); +void EA_MoveLeft(int client); +void EA_MoveRight(int client); +void EA_Attack(int client); +void EA_Respawn(int client); +void EA_Talk(int client); +void EA_Gesture(int client); +void EA_Use(int client); + +//regular elementary actions +void EA_SelectWeapon(int client, int weapon); +void EA_Jump(int client); +void EA_DelayedJump(int client); +void EA_Move(int client, vec3_t dir, float speed); +void EA_View(int client, vec3_t viewangles); + +//send regular input to the server +void EA_EndRegular(int client, float thinktime); +void EA_GetInput(int client, float thinktime, bot_input_t *input); +void EA_ResetInput(int client); +//setup and shutdown routines +int EA_Setup(void); +void EA_Shutdown(void); diff --git a/code/botlib/be_interface.h b/code/botlib/be_interface.h new file mode 100644 index 0000000..956530b --- /dev/null +++ b/code/botlib/be_interface.h @@ -0,0 +1,57 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: be_interface.h + * + * desc: botlib interface + * + * $Archive: /source/code/botlib/be_interface.h $ + * + *****************************************************************************/ + +//#define DEBUG //debug code +#define RANDOMIZE //randomize bot behaviour + +//FIXME: get rid of this global structure +typedef struct botlib_globals_s +{ + int botlibsetup; //true when the bot library has been setup + int maxentities; //maximum number of entities + int maxclients; //maximum number of clients + float time; //the global time +#ifdef DEBUG + qboolean debug; //true if debug is on + int goalareanum; + vec3_t goalorigin; + int runai; +#endif +} botlib_globals_t; + + +extern botlib_globals_t botlibglobals; +extern botlib_import_t botimport; +extern int bot_developer; //true if developer is on + +// +int Sys_MilliSeconds(void); + diff --git a/code/botlib/botlib.h b/code/botlib/botlib.h new file mode 100644 index 0000000..a3f7516 --- /dev/null +++ b/code/botlib/botlib.h @@ -0,0 +1,516 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +/***************************************************************************** + * name: botlib.h + * + * desc: bot AI library + * + * $Archive: /source/code/game/botai.h $ + * + *****************************************************************************/ + +#define BOTLIB_API_VERSION 2 + +struct aas_clientmove_s; +struct aas_entityinfo_s; +struct aas_areainfo_s; +struct aas_altroutegoal_s; +struct aas_predictroute_s; +struct bot_consolemessage_s; +struct bot_match_s; +struct bot_goal_s; +struct bot_moveresult_s; +struct bot_initmove_s; +struct weaponinfo_s; + +#define BOTFILESBASEFOLDER "botfiles" +//debug line colors +#define LINECOLOR_NONE -1 +#define LINECOLOR_RED 1//0xf2f2f0f0L +#define LINECOLOR_GREEN 2//0xd0d1d2d3L +#define LINECOLOR_BLUE 3//0xf3f3f1f1L +#define LINECOLOR_YELLOW 4//0xdcdddedfL +#define LINECOLOR_ORANGE 5//0xe0e1e2e3L + +//Print types +#define PRT_MESSAGE 1 +#define PRT_WARNING 2 +#define PRT_ERROR 3 +#define PRT_FATAL 4 +#define PRT_EXIT 5 + +//console message types +#define CMS_NORMAL 0 +#define CMS_CHAT 1 + +//botlib error codes +#define BLERR_NOERROR 0 //no error +#define BLERR_LIBRARYNOTSETUP 1 //library not setup +#define BLERR_INVALIDENTITYNUMBER 2 //invalid entity number +#define BLERR_NOAASFILE 3 //no AAS file available +#define BLERR_CANNOTOPENAASFILE 4 //cannot open AAS file +#define BLERR_WRONGAASFILEID 5 //incorrect AAS file id +#define BLERR_WRONGAASFILEVERSION 6 //incorrect AAS file version +#define BLERR_CANNOTREADAASLUMP 7 //cannot read AAS file lump +#define BLERR_CANNOTLOADICHAT 8 //cannot load initial chats +#define BLERR_CANNOTLOADITEMWEIGHTS 9 //cannot load item weights +#define BLERR_CANNOTLOADITEMCONFIG 10 //cannot load item config +#define BLERR_CANNOTLOADWEAPONWEIGHTS 11 //cannot load weapon weights +#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config + +//action flags +#define ACTION_ATTACK 0x0000001 +#define ACTION_USE 0x0000002 +#define ACTION_RESPAWN 0x0000008 +#define ACTION_JUMP 0x0000010 +#define ACTION_MOVEUP 0x0000020 +#define ACTION_CROUCH 0x0000080 +#define ACTION_MOVEDOWN 0x0000100 +#define ACTION_MOVEFORWARD 0x0000200 +#define ACTION_MOVEBACK 0x0000800 +#define ACTION_MOVELEFT 0x0001000 +#define ACTION_MOVERIGHT 0x0002000 +#define ACTION_DELAYEDJUMP 0x0008000 +#define ACTION_TALK 0x0010000 +#define ACTION_GESTURE 0x0020000 +#define ACTION_WALK 0x0080000 +#define ACTION_AFFIRMATIVE 0x0100000 +#define ACTION_NEGATIVE 0x0200000 +#define ACTION_GETFLAG 0x0800000 +#define ACTION_GUARDBASE 0x1000000 +#define ACTION_PATROL 0x2000000 +#define ACTION_FOLLOWME 0x8000000 + +//the bot input, will be converted to an usercmd_t +typedef struct bot_input_s +{ + float thinktime; //time since last output (in seconds) + vec3_t dir; //movement direction + float speed; //speed in the range [0, 400] + vec3_t viewangles; //the view angles + int actionflags; //one of the ACTION_? flags + int weapon; //weapon to use +} bot_input_t; + +#ifndef BSPTRACE + +#define BSPTRACE + +//bsp_trace_t hit surface +typedef struct bsp_surface_s +{ + char name[16]; + int flags; + int value; +} bsp_surface_t; + +//remove the bsp_trace_s structure definition l8r on +//a trace is returned when a box is swept through the world +typedef struct bsp_trace_s +{ + qboolean allsolid; // if true, plane is not valid + qboolean startsolid; // if true, the initial point was in a solid area + float fraction; // time completed, 1.0 = didn't hit anything + vec3_t endpos; // final position + cplane_t plane; // surface normal at impact + float exp_dist; // expanded plane distance + int sidenum; // number of the brush side hit + bsp_surface_t surface; // the hit point surface + int contents; // contents on other side of surface hit + int ent; // number of entity hit +} bsp_trace_t; + +#endif // BSPTRACE + +//entity state +typedef struct bot_entitystate_s +{ + int type; // entity type + int flags; // entity flags + vec3_t origin; // origin of the entity + vec3_t angles; // angles of the model + vec3_t old_origin; // for lerping + vec3_t mins; // bounding box minimums + vec3_t maxs; // bounding box maximums + int groundent; // ground entity + int solid; // solid type + int modelindex; // model used + int modelindex2; // weapons, CTF flags, etc + int frame; // model frame number + int event; // impulse events -- muzzle flashes, footsteps, etc + int eventParm; // even parameter + int powerups; // bit flags + int weapon; // determines weapon and flash model, etc + int legsAnim; // mask off ANIM_TOGGLEBIT + int torsoAnim; // mask off ANIM_TOGGLEBIT +} bot_entitystate_t; + +//bot AI library exported functions +typedef struct botlib_import_s +{ + //print messages from the bot library + void (QDECL *Print)(int type, char *fmt, ...); + //trace a bbox through the world + void (*Trace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask); + //trace a bbox against a specific entity + void (*EntityTrace)(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask); + //retrieve the contents at the given point + int (*PointContents)(vec3_t point); + //check if the point is in potential visible sight + int (*inPVS)(vec3_t p1, vec3_t p2); + //retrieve the BSP entity data lump + char *(*BSPEntityData)(void); + // + void (*BSPModelMinsMaxsOrigin)(int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin); + //send a bot client command + void (*BotClientCommand)(int client, char *command); + //memory allocation + void *(*GetMemory)(int size); // allocate from Zone + void (*FreeMemory)(void *ptr); // free memory from Zone + int (*AvailableMemory)(void); // available Zone memory + void *(*HunkAlloc)(int size); // allocate from hunk + //file system access + int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode ); + int (*FS_Read)( void *buffer, int len, fileHandle_t f ); + int (*FS_Write)( const void *buffer, int len, fileHandle_t f ); + void (*FS_FCloseFile)( fileHandle_t f ); + int (*FS_Seek)( fileHandle_t f, long offset, int origin ); + //debug visualisation stuff + int (*DebugLineCreate)(void); + void (*DebugLineDelete)(int line); + void (*DebugLineShow)(int line, vec3_t start, vec3_t end, int color); + // + int (*DebugPolygonCreate)(int color, int numPoints, vec3_t *points); + void (*DebugPolygonDelete)(int id); +} botlib_import_t; + +typedef struct aas_export_s +{ + //----------------------------------- + // be_aas_entity.h + //----------------------------------- + void (*AAS_EntityInfo)(int entnum, struct aas_entityinfo_s *info); + //----------------------------------- + // be_aas_main.h + //----------------------------------- + int (*AAS_Initialized)(void); + void (*AAS_PresenceTypeBoundingBox)(int presencetype, vec3_t mins, vec3_t maxs); + float (*AAS_Time)(void); + //-------------------------------------------- + // be_aas_sample.c + //-------------------------------------------- + int (*AAS_PointAreaNum)(vec3_t point); + int (*AAS_PointReachabilityAreaIndex)( vec3_t point ); + int (*AAS_TraceAreas)(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); + int (*AAS_BBoxAreas)(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); + int (*AAS_AreaInfo)( int areanum, struct aas_areainfo_s *info ); + //-------------------------------------------- + // be_aas_bspq3.c + //-------------------------------------------- + int (*AAS_PointContents)(vec3_t point); + int (*AAS_NextBSPEntity)(int ent); + int (*AAS_ValueForBSPEpairKey)(int ent, char *key, char *value, int size); + int (*AAS_VectorForBSPEpairKey)(int ent, char *key, vec3_t v); + int (*AAS_FloatForBSPEpairKey)(int ent, char *key, float *value); + int (*AAS_IntForBSPEpairKey)(int ent, char *key, int *value); + //-------------------------------------------- + // be_aas_reach.c + //-------------------------------------------- + int (*AAS_AreaReachability)(int areanum); + //-------------------------------------------- + // be_aas_route.c + //-------------------------------------------- + int (*AAS_AreaTravelTimeToGoalArea)(int areanum, vec3_t origin, int goalareanum, int travelflags); + int (*AAS_EnableRoutingArea)(int areanum, int enable); + int (*AAS_PredictRoute)(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); + //-------------------------------------------- + // be_aas_altroute.c + //-------------------------------------------- + int (*AAS_AlternativeRouteGoals)(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + struct aas_altroutegoal_s *altroutegoals, int maxaltroutegoals, + int type); + //-------------------------------------------- + // be_aas_move.c + //-------------------------------------------- + int (*AAS_Swimming)(vec3_t origin); + int (*AAS_PredictClientMovement)(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); +} aas_export_t; + +typedef struct ea_export_s +{ + //ClientCommand elementary actions + void (*EA_Command)(int client, char *command ); + void (*EA_Say)(int client, char *str); + void (*EA_SayTeam)(int client, char *str); + // + void (*EA_Action)(int client, int action); + void (*EA_Gesture)(int client); + void (*EA_Talk)(int client); + void (*EA_Attack)(int client); + void (*EA_Use)(int client); + void (*EA_Respawn)(int client); + void (*EA_MoveUp)(int client); + void (*EA_MoveDown)(int client); + void (*EA_MoveForward)(int client); + void (*EA_MoveBack)(int client); + void (*EA_MoveLeft)(int client); + void (*EA_MoveRight)(int client); + void (*EA_Crouch)(int client); + + void (*EA_SelectWeapon)(int client, int weapon); + void (*EA_Jump)(int client); + void (*EA_DelayedJump)(int client); + void (*EA_Move)(int client, vec3_t dir, float speed); + void (*EA_View)(int client, vec3_t viewangles); + //send regular input to the server + void (*EA_EndRegular)(int client, float thinktime); + void (*EA_GetInput)(int client, float thinktime, bot_input_t *input); + void (*EA_ResetInput)(int client); +} ea_export_t; + +typedef struct ai_export_s +{ + //----------------------------------- + // be_ai_char.h + //----------------------------------- + int (*BotLoadCharacter)(char *charfile, float skill); + void (*BotFreeCharacter)(int character); + float (*Characteristic_Float)(int character, int index); + float (*Characteristic_BFloat)(int character, int index, float min, float max); + int (*Characteristic_Integer)(int character, int index); + int (*Characteristic_BInteger)(int character, int index, int min, int max); + void (*Characteristic_String)(int character, int index, char *buf, int size); + //----------------------------------- + // be_ai_chat.h + //----------------------------------- + int (*BotAllocChatState)(void); + void (*BotFreeChatState)(int handle); + void (*BotQueueConsoleMessage)(int chatstate, int type, char *message); + void (*BotRemoveConsoleMessage)(int chatstate, int handle); + int (*BotNextConsoleMessage)(int chatstate, struct bot_consolemessage_s *cm); + int (*BotNumConsoleMessages)(int chatstate); + void (*BotInitialChat)(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7); + int (*BotNumInitialChats)(int chatstate, char *type); + int (*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 (*BotChatLength)(int chatstate); + void (*BotEnterChat)(int chatstate, int client, int sendto); + void (*BotGetChatMessage)(int chatstate, char *buf, int size); + int (*StringContains)(char *str1, char *str2, int casesensitive); + int (*BotFindMatch)(char *str, struct bot_match_s *match, unsigned long int context); + void (*BotMatchVariable)(struct bot_match_s *match, int variable, char *buf, int size); + void (*UnifyWhiteSpaces)(char *string); + void (*BotReplaceSynonyms)(char *string, unsigned long int context); + int (*BotLoadChatFile)(int chatstate, char *chatfile, char *chatname); + void (*BotSetChatGender)(int chatstate, int gender); + void (*BotSetChatName)(int chatstate, char *name, int client); + //----------------------------------- + // be_ai_goal.h + //----------------------------------- + void (*BotResetGoalState)(int goalstate); + void (*BotResetAvoidGoals)(int goalstate); + void (*BotRemoveFromAvoidGoals)(int goalstate, int number); + void (*BotPushGoal)(int goalstate, struct bot_goal_s *goal); + void (*BotPopGoal)(int goalstate); + void (*BotEmptyGoalStack)(int goalstate); + void (*BotDumpAvoidGoals)(int goalstate); + void (*BotDumpGoalStack)(int goalstate); + void (*BotGoalName)(int number, char *name, int size); + int (*BotGetTopGoal)(int goalstate, struct bot_goal_s *goal); + int (*BotGetSecondGoal)(int goalstate, struct bot_goal_s *goal); + int (*BotChooseLTGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags); + int (*BotChooseNBGItem)(int goalstate, vec3_t origin, int *inventory, int travelflags, + struct bot_goal_s *ltg, float maxtime); + int (*BotTouchingGoal)(vec3_t origin, struct bot_goal_s *goal); + int (*BotItemGoalInVisButNotVisible)(int viewer, vec3_t eye, vec3_t viewangles, struct bot_goal_s *goal); + int (*BotGetLevelItemGoal)(int index, char *classname, struct bot_goal_s *goal); + int (*BotGetNextCampSpotGoal)(int num, struct bot_goal_s *goal); + int (*BotGetMapLocationGoal)(char *name, struct bot_goal_s *goal); + float (*BotAvoidGoalTime)(int goalstate, int number); + void (*BotSetAvoidGoalTime)(int goalstate, int number, float avoidtime); + void (*BotInitLevelItems)(void); + void (*BotUpdateEntityItems)(void); + int (*BotLoadItemWeights)(int goalstate, char *filename); + void (*BotFreeItemWeights)(int goalstate); + void (*BotInterbreedGoalFuzzyLogic)(int parent1, int parent2, int child); + void (*BotSaveGoalFuzzyLogic)(int goalstate, char *filename); + void (*BotMutateGoalFuzzyLogic)(int goalstate, float range); + int (*BotAllocGoalState)(int client); + void (*BotFreeGoalState)(int handle); + //----------------------------------- + // be_ai_move.h + //----------------------------------- + void (*BotResetMoveState)(int movestate); + void (*BotMoveToGoal)(struct bot_moveresult_s *result, int movestate, struct bot_goal_s *goal, int travelflags); + int (*BotMoveInDirection)(int movestate, vec3_t dir, float speed, int type); + void (*BotResetAvoidReach)(int movestate); + void (*BotResetLastAvoidReach)(int movestate); + int (*BotReachabilityArea)(vec3_t origin, int testground); + int (*BotMovementViewTarget)(int movestate, struct bot_goal_s *goal, int travelflags, float lookahead, vec3_t target); + int (*BotPredictVisiblePosition)(vec3_t origin, int areanum, struct bot_goal_s *goal, int travelflags, vec3_t target); + int (*BotAllocMoveState)(void); + void (*BotFreeMoveState)(int handle); + void (*BotInitMoveState)(int handle, struct bot_initmove_s *initmove); + void (*BotAddAvoidSpot)(int movestate, vec3_t origin, float radius, int type); + //----------------------------------- + // be_ai_weap.h + //----------------------------------- + int (*BotChooseBestFightWeapon)(int weaponstate, int *inventory); + void (*BotGetWeaponInfo)(int weaponstate, int weapon, struct weaponinfo_s *weaponinfo); + int (*BotLoadWeaponWeights)(int weaponstate, char *filename); + int (*BotAllocWeaponState)(void); + void (*BotFreeWeaponState)(int weaponstate); + void (*BotResetWeaponState)(int weaponstate); + //----------------------------------- + // be_ai_gen.h + //----------------------------------- + int (*GeneticParentsAndChildSelection)(int numranks, float *ranks, int *parent1, int *parent2, int *child); +} ai_export_t; + +//bot AI library imported functions +typedef struct botlib_export_s +{ + //Area Awareness System functions + aas_export_t aas; + //Elementary Action functions + ea_export_t ea; + //AI functions + ai_export_t ai; + //setup the bot library, returns BLERR_ + int (*BotLibSetup)(void); + //shutdown the bot library, returns BLERR_ + int (*BotLibShutdown)(void); + //sets a library variable returns BLERR_ + int (*BotLibVarSet)(char *var_name, char *value); + //gets a library variable returns BLERR_ + int (*BotLibVarGet)(char *var_name, char *value, int size); + + //sets a C-like define returns BLERR_ + int (*PC_AddGlobalDefine)(char *string); + int (*PC_LoadSourceHandle)(const char *filename); + int (*PC_FreeSourceHandle)(int handle); + int (*PC_ReadTokenHandle)(int handle, pc_token_t *pc_token); + int (*PC_SourceFileAndLine)(int handle, char *filename, int *line); + + //start a frame in the bot library + int (*BotLibStartFrame)(float time); + //load a new map in the bot library + int (*BotLibLoadMap)(const char *mapname); + //entity updates + int (*BotLibUpdateEntity)(int ent, bot_entitystate_t *state); + //just for testing + int (*Test)(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); +} botlib_export_t; + +//linking of bot library +botlib_export_t *GetBotLibAPI( int apiVersion, botlib_import_t *import ); + +/* Library variables: + +name: default: module(s): description: + +"basedir" "" l_utils.c base directory +"gamedir" "" l_utils.c game directory +"cddir" "" l_utils.c CD directory + +"log" "0" l_log.c enable/disable creating a log file +"maxclients" "4" be_interface.c maximum number of clients +"maxentities" "1024" be_interface.c maximum number of entities +"bot_developer" "0" be_interface.c bot developer mode + +"phys_friction" "6" be_aas_move.c ground friction +"phys_stopspeed" "100" be_aas_move.c stop speed +"phys_gravity" "800" be_aas_move.c gravity value +"phys_waterfriction" "1" be_aas_move.c water friction +"phys_watergravity" "400" be_aas_move.c gravity in water +"phys_maxvelocity" "320" be_aas_move.c maximum velocity +"phys_maxwalkvelocity" "320" be_aas_move.c maximum walk velocity +"phys_maxcrouchvelocity" "100" be_aas_move.c maximum crouch velocity +"phys_maxswimvelocity" "150" be_aas_move.c maximum swim velocity +"phys_walkaccelerate" "10" be_aas_move.c walk acceleration +"phys_airaccelerate" "1" be_aas_move.c air acceleration +"phys_swimaccelerate" "4" be_aas_move.c swim acceleration +"phys_maxstep" "18" be_aas_move.c maximum step height +"phys_maxsteepness" "0.7" be_aas_move.c maximum floor steepness +"phys_maxbarrier" "32" be_aas_move.c maximum barrier height +"phys_maxwaterjump" "19" be_aas_move.c maximum waterjump height +"phys_jumpvel" "270" be_aas_move.c jump z velocity +"phys_falldelta5" "40" be_aas_move.c +"phys_falldelta10" "60" be_aas_move.c +"rs_waterjump" "400" be_aas_move.c +"rs_teleport" "50" be_aas_move.c +"rs_barrierjump" "100" be_aas_move.c +"rs_startcrouch" "300" be_aas_move.c +"rs_startgrapple" "500" be_aas_move.c +"rs_startwalkoffledge" "70" be_aas_move.c +"rs_startjump" "300" be_aas_move.c +"rs_rocketjump" "500" be_aas_move.c +"rs_bfgjump" "500" be_aas_move.c +"rs_jumppad" "250" be_aas_move.c +"rs_aircontrolledjumppad" "300" be_aas_move.c +"rs_funcbob" "300" be_aas_move.c +"rs_startelevator" "50" be_aas_move.c +"rs_falldamage5" "300" be_aas_move.c +"rs_falldamage10" "500" be_aas_move.c +"rs_maxjumpfallheight" "450" be_aas_move.c + +"max_aaslinks" "4096" be_aas_sample.c maximum links in the AAS +"max_routingcache" "4096" be_aas_route.c maximum routing cache size in KB +"forceclustering" "0" be_aas_main.c force recalculation of clusters +"forcereachability" "0" be_aas_main.c force recalculation of reachabilities +"forcewrite" "0" be_aas_main.c force writing of aas file +"aasoptimize" "0" be_aas_main.c enable aas optimization +"sv_mapChecksum" "0" be_aas_main.c BSP file checksum +"bot_visualizejumppads" "0" be_aas_reach.c visualize jump pads + +"bot_reloadcharacters" "0" - reload bot character files +"ai_gametype" "0" be_ai_goal.c game type +"droppedweight" "1000" be_ai_goal.c additional dropped item weight +"weapindex_rocketlauncher" "5" be_ai_move.c rl weapon index for rocket jumping +"weapindex_bfg10k" "9" be_ai_move.c bfg weapon index for bfg jumping +"weapindex_grapple" "10" be_ai_move.c grapple weapon index for grappling +"entitytypemissile" "3" be_ai_move.c ET_MISSILE +"offhandgrapple" "0" be_ai_move.c enable off hand grapple hook +"cmd_grappleon" "grappleon" be_ai_move.c command to activate off hand grapple +"cmd_grappleoff" "grappleoff" be_ai_move.c command to deactivate off hand grapple +"itemconfig" "items.c" be_ai_goal.c item configuration file +"weaponconfig" "weapons.c" be_ai_weap.c weapon configuration file +"synfile" "syn.c" be_ai_chat.c file with synonyms +"rndfile" "rnd.c" be_ai_chat.c file with random strings +"matchfile" "match.c" be_ai_chat.c file with match strings +"nochat" "0" be_ai_chat.c disable chats +"max_messages" "1024" be_ai_chat.c console message heap size +"max_weaponinfo" "32" be_ai_weap.c maximum number of weapon info +"max_projectileinfo" "32" be_ai_weap.c maximum number of projectile info +"max_iteminfo" "256" be_ai_goal.c maximum number of item info +"max_levelitems" "256" be_ai_goal.c maximum number of level items + +*/ + diff --git a/code/botlib/l_crc.h b/code/botlib/l_crc.h new file mode 100644 index 0000000..f9c7e37 --- /dev/null +++ b/code/botlib/l_crc.h @@ -0,0 +1,29 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +typedef unsigned short crc_t; + +void CRC_Init(unsigned short *crcvalue); +void CRC_ProcessByte(unsigned short *crcvalue, byte data); +unsigned short CRC_Value(unsigned short crcvalue); +unsigned short CRC_ProcessString(unsigned char *data, int length); +void CRC_ContinueProcessString(unsigned short *crc, char *data, int length); diff --git a/code/botlib/l_libvar.h b/code/botlib/l_libvar.h new file mode 100644 index 0000000..d96685f --- /dev/null +++ b/code/botlib/l_libvar.h @@ -0,0 +1,63 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_libvar.h + * + * desc: botlib vars + * + * $Archive: /source/code/botlib/l_libvar.h $ + * + *****************************************************************************/ + +//library variable +typedef struct libvar_s +{ + char *name; + char *string; + int flags; + qboolean modified; // set each time the cvar is changed + float value; + struct libvar_s *next; +} libvar_t; + +//removes all library variables +void LibVarDeAllocAll(void); +//gets the library variable with the given name +libvar_t *LibVarGet(char *var_name); +//gets the string of the library variable with the given name +char *LibVarGetString(char *var_name); +//gets the value of the library variable with the given name +float LibVarGetValue(char *var_name); +//creates the library variable if not existing already and returns it +libvar_t *LibVar(char *var_name, char *value); +//creates the library variable if not existing already and returns the value +float LibVarValue(char *var_name, char *value); +//creates the library variable if not existing already and returns the value string +char *LibVarString(char *var_name, char *value); +//sets the library variable +void LibVarSet(char *var_name, char *value); +//returns true if the library variable has been modified +qboolean LibVarChanged(char *var_name); +//sets the library variable to unmodified +void LibVarSetNotModified(char *var_name); + diff --git a/code/botlib/l_log.h b/code/botlib/l_log.h new file mode 100644 index 0000000..3ddb464 --- /dev/null +++ b/code/botlib/l_log.h @@ -0,0 +1,46 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_log.h + * + * desc: log file + * + * $Archive: /source/code/botlib/l_log.h $ + * + *****************************************************************************/ + +//open a log file +void Log_Open(char *filename); +//close the current log file +void Log_Close(void); +//close log file if present +void Log_Shutdown(void); +//write to the current opened log file +void QDECL Log_Write(char *fmt, ...); +//write to the current opened log file with a time stamp +void QDECL Log_WriteTimeStamped(char *fmt, ...); +//returns a pointer to the log file +FILE *Log_FilePointer(void); +//flush log file +void Log_Flush(void); + diff --git a/code/botlib/l_memory.h b/code/botlib/l_memory.h new file mode 100644 index 0000000..17c89d5 --- /dev/null +++ b/code/botlib/l_memory.h @@ -0,0 +1,76 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_memory.h + * + * desc: memory management + * + * $Archive: /source/code/botlib/l_memory.h $ + * + *****************************************************************************/ + +//#define MEMDEBUG + +#ifdef MEMDEBUG +#define GetMemory(size) GetMemoryDebug(size, #size, __FILE__, __LINE__); +#define GetClearedMemory(size) GetClearedMemoryDebug(size, #size, __FILE__, __LINE__); +//allocate a memory block of the given size +void *GetMemoryDebug(unsigned long size, char *label, char *file, int line); +//allocate a memory block of the given size and clear it +void *GetClearedMemoryDebug(unsigned long size, char *label, char *file, int line); +// +#define GetHunkMemory(size) GetHunkMemoryDebug(size, #size, __FILE__, __LINE__); +#define GetClearedHunkMemory(size) GetClearedHunkMemoryDebug(size, #size, __FILE__, __LINE__); +//allocate a memory block of the given size +void *GetHunkMemoryDebug(unsigned long size, char *label, char *file, int line); +//allocate a memory block of the given size and clear it +void *GetClearedHunkMemoryDebug(unsigned long size, char *label, char *file, int line); +#else +//allocate a memory block of the given size +void *GetMemory(unsigned long size); +//allocate a memory block of the given size and clear it +void *GetClearedMemory(unsigned long size); +// +#ifdef BSPC +#define GetHunkMemory GetMemory +#define GetClearedHunkMemory GetClearedMemory +#else +//allocate a memory block of the given size +void *GetHunkMemory(unsigned long size); +//allocate a memory block of the given size and clear it +void *GetClearedHunkMemory(unsigned long size); +#endif +#endif + +//free the given memory block +void FreeMemory(void *ptr); +//returns the amount available memory +int AvailableMemory(void); +//prints the total used memory size +void PrintUsedMemorySize(void); +//print all memory blocks with label +void PrintMemoryLabels(void); +//returns the size of the memory block in bytes +int MemoryByteSize(void *ptr); +//free all allocated memory +void DumpMemory(void); diff --git a/code/botlib/l_precomp.h b/code/botlib/l_precomp.h new file mode 100644 index 0000000..fcc0e8a --- /dev/null +++ b/code/botlib/l_precomp.h @@ -0,0 +1,180 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_precomp.h + * + * desc: pre compiler + * + * $Archive: /source/code/botlib/l_precomp.h $ + * + *****************************************************************************/ + +#ifndef MAX_PATH + #define MAX_PATH MAX_QPATH +#endif + +#ifndef PATH_SEPERATORSTR + #if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__) + #define PATHSEPERATOR_STR "\\" + #else + #define PATHSEPERATOR_STR "/" + #endif +#endif +#ifndef PATH_SEPERATORCHAR + #if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__) + #define PATHSEPERATOR_CHAR '\\' + #else + #define PATHSEPERATOR_CHAR '/' + #endif +#endif + +#if defined(BSPC) && !defined(QDECL) +#define QDECL +#endif + + +#define DEFINE_FIXED 0x0001 + +#define BUILTIN_LINE 1 +#define BUILTIN_FILE 2 +#define BUILTIN_DATE 3 +#define BUILTIN_TIME 4 +#define BUILTIN_STDC 5 + +#define INDENT_IF 0x0001 +#define INDENT_ELSE 0x0002 +#define INDENT_ELIF 0x0004 +#define INDENT_IFDEF 0x0008 +#define INDENT_IFNDEF 0x0010 + +//macro definitions +typedef struct define_s +{ + char *name; //define name + int flags; //define flags + int builtin; // > 0 if builtin define + int numparms; //number of define parameters + token_t *parms; //define parameters + token_t *tokens; //macro tokens (possibly containing parm tokens) + struct define_s *next; //next defined macro in a list + struct define_s *hashnext; //next define in the hash chain +} define_t; + +//indents +//used for conditional compilation directives: +//#if, #else, #elif, #ifdef, #ifndef +typedef struct indent_s +{ + int type; //indent type + int skip; //true if skipping current indent + script_t *script; //script the indent was in + struct indent_s *next; //next indent on the indent stack +} indent_t; + +//source file +typedef struct source_s +{ + char filename[1024]; //file name of the script + char includepath[1024]; //path to include files + punctuation_t *punctuations; //punctuations to use + script_t *scriptstack; //stack with scripts of the source + token_t *tokens; //tokens to read first + define_t *defines; //list with macro definitions + define_t **definehash; //hash chain with defines + indent_t *indentstack; //stack with indents + int skip; // > 0 if skipping conditional code + token_t token; //last read token +} source_t; + + +//read a token from the source +int PC_ReadToken(source_t *source, token_t *token); +//expect a certain token +int PC_ExpectTokenString(source_t *source, char *string); +//expect a certain token type +int PC_ExpectTokenType(source_t *source, int type, int subtype, token_t *token); +//expect a token +int PC_ExpectAnyToken(source_t *source, token_t *token); +//returns true when the token is available +int PC_CheckTokenString(source_t *source, char *string); +//returns true an reads the token when a token with the given type is available +int PC_CheckTokenType(source_t *source, int type, int subtype, token_t *token); +//skip tokens until the given token string is read +int PC_SkipUntilString(source_t *source, char *string); +//unread the last token read from the script +void PC_UnreadLastToken(source_t *source); +//unread the given token +void PC_UnreadToken(source_t *source, token_t *token); +//read a token only if on the same line, lines are concatenated with a slash +int PC_ReadLine(source_t *source, token_t *token); +//returns true if there was a white space in front of the token +int PC_WhiteSpaceBeforeToken(token_t *token); +//add a define to the source +int PC_AddDefine(source_t *source, char *string); +//add a globals define that will be added to all opened sources +int PC_AddGlobalDefine(char *string); +//remove the given global define +int PC_RemoveGlobalDefine(char *name); +//remove all globals defines +void PC_RemoveAllGlobalDefines(void); +//add builtin defines +void PC_AddBuiltinDefines(source_t *source); +//set the source include path +void PC_SetIncludePath(source_t *source, char *path); +//set the punction set +void PC_SetPunctuations(source_t *source, punctuation_t *p); +//set the base folder to load files from +void PC_SetBaseFolder(char *path); +//load a source file +source_t *LoadSourceFile(const char *filename); +//load a source from memory +source_t *LoadSourceMemory(char *ptr, int length, char *name); +//free the given source +void FreeSource(source_t *source); +//print a source error +void QDECL SourceError(source_t *source, char *str, ...); +//print a source warning +void QDECL SourceWarning(source_t *source, char *str, ...); + +#ifdef BSPC +// some of BSPC source does include game/q_shared.h and some does not +// we define pc_token_s pc_token_t if needed (yes, it's ugly) +#ifndef __Q_SHARED_H +#define MAX_TOKENLENGTH 1024 +typedef struct pc_token_s +{ + int type; + int subtype; + int intvalue; + float floatvalue; + char string[MAX_TOKENLENGTH]; +} pc_token_t; +#endif //!_Q_SHARED_H +#endif //BSPC + +// +int PC_LoadSourceHandle(const char *filename); +int PC_FreeSourceHandle(int handle); +int PC_ReadTokenHandle(int handle, pc_token_t *pc_token); +int PC_SourceFileAndLine(int handle, char *filename, int *line); +void PC_CheckOpenSourceHandles(void); diff --git a/code/botlib/l_script.h b/code/botlib/l_script.h new file mode 100644 index 0000000..ceb0469 --- /dev/null +++ b/code/botlib/l_script.h @@ -0,0 +1,247 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_script.h + * + * desc: lexicographical parser + * + * $Archive: /source/code/botlib/l_script.h $ + * + *****************************************************************************/ + +//undef if binary numbers of the form 0b... or 0B... are not allowed +#define BINARYNUMBERS +//undef if not using the token.intvalue and token.floatvalue +#define NUMBERVALUE +//use dollar sign also as punctuation +#define DOLLAR + +//maximum token length +#define MAX_TOKEN 1024 + +#if defined(BSPC) && !defined(QDECL) +#define QDECL +#endif + + +//script flags +#define SCFL_NOERRORS 0x0001 +#define SCFL_NOWARNINGS 0x0002 +#define SCFL_NOSTRINGWHITESPACES 0x0004 +#define SCFL_NOSTRINGESCAPECHARS 0x0008 +#define SCFL_PRIMITIVE 0x0010 +#define SCFL_NOBINARYNUMBERS 0x0020 +#define SCFL_NONUMBERVALUES 0x0040 + +//token types +#define TT_STRING 1 // string +#define TT_LITERAL 2 // literal +#define TT_NUMBER 3 // number +#define TT_NAME 4 // name +#define TT_PUNCTUATION 5 // punctuation + +//string sub type +//--------------- +// the length of the string +//literal sub type +//---------------- +// the ASCII code of the literal +//number sub type +//--------------- +#define TT_DECIMAL 0x0008 // decimal number +#define TT_HEX 0x0100 // hexadecimal number +#define TT_OCTAL 0x0200 // octal number +#ifdef BINARYNUMBERS +#define TT_BINARY 0x0400 // binary number +#endif //BINARYNUMBERS +#define TT_FLOAT 0x0800 // floating point number +#define TT_INTEGER 0x1000 // integer number +#define TT_LONG 0x2000 // long number +#define TT_UNSIGNED 0x4000 // unsigned number +//punctuation sub type +//-------------------- +#define P_RSHIFT_ASSIGN 1 +#define P_LSHIFT_ASSIGN 2 +#define P_PARMS 3 +#define P_PRECOMPMERGE 4 + +#define P_LOGIC_AND 5 +#define P_LOGIC_OR 6 +#define P_LOGIC_GEQ 7 +#define P_LOGIC_LEQ 8 +#define P_LOGIC_EQ 9 +#define P_LOGIC_UNEQ 10 + +#define P_MUL_ASSIGN 11 +#define P_DIV_ASSIGN 12 +#define P_MOD_ASSIGN 13 +#define P_ADD_ASSIGN 14 +#define P_SUB_ASSIGN 15 +#define P_INC 16 +#define P_DEC 17 + +#define P_BIN_AND_ASSIGN 18 +#define P_BIN_OR_ASSIGN 19 +#define P_BIN_XOR_ASSIGN 20 +#define P_RSHIFT 21 +#define P_LSHIFT 22 + +#define P_POINTERREF 23 +#define P_CPP1 24 +#define P_CPP2 25 +#define P_MUL 26 +#define P_DIV 27 +#define P_MOD 28 +#define P_ADD 29 +#define P_SUB 30 +#define P_ASSIGN 31 + +#define P_BIN_AND 32 +#define P_BIN_OR 33 +#define P_BIN_XOR 34 +#define P_BIN_NOT 35 + +#define P_LOGIC_NOT 36 +#define P_LOGIC_GREATER 37 +#define P_LOGIC_LESS 38 + +#define P_REF 39 +#define P_COMMA 40 +#define P_SEMICOLON 41 +#define P_COLON 42 +#define P_QUESTIONMARK 43 + +#define P_PARENTHESESOPEN 44 +#define P_PARENTHESESCLOSE 45 +#define P_BRACEOPEN 46 +#define P_BRACECLOSE 47 +#define P_SQBRACKETOPEN 48 +#define P_SQBRACKETCLOSE 49 +#define P_BACKSLASH 50 + +#define P_PRECOMP 51 +#define P_DOLLAR 52 +//name sub type +//------------- +// the length of the name + +//punctuation +typedef struct punctuation_s +{ + char *p; //punctuation character(s) + int n; //punctuation indication + struct punctuation_s *next; //next punctuation +} punctuation_t; + +//token +typedef struct token_s +{ + char string[MAX_TOKEN]; //available token + int type; //last read token type + int subtype; //last read token sub type +#ifdef NUMBERVALUE + unsigned long int intvalue; //integer value + float floatvalue; //floating point value +#endif //NUMBERVALUE + char *whitespace_p; //start of white space before token + char *endwhitespace_p; //start of white space before token + int line; //line the token was on + int linescrossed; //lines crossed in white space + struct token_s *next; //next token in chain +} token_t; + +//script file +typedef struct script_s +{ + char filename[1024]; //file name of the script + char *buffer; //buffer containing the script + char *script_p; //current pointer in the script + char *end_p; //pointer to the end of the script + char *lastscript_p; //script pointer before reading token + char *whitespace_p; //begin of the white space + char *endwhitespace_p; //end of the white space + int length; //length of the script in bytes + int line; //current line in script + int lastline; //line before reading token + int tokenavailable; //set by UnreadLastToken + int flags; //several script flags + punctuation_t *punctuations; //the punctuations used in the script + punctuation_t **punctuationtable; + token_t token; //available token + struct script_s *next; //next script in a chain +} script_t; + +//read a token from the script +int PS_ReadToken(script_t *script, token_t *token); +//expect a certain token +int PS_ExpectTokenString(script_t *script, char *string); +//expect a certain token type +int PS_ExpectTokenType(script_t *script, int type, int subtype, token_t *token); +//expect a token +int PS_ExpectAnyToken(script_t *script, token_t *token); +//returns true when the token is available +int PS_CheckTokenString(script_t *script, char *string); +//returns true an reads the token when a token with the given type is available +int PS_CheckTokenType(script_t *script, int type, int subtype, token_t *token); +//skip tokens until the given token string is read +int PS_SkipUntilString(script_t *script, char *string); +//unread the last token read from the script +void PS_UnreadLastToken(script_t *script); +//unread the given token +void PS_UnreadToken(script_t *script, token_t *token); +//returns the next character of the read white space, returns NULL if none +char PS_NextWhiteSpaceChar(script_t *script); +//remove any leading and trailing double quotes from the token +void StripDoubleQuotes(char *string); +//remove any leading and trailing single quotes from the token +void StripSingleQuotes(char *string); +//read a possible signed integer +signed long int ReadSignedInt(script_t *script); +//read a possible signed floating point number +float ReadSignedFloat(script_t *script); +//set an array with punctuations, NULL restores default C/C++ set +void SetScriptPunctuations(script_t *script, punctuation_t *p); +//set script flags +void SetScriptFlags(script_t *script, int flags); +//get script flags +int GetScriptFlags(script_t *script); +//reset a script +void ResetScript(script_t *script); +//returns true if at the end of the script +int EndOfScript(script_t *script); +//returns a pointer to the punctuation with the given number +char *PunctuationFromNum(script_t *script, int num); +//load a script from the given file at the given offset with the given length +script_t *LoadScriptFile(const char *filename); +//load a script from the given memory with the given length +script_t *LoadScriptMemory(char *ptr, int length, char *name); +//free a script +void FreeScript(script_t *script); +//set the base folder to load files from +void PS_SetBaseFolder(char *path); +//print a script error with filename and line number +void QDECL ScriptError(script_t *script, char *str, ...); +//print a script warning with filename and line number +void QDECL ScriptWarning(script_t *script, char *str, ...); + + diff --git a/code/botlib/l_struct.h b/code/botlib/l_struct.h new file mode 100644 index 0000000..e2c6b03 --- /dev/null +++ b/code/botlib/l_struct.h @@ -0,0 +1,75 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_struct.h + * + * desc: structure reading/writing + * + * $Archive: /source/code/botlib/l_struct.h $ + * + *****************************************************************************/ + + +#define MAX_STRINGFIELD 80 +//field types +#define FT_CHAR 1 // char +#define FT_INT 2 // int +#define FT_FLOAT 3 // float +#define FT_STRING 4 // char [MAX_STRINGFIELD] +#define FT_STRUCT 6 // struct (sub structure) +//type only mask +#define FT_TYPE 0x00FF // only type, clear subtype +//sub types +#define FT_ARRAY 0x0100 // array of type +#define FT_BOUNDED 0x0200 // bounded value +#define FT_UNSIGNED 0x0400 + +//structure field definition +typedef struct fielddef_s +{ + char *name; //name of the field + int offset; //offset in the structure + int type; //type of the field + //type specific fields + int maxarray; //maximum array size + float floatmin, floatmax; //float min and max + struct structdef_s *substruct; //sub structure +} fielddef_t; + +//structure definition +typedef struct structdef_s +{ + int size; + fielddef_t *fields; +} structdef_t; + +//read a structure from a script +int ReadStructure(source_t *source, structdef_t *def, char *structure); +//write a structure to a file +int WriteStructure(FILE *fp, structdef_t *def, char *structure); +//writes indents +int WriteIndent(FILE *fp, int indent); +//writes a float without traling zeros +int WriteFloat(FILE *fp, float value); + + diff --git a/code/botlib/l_utils.h b/code/botlib/l_utils.h new file mode 100644 index 0000000..6944d06 --- /dev/null +++ b/code/botlib/l_utils.h @@ -0,0 +1,37 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/***************************************************************************** + * name: l_util.h + * + * desc: utils + * + * $Archive: /source/code/botlib/l_util.h $ + * + *****************************************************************************/ + +#define Vector2Angles(v,a) vectoangles(v,a) +#ifndef MAX_PATH +#define MAX_PATH MAX_QPATH +#endif +#define Maximum(x,y) (x > y ? x : y) +#define Minimum(x,y) (x < y ? x : y) diff --git a/code/botlib/lcc.mak b/code/botlib/lcc.mak new file mode 100644 index 0000000..f5567c3 --- /dev/null +++ b/code/botlib/lcc.mak @@ -0,0 +1,55 @@ +# +# Makefile for Gladiator Bot library: gladiator.dll +# Intended for LCC-Win32 +# + +CC=lcc +CFLAGS=-DC_ONLY -o +OBJS= be_aas_bspq2.obj \ + be_aas_bsphl.obj \ + be_aas_cluster.obj \ + be_aas_debug.obj \ + be_aas_entity.obj \ + be_aas_file.obj \ + be_aas_light.obj \ + be_aas_main.obj \ + be_aas_move.obj \ + be_aas_optimize.obj \ + be_aas_reach.obj \ + be_aas_route.obj \ + be_aas_routealt.obj \ + be_aas_sample.obj \ + be_aas_sound.obj \ + be_ai2_dm.obj \ + be_ai2_dmnet.obj \ + be_ai2_main.obj \ + be_ai_char.obj \ + be_ai_chat.obj \ + be_ai_goal.obj \ + be_ai_load.obj \ + be_ai_move.obj \ + be_ai_weap.obj \ + be_ai_weight.obj \ + be_ea.obj \ + be_interface.obj \ + l_crc.obj \ + l_libvar.obj \ + l_log.obj \ + l_memory.obj \ + l_precomp.obj \ + l_script.obj \ + l_struct.obj \ + l_utils.obj \ + q_shared.obj + +all: gladiator.dll + +gladiator.dll: $(OBJS) + lcclnk -dll -entry GetBotAPI *.obj botlib.def -o gladiator.dll + +clean: + del *.obj gladiator.dll + +%.obj: %.c + $(CC) $(CFLAGS) $< + diff --git a/code/botlib/linux-i386.mak b/code/botlib/linux-i386.mak new file mode 100644 index 0000000..c9607a7 --- /dev/null +++ b/code/botlib/linux-i386.mak @@ -0,0 +1,92 @@ +# +# Makefile for Gladiator Bot library: gladiator.so +# Intended for gcc/Linux +# + +ARCH=i386 +CC=gcc +BASE_CFLAGS=-Dstricmp=strcasecmp + +#use these cflags to optimize it +CFLAGS=$(BASE_CFLAGS) -m486 -O6 -ffast-math -funroll-loops \ + -fomit-frame-pointer -fexpensive-optimizations -malign-loops=2 \ + -malign-jumps=2 -malign-functions=2 +#use these when debugging +#CFLAGS=$(BASE_CFLAGS) -g + +LDFLAGS=-ldl -lm +SHLIBEXT=so +SHLIBCFLAGS=-fPIC +SHLIBLDFLAGS=-shared + +DO_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< + +############################################################################# +# SETUP AND BUILD +# GLADIATOR BOT +############################################################################# + +.c.o: + $(DO_CC) + +GAME_OBJS = \ + be_aas_bsphl.o\ + be_aas_bspq2.o\ + be_aas_cluster.o\ + be_aas_debug.o\ + be_aas_entity.o\ + be_aas_file.o\ + be_aas_light.o\ + be_aas_main.o\ + be_aas_move.o\ + be_aas_optimize.o\ + be_aas_reach.o\ + be_aas_route.o\ + be_aas_routealt.o\ + be_aas_sample.o\ + be_aas_sound.o\ + be_ai2_dmq2.o\ + be_ai2_dmhl.o\ + be_ai2_dmnet.o\ + be_ai2_main.o\ + be_ai_char.o\ + be_ai_chat.o\ + be_ai_goal.o\ + be_ai_load.o\ + be_ai_move.o\ + be_ai_weap.o\ + be_ai_weight.o\ + be_ea.o\ + be_interface.o\ + l_crc.o\ + l_libvar.o\ + l_log.o\ + l_memory.o\ + l_precomp.o\ + l_script.o\ + l_struct.o\ + l_utils.o\ + q_shared.o + +glad$(ARCH).$(SHLIBEXT) : $(GAME_OBJS) + $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS) + + +############################################################################# +# MISC +############################################################################# + +clean: + -rm -f $(GAME_OBJS) + +depend: + gcc -MM $(GAME_OBJS:.o=.c) + + +install: + cp gladiator.so .. + +# +# From "make depend" +# + diff --git a/code/cgame/cg_challenges.c b/code/cgame/cg_challenges.c new file mode 100644 index 0000000..e4f24ef --- /dev/null +++ b/code/cgame/cg_challenges.c @@ -0,0 +1,132 @@ +/* +=========================================================================== +Copyright (C) 2008 Poul Sander + +This file is part of Open Arena source code. + +Open Arena source code 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. + +Open Arena source code 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 Open Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +//#include "cg_local.h" +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../game/bg_public.h" +#include "../game/challenges.h" +#ifdef PARTofUI +#include "../q3_ui/ui_local.h" +#else +#include "../cgame/cg_local.h" +#endif + +#define FILENAME "challenges.dat" + +//First two static variables that may only be accessed throgh functions in this file +//The challengeTable is of constant size so there is room for more challenges being added in the furture +static unsigned int challengeTable[CHALLENGES_MAX]; +//We have a variable to see if the system is initialized +static qboolean challengesInitialized = qfalse; + +//This function initializes the challenge system. It has no effect if the system is already intialized. +void challenges_init(void) +{ + fileHandle_t file; + int fileLen; + int i; + +//If already initialized then do nothing + if(challengesInitialized) + return; + +//Else open file + fileLen = trap_FS_FOpenFile(FILENAME, &file, FS_READ); + +//If the file not is big enough to contain all challenges then initialize from zero + if(fileLen=CHALLENGES_MAX) + return 0; + return challengeTable[challenge]; +} + +void addChallenge(int challenge) +{ + if(challenge>=CHALLENGES_MAX) + { + #ifndef PARTofUI + CG_Printf("Challenge #%u is >=CHALLENGES_MAX\n",challenge); + #endif + return; //Maybe also print an error? + } + challenges_init(); + challengeTable[challenge]++; + //CG_Printf("Increased challenge #%u by one. Is now %u\n",challenge,challengeTable[challenge]); +} diff --git a/code/cgame/cg_consolecmds.c b/code/cgame/cg_consolecmds.c new file mode 100644 index 0000000..5337460 --- /dev/null +++ b/code/cgame/cg_consolecmds.c @@ -0,0 +1,622 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_consolecmds.c -- text commands typed in at the local console, or +// executed by a key binding + +#include "cg_local.h" +#include "../ui/ui_shared.h" +#ifdef MISSIONPACK +extern menuDef_t *menuScoreboard; +#endif + +void CG_PrintClientNumbers( void ) { + int i; + + CG_Printf( "slot score ping name\n" ); + CG_Printf( "---- ----- ---- ----\n" ); + + for(i=0;ips.clientNum; + if (ci) { + if (!ci->teamLeader && sortedTeamPlayers[cg_currentSelectedPlayer.integer] != cg.snap->ps.clientNum) { + return; + } + } + if (cgs.currentOrder < TEAMTASK_CAMP) { + cgs.currentOrder++; + + if (cgs.currentOrder == TEAMTASK_RETRIEVE) { + if (!CG_OtherTeamHasFlag()) { + cgs.currentOrder++; + } + } + + if (cgs.currentOrder == TEAMTASK_ESCORT) { + if (!CG_YourTeamHasFlag()) { + cgs.currentOrder++; + } + } + + } else { + cgs.currentOrder = TEAMTASK_OFFENSE; + } + cgs.orderPending = qtrue; + cgs.orderTime = cg.time + 3000; +} + + +static void CG_ConfirmOrder_f (void ) { + trap_SendConsoleCommand(va("cmd vtell %d %s\n", cgs.acceptLeader, VOICECHAT_YES)); + trap_SendConsoleCommand("+button5; wait; -button5"); + if (cg.time < cgs.acceptOrderTime) { + trap_SendClientCommand(va("teamtask %d\n", cgs.acceptTask)); + cgs.acceptOrderTime = 0; + } +} + +static void CG_DenyOrder_f (void ) { + trap_SendConsoleCommand(va("cmd vtell %d %s\n", cgs.acceptLeader, VOICECHAT_NO)); + trap_SendConsoleCommand("+button6; wait; -button6"); + if (cg.time < cgs.acceptOrderTime) { + cgs.acceptOrderTime = 0; + } +} + +static void CG_TaskOffense_f (void ) { + if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_1FCTF) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONGETFLAG)); + } else { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONOFFENSE)); + } + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_OFFENSE)); +} + +static void CG_TaskDefense_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONDEFENSE)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_DEFENSE)); +} + +static void CG_TaskPatrol_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONPATROL)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_PATROL)); +} + +static void CG_TaskCamp_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONCAMPING)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_CAMP)); +} + +static void CG_TaskFollow_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONFOLLOW)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_FOLLOW)); +} + +static void CG_TaskRetrieve_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONRETURNFLAG)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_RETRIEVE)); +} + +static void CG_TaskEscort_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONFOLLOWCARRIER)); + trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_ESCORT)); +} + +static void CG_TaskOwnFlag_f (void ) { + trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_IHAVEFLAG)); +} + +static void CG_TauntKillInsult_f (void ) { + trap_SendConsoleCommand("cmd vsay kill_insult\n"); +} + +static void CG_TauntPraise_f (void ) { + trap_SendConsoleCommand("cmd vsay praise\n"); +} + +static void CG_TauntTaunt_f (void ) { + trap_SendConsoleCommand("cmd vtaunt\n"); +} + +static void CG_TauntDeathInsult_f (void ) { + trap_SendConsoleCommand("cmd vsay death_insult\n"); +} + +static void CG_TauntGauntlet_f (void ) { + trap_SendConsoleCommand("cmd vsay kill_guantlet\n"); +} + +static void CG_TaskSuicide_f (void ) { + int clientNum; + char command[128]; + + clientNum = CG_CrosshairPlayer(); + if ( clientNum == -1 ) { + return; + } + + Com_sprintf( command, 128, "tell %i suicide", clientNum ); + trap_SendClientCommand( command ); +} + + + +/* +================== +CG_TeamMenu_f +================== +*/ +/* +static void CG_TeamMenu_f( void ) { + if (trap_Key_GetCatcher() & KEYCATCH_CGAME) { + CG_EventHandling(CGAME_EVENT_NONE); + trap_Key_SetCatcher(0); + } else { + CG_EventHandling(CGAME_EVENT_TEAMMENU); + //trap_Key_SetCatcher(KEYCATCH_CGAME); + } +} +*/ + +/* +================== +CG_EditHud_f +================== +*/ +/* +static void CG_EditHud_f( void ) { + //cls.keyCatchers ^= KEYCATCH_CGAME; + //VM_Call (cgvm, CG_EVENT_HANDLING, (cls.keyCatchers & KEYCATCH_CGAME) ? CGAME_EVENT_EDITHUD : CGAME_EVENT_NONE); +} +*/ + +#endif + +/* +================== +CG_StartOrbit_f +================== +*/ + +static void CG_StartOrbit_f( void ) { + char var[MAX_TOKEN_CHARS]; + + trap_Cvar_VariableStringBuffer( "developer", var, sizeof( var ) ); + if ( !atoi(var) ) { + return; + } + if (cg_cameraOrbit.value != 0) { + trap_Cvar_Set ("cg_cameraOrbit", "0"); + trap_Cvar_Set("cg_thirdPerson", "0"); + } else { + trap_Cvar_Set("cg_cameraOrbit", "5"); + trap_Cvar_Set("cg_thirdPerson", "1"); + trap_Cvar_Set("cg_thirdPersonAngle", "0"); + trap_Cvar_Set("cg_thirdPersonRange", "100"); + } +} + +/* +static void CG_Camera_f( void ) { + char name[1024]; + trap_Argv( 1, name, sizeof(name)); + if (trap_loadCamera(name)) { + cg.cameraMode = qtrue; + trap_startCamera(cg.time); + } else { + CG_Printf ("Unable to load camera %s\n",name); + } +} +*/ + + +typedef struct { + char *cmd; + void (*function)(void); +} consoleCommand_t; + +static consoleCommand_t commands[] = { + { "testgun", CG_TestGun_f }, + { "testmodel", CG_TestModel_f }, + { "nextframe", CG_TestModelNextFrame_f }, + { "prevframe", CG_TestModelPrevFrame_f }, + { "nextskin", CG_TestModelNextSkin_f }, + { "prevskin", CG_TestModelPrevSkin_f }, + { "viewpos", CG_Viewpos_f }, + { "+scores", CG_ScoresDown_f }, + { "-scores", CG_ScoresUp_f }, + { "+zoom", CG_ZoomDown_f }, + { "-zoom", CG_ZoomUp_f }, + { "sizeup", CG_SizeUp_f }, + { "sizedown", CG_SizeDown_f }, + { "weapnext", CG_NextWeapon_f }, + { "weapprev", CG_PrevWeapon_f }, + { "weapon", CG_Weapon_f }, + { "tell_target", CG_TellTarget_f }, + { "tell_attacker", CG_TellAttacker_f }, + { "vtell_target", CG_VoiceTellTarget_f }, + { "vtell_attacker", CG_VoiceTellAttacker_f }, + { "tcmd", CG_TargetCommand_f }, +#ifdef MISSIONPACK + { "loadhud", CG_LoadHud_f }, + { "nextTeamMember", CG_NextTeamMember_f }, + { "prevTeamMember", CG_PrevTeamMember_f }, + { "nextOrder", CG_NextOrder_f }, + { "confirmOrder", CG_ConfirmOrder_f }, + { "denyOrder", CG_DenyOrder_f }, + { "taskOffense", CG_TaskOffense_f }, + { "taskDefense", CG_TaskDefense_f }, + { "taskPatrol", CG_TaskPatrol_f }, + { "taskCamp", CG_TaskCamp_f }, + { "taskFollow", CG_TaskFollow_f }, + { "taskRetrieve", CG_TaskRetrieve_f }, + { "taskEscort", CG_TaskEscort_f }, + { "taskSuicide", CG_TaskSuicide_f }, + { "taskOwnFlag", CG_TaskOwnFlag_f }, + { "tauntKillInsult", CG_TauntKillInsult_f }, + { "tauntPraise", CG_TauntPraise_f }, + { "tauntTaunt", CG_TauntTaunt_f }, + { "tauntDeathInsult", CG_TauntDeathInsult_f }, + { "tauntGauntlet", CG_TauntGauntlet_f }, + { "spWin", CG_spWin_f }, + { "spLose", CG_spLose_f }, + { "scoresDown", CG_scrollScoresDown_f }, + { "scoresUp", CG_scrollScoresUp_f }, +#endif + { "startOrbit", CG_StartOrbit_f }, +// { "camera", CG_Camera_f }, + { "loaddeferred", CG_LoadDeferredPlayers }, + { "+acc", CG_AccDown_f }, + { "-acc", CG_AccUp_f }, + { "clients", CG_PrintClientNumbers } +}; + + +/* +================= +CG_ConsoleCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +qboolean CG_ConsoleCommand( void ) { + const char *cmd; + int i; + + cmd = CG_Argv(0); + + for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) { + if ( !Q_stricmp( cmd, commands[i].cmd ) ) { + commands[i].function(); + return qtrue; + } + } + + return qfalse; +} + + +/* +================= +CG_InitConsoleCommands + +Let the client system know about all of our commands +so it can perform tab completion +================= +*/ +void CG_InitConsoleCommands( void ) { + int i; + + for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) { + trap_AddCommand( commands[i].cmd ); + } + + // + // the game server will interpret these commands, which will be automatically + // forwarded to the server after they are not recognized locally + // + trap_AddCommand ("kill"); + trap_AddCommand ("say"); + trap_AddCommand ("say_team"); + trap_AddCommand ("tell"); + trap_AddCommand ("vsay"); + trap_AddCommand ("vsay_team"); + trap_AddCommand ("vtell"); + trap_AddCommand ("vtaunt"); + trap_AddCommand ("vosay"); + trap_AddCommand ("vosay_team"); + trap_AddCommand ("votell"); + trap_AddCommand ("give"); + trap_AddCommand ("god"); + trap_AddCommand ("notarget"); + trap_AddCommand ("noclip"); + trap_AddCommand ("team"); + trap_AddCommand ("follow"); + trap_AddCommand ("levelshot"); + trap_AddCommand ("addbot"); + trap_AddCommand ("setviewpos"); + trap_AddCommand ("callvote"); + trap_AddCommand ("getmappage"); + trap_AddCommand ("vote"); + trap_AddCommand ("callteamvote"); + trap_AddCommand ("teamvote"); + trap_AddCommand ("stats"); + trap_AddCommand ("teamtask"); + trap_AddCommand ("loaddefered"); // spelled wrong, but not changing for demo +} diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c new file mode 100644 index 0000000..391e458 --- /dev/null +++ b/code/cgame/cg_draw.c @@ -0,0 +1,3408 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_draw.c -- draw all of the graphical elements during +// active (after loading) gameplay + +#include "cg_local.h" + +#ifdef MISSIONPACK +#include "../ui/ui_shared.h" + +// used for scoreboard +extern displayContextDef_t cgDC; +menuDef_t *menuScoreboard = NULL; +#else +int drawTeamOverlayModificationCount = -1; +#endif + +int sortedTeamPlayers[TEAM_MAXOVERLAY]; +int numSortedTeamPlayers; + +char systemChat[256]; +char teamChat1[256]; +char teamChat2[256]; + +#ifdef MISSIONPACK + +int CG_Text_Width(const char *text, float scale, int limit) { + int count,len; + float out; + glyphInfo_t *glyph; + float useScale; +// FIXME: see ui_main.c, same problem +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + if (scale <= cg_smallFont.value) { + font = &cgDC.Assets.smallFont; + } else if (scale > cg_bigFont.value) { + font = &cgDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + out = 0; + if (text) { + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + if ( Q_IsColorString(s) ) { + s += 2; + continue; + } else { + glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build + out += glyph->xSkip; + s++; + count++; + } + } + } + return out * useScale; +} + +int CG_Text_Height(const char *text, float scale, int limit) { + int len, count; + float max; + glyphInfo_t *glyph; + float useScale; +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + if (scale <= cg_smallFont.value) { + font = &cgDC.Assets.smallFont; + } else if (scale > cg_bigFont.value) { + font = &cgDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + max = 0; + if (text) { + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + if ( Q_IsColorString(s) ) { + s += 2; + continue; + } else { + glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build + if (max < glyph->height) { + max = glyph->height; + } + s++; + count++; + } + } + } + return max * useScale; +} + +void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader) { + float w, h; + w = width * scale; + h = height * scale; + CG_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader ); +} + +void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style) { + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + if (scale <= cg_smallFont.value) { + font = &cgDC.Assets.smallFont; + } else if (scale > cg_bigFont.value) { + font = &cgDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + if (text) { +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + trap_R_SetColor( color ); + memcpy(&newColor[0], &color[0], sizeof(vec4_t)); + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build + //int yadj = Assets.textFont.glyphs[text[i]].bottom + Assets.textFont.glyphs[text[i]].top; + //float yadj = scale * (Assets.textFont.glyphs[text[i]].imageHeight - Assets.textFont.glyphs[text[i]].height); + if ( Q_IsColorString( s ) ) { + memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) ); + newColor[3] = color[3]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } else { + float yadj = useScale * glyph->top; + if (style == ITEM_TEXTSTYLE_SHADOWED || style == ITEM_TEXTSTYLE_SHADOWEDMORE) { + int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; + colorBlack[3] = newColor[3]; + trap_R_SetColor( colorBlack ); + CG_Text_PaintChar(x + ofs, y - yadj + ofs, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + colorBlack[3] = 1.0; + trap_R_SetColor( newColor ); + } + CG_Text_PaintChar(x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + // CG_DrawPic(x, y - yadj, scale * cgDC.Assets.textFont.glyphs[text[i]].imageWidth, scale * cgDC.Assets.textFont.glyphs[text[i]].imageHeight, cgDC.Assets.textFont.glyphs[text[i]].glyph); + x += (glyph->xSkip * useScale) + adjust; + s++; + count++; + } + } + trap_R_SetColor( NULL ); + } +} + + +#endif + +/* +============== +CG_DrawField + +Draws large numbers for status bar and powerups +============== +*/ +#ifndef MISSIONPACK +static void CG_DrawField (int x, int y, int width, int value) { + char num[16], *ptr; + int l; + int frame; + + if ( width < 1 ) { + return; + } + + // draw number string + if ( width > 5 ) { + width = 5; + } + + switch ( width ) { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf (num, sizeof(num), "%i", value); + l = strlen(num); + if (l > width) + l = width; + x += 2 + CHAR_WIDTH*(width - l); + + ptr = num; + while (*ptr && l) + { + if (*ptr == '-') + frame = STAT_MINUS; + else + frame = *ptr -'0'; + + CG_DrawPic( x,y, CHAR_WIDTH, CHAR_HEIGHT, cgs.media.numberShaders[frame] ); + x += CHAR_WIDTH; + ptr++; + l--; + } +} +#endif // MISSIONPACK + +/* +================ +CG_Draw3DModel + +================ +*/ +void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) { + refdef_t refdef; + refEntity_t ent; + + if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) { + return; + } + + CG_AdjustFrom640( &x, &y, &w, &h ); + + memset( &refdef, 0, sizeof( refdef ) ); + + memset( &ent, 0, sizeof( ent ) ); + AnglesToAxis( angles, ent.axis ); + VectorCopy( origin, ent.origin ); + ent.hModel = model; + ent.customSkin = skin; + ent.renderfx = RF_NOSHADOW; // no stencil shadows + + refdef.rdflags = RDF_NOWORLDMODEL; + + AxisClear( refdef.viewaxis ); + + refdef.fov_x = 30; + refdef.fov_y = 30; + + refdef.x = x; + refdef.y = y; + refdef.width = w; + refdef.height = h; + + refdef.time = cg.time; + + trap_R_ClearScene(); + trap_R_AddRefEntityToScene( &ent ); + trap_R_RenderScene( &refdef ); +} + +/* +================ +CG_DrawHead + +Used for both the status bar and the scoreboard +================ +*/ +void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) { + clipHandle_t cm; + clientInfo_t *ci; + float len; + vec3_t origin; + vec3_t mins, maxs; + + ci = &cgs.clientinfo[ clientNum ]; + + if ( cg_draw3dIcons.integer ) { + cm = ci->headModel; + if ( !cm ) { + return; + } + + // offset the origin y and z to center the head + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the head nearly fills the box + // assume heads are taller than wide + len = 0.7 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + // allow per-model tweaking + VectorAdd( origin, ci->headOffset, origin ); + + CG_Draw3DModel( x, y, w, h, ci->headModel, ci->headSkin, origin, headAngles ); + } else if ( cg_drawIcons.integer ) { + CG_DrawPic( x, y, w, h, ci->modelIcon ); + } + + // if they are deferred, draw a cross out + if ( ci->deferred ) { + CG_DrawPic( x, y, w, h, cgs.media.deferShader ); + } +} + +/* +================ +CG_DrawFlagModel + +Used for both the status bar and the scoreboard +================ +*/ +void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ) { + qhandle_t cm; + float len; + vec3_t origin, angles; + vec3_t mins, maxs; + qhandle_t handle; + + if ( !force2D && cg_draw3dIcons.integer ) { + + VectorClear( angles ); + + cm = cgs.media.redFlagModel; + + // offset the origin y and z to center the flag + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the flag nearly fills the box + // assume heads are taller than wide + len = 0.5 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + angles[YAW] = 60 * sin( cg.time / 2000.0 );; + + if( team == TEAM_RED ) { + handle = cgs.media.redFlagModel; + if(cgs.gametype == GT_DOUBLE_D){ + if(cgs.redflag == TEAM_BLUE) + handle = cgs.media.blueFlagModel; + if(cgs.redflag == TEAM_FREE) + handle = cgs.media.neutralFlagModel; + if(cgs.redflag == TEAM_NONE) + handle = cgs.media.neutralFlagModel; + } + } else if( team == TEAM_BLUE ) { + handle = cgs.media.blueFlagModel; + if(cgs.gametype == GT_DOUBLE_D){ + if(cgs.redflag == TEAM_BLUE) + handle = cgs.media.blueFlagModel; + if(cgs.redflag == TEAM_FREE) + handle = cgs.media.neutralFlagModel; + if(cgs.redflag == TEAM_NONE) + handle = cgs.media.neutralFlagModel; + } + } else if( team == TEAM_FREE ) { + handle = cgs.media.neutralFlagModel; + } else { + return; + } + CG_Draw3DModel( x, y, w, h, handle, 0, origin, angles ); + } else if ( cg_drawIcons.integer ) { + gitem_t *item; + + if( team == TEAM_RED ) { + item = BG_FindItemForPowerup( PW_REDFLAG ); + } else if( team == TEAM_BLUE ) { + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + } else if( team == TEAM_FREE ) { + item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); + } else { + return; + } + if (item) { + CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon ); + } + } +} + +/* +================ +CG_DrawStatusBarHead + +================ +*/ +#ifndef MISSIONPACK + +static void CG_DrawStatusBarHead( float x ) { + vec3_t angles; + float size, stretch; + float frac; + + VectorClear( angles ); + + if ( cg.damageTime && cg.time - cg.damageTime < DAMAGE_TIME ) { + frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME; + size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 ); + + stretch = size - ICON_SIZE * 1.25; + // kick in the direction of damage + x -= stretch * 0.5 + cg.damageX * stretch * 0.5; + + cg.headStartYaw = 180 + cg.damageX * 45; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + + cg.headStartTime = cg.time; + cg.headEndTime = cg.time + 100 + random() * 2000; + } else { + if ( cg.time >= cg.headEndTime ) { + // select a new head angle + cg.headStartYaw = cg.headEndYaw; + cg.headStartPitch = cg.headEndPitch; + cg.headStartTime = cg.headEndTime; + cg.headEndTime = cg.time + 100 + random() * 2000; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + } + + size = ICON_SIZE * 1.25; + } + + // if the server was frozen for a while we may have a bad head start time + if ( cg.headStartTime > cg.time ) { + cg.headStartTime = cg.time; + } + + frac = ( cg.time - cg.headStartTime ) / (float)( cg.headEndTime - cg.headStartTime ); + frac = frac * frac * ( 3 - 2 * frac ); + angles[YAW] = cg.headStartYaw + ( cg.headEndYaw - cg.headStartYaw ) * frac; + angles[PITCH] = cg.headStartPitch + ( cg.headEndPitch - cg.headStartPitch ) * frac; + + CG_DrawHead( x, 480 - size, size, size, + cg.snap->ps.clientNum, angles ); +} +#endif // MISSIONPACK + +/* +================ +CG_DrawStatusBarFlag + +================ +*/ +#ifndef MISSIONPACK +static void CG_DrawStatusBarFlag( float x, int team ) { + CG_DrawFlagModel( x, 480 - ICON_SIZE, ICON_SIZE, ICON_SIZE, team, qfalse ); +} +#endif // MISSIONPACK + +/* +================ +CG_DrawTeamBackground + +================ +*/ +void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ) +{ + vec4_t hcolor; + + hcolor[3] = alpha; + if ( team == TEAM_RED ) { + hcolor[0] = 1; + hcolor[1] = 0; + hcolor[2] = 0; + } else if ( team == TEAM_BLUE ) { + hcolor[0] = 0; + hcolor[1] = 0; + hcolor[2] = 1; + } else { + return; + } + trap_R_SetColor( hcolor ); + CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); +} + +/* +================ +CG_DrawStatusBar + +================ +*/ +#ifndef MISSIONPACK +static void CG_DrawStatusBar( void ) { + int color; + centity_t *cent; + playerState_t *ps; + int value; + vec4_t hcolor; + vec3_t angles; + vec3_t origin; + qhandle_t handle; + + static float colors[4][4] = { +// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} }; + { 1.0f, 0.69f, 0.0f, 1.0f }, // normal + { 1.0f, 0.2f, 0.2f, 1.0f }, // low health + { 0.5f, 0.5f, 0.5f, 1.0f }, // weapon firing + { 1.0f, 1.0f, 1.0f, 1.0f } }; // health > 100 + + if ( cg_drawStatus.integer == 0 ) { + return; + } + + // draw the team background + if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) //If not following anybody: + CG_DrawTeamBackground( 0, 420, 640, 60, 0.33f, cg.snap->ps.persistant[PERS_TEAM] ); + else //Sago: If we follow find the teamcolor of the guy we follow. It might not be our own team! + CG_DrawTeamBackground( 0, 420, 640, 60, 0.33f, cgs.clientinfo[ cg.snap->ps.clientNum ].team ); + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + VectorClear( angles ); + + // draw any 3D icons first, so the changes back to 2D are minimized + if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { + origin[0] = 70; + origin[1] = 0; + origin[2] = 0; + angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 ); + CG_Draw3DModel( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, + cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles ); + } + + CG_DrawStatusBarHead( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE ); + + if( cg.predictedPlayerState.powerups[PW_REDFLAG] ) { + CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_RED ); + } else if( cg.predictedPlayerState.powerups[PW_BLUEFLAG] ) { + CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_BLUE ); + } else if( cg.predictedPlayerState.powerups[PW_NEUTRALFLAG] ) { + CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_FREE ); + } + + if ( ps->stats[ STAT_ARMOR ] ) { + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + CG_Draw3DModel( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, + cgs.media.armorModel, 0, origin, angles ); + } + + if( cgs.gametype == GT_HARVESTER ) { + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeModel; + } else { + handle = cgs.media.blueCubeModel; + } + CG_Draw3DModel( 470 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, handle, 0, origin, angles ); + } + + + // + // ammo + // + if ( cent->currentState.weapon ) { + value = ps->ammo[cent->currentState.weapon]; + if ( value > -1 ) { + if ( cg.predictedPlayerState.weaponstate == WEAPON_FIRING + && cg.predictedPlayerState.weaponTime > 100 ) { + // draw as dark grey when reloading + color = 2; // dark grey + } else { + if ( value >= 0 ) { + color = 0; // green + } else { + color = 1; // red + } + } + trap_R_SetColor( colors[color] ); + + CG_DrawField (0, 432, 3, value); + trap_R_SetColor( NULL ); + + // if we didn't draw a 3D icon, draw a 2D icon for ammo + if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) { + qhandle_t icon; + + icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; + if ( icon ) { + CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon ); + } + } + } + } + + // + // health + // + value = ps->stats[STAT_HEALTH]; + if ( value > 100 ) { + trap_R_SetColor( colors[3] ); // white + } else if (value > 25) { + trap_R_SetColor( colors[0] ); // green + } else if (value > 0) { + color = (cg.time >> 8) & 1; // flash + trap_R_SetColor( colors[color] ); + } else { + trap_R_SetColor( colors[1] ); // red + } + + // stretch the health up when taking damage + CG_DrawField ( 185, 432, 3, value); + CG_ColorForHealth( hcolor ); + trap_R_SetColor( hcolor ); + + + // + // armor + // + value = ps->stats[STAT_ARMOR]; + if (value > 0 ) { + trap_R_SetColor( colors[0] ); + CG_DrawField (370, 432, 3, value); + trap_R_SetColor( NULL ); + // if we didn't draw a 3D icon, draw a 2D icon for armor + if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) { + CG_DrawPic( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, cgs.media.armorIcon ); + } + + } + + //Skulls! + if(cgs.gametype == GT_HARVESTER) + { + value = ps->generic1; + if (value > 0 ) { + trap_R_SetColor( colors[0] ); + CG_DrawField (470, 432, 3, value); + trap_R_SetColor( NULL ); + // if we didn't draw a 3D icon, draw a 2D icon for skull + if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) { + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeIcon; + } else { + handle = cgs.media.blueCubeIcon; + } + CG_DrawPic( 470 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, handle ); + } + + } + } +} +#endif + +/* +=========================================================================================== + + UPPER RIGHT CORNER + +=========================================================================================== +*/ + +/* +================ +CG_DrawAttacker + +================ +*/ +static float CG_DrawAttacker( float y ) { + int t; + float size; + vec3_t angles; + const char *info; + const char *name; + int clientNum; + + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return y; + } + + if ( !cg.attackerTime ) { + return y; + } + + clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER]; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) { + return y; + } + + t = cg.time - cg.attackerTime; + if ( t > ATTACKER_HEAD_TIME ) { + cg.attackerTime = 0; + return y; + } + + size = ICON_SIZE * 1.25; + + angles[PITCH] = 0; + angles[YAW] = 180; + angles[ROLL] = 0; + CG_DrawHead( 640 - size, y, size, size, clientNum, angles ); + + info = CG_ConfigString( CS_PLAYERS + clientNum ); + name = Info_ValueForKey( info, "n" ); + y += size; + CG_DrawBigString( 640 - ( Q_PrintStrlen( name ) * BIGCHAR_WIDTH), y, name, 0.5 ); + + return y + BIGCHAR_HEIGHT + 2; +} + +/* +================ +CG_DrawSpeedMeter + +================ +*/ +static float CG_DrawSpeedMeter( float y ) { + char *s; + int w; + vec_t *vel; + int speed; + + /* speed meter can get in the way of the scoreboard */ + if ( cg.scoreBoardShowing ) { + return y; + } + + vel = cg.snap->ps.velocity; + /* ignore vertical component of velocity */ + speed = sqrt(vel[0] * vel[0] + vel[1] * vel[1]); + + s = va( "%iu/s", speed ); + + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + if (cg_drawSpeed.integer == 1) { + /* top left-hand corner of screen */ + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + return y + BIGCHAR_HEIGHT + 4; + } else { + /* center of screen */ + CG_DrawBigString( 320 - w / 2, 300, s, 1.0F); + return y; + } +} + +/* +================== +CG_DrawSnapshot +================== +*/ +static float CG_DrawSnapshot( float y ) { + char *s; + int w; + + s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime, + cg.latestSnapshotNum, cgs.serverCommandSequence ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + + return y + BIGCHAR_HEIGHT + 4; +} + +/* +================== +CG_DrawFPS +================== +*/ +#define FPS_FRAMES 4 +static float CG_DrawFPS( float y ) { + char *s; + int w; + static int previousTimes[FPS_FRAMES]; + static int index; + int i, total; + int fps; + static int previous; + int t, frameTime; + + // don't use serverTime, because that will be drifting to + // correct for internet lag changes, timescales, timedemos, etc + t = trap_Milliseconds(); + frameTime = t - previous; + previous = t; + + previousTimes[index % FPS_FRAMES] = frameTime; + index++; + if ( index > FPS_FRAMES ) { + // average multiple frames together to smooth changes out a bit + total = 0; + for ( i = 0 ; i < FPS_FRAMES ; i++ ) { + total += previousTimes[i]; + } + if ( !total ) { + total = 1; + } + fps = 1000 * FPS_FRAMES / total; + + s = va( "%ifps", fps ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + } + + return y + BIGCHAR_HEIGHT + 4; +} + +/* +================= +CG_DrawTimer +================= +*/ +static float CG_DrawTimer( float y ) { + char *s; + int w; + int mins, seconds, tens; + int msec; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + tens = seconds / 10; + seconds -= tens * 10; + + s = va( "%i:%i%i", mins, tens, seconds ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + + return y + BIGCHAR_HEIGHT + 4; +} + +/* +CG_DrawDoubleDominationThings + * + *Sago: Might be relevant for debugging missionpack. +*/ + +/*static float CG_DrawDoubleDominationThings( float y ) { + char *s; + int w; + int statusA, statusB; + statusA = cgs.redflag; + statusB = cgs.blueflag; + + if(statusA == TEAM_NONE) { + s = va("Point A not spawned"); + } else + if(statusA == TEAM_FREE) { + s = va("Point A is not controlled"); + } else + if(statusA == TEAM_RED) { + s = va("Point A is controlled by RED"); + } else + if(statusA == TEAM_BLUE) { + s = va("Point A is controlled by BLUE"); + } else + s = va("Point A has an error"); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + y+=SMALLCHAR_HEIGHT+4; + + if(statusB == TEAM_NONE) { + s = va("Point B not spawned"); + } else + if(statusB == TEAM_FREE) { + s = va("Point B is not controlled"); + } else + if(statusB == TEAM_RED) { + s = va("Point B is controlled by RED"); + } else + if(statusB == TEAM_BLUE) { + s = va("Point B is controlled by BLUE"); + } else + s = va("Point B has an error"); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + + if( ( ( statusB == statusA ) && ( statusA == TEAM_RED ) ) || + ( ( statusB == statusA ) && ( statusA == TEAM_BLUE ) ) ) { + s = va("Capture in: %i",(cgs.timetaken+10*1000-cg.time)/1000+1); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + y+=SMALLCHAR_HEIGHT+4; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + } + + return y + SMALLCHAR_HEIGHT+4; +}*/ + +/* +================= +CG_DrawLMSmode +================= +*/ + +static float CG_DrawLMSmode( float y ) { + char *s; + int w; + + if(cgs.lms_mode == 0) { + s = va("LMS: Point/round + OT"); + } else + if(cgs.lms_mode == 1) { + s = va("LMS: Point/round - OT"); + } else + if(cgs.lms_mode == 2) { + s = va("LMS: Point/kill + OT"); + } else + if(cgs.lms_mode == 3) { + s = va("LMS: Point/kill - OT"); + } else + s = va("LMS: Unknown mode"); + + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + + return y + SMALLCHAR_HEIGHT+4; +} + +/* +================= +CG_DrawCTFoneway +================= +*/ + +static float CG_DrawCTFoneway( float y ) { + char *s; + int w; + vec4_t color; + + if(cgs.gametype != GT_CTF_ELIMINATION) + return y; + + memcpy(color,g_color_table[ColorIndex(COLOR_WHITE)],sizeof(color)); + + if( (cgs.elimflags&EF_ONEWAY)==0) { + return y; //nothing to draw + } else + if(cgs.attackingTeam == TEAM_BLUE) { + memcpy(color,g_color_table[ColorIndex(COLOR_BLUE)],sizeof(color)); + s = va("Blue team on offence"); + } else + if(cgs.attackingTeam == TEAM_RED) { + memcpy(color,g_color_table[ColorIndex(COLOR_RED)],sizeof(color)); + s = va("Red team on offence"); + } else + s = va("Unknown team on offence"); + + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor( 635 - w, y + 2, s, color); + + return y + SMALLCHAR_HEIGHT+4; +} + +/* +================= +CG_DrawEliminationDeathMessage +================= +*/ + +/*static float CG_DrawEliminationDeathMessage( float y ) { + char *s; + int w; + + s = va("You are waiting for a new round"); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + + return y + SMALLCHAR_HEIGHT+4; +}*/ + +/* +================= +CG_DrawDomStatus +================= +*/ + +static float CG_DrawDomStatus( float y ) { + int i,w; + char *s; + vec4_t color; + + for(i = 0;i < cgs.domination_points_count;i++) { + switch(cgs.domination_points_status[i]) { + case TEAM_RED: + memcpy(color,g_color_table[ColorIndex(COLOR_RED)],sizeof(color)); + break; + case TEAM_BLUE: + memcpy(color,g_color_table[ColorIndex(COLOR_BLUE)],sizeof(color)); + break; + default: + memcpy(color,g_color_table[ColorIndex(COLOR_WHITE)],sizeof(color)); + break; + } + + s = va("%s",cgs.domination_points_names[i]); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor( 635 - w, y + 2, s, color); + y += SMALLCHAR_HEIGHT+4; + + } + + return y; +} + + +/* +================= +CG_DrawEliminationTimer +================= +*/ +static float CG_DrawEliminationTimer( float y ) { + char *s; + int w; + int mins, seconds, tens, sec; + int msec; + vec4_t color; + const char *st; + float scale; + int cw; + int rst; + + + + rst = cgs.roundStartTime; + + if(cg.time>rst && !cgs.roundtime) { + return y; + } + + //default color is white + memcpy(color,g_color_table[ColorIndex(COLOR_WHITE)],sizeof(color)); + + //msec = cg.time - cgs.levelStartTime; + if(cg.time>rst) //We are started + { + msec = cgs.roundtime*1000 - (cg.time -rst); + if(msec<=30*1000-1) //<= 30 seconds + memcpy(color,g_color_table[ColorIndex(COLOR_YELLOW)],sizeof(color)); + if(msec<=10*1000-1) //<= 10 seconds + memcpy(color,g_color_table[ColorIndex(COLOR_RED)],sizeof(color)); + msec += 1000; //120-1 instead of 119-0 + } + else + { + //Warmup + msec = -cg.time +rst; + memcpy(color,g_color_table[ColorIndex(COLOR_GREEN)],sizeof(color)); + sec = msec/1000; + msec += 1000; //5-1 instead of 4-0 +/*** +Lots of stuff +****/ + if(cg.warmup == 0) + { + st = va( "Round in: %i", sec + 1 ); + if ( sec != cg.warmupCount ) { + cg.warmupCount = sec; + switch ( sec ) { + case 0: + trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); + break; + case 1: + trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); + break; + case 2: + trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); + break; + default: + break; + } + } + scale = 0.45f; + switch ( cg.warmupCount ) { + case 0: + cw = 28; + scale = 0.54f; + break; + case 1: + cw = 24; + scale = 0.51f; + break; + case 2: + cw = 20; + scale = 0.48f; + break; + default: + cw = 16; + scale = 0.45f; + break; + } + + #ifdef MISSIONPACK + //w = CG_Text_Width(s, scale, 0); + //CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, st, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); + #else + + w = CG_DrawStrlen( st ); + CG_DrawStringExt( 320 - w * cw/2, 70, st, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.5), 0 ); + #endif + } +/* +Lots of stuff +*/ + } + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + tens = seconds / 10; + seconds -= tens * 10; + + if(msec>=0) + s = va( " %i:%i%i", mins, tens, seconds ); + else + s = va( " Overtime"); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigStringColor( 635 - w, y + 2, s, color); + + return y + BIGCHAR_HEIGHT + 4; +} + + +/* +================= +CG_DrawTeamOverlay +================= +*/ + +static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { + int x, w, h, xx; + int i, j, len; + const char *p; + vec4_t hcolor; + int pwidth, lwidth; + int plyrs; + char st[16]; + clientInfo_t *ci; + gitem_t *item; + int ret_y, count; + + if ( !cg_drawTeamOverlay.integer ) { + return y; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_RED && cg.snap->ps.persistant[PERS_TEAM] != TEAM_BLUE ) { + return y; // Not on any team + } + + plyrs = 0; + + // max player name width + pwidth = 0; + count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers; + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + plyrs++; + len = CG_DrawStrlen(ci->name); + if (len > pwidth) + pwidth = len; + } + } + + if (!plyrs) + return y; + + if (pwidth > TEAM_OVERLAY_MAXNAME_WIDTH) + pwidth = TEAM_OVERLAY_MAXNAME_WIDTH; + + // max location name width + lwidth = 0; + for (i = 1; i < MAX_LOCATIONS; i++) { + p = CG_ConfigString(CS_LOCATIONS + i); + if (p && *p) { + len = CG_DrawStrlen(p); + if (len > lwidth) + lwidth = len; + } + } + + if (lwidth > TEAM_OVERLAY_MAXLOCATION_WIDTH) + lwidth = TEAM_OVERLAY_MAXLOCATION_WIDTH; + + w = (pwidth + lwidth + 4 + 7) * TINYCHAR_WIDTH; + + if ( right ) + x = 640 - w; + else + x = 0; + + h = plyrs * TINYCHAR_HEIGHT; + + if ( upper ) { + ret_y = y + h; + } else { + y -= h; + ret_y = y; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) { + hcolor[0] = 1.0f; + hcolor[1] = 0.0f; + hcolor[2] = 0.0f; + hcolor[3] = 0.33f; + } else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) + hcolor[0] = 0.0f; + hcolor[1] = 0.0f; + hcolor[2] = 1.0f; + hcolor[3] = 0.33f; + } + trap_R_SetColor( hcolor ); + CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); + + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + + hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0; + + xx = x + TINYCHAR_WIDTH; + + CG_DrawStringExt( xx, y, + ci->name, hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH); + + if (lwidth) { + p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) + p = "unknown"; + len = CG_DrawStrlen(p); + if (len > lwidth) + len = lwidth; + +// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth + +// ((lwidth/2 - len/2) * TINYCHAR_WIDTH); + xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth; + CG_DrawStringExt( xx, y, + p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + TEAM_OVERLAY_MAXLOCATION_WIDTH); + } + + CG_GetColorForHealth( ci->health, ci->armor, hcolor ); + + Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); + + xx = x + TINYCHAR_WIDTH * 3 + + TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth; + + CG_DrawStringExt( xx, y, + st, hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); + + // draw weapon icon + xx += TINYCHAR_WIDTH * 3; + + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + cgs.media.deferShader ); + } + + // Draw powerup icons + if (right) { + xx = x; + } else { + xx = x + w - TINYCHAR_WIDTH; + } + for (j = 0; j <= PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + + item = BG_FindItemForPowerup( j ); + + if (item) { + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + trap_R_RegisterShader( item->icon ) ); + if (right) { + xx -= TINYCHAR_WIDTH; + } else { + xx += TINYCHAR_WIDTH; + } + } + } + } + + y += TINYCHAR_HEIGHT; + } + } + + return ret_y; +//#endif +} + +static float CG_DrawFollowMessage( float y ) { + char *s; + int w; + + if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) || ( ( cgs.elimflags & EF_NO_FREESPEC ) && (cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_CTF_ELIMINATION ) ) ) { + return y; + } + + s = va("USE_ITEM to stop following"); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallString( 635 - w, y + 2, s, 1.0F); + + return y + SMALLCHAR_HEIGHT+4; +} + + +/* +===================== +CG_DrawUpperRight + +===================== +*/ +static void CG_DrawUpperRight(stereoFrame_t stereoFrame) +{ + float y; + + y = 0; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1 && cg_drawTeamOverlay.integer == 1 ) { + y = CG_DrawTeamOverlay( y, qtrue, qtrue ); + } + /*if ( cgs.gametype == GT_DOUBLE_D ) { + y = CG_DrawDoubleDominationThings(y); + } + else*/ + if ( cgs.gametype == GT_LMS && cg.showScores ) { + y = CG_DrawLMSmode(y); + } + else + if ( cgs.gametype == GT_CTF_ELIMINATION ) { + y = CG_DrawCTFoneway(y); + } + else + if ( cgs.gametype == GT_DOMINATION ) { + y = CG_DrawDomStatus(y); + } + + if ( cg_drawSnapshot.integer ) { + y = CG_DrawSnapshot( y ); + } + if (cg_drawFPS.integer && (stereoFrame == STEREO_CENTER || stereoFrame == STEREO_RIGHT)) { + y = CG_DrawFPS( y ); + } + if (cgs.gametype==GT_ELIMINATION || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype==GT_LMS) { + y = CG_DrawEliminationTimer( y ); + /*if (cgs.clientinfo[ cg.clientNum ].isDead) + y = CG_DrawEliminationDeathMessage( y);*/ + } + + y = CG_DrawFollowMessage( y ); + + if ( cg_drawTimer.integer) { + y = CG_DrawTimer( y ); + } + if ( cg_drawAttacker.integer ) { + y = CG_DrawAttacker( y ); + } + if ( cg_drawSpeed.integer ) { + y = CG_DrawSpeedMeter( y ); + } + +} + +/* +=========================================================================================== + + LOWER RIGHT CORNER + +=========================================================================================== +*/ + +/* +================= +CG_DrawScores + +Draw the small two score display +================= +*/ +#ifndef MISSIONPACK +static float CG_DrawScores( float y ) { + const char *s; + int s1, s2, score; + int x, w; + int v; + vec4_t color; + float y1; + gitem_t *item; + int statusA,statusB; + + statusA = cgs.redflag; + statusB = cgs.blueflag; + + s1 = cgs.scores1; + s2 = cgs.scores2; + + y -= BIGCHAR_HEIGHT + 8; + + y1 = y; + + // draw from the right side to left + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + x = 640; + color[0] = 0.0f; + color[1] = 0.0f; + color[2] = 1.0f; + color[3] = 0.33f; + s = va( "%2i", s2 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION) { + // Display flag status + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + + if (item) { + y1 = y - BIGCHAR_HEIGHT - 8; + if( cgs.blueflag >= 0 && cgs.blueflag <= 2 ) { + CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.blueFlagShader[cgs.blueflag] ); + } + } + } + + if ( cgs.gametype == GT_DOUBLE_D ) { + // Display Domination point status + + y1 = y - 32;//BIGCHAR_HEIGHT - 8; + if( cgs.redflag >= 0 && cgs.redflag <= 3 ) { + CG_DrawPic( x, y1-4, w, 32, cgs.media.ddPointSkinB[cgs.blueflag] ); + } + } + + color[0] = 1.0f; + color[1] = 0.0f; + color[2] = 0.0f; + color[3] = 0.33f; + s = va( "%2i", s1 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) { + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION ) { + // Display flag status + item = BG_FindItemForPowerup( PW_REDFLAG ); + + if (item) { + y1 = y - BIGCHAR_HEIGHT - 8; + if( cgs.redflag >= 0 && cgs.redflag <= 2 ) { + CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.redFlagShader[cgs.redflag] ); + } + } + } + + if ( cgs.gametype == GT_DOUBLE_D ) { + // Display Domination point status + + y1 = y - 32;//BIGCHAR_HEIGHT - 8; + if( cgs.redflag >= 0 && cgs.redflag <= 3 ) { + CG_DrawPic( x, y1-4, w, 32, cgs.media.ddPointSkinA[cgs.redflag] ); + } + + + + //Time till capture: + if( ( ( statusB == statusA ) && ( statusA == TEAM_RED ) ) || + ( ( statusB == statusA ) && ( statusA == TEAM_BLUE ) ) ) { + s = va("%i",(cgs.timetaken+10*1000-cg.time)/1000+1); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString( x + 32+8-w/2, y-28, s, 1.0F); + } + } + + if ( cgs.gametype == GT_OBELISK ) { + s = va("^1%3i%% ^4%3i%%",cg.redObeliskHealth,cg.blueObeliskHealth); + CG_DrawSmallString( x, y-28, s, 1.0F); + } + + + + if ( cgs.gametype >= GT_CTF && cgs.ffa_gt==0) { + v = cgs.capturelimit; + } else { + v = cgs.fraglimit; + } + if ( v ) { + s = va( "%2i", v ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + } else { + qboolean spectator; + + x = 640; + score = cg.snap->ps.persistant[PERS_SCORE]; + spectator = ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ); + + // always show your score in the second box if not in first place + if ( s1 != score ) { + s2 = score; + } + if ( s2 != SCORE_NOT_PRESENT ) { + s = va( "%2i", s2 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + if ( !spectator && score == s2 && score != s1 ) { + color[0] = 1.0f; + color[1] = 0.0f; + color[2] = 0.0f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } else { + color[0] = 0.5f; + color[1] = 0.5f; + color[2] = 0.5f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + // first place + if ( s1 != SCORE_NOT_PRESENT ) { + s = va( "%2i", s1 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + if ( !spectator && score == s1 ) { + color[0] = 0.0f; + color[1] = 0.0f; + color[2] = 1.0f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } else { + color[0] = 0.5f; + color[1] = 0.5f; + color[2] = 0.5f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + if ( cgs.fraglimit ) { + s = va( "%2i", cgs.fraglimit ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + } + + return y1 - 8; +} +#endif // MISSIONPACK + +/* +================ +CG_DrawPowerups +================ +*/ +#ifndef MISSIONPACK +static float CG_DrawPowerups( float y ) { + int sorted[MAX_POWERUPS]; + int sortedTime[MAX_POWERUPS]; + int i, j, k; + int active; + playerState_t *ps; + int t; + gitem_t *item; + int x; + int color; + float size; + float f; + static float colors[2][4] = { + { 0.2f, 1.0f, 0.2f, 1.0f } , + { 1.0f, 0.2f, 0.2f, 1.0f } + }; + + ps = &cg.snap->ps; + + if ( ps->stats[STAT_HEALTH] <= 0 ) { + return y; + } + + // sort the list by time remaining + active = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( !ps->powerups[ i ] ) { + continue; + } + t = ps->powerups[ i ] - cg.time; + // ZOID--don't draw if the power up has unlimited time (999 seconds) + // This is true of the CTF flags + if ( t < 0 || t > 999000) { + continue; + } + + item = BG_FindItemForPowerup( i ); + if ( item && item->giType == IT_PERSISTANT_POWERUP) + continue; //Don't draw persistant powerups here! + + // insert into the list + for ( j = 0 ; j < active ; j++ ) { + if ( sortedTime[j] >= t ) { + for ( k = active - 1 ; k >= j ; k-- ) { + sorted[k+1] = sorted[k]; + sortedTime[k+1] = sortedTime[k]; + } + break; + } + } + sorted[j] = i; + sortedTime[j] = t; + active++; + } + + // draw the icons and timers + x = 640 - ICON_SIZE - CHAR_WIDTH * 2; + for ( i = 0 ; i < active ; i++ ) { + item = BG_FindItemForPowerup( sorted[i] ); + + if (item) { + + color = 1; + + y -= ICON_SIZE; + + trap_R_SetColor( colors[color] ); + CG_DrawField( x, y, 2, sortedTime[ i ] / 1000 ); + + t = ps->powerups[ sorted[i] ]; + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + trap_R_SetColor( NULL ); + } else { + vec4_t modulate; + + f = (float)( t - cg.time ) / POWERUP_BLINK_TIME; + f -= (int)f; + modulate[0] = modulate[1] = modulate[2] = modulate[3] = f; + trap_R_SetColor( modulate ); + } + + if ( cg.powerupActive == sorted[i] && + cg.time - cg.powerupTime < PULSE_TIME ) { + f = 1.0 - ( ( (float)cg.time - cg.powerupTime ) / PULSE_TIME ); + size = ICON_SIZE * ( 1.0 + ( PULSE_SCALE - 1.0 ) * f ); + } else { + size = ICON_SIZE; + } + + CG_DrawPic( 640 - size, y + ICON_SIZE / 2 - size / 2, + size, size, trap_R_RegisterShader( item->icon ) ); + } + } + trap_R_SetColor( NULL ); + + return y; +} +#endif // MISSIONPACK + +/* +===================== +CG_DrawLowerRight + +===================== +*/ +#ifndef MISSIONPACK +static void CG_DrawLowerRight( void ) { + float y; + + y = 480 - ICON_SIZE; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1 && cg_drawTeamOverlay.integer == 2 ) { + y = CG_DrawTeamOverlay( y, qtrue, qfalse ); + } + + y = CG_DrawScores( y ); + y = CG_DrawPowerups( y ); +} +#endif // MISSIONPACK + +/* +=================== +CG_DrawPickupItem +=================== +*/ +#ifndef MISSIONPACK +static int CG_DrawPickupItem( int y ) { + int value; + float *fadeColor; + + if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { + return y; + } + + y -= ICON_SIZE; + + value = cg.itemPickup; + if ( value ) { + fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 ); + if ( fadeColor ) { + CG_RegisterItemVisuals( value ); + trap_R_SetColor( fadeColor ); + CG_DrawPic( 8, y, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); + CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, fadeColor[0] ); + trap_R_SetColor( NULL ); + } + } + + return y; +} +#endif // MISSIONPACK + +/* +===================== +CG_DrawLowerLeft + +===================== +*/ +#ifndef MISSIONPACK +static void CG_DrawLowerLeft( void ) { + float y; + + y = 480 - ICON_SIZE; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1 && cg_drawTeamOverlay.integer == 3 ) { + y = CG_DrawTeamOverlay( y, qfalse, qfalse ); + } + + + y = CG_DrawPickupItem( y ); +} +#endif // MISSIONPACK + + +//=========================================================================================== + +/* +================= +CG_DrawTeamInfo +================= +*/ +#ifndef MISSIONPACK +static void CG_DrawTeamInfo( void ) { + int w, h; + int i, len; + vec4_t hcolor; + int chatHeight; + +#define CHATLOC_Y 420 // bottom end +#define CHATLOC_X 0 + + if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) + chatHeight = cg_teamChatHeight.integer; + else + chatHeight = TEAMCHAT_HEIGHT; + if (chatHeight <= 0) + return; // disabled + + if (cgs.teamLastChatPos != cgs.teamChatPos) { + if (cg.time - cgs.teamChatMsgTimes[cgs.teamLastChatPos % chatHeight] > cg_teamChatTime.integer) { + cgs.teamLastChatPos++; + } + + h = (cgs.teamChatPos - cgs.teamLastChatPos) * TINYCHAR_HEIGHT; + + w = 0; + + for (i = cgs.teamLastChatPos; i < cgs.teamChatPos; i++) { + len = CG_DrawStrlen(cgs.teamChatMsgs[i % chatHeight]); + if (len > w) + w = len; + } + w *= TINYCHAR_WIDTH; + w += TINYCHAR_WIDTH * 2; + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED ) { + hcolor[0] = 1.0f; + hcolor[1] = 0.0f; + hcolor[2] = 0.0f; + hcolor[3] = 0.33f; + } else if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + hcolor[0] = 0.0f; + hcolor[1] = 0.0f; + hcolor[2] = 1.0f; + hcolor[3] = 0.33f; + } else { + hcolor[0] = 0.0f; + hcolor[1] = 1.0f; + hcolor[2] = 0.0f; + hcolor[3] = 0.33f; + } + + trap_R_SetColor( hcolor ); + CG_DrawPic( CHATLOC_X, CHATLOC_Y - h, 640, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); + + hcolor[0] = hcolor[1] = hcolor[2] = 1.0f; + hcolor[3] = 1.0f; + + for (i = cgs.teamChatPos - 1; i >= cgs.teamLastChatPos; i--) { + CG_DrawStringExt( CHATLOC_X + TINYCHAR_WIDTH, + CHATLOC_Y - (cgs.teamChatPos - i)*TINYCHAR_HEIGHT, + cgs.teamChatMsgs[i % chatHeight], hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); + } + } +} +#endif // MISSIONPACK + +/* +=================== +CG_DrawHoldableItem +=================== +*/ +#ifndef MISSIONPACK +static void CG_DrawHoldableItem( void ) { + int value; + + value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; + if ( value ) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( 640-ICON_SIZE, (SCREEN_HEIGHT-ICON_SIZE)/2, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); + } + +} +#endif // MISSIONPACK + +#ifndef MISSIONPACK +/* +=================== +CG_DrawPersistantPowerup +=================== +*/ +#if 1 // sos001208 - DEAD // sago - ALIVE +static void CG_DrawPersistantPowerup( void ) { + int value; + + value = cg.snap->ps.stats[STAT_PERSISTANT_POWERUP]; + if ( value ) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( 640-ICON_SIZE, (SCREEN_HEIGHT-ICON_SIZE)/2 - ICON_SIZE, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); + } +} +#endif +#endif // MISSIONPACK + + +/* +=================== +CG_DrawReward +=================== +*/ +static void CG_DrawReward( void ) { + float *color; + int i, count; + float x, y; + char buf[32]; + + if ( !cg_drawRewards.integer ) { + return; + } + + color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); + if ( !color ) { + if (cg.rewardStack > 0) { + for(i = 0; i < cg.rewardStack; i++) { + cg.rewardSound[i] = cg.rewardSound[i+1]; + + cg.rewardShader[i] = cg.rewardShader[i+1]; + cg.rewardCount[i] = cg.rewardCount[i+1]; + } + cg.rewardTime = cg.time; + cg.rewardStack--; + color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); + + trap_S_StartLocalSound(cg.rewardSound[0], CHAN_ANNOUNCER); + + } else { + return; + } + } + + trap_R_SetColor( color ); + + /* + count = cg.rewardCount[0]/10; // number of big rewards to draw + + if (count) { + y = 4; + x = 320 - count * ICON_SIZE; + for ( i = 0 ; i < count ; i++ ) { + CG_DrawPic( x, y, (ICON_SIZE*2)-4, (ICON_SIZE*2)-4, cg.rewardShader[0] ); + x += (ICON_SIZE*2); + } + } + + count = cg.rewardCount[0] - count*10; // number of small rewards to draw + */ + + if ( cg.rewardCount[0] >= 10 ) { + y = 56; + x = 320 - ICON_SIZE/2; + CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); + Com_sprintf(buf, sizeof(buf), "%d", cg.rewardCount[0]); + x = ( SCREEN_WIDTH - SMALLCHAR_WIDTH * CG_DrawStrlen( buf ) ) / 2; + CG_DrawStringExt( x, y+ICON_SIZE, buf, color, qfalse, qtrue, + SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); + } + else { + + count = cg.rewardCount[0]; + + y = 56; + x = 320 - count * ICON_SIZE/2; + for ( i = 0 ; i < count ; i++ ) { + CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); + x += ICON_SIZE; + } + } + trap_R_SetColor( NULL ); +} + + +/* +=============================================================================== + +LAGOMETER + +=============================================================================== +*/ + +#define LAG_SAMPLES 128 + + +typedef struct { + int frameSamples[LAG_SAMPLES]; + int frameCount; + int snapshotFlags[LAG_SAMPLES]; + int snapshotSamples[LAG_SAMPLES]; + int snapshotCount; +} lagometer_t; + +lagometer_t lagometer; + +/* +============== +CG_AddLagometerFrameInfo + +Adds the current interpolate / extrapolate bar for this frame +============== +*/ +void CG_AddLagometerFrameInfo( void ) { + int offset; + + offset = cg.time - cg.latestSnapshotTime; + lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset; + lagometer.frameCount++; +} + +/* +============== +CG_AddLagometerSnapshotInfo + +Each time a snapshot is received, log its ping time and +the number of snapshots that were dropped before it. + +Pass NULL for a dropped packet. +============== +*/ +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) { + // dropped packet + if ( !snap ) { + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = -1; + lagometer.snapshotCount++; + return; + } + + // add this snapshot's info + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->ping; + lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->snapFlags; + lagometer.snapshotCount++; +} + +/* +============== +CG_DrawDisconnect + +Should we draw something differnet for long lag vs no packets? +============== +*/ +static void CG_DrawDisconnect( void ) { + float x, y; + int cmdNum; + usercmd_t cmd; + const char *s; + int w; // bk010215 - FIXME char message[1024]; + + // draw the phone jack if we are completely past our buffers + cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &cmd ); + if ( cmd.serverTime <= cg.snap->ps.commandTime + || cmd.serverTime > cg.time ) { // special check for map_restart // bk 0102165 - FIXME + return; + } + + // also add text in center of screen + s = "Connection Interrupted"; // bk 010215 - FIXME + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString( 320 - w/2, 100, s, 1.0F); + + // blink the icon + if ( ( cg.time >> 9 ) & 1 ) { + return; + } + + x = 640 - 48; + y = 480 - 48; + + CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader("gfx/2d/net.tga" ) ); +} + + +#define MAX_LAGOMETER_PING 900 +#define MAX_LAGOMETER_RANGE 300 + +/* +============== +CG_DrawLagometer +============== +*/ +static void CG_DrawLagometer( void ) { + int a, x, y, i; + float v; + float ax, ay, aw, ah, mid, range; + int color; + float vscale; + + if ( !cg_lagometer.integer || cgs.localServer ) { + CG_DrawDisconnect(); + return; + } + + // + // draw the graph + // +#ifdef MISSIONPACK + x = 640 - 48; + y = 480 - 144; +#else + x = 640 - 48; + y = 480 - 48; +#endif + + trap_R_SetColor( NULL ); + CG_DrawPic( x, y, 48, 48, cgs.media.lagometerShader ); + + ax = x; + ay = y; + aw = 48; + ah = 48; + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + color = -1; + range = ah / 3; + mid = ay + range; + + vscale = range / MAX_LAGOMETER_RANGE; + + // draw the frame interpoalte / extrapolate graph + for ( a = 0 ; a < aw ; a++ ) { + i = ( lagometer.frameCount - 1 - a ) & (LAG_SAMPLES - 1); + v = lagometer.frameSamples[i]; + v *= vscale; + if ( v > 0 ) { + if ( color != 1 ) { + color = 1; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); + } + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic ( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } else if ( v < 0 ) { + if ( color != 2 ) { + color = 2; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_BLUE)] ); + } + v = -v; + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + // draw the snapshot latency / drop graph + range = ah / 2; + vscale = range / MAX_LAGOMETER_PING; + + for ( a = 0 ; a < aw ; a++ ) { + i = ( lagometer.snapshotCount - 1 - a ) & (LAG_SAMPLES - 1); + v = lagometer.snapshotSamples[i]; + if ( v > 0 ) { + if ( lagometer.snapshotFlags[i] & SNAPFLAG_RATE_DELAYED ) { + if ( color != 5 ) { + color = 5; // YELLOW for rate delay + trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); + } + } else { + if ( color != 3 ) { + color = 3; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_GREEN)] ); + } + } + v = v * vscale; + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } else if ( v < 0 ) { + if ( color != 4 ) { + color = 4; // RED for dropped snapshots + trap_R_SetColor( g_color_table[ColorIndex(COLOR_RED)] ); + } + trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + trap_R_SetColor( NULL ); + + if ( cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_DrawBigString( ax, ay, "snc", 1.0 ); + } + + CG_DrawDisconnect(); +} + + + +/* +=============================================================================== + +CENTER PRINTING + +=============================================================================== +*/ + + +/* +============== +CG_CenterPrint + +Called for important messages that should stay in the center of the screen +for a few moments +============== +*/ +void CG_CenterPrint( const char *str, int y, int charWidth ) { + char *s; + + Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) ); + + cg.centerPrintTime = cg.time; + cg.centerPrintY = y; + cg.centerPrintCharWidth = charWidth; + + // count the number of lines for centering + cg.centerPrintLines = 1; + s = cg.centerPrint; + while( *s ) { + if (*s == '\n') + cg.centerPrintLines++; + s++; + } +} + + +/* +=================== +CG_DrawCenterString +=================== +*/ +static void CG_DrawCenterString( void ) { + char *start; + int l; + int x, y, w; +#ifdef MISSIONPACK // bk010221 - unused else + int h; +#endif + float *color; + + if ( !cg.centerPrintTime ) { + return; + } + + color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); + if ( !color ) { + return; + } + + trap_R_SetColor( color ); + + start = cg.centerPrint; + + y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; + + while ( 1 ) { + char linebuffer[1024]; + + for ( l = 0; l < 50; l++ ) { + if ( !start[l] || start[l] == '\n' ) { + break; + } + linebuffer[l] = start[l]; + } + linebuffer[l] = 0; + +#ifdef MISSIONPACK + w = CG_Text_Width(linebuffer, 0.5, 0); + h = CG_Text_Height(linebuffer, 0.5, 0); + x = (SCREEN_WIDTH - w) / 2; + CG_Text_Paint(x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); + y += h + 6; +#else + w = cg.centerPrintCharWidth * CG_DrawStrlen( linebuffer ); + + x = ( SCREEN_WIDTH - w ) / 2; + + CG_DrawStringExt( x, y, linebuffer, color, qfalse, qtrue, + cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 ); + + y += cg.centerPrintCharWidth * 1.5; +#endif + while ( *start && ( *start != '\n' ) ) { + start++; + } + if ( !*start ) { + break; + } + start++; + } + + trap_R_SetColor( NULL ); +} + +/* +===================== +CG_DrawCenter1FctfString +===================== +*/ +static void CG_DrawCenter1FctfString( void ) { + #ifndef MISSIONPACK + int x, y, w; + float *color; + char *line; + int status; + + if(cgs.gametype != GT_1FCTF) + return; + + status = cgs.flagStatus; + + //Sago: TODO: Find the proper defines instead of hardcoded values. + switch(status) + { + case 2: + line = va("Red has the flag!"); + color = colorRed; + break; + case 3: + line = va("Blue has the flag!"); + color = colorBlue; + break; + case 4: + line = va("Flag dropped!"); + color = colorWhite; + break; + default: + return; + + }; + y = 100; + + + w = cg.centerPrintCharWidth * CG_DrawStrlen( line ); + + x = ( SCREEN_WIDTH - w ) / 2; + + CG_DrawStringExt( x, y, line, color, qfalse, qtrue, + cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 ); + + + #endif +} + + + +/* +===================== +CG_DrawCenterDDString +===================== +*/ +static void CG_DrawCenterDDString( void ) { + #ifndef MISSIONPACK + int x, y, w; + float *color; + char *line; + int statusA, statusB; + int sec; + static int lastDDSec = -100; + + + if(cgs.gametype != GT_DOUBLE_D) + return; + + statusA = cgs.redflag; + statusB = cgs.blueflag; + + if( ( ( statusB == statusA ) && ( statusA == TEAM_RED ) ) || + ( ( statusB == statusA ) && ( statusA == TEAM_BLUE ) ) ) { + } + else + return; //No team is dominating + + if(statusA == TEAM_BLUE) { + line = va("Blue scores in %i",(cgs.timetaken+10*1000-cg.time)/1000+1); + color = colorBlue; + } else if(statusA == TEAM_RED) { + line = va("Red scores in %i",(cgs.timetaken+10*1000-cg.time)/1000+1); + color = colorRed; + } else { + lastDDSec = -100; + return; + } + + sec = (cgs.timetaken+10*1000-cg.time)/1000+1; + if(sec!=lastDDSec) { + //A new number is being displayed... play the sound! + switch ( sec ) { + case 1: + trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); + break; + case 2: + trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); + break; + case 3: + trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); + break; + case 10: + trap_S_StartLocalSound( cgs.media.doublerSound , CHAN_ANNOUNCER ); + break; + default: + break; + } + } + lastDDSec = sec; + + y = 100; + + + w = cg.centerPrintCharWidth * CG_DrawStrlen( line ); + + x = ( SCREEN_WIDTH - w ) / 2; + + CG_DrawStringExt( x, y, line, color, qfalse, qtrue, + cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 ); + + #endif +} + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair(void) +{ + float w, h; + qhandle_t hShader; + float f; + float x, y; + int ca = 0; //only to get rid of the warning(not useful) + int currentWeapon; + + currentWeapon = cg.predictedPlayerState.weapon; + + if ( !cg_drawCrosshair.integer ) { + return; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { + return; + } + + if ( cg.renderingThirdPerson ) { + return; + } + + // set color based on health + if ( cg_crosshairHealth.integer ) { + vec4_t hcolor; + + CG_ColorForHealth( hcolor ); + trap_R_SetColor( hcolor ); + } else { + vec4_t color; + color[0]=cg_crosshairColorRed.value; + color[1]=cg_crosshairColorGreen.value; + color[2]=cg_crosshairColorBlue.value; + color[3]=1.0f; + trap_R_SetColor( color ); + } + + if( cg_differentCrosshairs.integer == 1 ){ + switch( currentWeapon ){ + case 1: + w = h = cg_ch1size.value; + ca = cg_ch1.integer; + break; + case 2: + w = h = cg_ch2size.value; + ca = cg_ch2.integer; + break; + case 3: + w = h = cg_ch3size.value; + ca = cg_ch3.integer; + break; + case 4: + w = h = cg_ch4size.value; + ca = cg_ch4.integer; + break; + case 5: + w = h = cg_ch5size.value; + ca = cg_ch5.integer; + break; + case 6: + w = h = cg_ch6size.value; + ca = cg_ch6.integer; + break; + case 7: + w = h = cg_ch7size.value; + ca = cg_ch7.integer; + break; + case 8: + w = h = cg_ch8size.value; + ca = cg_ch8.integer; + break; + case 9: + w = h = cg_ch9size.value; + ca = cg_ch9.integer; + break; + case 10: + w = h = cg_ch10size.value; + ca = cg_ch10.integer; + break; + case 11: + w = h = cg_ch11size.value; + ca = cg_ch11.integer; + break; + case 12: + w = h = cg_ch12size.value; + ca = cg_ch12.integer; + break; + case 13: + w = h = cg_ch13size.value; + ca = cg_ch13.integer; + break; + default: + w = h = cg_crosshairSize.value; + ca = cg_drawCrosshair.integer; + break; + } + } + else{ + w = h = cg_crosshairSize.value; + ca = cg_drawCrosshair.integer; + } + + if( cg_crosshairPulse.integer ){ + // pulse the size of the crosshair when picking up items + f = cg.time - cg.itemPickupBlendTime; + if ( f > 0 && f < ITEM_BLOB_TIME ) { + f /= ITEM_BLOB_TIME; + w *= ( 1 + f ); + h *= ( 1 + f ); + } + } + + x = cg_crosshairX.integer; + y = cg_crosshairY.integer; + CG_AdjustFrom640( &x, &y, &w, &h ); + + if (ca < 0) { + ca = 0; + } + hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ]; + + if(!hShader) + hShader = cgs.media.crosshairShader[ ca % 10 ]; + + trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (cg.refdef.width - w), + y + cg.refdef.y + 0.5 * (cg.refdef.height - h), + w, h, 0, 0, 1, 1, hShader ); +} + +/* +================= +CG_DrawCrosshair3D +================= +*/ +static void CG_DrawCrosshair3D(void) +{ + float w, h; + qhandle_t hShader; + float f; + int ca; + + trace_t trace; + vec3_t endpos; + float stereoSep, zProj, maxdist, xmax; + char rendererinfos[128]; + refEntity_t ent; + + if ( !cg_drawCrosshair.integer ) { + return; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { + return; + } + + if ( cg.renderingThirdPerson ) { + return; + } + + w = h = cg_crosshairSize.value; + + // pulse the size of the crosshair when picking up items + f = cg.time - cg.itemPickupBlendTime; + if ( f > 0 && f < ITEM_BLOB_TIME ) { + f /= ITEM_BLOB_TIME; + w *= ( 1 + f ); + h *= ( 1 + f ); + } + + ca = cg_drawCrosshair.integer; + if (ca < 0) { + ca = 0; + } + hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ]; + + if(!hShader) + hShader = cgs.media.crosshairShader[ ca % 10 ]; + + // Use a different method rendering the crosshair so players don't see two of them when + // focusing their eyes at distant objects with high stereo separation + // We are going to trace to the next shootable object and place the crosshair in front of it. + + // first get all the important renderer information + trap_Cvar_VariableStringBuffer("r_zProj", rendererinfos, sizeof(rendererinfos)); + zProj = atof(rendererinfos); + trap_Cvar_VariableStringBuffer("r_stereoSeparation", rendererinfos, sizeof(rendererinfos)); + stereoSep = zProj / atof(rendererinfos); + + xmax = zProj * tan(cg.refdef.fov_x * M_PI / 360.0f); + + // let the trace run through until a change in stereo separation of the crosshair becomes less than one pixel. + maxdist = cgs.glconfig.vidWidth * stereoSep * zProj / (2 * xmax); + VectorMA(cg.refdef.vieworg, maxdist, cg.refdef.viewaxis[0], endpos); + CG_Trace(&trace, cg.refdef.vieworg, NULL, NULL, endpos, 0, MASK_SHOT); + + memset(&ent, 0, sizeof(ent)); + ent.reType = RT_SPRITE; + ent.renderfx = RF_DEPTHHACK | RF_CROSSHAIR; + + VectorCopy(trace.endpos, ent.origin); + + // scale the crosshair so it appears the same size for all distances + ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj; + ent.customShader = hShader; + + trap_R_AddRefEntityToScene(&ent); +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) { + trace_t trace; + vec3_t start, end; + int content; + + VectorCopy( cg.refdef.vieworg, start ); + VectorMA( start, 131072, cg.refdef.viewaxis[0], end ); + + CG_Trace( &trace, start, vec3_origin, vec3_origin, end, + cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); + if ( trace.entityNum >= MAX_CLIENTS ) { + return; + } + + // if the player is in fog, don't show it + content = CG_PointContents( trace.endpos, 0 ); + if ( content & CONTENTS_FOG ) { + return; + } + + // if the player is invisible, don't show it + if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_INVIS ) ) { + return; + } + + // update the fade timer + cg.crosshairClientNum = trace.entityNum; + cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawCrosshairNames +===================== +*/ +static void CG_DrawCrosshairNames( void ) { + float *color; + char *name; + float w; + + if ( !cg_drawCrosshair.integer ) { + return; + } + if ( !cg_drawCrosshairNames.integer ) { + return; + } + if ( cg.renderingThirdPerson ) { + return; + } + + // scan the known entities to see if the crosshair is sighted on one + CG_ScanForCrosshairEntity(); + + // draw the name of the player being looked at + color = CG_FadeColor( cg.crosshairClientTime, 1000 ); + if ( !color ) { + trap_R_SetColor( NULL ); + return; + } + + name = cgs.clientinfo[ cg.crosshairClientNum ].name; +#ifdef MISSIONPACK + color[3] *= 0.5f; + w = CG_Text_Width(name, 0.3f, 0); + CG_Text_Paint( 320 - w / 2, 190, 0.3f, color, name, 0, 0, ITEM_TEXTSTYLE_SHADOWED); +#else + w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; + CG_DrawBigString( 320 - w / 2, 170, name, color[3] * 0.5f ); +#endif + trap_R_SetColor( NULL ); +} + + +//============================================================================== + +/* +================= +CG_DrawSpectator +================= +*/ +static void CG_DrawSpectator(void) { + CG_DrawBigString(320 - 9 * 8, 440, "SPECTATOR", 1.0F); + if ( cgs.gametype == GT_TOURNAMENT ) { + CG_DrawBigString(320 - 15 * 8, 460, "waiting to play", 1.0F); + } + else if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + CG_DrawBigString(320 - 39 * 8, 460, "press ESC and use the JOIN menu to play", 1.0F); + } +} + +/* +================= +CG_DrawVote +================= +*/ +static void CG_DrawVote(void) { + char *s; + int sec; + + if ( !cgs.voteTime ) { + return; + } + + // play a talk beep whenever it is modified + if ( cgs.voteModified ) { + cgs.voteModified = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000; + if ( sec < 0 ) { + sec = 0; + } +#ifdef MISSIONPACK + s = va("VOTE(%i):%s yes:%i no:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo); + CG_DrawSmallString( 0, 58, s, 1.0F ); + s = "or press ESC then click Vote"; + CG_DrawSmallString( 0, 58 + SMALLCHAR_HEIGHT + 2, s, 1.0F ); +#else + s = va("VOTE(%i):%s yes:%i no:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo ); + CG_DrawSmallString( 0, 58, s, 1.0F ); +#endif +} + +/* +================= +CG_DrawTeamVote +================= +*/ +static void CG_DrawTeamVote(void) { + char *s; + int sec, cs_offset; + + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) + cs_offset = 0; + else if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) + cs_offset = 1; + else + return; + + if ( !cgs.teamVoteTime[cs_offset] ) { + return; + } + + // play a talk beep whenever it is modified + if ( cgs.teamVoteModified[cs_offset] ) { + cgs.teamVoteModified[cs_offset] = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[cs_offset] ) ) / 1000; + if ( sec < 0 ) { + sec = 0; + } + s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset], + cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] ); + CG_DrawSmallString( 0, 90, s, 1.0F ); +} + + +static qboolean CG_DrawScoreboard( void ) { +#ifdef MISSIONPACK + static qboolean firstTime = qtrue; + float fade, *fadeColor; + + if (menuScoreboard) { + menuScoreboard->window.flags &= ~WINDOW_FORCED; + } + if (cg_paused.integer) { + cg.deferredPlayerLoading = 0; + firstTime = qtrue; + return qfalse; + } + + // should never happen in Team Arena + if (cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + cg.deferredPlayerLoading = 0; + firstTime = qtrue; + return qfalse; + } + + // don't draw scoreboard during death while warmup up + if ( cg.warmup && !cg.showScores ) { + return qfalse; + } + + if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD || cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + fade = 1.0; + fadeColor = colorWhite; + } else { + fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME ); + if ( !fadeColor ) { + // next time scoreboard comes up, don't print killer + cg.deferredPlayerLoading = 0; + cg.killerName[0] = 0; + firstTime = qtrue; + return qfalse; + } + fade = *fadeColor; + } + + + if (menuScoreboard == NULL) { + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + menuScoreboard = Menus_FindByName("teamscore_menu"); + } else { + menuScoreboard = Menus_FindByName("score_menu"); + } + } + + if (menuScoreboard) { + if (firstTime) { + CG_SetScoreSelection(menuScoreboard); + firstTime = qfalse; + } + Menu_Paint(menuScoreboard, qtrue); + } + + // load any models that have been deferred + if ( ++cg.deferredPlayerLoading > 10 ) { + CG_LoadDeferredPlayers(); + } + + return qtrue; +#else + char *s; + int w; + if(cg.respawnTime && cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR && (cgs.gametype < GT_ELIMINATION || cgs.gametype > GT_LMS) ) { + if(cg.respawnTime>cg.time) { + s = va("Respawn in: %2.2f",((double)cg.respawnTime-(double)cg.time)/1000.0); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(320-w/2,400, s, colorYellow); + } else { + s = va("Click FIRE to respawn"); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(320-w/2,400, "Click FIRE to respawn", colorGreen); + } + } + return CG_DrawOldScoreboard(); +#endif +} + +#define ACCBOARD_XPOS 500 +#define ACCBOARD_YPOS 150 +#define ACCBOARD_HEIGHT 20 +#define ACCBOARD_WIDTH 75 +#define ACCITEM_SIZE 16 + +qboolean CG_DrawAccboard( void ) { + int counter, i; + + i = 0; + + if( !cg.showAcc ){ + return qfalse; + } + trap_R_SetColor( colorWhite ); + + for( counter = 0; counter < WP_NUM_WEAPONS ; counter++ ){ + if( cg_weapons[counter+2].weaponIcon && counter != WP_PROX_LAUNCHER && counter != WP_GRAPPLING_HOOK ) + i++; + } + + CG_DrawTeamBackground( ACCBOARD_XPOS, ACCBOARD_YPOS, ACCBOARD_WIDTH, ACCBOARD_HEIGHT*(i + 1), 0.33f, TEAM_BLUE ); + + i = 0; + + for( counter = 0 ; counter < WP_NUM_WEAPONS ; counter++ ){ + if( cg_weapons[counter+2].weaponIcon && counter != WP_PROX_LAUNCHER && counter != WP_GRAPPLING_HOOK ){ + CG_DrawPic( ACCBOARD_XPOS + 10, ACCBOARD_YPOS + 10 +i*ACCBOARD_HEIGHT, ACCITEM_SIZE, ACCITEM_SIZE, cg_weapons[counter+2].weaponIcon ); + if( cg.accuracys[counter][0] > 0 ) + CG_DrawSmallStringColor(ACCBOARD_XPOS + 10 + ACCITEM_SIZE + 10, ACCBOARD_YPOS + 10 +i*ACCBOARD_HEIGHT + ACCITEM_SIZE/2 - SMALLCHAR_HEIGHT/2 , + va("%i%s",(int)(((float)cg.accuracys[counter][1]*100)/((float)(cg.accuracys[counter][0]))),"%"), colorWhite); + else + CG_DrawSmallStringColor(ACCBOARD_XPOS + 10 + ACCITEM_SIZE + 10, ACCBOARD_YPOS + 10 +i*ACCBOARD_HEIGHT + ACCITEM_SIZE/2 - SMALLCHAR_HEIGHT/2 , "-%", colorWhite); + i++; + } + } + + trap_R_SetColor(NULL); + return qtrue; +} + + + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) { +// int key; +#ifdef MISSIONPACK + //if (cg_singlePlayer.integer) { + // CG_DrawCenterString(); + // return; + //} +#else + if ( cgs.gametype == GT_SINGLE_PLAYER ) { + CG_DrawCenterString(); + return; + } +#endif + cg.scoreFadeTime = cg.time; + cg.scoreBoardShowing = CG_DrawScoreboard(); +} + +/* +================= +CG_DrawFollow +================= +*/ +static qboolean CG_DrawFollow( void ) { + float x; + vec4_t color; + const char *name; + + if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) { + return qfalse; + } + color[0] = 1; + color[1] = 1; + color[2] = 1; + color[3] = 1; + + + CG_DrawBigString( 320 - 9 * 8, 24, "following", 1.0F ); + + name = cgs.clientinfo[ cg.snap->ps.clientNum ].name; + + x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( name ) ); + + CG_DrawStringExt( x, 40, name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + + return qtrue; +} + + + +/* +================= +CG_DrawAmmoWarning +================= +*/ +static void CG_DrawAmmoWarning( void ) { + const char *s; + int w; + + //Don't report in instant gib same with RA + if(cgs.nopickup) + return; + + if ( cg_drawAmmoWarning.integer == 0 ) { + return; + } + + if ( !cg.lowAmmoWarning ) { + return; + } + + if ( cg.lowAmmoWarning == 2 ) { + s = "OUT OF AMMO"; + } else { + s = "LOW AMMO WARNING"; + } + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString(320 - w / 2, 64, s, 1.0F); +} + + +//#ifdef MISSIONPACK +/* +================= +CG_DrawProxWarning +================= +*/ +static void CG_DrawProxWarning( void ) { + char s [32]; + int w; + static int proxTime; + static int proxCounter; + static int proxTick; + + if( !(cg.snap->ps.eFlags & EF_TICKING ) ) { + proxTime = 0; + return; + } + + if (proxTime == 0) { + proxTime = cg.time + 5000; + proxCounter = 5; + proxTick = 0; + } + + if (cg.time > proxTime) { + proxTick = proxCounter--; + proxTime = cg.time + 1000; + } + + if (proxTick != 0) { + Com_sprintf(s, sizeof(s), "INTERNAL COMBUSTION IN: %i", proxTick); + } else { + Com_sprintf(s, sizeof(s), "YOU HAVE BEEN MINED"); + } + + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigStringColor( 320 - w / 2, 64 + BIGCHAR_HEIGHT, s, g_color_table[ColorIndex(COLOR_RED)] ); +} +//#endif + + +/* +================= +CG_DrawWarmup +================= +*/ +static void CG_DrawWarmup( void ) { + int w; + int sec; + int i; + float scale; + clientInfo_t *ci1, *ci2; + int cw; + const char *s; + + sec = cg.warmup; + if ( !sec ) { + return; + } + + if ( sec < 0 ) { + s = "Waiting for players"; + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString(320 - w / 2, 24, s, 1.0F); + cg.warmupCount = 0; + return; + } + + if (cgs.gametype == GT_TOURNAMENT) { + // find the two active players + ci1 = NULL; + ci2 = NULL; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_FREE ) { + if ( !ci1 ) { + ci1 = &cgs.clientinfo[i]; + } else { + ci2 = &cgs.clientinfo[i]; + } + } + } + + if ( ci1 && ci2 ) { + s = va( "%s vs %s", ci1->name, ci2->name ); +#ifdef MISSIONPACK + w = CG_Text_Width(s, 0.6f, 0); + CG_Text_Paint(320 - w / 2, 60, 0.6f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); +#else + w = CG_DrawStrlen( s ); + if ( w > 640 / GIANT_WIDTH ) { + cw = 640 / w; + } else { + cw = GIANT_WIDTH; + } + CG_DrawStringExt( 320 - w * cw/2, 20,s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.5f), 0 ); +#endif + } + } else { + if ( cgs.gametype == GT_FFA ) { + s = "Free For All"; + } else if ( cgs.gametype == GT_TEAM ) { + s = "Team Deathmatch"; + } else if ( cgs.gametype == GT_CTF ) { + s = "Capture the Flag"; + } else if ( cgs.gametype == GT_ELIMINATION ) { + s = "Elimination"; + } else if ( cgs.gametype == GT_CTF_ELIMINATION ) { + s = "CTF Elimination"; + } else if ( cgs.gametype == GT_LMS ) { + s = "Last Man Standing"; + } else if ( cgs.gametype == GT_DOUBLE_D ) { + s = "Double Domination"; + } else if ( cgs.gametype == GT_1FCTF ) { + s = "One Flag CTF"; + } else if ( cgs.gametype == GT_OBELISK ) { + s = "Overload"; + } else if ( cgs.gametype == GT_HARVESTER ) { + s = "Harvester"; + } else if ( cgs.gametype == GT_DOMINATION ) { + s = "Domination"; + } else { + s = ""; + } +#ifdef MISSIONPACK + w = CG_Text_Width(s, 0.6f, 0); + CG_Text_Paint(320 - w / 2, 90, 0.6f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); +#else + w = CG_DrawStrlen( s ); + if ( w > 640 / GIANT_WIDTH ) { + cw = 640 / w; + } else { + cw = GIANT_WIDTH; + } + CG_DrawStringExt( 320 - w * cw/2, 25,s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.1f), 0 ); +#endif + } + + sec = ( sec - cg.time ) / 1000; + if ( sec < 0 ) { + cg.warmup = 0; + sec = 0; + } + s = va( "Starts in: %i", sec + 1 ); + if ( sec != cg.warmupCount ) { + cg.warmupCount = sec; + switch ( sec ) { + case 0: + trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); + break; + case 1: + trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); + break; + case 2: + trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); + break; + default: + break; + } + } + scale = 0.45f; + switch ( cg.warmupCount ) { + case 0: + cw = 28; + scale = 0.54f; + break; + case 1: + cw = 24; + scale = 0.51f; + break; + case 2: + cw = 20; + scale = 0.48f; + break; + default: + cw = 16; + scale = 0.45f; + break; + } + +#ifdef MISSIONPACK + w = CG_Text_Width(s, scale, 0); + CG_Text_Paint(320 - w / 2, 125, scale, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); +#else + w = CG_DrawStrlen( s ); + CG_DrawStringExt( 320 - w * cw/2, 70, s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.5), 0 ); +#endif +} + +//================================================================================== +#ifdef MISSIONPACK +/* +================= +CG_DrawTimedMenus +================= +*/ +void CG_DrawTimedMenus( void ) { + if (cg.voiceTime) { + int t = cg.time - cg.voiceTime; + if ( t > 2500 ) { + Menus_CloseByName("voiceMenu"); + trap_Cvar_Set("cl_conXOffset", "0"); + cg.voiceTime = 0; + } + } +} +#endif +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D(stereoFrame_t stereoFrame) +{ +#ifdef MISSIONPACK + if (cgs.orderPending && cg.time > cgs.orderTime) { + CG_CheckOrderPending(); + } +#endif + // if we are taking a levelshot for the menu, don't draw anything + if ( cg.levelShot ) { + return; + } + + if ( cg_draw2D.integer == 0 ) { + return; + } + + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + CG_DrawIntermission(); + return; + } + +/* + if (cg.cameraMode) { + return; + } +*/ + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR /*|| cg.snap->ps.pm_type == PM_SPECTATOR*/ ) { + CG_DrawSpectator(); + + if(stereoFrame == STEREO_CENTER) + CG_DrawCrosshair(); + + CG_DrawCrosshairNames(); + } else { + // don't draw any status if dead or the scoreboard is being explicitly shown + if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) { + +#ifdef MISSIONPACK + if ( cg_drawStatus.integer ) { + Menu_PaintAll(); + CG_DrawTimedMenus(); + } +#else + CG_DrawStatusBar(); +#endif + + CG_DrawAmmoWarning(); + + CG_DrawProxWarning(); + if(stereoFrame == STEREO_CENTER) + CG_DrawCrosshair(); + CG_DrawCrosshairNames(); + CG_DrawWeaponSelect(); + + #ifndef MISSIONPACK + CG_DrawHoldableItem(); + CG_DrawPersistantPowerup(); + #endif + + CG_DrawReward(); + } + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { +#ifndef MISSIONPACK + CG_DrawTeamInfo(); +#endif + } + } + + CG_DrawVote(); + CG_DrawTeamVote(); + + CG_DrawLagometer(); + +#ifdef MISSIONPACK + if (!cg_paused.integer) { + CG_DrawUpperRight(stereoFrame); + } +#else + CG_DrawUpperRight(stereoFrame); +#endif + +#ifndef MISSIONPACK + CG_DrawLowerRight(); + CG_DrawLowerLeft(); +#endif + + if ( !CG_DrawFollow() ) { + CG_DrawWarmup(); + } + + // don't draw center string if scoreboard is up + cg.scoreBoardShowing = CG_DrawScoreboard(); + if ( !cg.scoreBoardShowing) { + CG_DrawCenterDDString(); + CG_DrawCenter1FctfString(); + CG_DrawCenterString(); + } + + cg.accBoardShowing = CG_DrawAccboard(); +} + + +static void CG_DrawTourneyScoreboard( void ) { +#ifdef MISSIONPACK +#else + CG_DrawOldTourneyScoreboard(); +#endif +} + +/* +===================== +CG_DrawActive + +Perform all drawing needed to completely fill the screen +===================== +*/ +void CG_DrawActive( stereoFrame_t stereoView ) { + // optionally draw the info screen instead + if ( !cg.snap ) { + CG_DrawInformation(); + return; + } + + // optionally draw the tournement scoreboard instead + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR && + ( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) { + CG_DrawTourneyScoreboard(); + return; + } + + // clear around the rendered view if sized down + CG_TileClear(); + + if(stereoView != STEREO_CENTER) + CG_DrawCrosshair3D(); + + // draw 3D view + trap_R_RenderScene( &cg.refdef ); + + // draw status bar and other floating elements + CG_Draw2D(stereoView); +} + + + diff --git a/code/cgame/cg_drawtools.c b/code/cgame/cg_drawtools.c new file mode 100644 index 0000000..32e057d --- /dev/null +++ b/code/cgame/cg_drawtools.c @@ -0,0 +1,821 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc +#include "cg_local.h" + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) { +#if 0 + // adjust for wide screens + if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { + *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); + } +#endif + // scale for screen sizes + *x *= cgs.screenXScale; + *y *= cgs.screenYScale; + *w *= cgs.screenXScale; + *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) { + trap_R_SetColor( color ); + + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + + trap_R_SetColor( NULL ); +} + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenXScale; + trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenYScale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} +/* +================ +UI_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) { + trap_R_SetColor( color ); + + CG_DrawTopBottom(x, y, width, height, size); + CG_DrawSides(x, y, width, height, size); + + trap_R_SetColor( NULL ); +} + + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + + + +/* +=============== +CG_DrawChar + +Coordinates and size in 640*480 virtual screen size +=============== +*/ +void CG_DrawChar( int x, int y, int width, int height, int ch ) { + int row, col; + float frow, fcol; + float size; + float ax, ay, aw, ah; + + ch &= 255; + + if ( ch == ' ' ) { + return; + } + + ax = x; + ay = y; + aw = width; + ah = height; + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + row = ch>>4; + col = ch&15; + + frow = row*0.0625; + fcol = col*0.0625; + size = 0.0625; + + trap_R_DrawStretchPic( ax, ay, aw, ah, + fcol, frow, + fcol + size, frow + size, + cgs.media.charsetShader ); +} + + +/* +================== +CG_DrawStringExt + +Draws a multi-colored string with a drop shadow, optionally forcing +to a fixed color. + +Coordinates are at 640 by 480 virtual resolution +================== +*/ +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) { + vec4_t color; + const char *s; + int xx; + int cnt; + + if (maxChars <= 0) + maxChars = 32767; // do them all! + + // draw the drop shadow + if (shadow) { + color[0] = color[1] = color[2] = 0; + color[3] = setColor[3]; + trap_R_SetColor( color ); + s = string; + xx = x; + cnt = 0; + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + s += 2; + continue; + } + CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s ); + cnt++; + xx += charWidth; + s++; + } + } + + // draw the colored text + s = string; + xx = x; + cnt = 0; + trap_R_SetColor( setColor ); + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + if ( !forceColor ) { + memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); + color[3] = setColor[3]; + trap_R_SetColor( color ); + } + s += 2; + continue; + } + CG_DrawChar( xx, y, charWidth, charHeight, *s ); + xx += charWidth; + cnt++; + s++; + } + trap_R_SetColor( NULL ); +} + +void CG_DrawBigString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) { + const char *s = str; + int count = 0; + + while ( *s ) { + if ( Q_IsColorString( s ) ) { + s += 2; + } else { + count++; + s++; + } + } + + return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) { + float s1, t1, s2, t2; + + s1 = x/64.0; + t1 = y/64.0; + s2 = (x+w)/64.0; + t2 = (y+h)/64.0; + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) { + int top, bottom, left, right; + int w, h; + + w = cgs.glconfig.vidWidth; + h = cgs.glconfig.vidHeight; + + if ( cg.refdef.x == 0 && cg.refdef.y == 0 && + cg.refdef.width == w && cg.refdef.height == h ) { + return; // full screen rendering + } + + top = cg.refdef.y; + bottom = top + cg.refdef.height-1; + left = cg.refdef.x; + right = left + cg.refdef.width-1; + + // clear above view screen + CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + + // clear below view screen + CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + + // clear left of view screen + CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + + // clear right of view screen + CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + + + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) { + static vec4_t color; + int t; + + if ( startMsec == 0 ) { + return NULL; + } + + t = cg.time - startMsec; + + if ( t >= totalMsec ) { + return NULL; + } + + // fade out + if ( totalMsec - t < FADE_TIME ) { + color[3] = ( totalMsec - t ) * 1.0/FADE_TIME; + } else { + color[3] = 1.0; + } + color[0] = color[1] = color[2] = 1; + + return color; +} + + +/* +================ +CG_TeamColor +================ +*/ +float *CG_TeamColor( int team ) { + static vec4_t red = {1, 0.2f, 0.2f, 1}; + static vec4_t blue = {0.2f, 0.2f, 1, 1}; + static vec4_t other = {1, 1, 1, 1}; + static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1}; + + switch ( team ) { + case TEAM_RED: + return red; + case TEAM_BLUE: + return blue; + case TEAM_SPECTATOR: + return spectator; + default: + return other; + } +} + + + +/* +================= +CG_GetColorForHealth +================= +*/ +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) { + int count; + int max; + + // calculate the total points of damage that can + // be sustained at the current health / armor level + if ( health <= 0 ) { + VectorClear( hcolor ); // black + hcolor[3] = 1; + return; + } + count = armor; + max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); + if ( max < count ) { + count = max; + } + health += count; + + // set the color based on health + hcolor[0] = 1.0; + hcolor[3] = 1.0; + if ( health >= 100 ) { + hcolor[2] = 1.0; + } else if ( health < 66 ) { + hcolor[2] = 0; + } else { + hcolor[2] = ( health - 66 ) / 33.0; + } + + if ( health > 60 ) { + hcolor[1] = 1.0; + } else if ( health < 30 ) { + hcolor[1] = 0; + } else { + hcolor[1] = ( health - 30 ) / 30.0; + } +} + +/* +================= +CG_ColorForHealth +================= +*/ +void CG_ColorForHealth( vec4_t hcolor ) { + + CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH], + cg.snap->ps.stats[STAT_ARMOR], hcolor ); +} + + + + +// bk001205 - code below duplicated in q3_ui/ui-atoms.c +// bk001205 - FIXME: does this belong in ui_shared.c? +/* +================= +UI_DrawProportionalString2 +================= +*/ +static int propMap[128][3] = { +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, PROP_SPACE_WIDTH}, // SPACE +{11, 122, 7}, // ! +{154, 181, 14}, // " +{55, 122, 17}, // # +{79, 122, 18}, // $ +{101, 122, 23}, // % +{153, 122, 18}, // & +{9, 93, 7}, // ' +{207, 122, 8}, // ( +{230, 122, 9}, // ) +{177, 122, 18}, // * +{30, 152, 18}, // + +{85, 181, 7}, // , +{34, 93, 11}, // - +{110, 181, 6}, // . +{130, 152, 14}, // / + +{22, 64, 17}, // 0 +{41, 64, 12}, // 1 +{58, 64, 17}, // 2 +{78, 64, 18}, // 3 +{98, 64, 19}, // 4 +{120, 64, 18}, // 5 +{141, 64, 18}, // 6 +{204, 64, 16}, // 7 +{162, 64, 17}, // 8 +{182, 64, 18}, // 9 +{59, 181, 7}, // : +{35,181, 7}, // ; +{203, 152, 14}, // < +{56, 93, 14}, // = +{228, 152, 14}, // > +{177, 181, 18}, // ? + +{28, 122, 22}, // @ +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{60, 152, 7}, // [ +{106, 151, 13}, // '\' +{83, 152, 7}, // ] +{128, 122, 17}, // ^ +{4, 152, 21}, // _ + +{134, 181, 5}, // ' +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{153, 152, 13}, // { +{11, 181, 5}, // | +{180, 152, 13}, // } +{79, 93, 17}, // ~ +{0, 0, -1} // DEL +}; + +static int propMapB[26][3] = { +{11, 12, 33}, +{49, 12, 31}, +{85, 12, 31}, +{120, 12, 30}, +{156, 12, 21}, +{183, 12, 21}, +{207, 12, 32}, + +{13, 55, 30}, +{49, 55, 13}, +{66, 55, 29}, +{101, 55, 31}, +{135, 55, 21}, +{158, 55, 40}, +{204, 55, 32}, + +{12, 97, 31}, +{48, 97, 31}, +{82, 97, 30}, +{118, 97, 30}, +{153, 97, 30}, +{185, 97, 25}, +{213, 97, 30}, + +{11, 139, 32}, +{42, 139, 51}, +{93, 139, 32}, +{126, 139, 31}, +{158, 139, 25}, +}; + +#define PROPB_GAP_WIDTH 4 +#define PROPB_SPACE_WIDTH 12 +#define PROPB_HEIGHT 36 + +/* +================= +UI_DrawBannerString +================= +*/ +static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) +{ + const char* s; + unsigned char ch; // bk001204 : array subscript + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenYScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + ch -= 'A'; + fcol = (float)propMapB[ch][0] / 256.0f; + frow = (float)propMapB[ch][1] / 256.0f; + fwidth = (float)propMapB[ch][2] / 256.0f; + fheight = (float)PROPB_HEIGHT / 256.0f; + aw = (float)propMapB[ch][2] * cgs.screenXScale; + ah = (float)PROPB_HEIGHT * cgs.screenXScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB ); + ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale); + } + s++; + } + + trap_R_SetColor( NULL ); +} + +void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) { + const char * s; + int ch; + int width; + vec4_t drawcolor; + + // find the width of the drawn text + s = str; + width = 0; + while ( *s ) { + ch = *s; + if ( ch == ' ' ) { + width += PROPB_SPACE_WIDTH; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH; + } + s++; + } + width -= PROPB_GAP_WIDTH; + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + x -= width / 2; + break; + + case UI_RIGHT: + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawBannerString2( x+2, y+2, str, drawcolor ); + } + + UI_DrawBannerString2( x, y, str, color ); +} + + +int UI_ProportionalStringWidth( const char* str ) { + const char * s; + int ch; + int charWidth; + int width; + + s = str; + width = 0; + while ( *s ) { + ch = *s & 127; + charWidth = propMap[ch][2]; + if ( charWidth != -1 ) { + width += charWidth; + width += PROP_GAP_WIDTH; + } + s++; + } + + width -= PROP_GAP_WIDTH; + return width; +} + +static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset ) +{ + const char* s; + unsigned char ch; // bk001204 - unsigned + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenXScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale; + } else if ( propMap[ch][2] != -1 ) { + fcol = (float)propMap[ch][0] / 256.0f; + frow = (float)propMap[ch][1] / 256.0f; + fwidth = (float)propMap[ch][2] / 256.0f; + fheight = (float)PROP_HEIGHT / 256.0f; + aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale; + ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset ); + } else { + aw = 0; + } + + ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale); + s++; + } + + trap_R_SetColor( NULL ); +} + +/* +================= +UI_ProportionalSizeScale +================= +*/ +float UI_ProportionalSizeScale( int style ) { + if( style & UI_SMALLFONT ) { + return 0.75; + } + + return 1.00; +} + + +/* +================= +UI_DrawProportionalString +================= +*/ +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) { + vec4_t drawcolor; + int width; + float sizeScale; + + sizeScale = UI_ProportionalSizeScale( style ); + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width / 2; + break; + + case UI_RIGHT: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp ); + } + + if ( style & UI_INVERSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp ); + return; + } + + if ( style & UI_PULSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); + + drawcolor[0] = color[0]; + drawcolor[1] = color[1]; + drawcolor[2] = color[2]; + drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR ); + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow ); + return; + } + + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); +} diff --git a/code/cgame/cg_effects.c b/code/cgame/cg_effects.c new file mode 100644 index 0000000..a63d96e --- /dev/null +++ b/code/cgame/cg_effects.c @@ -0,0 +1,828 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_effects.c -- these functions generate localentities, usually as a result +// of event processing + +#include "cg_local.h" + + +/* +================== +CG_BubbleTrail + +Bullets shot underwater +================== +*/ +void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) { + vec3_t move; + vec3_t vec; + float len; + int i; + + if ( cg_noProjectileTrail.integer ) { + return; + } + + VectorCopy (start, move); + VectorSubtract (end, start, vec); + len = VectorNormalize (vec); + + // advance a random amount first + i = rand() % (int)spacing; + VectorMA( move, i, vec, move ); + + VectorScale (vec, spacing, vec); + + for ( ; i < len; i += spacing ) { + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + le->leFlags = LEF_PUFF_DONT_SCALE; + le->leType = LE_MOVE_SCALE_FADE; + le->startTime = cg.time; + le->endTime = cg.time + 1000 + random() * 250; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + re = &le->refEntity; + re->shaderTime = cg.time / 1000.0f; + + re->reType = RT_SPRITE; + re->rotation = 0; + re->radius = 3; + re->customShader = cgs.media.waterBubbleShader; + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0xff; + re->shaderRGBA[2] = 0xff; + re->shaderRGBA[3] = 0xff; + + le->color[3] = 1.0; + + le->pos.trType = TR_LINEAR; + le->pos.trTime = cg.time; + VectorCopy( move, le->pos.trBase ); + le->pos.trDelta[0] = crandom()*5; + le->pos.trDelta[1] = crandom()*5; + le->pos.trDelta[2] = crandom()*5 + 6; + + VectorAdd (move, vec, move); + } +} + +/* +===================== +CG_SmokePuff + +Adds a smoke puff or blood trail localEntity. +===================== +*/ +localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, + float radius, + float r, float g, float b, float a, + float duration, + int startTime, + int fadeInTime, + int leFlags, + qhandle_t hShader ) { + static int seed = 0x92; + localEntity_t *le; + refEntity_t *re; +// int fadeInTime = startTime + duration / 2; + + le = CG_AllocLocalEntity(); + le->leFlags = leFlags; + le->radius = radius; + + re = &le->refEntity; + re->rotation = Q_random( &seed ) * 360; + re->radius = radius; + re->shaderTime = startTime / 1000.0f; + + le->leType = LE_MOVE_SCALE_FADE; + le->startTime = startTime; + le->fadeInTime = fadeInTime; + le->endTime = startTime + duration; + if ( fadeInTime > startTime ) { + le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime ); + } + else { + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + } + le->color[0] = r; + le->color[1] = g; + le->color[2] = b; + le->color[3] = a; + + + le->pos.trType = TR_LINEAR_STOP; + le->pos.trTime = startTime; + VectorCopy( vel, le->pos.trDelta ); + VectorCopy( p, le->pos.trBase ); + + VectorCopy( p, re->origin ); + re->customShader = hShader; + + // rage pro can't alpha fade, so use a different shader + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { + re->customShader = cgs.media.smokePuffRageProShader; + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0xff; + re->shaderRGBA[2] = 0xff; + re->shaderRGBA[3] = 0xff; + } else { + re->shaderRGBA[0] = le->color[0] * 0xff; + re->shaderRGBA[1] = le->color[1] * 0xff; + re->shaderRGBA[2] = le->color[2] * 0xff; + re->shaderRGBA[3] = 0xff; + } + + re->reType = RT_SPRITE; + re->radius = le->radius; + + return le; +} + +// LEILEI same as above, but slows down....... +localEntity_t *CG_SlowPuff( const vec3_t p, const vec3_t vel, + float radius, + float r, float g, float b, float a, + float duration, + int startTime, + int fadeInTime, + int leFlags, + qhandle_t hShader ) { + static int seed = 0x92; + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + le->leFlags = leFlags; + le->radius = radius; + + re = &le->refEntity; + re->rotation = Q_random( &seed ) * 360; + re->radius = radius; + re->shaderTime = startTime / 1000.0f; + + le->leType = LE_MOVE_SCALE_FADE; + le->startTime = startTime; + le->fadeInTime = fadeInTime; + le->endTime = startTime + duration; + if ( fadeInTime > startTime ) { + le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime ); + } + else { + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + } + le->color[0] = r; + le->color[1] = g; + le->color[2] = b; + le->color[3] = a; + + + le->pos.trType = TR_LINEAR; + le->pos.trTime = startTime; + VectorCopy( vel, le->pos.trDelta ); + VectorCopy( p, le->pos.trBase ); + + VectorCopy( p, re->origin ); + re->customShader = hShader; + + // rage pro can't alpha fade, so use a different shader + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { + re->customShader = cgs.media.smokePuffRageProShader; + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0xff; + re->shaderRGBA[2] = 0xff; + re->shaderRGBA[3] = 0xff; + } else { + re->shaderRGBA[0] = le->color[0] * 0xff; + re->shaderRGBA[1] = le->color[1] * 0xff; + re->shaderRGBA[2] = le->color[2] * 0xff; + re->shaderRGBA[3] = 0xff; + } + + re->reType = RT_SPRITE; + re->radius = le->radius; + + return le; +} + +/* +================== +CG_SpawnEffect + +Player teleporting in or out +================== +*/ +void CG_SpawnEffect( vec3_t org ) { + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_FADE_RGB; + le->startTime = cg.time; + le->endTime = cg.time + 500; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; + + re = &le->refEntity; + + re->reType = RT_MODEL; + re->shaderTime = cg.time / 1000.0f; + +#ifndef MISSIONPACK + re->customShader = cgs.media.teleportEffectShader; +#endif + re->hModel = cgs.media.teleportEffectModel; + AxisClear( re->axis ); + + VectorCopy( org, re->origin ); +#ifdef MISSIONPACK + re->origin[2] += 16; +#else + re->origin[2] -= 24; +#endif +} + +/* +=============== +CG_LightningBoltBeam +=============== +*/ +void CG_LightningBoltBeam( vec3_t start, vec3_t end ) { + localEntity_t *le; + refEntity_t *beam; + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_SHOWREFENTITY; + le->startTime = cg.time; + le->endTime = cg.time + 50; + + beam = &le->refEntity; + + VectorCopy( start, beam->origin ); + // this is the end point + VectorCopy( end, beam->oldorigin ); + + beam->reType = RT_LIGHTNING; + beam->customShader = cgs.media.lightningShader; +} + +/* +================== +CG_KamikazeEffect +================== +*/ +void CG_KamikazeEffect( vec3_t org ) { + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_KAMIKAZE; + le->startTime = cg.time; + le->endTime = cg.time + 3000;//2250; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; + + VectorClear(le->angles.trBase); + + re = &le->refEntity; + + re->reType = RT_MODEL; + re->shaderTime = cg.time / 1000.0f; + + re->hModel = cgs.media.kamikazeEffectModel; + + VectorCopy( org, re->origin ); + +} + +/* +================== +CG_ObeliskExplode +================== +*/ +void CG_ObeliskExplode( vec3_t org, int entityNum ) { + localEntity_t *le; + vec3_t origin; + + // create an explosion + VectorCopy( org, origin ); + origin[2] += 64; + le = CG_MakeExplosion( origin, vec3_origin, + cgs.media.dishFlashModel, + cgs.media.rocketExplosionShader, + 600, qtrue ); + le->light = 300; + le->lightColor[0] = 1; + le->lightColor[1] = 0.75; + le->lightColor[2] = 0.0; +} + +/* +================== +CG_ObeliskPain +================== +*/ +void CG_ObeliskPain( vec3_t org ) { + float r; + sfxHandle_t sfx; + + // hit sound + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.obeliskHitSound1; + } else if ( r == 2 ) { + sfx = cgs.media.obeliskHitSound2; + } else { + sfx = cgs.media.obeliskHitSound3; + } + trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx ); +} + + +/* +================== +CG_InvulnerabilityImpact +================== +*/ +void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) { + localEntity_t *le; + refEntity_t *re; + int r; + sfxHandle_t sfx; + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_INVULIMPACT; + le->startTime = cg.time; + le->endTime = cg.time + 1000; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; + + re = &le->refEntity; + + re->reType = RT_MODEL; + re->shaderTime = cg.time / 1000.0f; + + re->hModel = cgs.media.invulnerabilityImpactModel; + + VectorCopy( org, re->origin ); + AnglesToAxis( angles, re->axis ); + + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.invulnerabilityImpactSound1; + } else if ( r == 2 ) { + sfx = cgs.media.invulnerabilityImpactSound2; + } else { + sfx = cgs.media.invulnerabilityImpactSound3; + } + trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx ); +} + +/* +================== +CG_InvulnerabilityJuiced +================== +*/ +void CG_InvulnerabilityJuiced( vec3_t org ) { + localEntity_t *le; + refEntity_t *re; + vec3_t angles; + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_INVULJUICED; + le->startTime = cg.time; + le->endTime = cg.time + 10000; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; + + re = &le->refEntity; + + re->reType = RT_MODEL; + re->shaderTime = cg.time / 1000.0f; + + re->hModel = cgs.media.invulnerabilityJuicedModel; + + VectorCopy( org, re->origin ); + VectorClear(angles); + AnglesToAxis( angles, re->axis ); + + trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, cgs.media.invulnerabilityJuicedSound ); +} + +/* +================== +CG_ScorePlum +================== +*/ +void CG_ScorePlum( int client, vec3_t org, int score ) { + localEntity_t *le; + refEntity_t *re; + vec3_t angles; + static vec3_t lastPos; + + // only visualize for the client that scored + if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) { + return; + } + + le = CG_AllocLocalEntity(); + le->leFlags = 0; + le->leType = LE_SCOREPLUM; + le->startTime = cg.time; + le->endTime = cg.time + 4000; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + + le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; + le->radius = score; + + VectorCopy( org, le->pos.trBase ); + if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) { + le->pos.trBase[2] -= 20; + } + + //CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos)); + VectorCopy(org, lastPos); + + + re = &le->refEntity; + + re->reType = RT_SPRITE; + re->radius = 16; + + VectorClear(angles); + AnglesToAxis( angles, re->axis ); +} + + +/* +==================== +CG_MakeExplosion +==================== +*/ +localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, + qhandle_t hModel, qhandle_t shader, + int msec, qboolean isSprite ) { + float ang; + localEntity_t *ex; + int offset; + vec3_t tmpVec, newOrigin; + + if ( msec <= 0 ) { + CG_Error( "CG_MakeExplosion: msec = %i", msec ); + } + + // skew the time a bit so they aren't all in sync + offset = rand() & 63; + + ex = CG_AllocLocalEntity(); + if ( isSprite ) { + ex->leType = LE_SPRITE_EXPLOSION; + + // randomly rotate sprite orientation + ex->refEntity.rotation = rand() % 360; + VectorScale( dir, 16, tmpVec ); + VectorAdd( tmpVec, origin, newOrigin ); + } else { + ex->leType = LE_EXPLOSION; + VectorCopy( origin, newOrigin ); + + // set axis with random rotate + if ( !dir ) { + AxisClear( ex->refEntity.axis ); + } else { + ang = rand() % 360; + VectorCopy( dir, ex->refEntity.axis[0] ); + RotateAroundDirection( ex->refEntity.axis, ang ); + } + } + + ex->startTime = cg.time - offset; + ex->endTime = ex->startTime + msec; + + // bias the time so all shader effects start correctly + ex->refEntity.shaderTime = ex->startTime / 1000.0f; + + ex->refEntity.hModel = hModel; + ex->refEntity.customShader = shader; + + // set origin + VectorCopy( newOrigin, ex->refEntity.origin ); + VectorCopy( newOrigin, ex->refEntity.oldorigin ); + + ex->color[0] = ex->color[1] = ex->color[2] = 1.0; + + return ex; +} + + +/* +================= +CG_Bleed + +This is the spurt of blood when a character gets hit +================= +*/ +void CG_Bleed( vec3_t origin, int entityNum ) { + localEntity_t *ex; + + if ( !cg_blood.integer ) { + return; + } + + ex = CG_AllocLocalEntity(); + ex->leType = LE_EXPLOSION; + + ex->startTime = cg.time; + ex->endTime = ex->startTime + 500; + + VectorCopy ( origin, ex->refEntity.origin); + ex->refEntity.reType = RT_SPRITE; + ex->refEntity.rotation = rand() % 360; + ex->refEntity.radius = 24; + + ex->refEntity.customShader = cgs.media.bloodExplosionShader; + + // don't show player's own blood in view + if ( entityNum == cg.snap->ps.clientNum ) { + ex->refEntity.renderfx |= RF_THIRD_PERSON; + } +} + + + +/* +================== +CG_SpurtBlood (LEILEI) +================== +*/ +void CG_SpurtBlood( vec3_t origin, vec3_t velocity, int hard ) { + localEntity_t *blood; +// if ( !cg_blood.integer ) { return; } + + + velocity[0] = velocity[0] * hard * crandom()*460; + velocity[1] = velocity[1] * hard * crandom()*460; + velocity[2] = velocity[2] * hard * crandom()*566 + 65; + blood = CG_SmokePuff( origin, velocity, + 21, // radius + 1, 1, 1, 1, // color + 2450, // trailTime + cg.time, // startTime + 0, // fadeInTime + 0, // flags + cgs.media.lbldShader1 ); + // use the optimized version + blood->leType = LE_FALL_SCALE_FADE; + blood->leType = LE_GORE; + blood->pos.trType = TR_GRAVITY; + VectorCopy( velocity, blood->pos.trDelta ); + blood->pos.trDelta[2] = 55; + if (crandom() < 0.5){ + blood->leMarkType = LEMT_BURN; + blood->leBounceSoundType = LEBS_BLOOD; + } + // VectorCopy( velocity, blood->pos.trDelta ); + +} +/* +================== +CG_LaunchGib +================== +*/ +void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) { + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + 5000 + random() * 3000; + + VectorCopy( origin, re->origin ); + AxisCopy( axisDefault, re->axis ); + re->hModel = hModel; + + le->pos.trType = TR_GRAVITY; + VectorCopy( origin, le->pos.trBase ); + VectorCopy( velocity, le->pos.trDelta ); + le->pos.trTime = cg.time; + + le->bounceFactor = 0.6f; + + le->leBounceSoundType = LEBS_BLOOD; + le->leMarkType = LEMT_BLOOD; + if ( cg_leiSuperGoreyAwesome.integer ) { + CG_SpurtBlood( origin, velocity, 7); // LEILEI toss some extra juice + CG_SpurtBlood( origin, velocity, 22); + CG_SpurtBlood( origin, velocity, 11); + } + +} + + + + + +/* +=================== +CG_GibPlayer + +Generated a bunch of gibs launching out from the bodies location +=================== +*/ +#define GIB_VELOCITY 250 +#define GIB_JUMP 250 +void CG_GibPlayer( vec3_t playerOrigin ) { + vec3_t origin, velocity; + + if ( !cg_blood.integer ) { + return; + } + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + if ( rand() & 1 ) { + CG_LaunchGib( origin, velocity, cgs.media.gibSkull ); + } else { + CG_LaunchGib( origin, velocity, cgs.media.gibBrain ); + } + + // allow gibs to be turned off for speed + if ( !cg_gibs.integer ) { + return; + } + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibAbdomen ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibArm ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibChest ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibFist ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibFoot ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibForearm ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibIntestine ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibLeg ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*GIB_VELOCITY; + velocity[1] = crandom()*GIB_VELOCITY; + velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; + CG_LaunchGib( origin, velocity, cgs.media.gibLeg ); +} + +/* +================== +CG_LaunchGib +================== +*/ +void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) { + localEntity_t *le; + refEntity_t *re; + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + 10000 + random() * 6000; + + VectorCopy( origin, re->origin ); + AxisCopy( axisDefault, re->axis ); + re->hModel = hModel; + + le->pos.trType = TR_GRAVITY; + VectorCopy( origin, le->pos.trBase ); + VectorCopy( velocity, le->pos.trDelta ); + le->pos.trTime = cg.time; + + le->bounceFactor = 0.1f; + + le->leBounceSoundType = LEBS_BRASS; + le->leMarkType = LEMT_NONE; +} + +#define EXP_VELOCITY 100 +#define EXP_JUMP 150 +/* +=================== +CG_GibPlayer + +Generated a bunch of gibs launching out from the bodies location +=================== +*/ +void CG_BigExplosion( vec3_t playerOrigin ) { + vec3_t origin, velocity; + + if ( !cg_blood.integer ) { + return; + } + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*EXP_VELOCITY; + velocity[1] = crandom()*EXP_VELOCITY; + velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; + CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*EXP_VELOCITY; + velocity[1] = crandom()*EXP_VELOCITY; + velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; + CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*EXP_VELOCITY*1.5; + velocity[1] = crandom()*EXP_VELOCITY*1.5; + velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; + CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*EXP_VELOCITY*2.0; + velocity[1] = crandom()*EXP_VELOCITY*2.0; + velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; + CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); + + VectorCopy( playerOrigin, origin ); + velocity[0] = crandom()*EXP_VELOCITY*2.5; + velocity[1] = crandom()*EXP_VELOCITY*2.5; + velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; + CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); +} + + + + + diff --git a/code/cgame/cg_ents.c b/code/cgame/cg_ents.c new file mode 100644 index 0000000..a7c95c3 --- /dev/null +++ b/code/cgame/cg_ents.c @@ -0,0 +1,1112 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_ents.c -- present snapshot entities, happens every single frame + +#include "cg_local.h" + + +/* +====================== +CG_PositionEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis ); + entity->backlerp = parent->backlerp; +} + + +/* +====================== +CG_PositionRotatedEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + vec3_t tempAxis[3]; + +//AxisClear( entity->axis ); + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( entity->axis, lerped.axis, tempAxis ); + MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis ); +} + + + +/* +========================================================================== + +FUNCTIONS CALLED EACH FRAME + +========================================================================== +*/ + +/* +====================== +CG_SetEntitySoundPosition + +Also called by event processing code +====================== +*/ +void CG_SetEntitySoundPosition( centity_t *cent ) { + if ( cent->currentState.solid == SOLID_BMODEL ) { + vec3_t origin; + float *v; + + v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; + VectorAdd( cent->lerpOrigin, v, origin ); + trap_S_UpdateEntityPosition( cent->currentState.number, origin ); + } else { + trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); + } +} + +/* +================== +CG_EntityEffects + +Add continuous entity effects, like local entity emission and lighting +================== +*/ +static void CG_EntityEffects( centity_t *cent ) { + + // update sound origins + CG_SetEntitySoundPosition( cent ); + + // add loop sound + if ( cent->currentState.loopSound ) { + if (cent->currentState.eType != ET_SPEAKER) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } else { + trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } + } + + + // constant light glow + if(cent->currentState.constantLight) + { + int cl; + float i, r, g, b; + + cl = cent->currentState.constantLight; + r = (float) (cl & 0xFF) / 255.0; + g = (float) ((cl >> 8) & 0xFF) / 255.0; + b = (float) ((cl >> 16) & 0xFF) / 255.0; + i = (float) ((cl >> 24) & 0xFF) * 4.0; + trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b); + } + +} + + +/* +================== +CG_General +================== +*/ +static void CG_General( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // if set to invisible, skip + if (!s1->modelindex) { + return; + } + + memset (&ent, 0, sizeof(ent)); + + // set frame + + ent.frame = s1->frame; + ent.oldframe = ent.frame; + ent.backlerp = 0; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.hModel = cgs.gameModels[s1->modelindex]; + + // player model + if (s1->number == cg.snap->ps.clientNum) { + ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors + } + + // convert angles to axis + AnglesToAxis( cent->lerpAngles, ent.axis ); + + // add to refresh list + trap_R_AddRefEntityToScene (&ent); +} + +/* +================== +CG_Speaker + +Speaker entities can automatically play sounds +================== +*/ +static void CG_Speaker( centity_t *cent ) { + if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum... + return; // not auto triggering + } + + if ( cg.time < cent->miscTime ) { + return; + } + + trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] ); + + // ent->s.frame = ent->wait * 10; + // ent->s.clientNum = ent->random * 10; + cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom(); +} + +/* +================== +CG_Item +================== +*/ +static void CG_Item( centity_t *cent ) { + refEntity_t ent; + entityState_t *es; + gitem_t *item; + int msec; + float frac; + float scale; + weaponInfo_t *wi; + + es = ¢->currentState; + if ( es->modelindex >= bg_numItems ) { + CG_Error( "Bad item index %i on entity", es->modelindex ); + } + + // if set to invisible, skip + if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { + return; + } + + item = &bg_itemlist[ es->modelindex ]; + if ( cg_simpleItems.integer && item->giType != IT_TEAM ) { + memset( &ent, 0, sizeof( ent ) ); + ent.reType = RT_SPRITE; + VectorCopy( cent->lerpOrigin, ent.origin ); + ent.radius = 14; + ent.customShader = cg_items[es->modelindex].icon; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 255; + trap_R_AddRefEntityToScene(&ent); + return; + } + + // items bob up and down continuously + scale = 0.005 + cent->currentState.number * 0.00001; + cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4; + + memset (&ent, 0, sizeof(ent)); + + // autorotate at one of two speeds + if ( item->giType == IT_HEALTH ) { + VectorCopy( cg.autoAnglesFast, cent->lerpAngles ); + AxisCopy( cg.autoAxisFast, ent.axis ); + } else { + VectorCopy( cg.autoAngles, cent->lerpAngles ); + AxisCopy( cg.autoAxis, ent.axis ); + } + + wi = NULL; + // the weapons have their origin where they attatch to player + // models, so we need to offset them or they will rotate + // eccentricly + if ( item->giType == IT_WEAPON ) { + wi = &cg_weapons[item->giTag]; + cent->lerpOrigin[0] -= + wi->weaponMidpoint[0] * ent.axis[0][0] + + wi->weaponMidpoint[1] * ent.axis[1][0] + + wi->weaponMidpoint[2] * ent.axis[2][0]; + cent->lerpOrigin[1] -= + wi->weaponMidpoint[0] * ent.axis[0][1] + + wi->weaponMidpoint[1] * ent.axis[1][1] + + wi->weaponMidpoint[2] * ent.axis[2][1]; + cent->lerpOrigin[2] -= + wi->weaponMidpoint[0] * ent.axis[0][2] + + wi->weaponMidpoint[1] * ent.axis[1][2] + + wi->weaponMidpoint[2] * ent.axis[2][2]; + + cent->lerpOrigin[2] += 8; // an extra height boost + } + + ent.hModel = cg_items[es->modelindex].models[0]; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.nonNormalizedAxes = qfalse; + + // if just respawned, slowly scale up + msec = cg.time - cent->miscTime; + if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { + frac = (float)msec / ITEM_SCALEUP_TIME; + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } else { + frac = 1.0; + } + + // items without glow textures need to keep a minimum light value + // so they are always visible + if ( ( item->giType == IT_WEAPON ) || + ( item->giType == IT_ARMOR ) ) { + ent.renderfx |= RF_MINLIGHT; + } + + // increase the size of the weapons when they are presented as items + if ( item->giType == IT_WEAPON ) { + VectorScale( ent.axis[0], 1.5, ent.axis[0] ); + VectorScale( ent.axis[1], 1.5, ent.axis[1] ); + VectorScale( ent.axis[2], 1.5, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound ); + } + + if ( item->giType == IT_HOLDABLE && item->giTag == HI_KAMIKAZE ) { + VectorScale( ent.axis[0], 2, ent.axis[0] ); + VectorScale( ent.axis[1], 2, ent.axis[1] ); + VectorScale( ent.axis[2], 2, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); + + if ( item->giType == IT_WEAPON && wi->barrelModel ) { + refEntity_t barrel; + + memset( &barrel, 0, sizeof( barrel ) ); + + barrel.hModel = wi->barrelModel; + + VectorCopy( ent.lightingOrigin, barrel.lightingOrigin ); + barrel.shadowPlane = ent.shadowPlane; + barrel.renderfx = ent.renderfx; + + CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" ); + + AxisCopy( ent.axis, barrel.axis ); + barrel.nonNormalizedAxes = ent.nonNormalizedAxes; + + trap_R_AddRefEntityToScene( &barrel ); + } + + // accompanying rings / spheres for powerups + if ( !cg_simpleItems.integer ) + { + vec3_t spinAngles; + + VectorClear( spinAngles ); + + if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP ) + { + if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 ) + { + if ( item->giType == IT_POWERUP ) + { + ent.origin[2] += 12; + spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f; + } + AnglesToAxis( spinAngles, ent.axis ); + + // scale up if respawning + if ( frac != 1.0 ) { + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } + trap_R_AddRefEntityToScene( &ent ); + } + } + } +} + +//============================================================================ + +/* +=============== +CG_Missile +=============== +*/ +static void CG_Missile( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + const weaponInfo_t *weapon; +// int col; + + s1 = ¢->currentState; + if ( s1->weapon >= WP_NUM_WEAPONS ) { + s1->weapon = 0; + } + weapon = &cg_weapons[s1->weapon]; + + // calculate the axis + VectorCopy( s1->angles, cent->lerpAngles); + + // add trails + if ( weapon->missileTrailFunc ) + { + weapon->missileTrailFunc( cent, weapon ); + } +/* + if ( cent->currentState.modelindex == TEAM_RED ) { + col = 1; + } + else if ( cent->currentState.modelindex == TEAM_BLUE ) { + col = 2; + } + else { + col = 0; + } + + // add dynamic light + if ( weapon->missileDlight ) { + trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, + weapon->missileDlightColor[col][0], weapon->missileDlightColor[col][1], weapon->missileDlightColor[col][2] ); + } +*/ + // add dynamic light + if ( weapon->missileDlight ) { + trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, + weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] ); + } + + // add missile sound + if ( weapon->missileSound ) { + vec3_t velocity; + + BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity ); + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound ); + } + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + if ( cent->currentState.weapon == WP_PLASMAGUN ) { + ent.reType = RT_SPRITE; + ent.radius = 16; + ent.rotation = 0; + ent.customShader = cgs.media.plasmaBallShader; + trap_R_AddRefEntityToScene( &ent ); + return; + } + + // flicker between two skins + ent.skinNum = cg.clientFrame & 1; + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + +//#ifdef MISSIONPACK + if ( cent->currentState.weapon == WP_PROX_LAUNCHER ) { + if (s1->generic1 == TEAM_BLUE) { + ent.hModel = cgs.media.blueProxMine; + } + } +//#endif + + // convert direction of travel into axis + if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { + ent.axis[0][2] = 1; + } + + // spin as it moves + if ( s1->pos.trType != TR_STATIONARY ) { + RotateAroundDirection( ent.axis, cg.time / 4 ); + } else { +//#ifdef MISSIONPACK + if ( s1->weapon == WP_PROX_LAUNCHER ) { + AnglesToAxis( cent->lerpAngles, ent.axis ); + } + else +//#endif + { + RotateAroundDirection( ent.axis, s1->time ); + } + } + + // add to refresh list, possibly with quad glow + CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE, qtrue ); +} + +/* +=============== +CG_Grapple + +This is called when the grapple is sitting up against the wall +=============== +*/ +static void CG_Grapple( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + const weaponInfo_t *weapon; + + s1 = ¢->currentState; + if ( s1->weapon >= WP_NUM_WEAPONS ) { + s1->weapon = 0; + } + weapon = &cg_weapons[s1->weapon]; + + // calculate the axis + VectorCopy( s1->angles, cent->lerpAngles); + + // FIXME add grapple pull sound here..? + // add missile sound + if ( weapon->missileSound ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound ); + } + + + // Will draw cable if needed + CG_GrappleTrail ( cent, weapon ); + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + // flicker between two skins + ent.skinNum = cg.clientFrame & 1; + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + + // convert direction of travel into axis + if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { + ent.axis[0][2] = 1; + } + + trap_R_AddRefEntityToScene( &ent ); +} + +/* +=============== +CG_Mover +=============== +*/ +static void CG_Mover( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.renderfx = RF_NOSHADOW; + + // flicker between two skins (FIXME?) + ent.skinNum = ( cg.time >> 6 ) & 1; + + // get the model, either as a bmodel or a modelindex + if ( s1->solid == SOLID_BMODEL ) { + ent.hModel = cgs.inlineDrawModel[s1->modelindex]; + } else { + ent.hModel = cgs.gameModels[s1->modelindex]; + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); + + // add the secondary model + if ( s1->modelindex2 ) { + ent.skinNum = 0; + ent.hModel = cgs.gameModels[s1->modelindex2]; + trap_R_AddRefEntityToScene(&ent); + } + +} + +/* +=============== +CG_Beam + +Also called as an event +=============== +*/ +void CG_Beam( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( s1->pos.trBase, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + AxisClear( ent.axis ); + ent.reType = RT_BEAM; + + ent.renderfx = RF_NOSHADOW; + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + + +/* +=============== +CG_Portal +=============== +*/ +static void CG_Portal( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + ByteToDir( s1->eventParm, ent.axis[0] ); + PerpendicularVector( ent.axis[1], ent.axis[0] ); + + // negating this tends to get the directions like they want + // we really should have a camera roll value + VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] ); + + CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] ); + ent.reType = RT_PORTALSURFACE; + ent.oldframe = s1->powerups; + ent.frame = s1->frame; // rotation speed + ent.skinNum = s1->clientNum/256.0 * 360; // roll offset + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + + +/* +========================= +CG_AdjustPositionForMover + +Also called by client movement prediction code +========================= +*/ +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) { + centity_t *cent; + vec3_t oldOrigin, origin, deltaOrigin; + vec3_t oldAngles, angles, deltaAngles; + + if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) { + VectorCopy( in, out ); + return; + } + + cent = &cg_entities[ moverNum ]; + if ( cent->currentState.eType != ET_MOVER ) { + VectorCopy( in, out ); + return; + } + + BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); + + BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); + BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); + + VectorSubtract( origin, oldOrigin, deltaOrigin ); + VectorSubtract( angles, oldAngles, deltaAngles ); + + VectorAdd( in, deltaOrigin, out ); + + // FIXME: origin change when on a rotating object +} + + +/* +============================= +CG_InterpolateEntityPosition +============================= +*/ +static void CG_InterpolateEntityPosition( centity_t *cent ) { + vec3_t current, next; + float f; + + // it would be an internal error to find an entity that interpolates without + // a snapshot ahead of the current one + if ( cg.nextSnap == NULL ) { + CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" ); + } + + f = cg.frameInterpolation; + + // this will linearize a sine or parabolic curve, but it is important + // to not extrapolate player positions if more recent data is available + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next ); + + cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] ); + cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] ); + cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] ); + + BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next ); + + cent->lerpAngles[0] = LerpAngle( current[0], next[0], f ); + cent->lerpAngles[1] = LerpAngle( current[1], next[1], f ); + cent->lerpAngles[2] = LerpAngle( current[2], next[2], f ); + +} + +/* +=============== +CG_CalcEntityLerpPositions + +=============== +*/ +static void CG_CalcEntityLerpPositions( centity_t *cent ) { + +//unlagged - projectile nudge + // this will be set to how far forward projectiles will be extrapolated + int timeshift = 0; +//unlagged - projectile nudge + +//unlagged - smooth clients #2 + // this is done server-side now - cg_smoothClients is undefined + // players will always be TR_INTERPOLATE +/* + // if this player does not want to see extrapolated players + if ( !cg_smoothClients.integer ) { + // make sure the clients use TR_INTERPOLATE + if ( cent->currentState.number < MAX_CLIENTS ) { + cent->currentState.pos.trType = TR_INTERPOLATE; + cent->nextState.pos.trType = TR_INTERPOLATE; + } + } +*/ +//unlagged - smooth clients #2 + + if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) { + CG_InterpolateEntityPosition( cent ); + return; + } + + // first see if we can interpolate between two snaps for + // linear extrapolated clients + if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && + cent->currentState.number < MAX_CLIENTS) { + CG_InterpolateEntityPosition( cent ); + return; + } + +//unlagged - timenudge extrapolation + // interpolating failed (probably no nextSnap), so extrapolate + // this can also happen if the teleport bit is flipped, but that + // won't be noticeable + if ( cent->currentState.number < MAX_CLIENTS && + cent->currentState.clientNum != cg.predictedPlayerState.clientNum ) { + cent->currentState.pos.trType = TR_LINEAR_STOP; + cent->currentState.pos.trTime = cg.snap->serverTime; + cent->currentState.pos.trDuration = 1000 / sv_fps.integer; + } +//unlagged - timenudge extrapolation + +//unlagged - projectile nudge + // if it's a missile but not a grappling hook + if ( cent->currentState.eType == ET_MISSILE && cent->currentState.weapon != WP_GRAPPLING_HOOK ) { + // if it's one of ours + if ( cent->currentState.otherEntityNum == cg.clientNum ) { + // extrapolate one server frame's worth - this will correct for tiny + // visual inconsistencies introduced by backward-reconciling all players + // one server frame before running projectiles + timeshift = 1000 / sv_fps.integer; + } + // if it's not, and it's not a grenade launcher + else if ( cent->currentState.weapon != WP_GRENADE_LAUNCHER ) { + // extrapolate based on cg_projectileNudge + timeshift = cg_projectileNudge.integer + 1000 / sv_fps.integer; + } + } + + // just use the current frame and evaluate as best we can +// BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); +// BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time + timeshift, cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, cg.time + timeshift, cent->lerpAngles ); + + // if there's a time shift + if ( timeshift != 0 ) { + trace_t tr; + vec3_t lastOrigin; + + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, lastOrigin ); + + CG_Trace( &tr, lastOrigin, vec3_origin, vec3_origin, cent->lerpOrigin, cent->currentState.number, MASK_SHOT ); + + // don't let the projectile go through the floor + if ( tr.fraction < 1.0f ) { + cent->lerpOrigin[0] = lastOrigin[0] + tr.fraction * ( cent->lerpOrigin[0] - lastOrigin[0] ); + cent->lerpOrigin[1] = lastOrigin[1] + tr.fraction * ( cent->lerpOrigin[1] - lastOrigin[1] ); + cent->lerpOrigin[2] = lastOrigin[2] + tr.fraction * ( cent->lerpOrigin[2] - lastOrigin[2] ); + } + } +//unlagged - projectile nudge + + // adjust for riding a mover if it wasn't rolled into the predicted + // player state + if ( cent != &cg.predictedPlayerEntity ) { + CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, + cg.snap->serverTime, cg.time, cent->lerpOrigin ); + } +} + +/* +=============== +CG_TeamBase +=============== +*/ +static void CG_TeamBase( centity_t *cent ) { + refEntity_t model; +//#ifdef MISSIONPACK + vec3_t angles; + int t, h; + float c; + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF ) { +//#else +// if ( cgs.gametype == GT_CTF) { +//#endif + // show the flag base + memset(&model, 0, sizeof(model)); + model.reType = RT_MODEL; + VectorCopy( cent->lerpOrigin, model.lightingOrigin ); + VectorCopy( cent->lerpOrigin, model.origin ); + AnglesToAxis( cent->currentState.angles, model.axis ); + if ( cent->currentState.modelindex == TEAM_RED ) { + model.hModel = cgs.media.redFlagBaseModel; + } + else if ( cent->currentState.modelindex == TEAM_BLUE ) { + model.hModel = cgs.media.blueFlagBaseModel; + } + else { + model.hModel = cgs.media.neutralFlagBaseModel; + } + trap_R_AddRefEntityToScene( &model ); + } +//#ifdef MISSIONPACK + else if ( cgs.gametype == GT_OBELISK ) { + // show the obelisk + memset(&model, 0, sizeof(model)); + model.reType = RT_MODEL; + VectorCopy( cent->lerpOrigin, model.lightingOrigin ); + VectorCopy( cent->lerpOrigin, model.origin ); + AnglesToAxis( cent->currentState.angles, model.axis ); + + model.hModel = cgs.media.overloadBaseModel; + trap_R_AddRefEntityToScene( &model ); + // if hit + if ( cent->currentState.frame == 1) { + // show hit model + // modelindex2 is the health value of the obelisk + c = cent->currentState.modelindex2; + model.shaderRGBA[0] = 0xff; + model.shaderRGBA[1] = c; + model.shaderRGBA[2] = c; + model.shaderRGBA[3] = 0xff; + // + model.hModel = cgs.media.overloadEnergyModel; + trap_R_AddRefEntityToScene( &model ); + } + // if respawning + if ( cent->currentState.frame == 2) { + if ( !cent->miscTime ) { + cent->miscTime = cg.time; + } + t = cg.time - cent->miscTime; + h = (cg_obeliskRespawnDelay.integer - 5) * 1000; + // + if (t > h) { + c = (float) (t - h) / h; + if (c > 1) + c = 1; + } + else { + c = 0; + } + // show the lights + AnglesToAxis( cent->currentState.angles, model.axis ); + // + model.shaderRGBA[0] = c * 0xff; + model.shaderRGBA[1] = c * 0xff; + model.shaderRGBA[2] = c * 0xff; + model.shaderRGBA[3] = c * 0xff; + + model.hModel = cgs.media.overloadLightsModel; + trap_R_AddRefEntityToScene( &model ); + // show the target + if (t > h) { + if ( !cent->muzzleFlashTime ) { + trap_S_StartSound (cent->lerpOrigin, ENTITYNUM_NONE, CHAN_BODY, cgs.media.obeliskRespawnSound); + cent->muzzleFlashTime = 1; + } + VectorCopy(cent->currentState.angles, angles); + angles[YAW] += (float) 16 * acos(1-c) * 180 / M_PI; + AnglesToAxis( angles, model.axis ); + + VectorScale( model.axis[0], c, model.axis[0]); + VectorScale( model.axis[1], c, model.axis[1]); + VectorScale( model.axis[2], c, model.axis[2]); + + model.shaderRGBA[0] = 0xff; + model.shaderRGBA[1] = 0xff; + model.shaderRGBA[2] = 0xff; + model.shaderRGBA[3] = 0xff; + // + model.origin[2] += 56; + model.hModel = cgs.media.overloadTargetModel; + trap_R_AddRefEntityToScene( &model ); + } + else { + //FIXME: show animated smoke + } + } + else { + cent->miscTime = 0; + cent->muzzleFlashTime = 0; + // modelindex2 is the health value of the obelisk + c = cent->currentState.modelindex2; + model.shaderRGBA[0] = 0xff; + model.shaderRGBA[1] = c; + model.shaderRGBA[2] = c; + model.shaderRGBA[3] = 0xff; + // show the lights + model.hModel = cgs.media.overloadLightsModel; + trap_R_AddRefEntityToScene( &model ); + // show the target + model.origin[2] += 56; + model.hModel = cgs.media.overloadTargetModel; + trap_R_AddRefEntityToScene( &model ); + } + } + else if ( cgs.gametype == GT_HARVESTER ) { + // show harvester model + memset(&model, 0, sizeof(model)); + model.reType = RT_MODEL; + VectorCopy( cent->lerpOrigin, model.lightingOrigin ); + VectorCopy( cent->lerpOrigin, model.origin ); + AnglesToAxis( cent->currentState.angles, model.axis ); + + if ( cent->currentState.modelindex == TEAM_RED ) { + model.hModel = cgs.media.harvesterModel; + model.customSkin = cgs.media.harvesterRedSkin; + } + else if ( cent->currentState.modelindex == TEAM_BLUE ) { + model.hModel = cgs.media.harvesterModel; + model.customSkin = cgs.media.harvesterBlueSkin; + } + else { + model.hModel = cgs.media.harvesterNeutralModel; + model.customSkin = 0; + } + trap_R_AddRefEntityToScene( &model ); + } +//#endif +} + +/* +=============== +CG_AddCEntity + +=============== +*/ +static void CG_AddCEntity( centity_t *cent ) { + // event-only entities will have been dealt with already + if ( cent->currentState.eType >= ET_EVENTS ) { + return; + } + + // calculate the current origin + CG_CalcEntityLerpPositions( cent ); + + // add automatic effects + CG_EntityEffects( cent ); + + switch ( cent->currentState.eType ) { + default: + CG_Error( "Bad entity type: %i\n", cent->currentState.eType ); + break; + case ET_INVISIBLE: + case ET_PUSH_TRIGGER: + case ET_TELEPORT_TRIGGER: + break; + case ET_GENERAL: + CG_General( cent ); + break; + case ET_PLAYER: + CG_Player( cent ); + break; + case ET_ITEM: + CG_Item( cent ); + break; + case ET_MISSILE: + CG_Missile( cent ); + break; + case ET_MOVER: + CG_Mover( cent ); + break; + case ET_BEAM: + CG_Beam( cent ); + break; + case ET_PORTAL: + CG_Portal( cent ); + break; + case ET_SPEAKER: + CG_Speaker( cent ); + break; + case ET_GRAPPLE: + CG_Grapple( cent ); + break; + case ET_TEAM: + CG_TeamBase( cent ); + break; + } +} + +/* +=============== +CG_AddPacketEntities + +=============== +*/ +void CG_AddPacketEntities( void ) { + int num; + centity_t *cent; + playerState_t *ps; + + // set cg.frameInterpolation + if ( cg.nextSnap ) { + int delta; + + delta = (cg.nextSnap->serverTime - cg.snap->serverTime); + if ( delta == 0 ) { + cg.frameInterpolation = 0; + } else { + cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta; + } + } else { + cg.frameInterpolation = 0; // actually, it should never be used, because + // no entities should be marked as interpolating + } + + // the auto-rotating items will all have the same axis + cg.autoAngles[0] = 0; + cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0; + cg.autoAngles[2] = 0; + + cg.autoAnglesFast[0] = 0; + cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f; + cg.autoAnglesFast[2] = 0; + + AnglesToAxis( cg.autoAngles, cg.autoAxis ); + AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast ); + + // generate and add the entity from the playerstate + ps = &cg.predictedPlayerState; + BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse ); + CG_AddCEntity( &cg.predictedPlayerEntity ); + + // lerp the non-predicted value for lightning gun origins + CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] ); + +//unlagged - early transitioning + if ( cg.nextSnap ) { + // pre-add some of the entities sent over by the server + // we have data for them and they don't need to interpolate + for ( num = 0 ; num < cg.nextSnap->numEntities ; num++ ) { + cent = &cg_entities[ cg.nextSnap->entities[ num ].number ]; + if ( cent->nextState.eType == ET_MISSILE || cent->nextState.eType == ET_GENERAL ) { + // transition it immediately and add it + CG_TransitionEntity( cent ); + cent->interpolate = qtrue; + CG_AddCEntity( cent ); + } + } + } +//unlagged - early transitioning + + // add each entity sent over by the server + for ( num = 0 ; num < cg.snap->numEntities ; num++ ) { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; +//unlagged - early transitioning + if ( !cg.nextSnap || (cent->nextState.eType != ET_MISSILE && cent->nextState.eType != ET_GENERAL) ) { +//unlagged - early transitioning + CG_AddCEntity( cent ); + } //Also unlagged + } +} + diff --git a/code/cgame/cg_event.c b/code/cgame/cg_event.c new file mode 100644 index 0000000..8cc1113 --- /dev/null +++ b/code/cgame/cg_event.c @@ -0,0 +1,1374 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_event.c -- handle entity events at snapshot or playerstate transitions + +#include "cg_local.h" + +// for the voice chats +#ifdef MISSIONPACK // bk001205 +#include "../../ui/menudef.h" +#endif +//========================================================================== + +/* +=================== +CG_PlaceString + +Also called by scoreboard drawing +=================== +*/ +const char *CG_PlaceString( int rank ) { + static char str[64]; + char *s, *t; + + if ( rank & RANK_TIED_FLAG ) { + rank &= ~RANK_TIED_FLAG; + t = "Tied for "; + } else { + t = ""; + } + + if ( rank == 1 ) { + s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue + } else if ( rank == 2 ) { + s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red + } else if ( rank == 3 ) { + s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow + } else if ( rank == 11 ) { + s = "11th"; + } else if ( rank == 12 ) { + s = "12th"; + } else if ( rank == 13 ) { + s = "13th"; + } else if ( rank % 10 == 1 ) { + s = va("%ist", rank); + } else if ( rank % 10 == 2 ) { + s = va("%ind", rank); + } else if ( rank % 10 == 3 ) { + s = va("%ird", rank); + } else { + s = va("%ith", rank); + } + + Com_sprintf( str, sizeof( str ), "%s%s", t, s ); + return str; +} + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) { + int mod; + int target, attacker; + char *message; + char *message2; + const char *targetInfo; + const char *attackerInfo; + char targetName[32]; + char attackerName[32]; + gender_t gender; + clientInfo_t *ci; + + target = ent->otherEntityNum; + attacker = ent->otherEntityNum2; + mod = ent->eventParm; + + if ( target < 0 || target >= MAX_CLIENTS ) { + CG_Error( "CG_Obituary: target out of range" ); + } + ci = &cgs.clientinfo[target]; + + if ( attacker < 0 || attacker >= MAX_CLIENTS ) { + attacker = ENTITYNUM_WORLD; + attackerInfo = NULL; + } else { + attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); + } + + targetInfo = CG_ConfigString( CS_PLAYERS + target ); + if ( !targetInfo ) { + return; + } + Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2); + strcat( targetName, S_COLOR_WHITE ); + + message2 = ""; + + // check for single client messages + + if(attacker != ENTITYNUM_WORLD) + message = NULL; + else + switch( mod ) { + case MOD_SUICIDE: + message = "suicides"; + break; + case MOD_FALLING: + message = "cratered"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "sank like a rock"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "does a back flip into the lava"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + default: + message = NULL; + break; + } + + if (attacker == target) { + gender = ci->gender; + switch (mod) { + case MOD_KAMIKAZE: + message = "goes out with a bang"; + break; + case MOD_GRENADE_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "tripped on her own grenade"; + else if ( gender == GENDER_NEUTER ) + message = "tripped on its own grenade"; + else + message = "tripped on his own grenade"; + break; + case MOD_ROCKET_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "blew herself up"; + else if ( gender == GENDER_NEUTER ) + message = "blew itself up"; + else + message = "blew himself up"; + break; + case MOD_PLASMA_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "melted herself"; + else if ( gender == GENDER_NEUTER ) + message = "melted itself"; + else + message = "melted himself"; + break; + case MOD_BFG_SPLASH: + message = "should have used a smaller gun"; + break; + case MOD_PROXIMITY_MINE: + if( gender == GENDER_FEMALE ) { + message = "found her prox mine"; + } else if ( gender == GENDER_NEUTER ) { + message = "found its prox mine"; + } else { + message = "found his prox mine"; + } + break; + default: + if ( gender == GENDER_FEMALE ) + message = "killed herself"; + else if ( gender == GENDER_NEUTER ) + message = "killed itself"; + else + message = "killed himself"; + break; + } + } + + //If a suicide happens while disconnecting then we might not have a targetName + if (message && strlen(targetName)) { + CG_Printf( "%s %s.\n", targetName, message); + return; + } + + + // check for kill messages from the current clientNum + if ( attacker == cg.snap->ps.clientNum ) { + char *s; + + if ( cgs.gametype < GT_TEAM ) { + s = va("You fragged %s\n%s place with %i", targetName, + CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), + cg.snap->ps.persistant[PERS_SCORE] ); + } else { + if(ent->generic1) + s = va("You fragged your ^1TEAMMATE^7 %s", targetName ); + else + s = va("You fragged %s", targetName ); + } +#ifdef MISSIONPACK + if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) { + CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, (int)(BIGCHAR_WIDTH * cg_fragmsgsize.value) ); + } +#else + CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, (int)(BIGCHAR_WIDTH * cg_fragmsgsize.value) ); +#endif + + // print the text message as well + } + + // check for double client messages + if ( !attackerInfo ) { + attacker = ENTITYNUM_WORLD; + strcpy( attackerName, "noname" ); + } else { + Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2); + strcat( attackerName, S_COLOR_WHITE ); + // check for kill messages about the current clientNum + if ( target == cg.snap->ps.clientNum ) { + Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); + } + } + + if ( attacker != ENTITYNUM_WORLD ) { + + if(ent->generic1) { + message = "was killed by ^1TEAMMATE^7"; + } + else + switch (mod) { + case MOD_GRAPPLE: + message = "was caught by"; + break; + case MOD_GAUNTLET: + message = "was pummeled by"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_GRENADE: + message = "ate"; + message2 = "'s grenade"; + break; + case MOD_GRENADE_SPLASH: + message = "was shredded by"; + message2 = "'s shrapnel"; + break; + case MOD_ROCKET: + message = "ate"; + message2 = "'s rocket"; + break; + case MOD_ROCKET_SPLASH: + message = "almost dodged"; + message2 = "'s rocket"; + break; + case MOD_PLASMA: + message = "was melted by"; + message2 = "'s plasmagun"; + break; + case MOD_PLASMA_SPLASH: + message = "was melted by"; + message2 = "'s plasmagun"; + break; + case MOD_RAILGUN: + message = "was railed by"; + break; + case MOD_LIGHTNING: + message = "was electrocuted by"; + break; + case MOD_BFG: + case MOD_BFG_SPLASH: + message = "was blasted by"; + message2 = "'s BFG"; + break; + case MOD_NAIL: + message = "was nailed by"; + break; + case MOD_CHAINGUN: + message = "got lead poisoning from"; + message2 = "'s Chaingun"; + break; + case MOD_PROXIMITY_MINE: + message = "was too close to"; + message2 = "'s Prox Mine"; + break; + case MOD_KAMIKAZE: + message = "falls to"; + message2 = "'s Kamikaze blast"; + break; + case MOD_JUICED: + message = "was juiced by"; + break; + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + case MOD_LAVA: + message = "was given a hot bath by"; + break; + case MOD_SLIME: + message = "was given a acid bath by"; + break; + case MOD_FALLING: + message = "was given a small push by"; + break; + case MOD_TRIGGER_HURT: + message = "was helped on the way by"; + break; + case MOD_CRUSH: + message = "was crushed in"; + message2 = "'s trap"; + break; + default: + message = "was killed by"; + break; + } + + if (message) { + CG_Printf( "%s %s %s%s\n", + targetName, message, attackerName, message2); + return; + } + } + + // we don't know what it was + CG_Printf( "%s died.\n", targetName ); +} + +//========================================================================== + +/* +=============== +CG_UseItem +=============== +*/ +static void CG_UseItem( centity_t *cent ) { + clientInfo_t *ci; + int itemNum, clientNum; + gitem_t *item; + entityState_t *es; + + es = ¢->currentState; + + itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0; + if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) { + itemNum = 0; + } + + // print a message if the local player + if ( es->number == cg.snap->ps.clientNum ) { + if ( !itemNum ) { + CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } else { + item = BG_FindItemForHoldable( itemNum ); + CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } + } + + switch ( itemNum ) { + default: + case HI_NONE: + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound ); + break; + + case HI_TELEPORTER: + break; + + case HI_MEDKIT: + clientNum = cent->currentState.clientNum; + if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { + ci = &cgs.clientinfo[ clientNum ]; + ci->medkitUsageTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound ); + break; + +//#ifdef MISSIONPACK + case HI_KAMIKAZE: + break; + + case HI_PORTAL: + break; + case HI_INVULNERABILITY: + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound ); + break; +//#endif + } + +} + +static qboolean CG_WeaponHigher(int currentWeapon, int newWeapon) { + char *currentScore = NULL; + char *newScore = NULL; + char weapon[5]; + Com_sprintf(weapon,5,"/%i/",currentWeapon); + currentScore = strstr(cg_weaponOrder.string,weapon); + Com_sprintf(weapon,5,"/%i/",newWeapon); + newScore = strstr(cg_weaponOrder.string,weapon); + if(!newScore || !currentScore) + return qfalse; + if(newScore>currentScore) + return qtrue; + else + return qfalse; +} + +/* +================ +CG_ItemPickup + +A new item was picked up this frame +================ +*/ +static void CG_ItemPickup( int itemNum ) { + cg.itemPickup = itemNum; + cg.itemPickupTime = cg.time; + cg.itemPickupBlendTime = cg.time; + // see if it should be the grabbed weapon + if ( bg_itemlist[itemNum].giType == IT_WEAPON ) { + // select it immediately + /* always*/ + if ( cg_autoswitch.integer == 1 && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + /* if new */ + if ( cg_autoswitch.integer == 2 && 0 == (cg.snap->ps.stats[ STAT_WEAPONS ] & (1 << bg_itemlist[itemNum].giTag) ) ) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + /* if better */ + if ( cg_autoswitch.integer == 3 && CG_WeaponHigher(cg.weaponSelect,bg_itemlist[itemNum].giTag)) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + /* if new and better */ + if ( cg_autoswitch.integer == 4 && 0 == (cg.snap->ps.stats[ STAT_WEAPONS ] & (1 << bg_itemlist[itemNum].giTag) ) + && CG_WeaponHigher(cg.weaponSelect,bg_itemlist[itemNum].giTag)) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + // + } + +} + +/* +================ +CG_WaterLevel + +Returns waterlevel for entity origin +================ +*/ +int CG_WaterLevel(centity_t *cent) { + vec3_t point; + int contents, sample1, sample2, anim, waterlevel; + + // get waterlevel, accounting for ducking + waterlevel = 0; + VectorCopy(cent->lerpOrigin, point); + point[2] += MINS_Z + 1; + anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + + if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) { + point[2] += CROUCH_VIEWHEIGHT; + } else { + point[2] += DEFAULT_VIEWHEIGHT; + } + + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + sample2 = point[2] - MINS_Z; + sample1 = sample2 / 2; + waterlevel = 1; + point[2] = cent->lerpOrigin[2] + MINS_Z + sample1; + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + waterlevel = 2; + point[2] = cent->lerpOrigin[2] + MINS_Z + sample2; + contents = CG_PointContents(point, -1); + + if (contents & MASK_WATER) { + waterlevel = 3; + } + } + } + + return waterlevel; +} + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) { + char *snd; + + // don't do more than two pain sounds a second + if ( cg.time - cent->pe.painTime < 500 ) { + return; + } + + if ( health < 25 ) { + snd = "*pain25_1.wav"; + } else if ( health < 50 ) { + snd = "*pain50_1.wav"; + } else if ( health < 75 ) { + snd = "*pain75_1.wav"; + } else { + snd = "*pain100_1.wav"; + } + // play a gurp sound instead of a normal pain sound + if (CG_WaterLevel(cent) >= 1) { + if (rand()&1) { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav")); + } else { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav")); + } + } else { + trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd)); + } + // save pain time for programitic twitch animation + cent->pe.painTime = cg.time; + cent->pe.painDirection ^= 1; +} + + + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");} +void CG_EntityEvent( centity_t *cent, vec3_t position ) { + entityState_t *es; + int event; + vec3_t dir; + const char *s; + int clientNum; + clientInfo_t *ci; + + es = ¢->currentState; + event = es->event & ~EV_EVENT_BITS; + + if ( cg_debugEvents.integer ) { + CG_Printf( "ent:%3i event:%3i ", es->number, event ); + } + + if ( !event ) { + DEBUGNAME("ZEROEVENT"); + return; + } + + clientNum = es->clientNum; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + switch ( event ) { + // + // movement generated events + // + case EV_FOOTSTEP: + DEBUGNAME("EV_FOOTSTEP"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ ci->footsteps ][rand()&3] ); + } + break; + case EV_FOOTSTEP_METAL: + DEBUGNAME("EV_FOOTSTEP_METAL"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] ); + } + break; + case EV_FOOTSPLASH: + DEBUGNAME("EV_FOOTSPLASH"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_FOOTWADE: + DEBUGNAME("EV_FOOTWADE"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_SWIM: + DEBUGNAME("EV_SWIM"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + + + case EV_FALL_SHORT: + DEBUGNAME("EV_FALL_SHORT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -8; + cg.landTime = cg.time; + } + break; + case EV_FALL_MEDIUM: + DEBUGNAME("EV_FALL_MEDIUM"); + // use normal pain sound + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -16; + cg.landTime = cg.time; + } + break; + case EV_FALL_FAR: + DEBUGNAME("EV_FALL_FAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); + cent->pe.painTime = cg.time; // don't play a pain sound right after this + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -24; + cg.landTime = cg.time; + } + break; + + case EV_STEP_4: + case EV_STEP_8: + case EV_STEP_12: + case EV_STEP_16: // smooth out step up transitions + DEBUGNAME("EV_STEP"); + { + float oldStep; + int delta; + int step; + + if ( clientNum != cg.predictedPlayerState.clientNum ) { + break; + } + // if we are interpolating, we don't need to smooth steps + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || + cg_nopredict.integer || cg_synchronousClients.integer ) { + break; + } + // check for stepping up before a previous step is completed + delta = cg.time - cg.stepTime; + if (delta < STEP_TIME) { + oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME; + } else { + oldStep = 0; + } + + // add this amount + step = 4 * (event - EV_STEP_4 + 1 ); + cg.stepChange = oldStep + step; + if ( cg.stepChange > MAX_STEP_CHANGE ) { + cg.stepChange = MAX_STEP_CHANGE; + } + cg.stepTime = cg.time; + break; + } + + case EV_JUMP_PAD: + DEBUGNAME("EV_JUMP_PAD"); +// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm ); + { + localEntity_t *smoke; + vec3_t up = {0, 0, 1}; + + + smoke = CG_SmokePuff( cent->lerpOrigin, up, + 32, + 1, 1, 1, 0.33f, + 1000, + cg.time, 0, + LEF_PUFF_DONT_SCALE, + cgs.media.smokePuffShader ); + } + + // boing sound at origin, jump sound on player + trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + + case EV_JUMP: + DEBUGNAME("EV_JUMP"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + case EV_TAUNT: + DEBUGNAME("EV_TAUNT"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); + break; +#ifdef MISSIONPACK + case EV_TAUNT_YES: + DEBUGNAME("EV_TAUNT_YES"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES); + break; + case EV_TAUNT_NO: + DEBUGNAME("EV_TAUNT_NO"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO); + break; + case EV_TAUNT_FOLLOWME: + DEBUGNAME("EV_TAUNT_FOLLOWME"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME); + break; + case EV_TAUNT_GETFLAG: + DEBUGNAME("EV_TAUNT_GETFLAG"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG); + break; + case EV_TAUNT_GUARDBASE: + DEBUGNAME("EV_TAUNT_GUARDBASE"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE); + break; + case EV_TAUNT_PATROL: + DEBUGNAME("EV_TAUNT_PATROL"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL); + break; +#endif + case EV_WATER_TOUCH: + DEBUGNAME("EV_WATER_TOUCH"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); + break; + case EV_WATER_LEAVE: + DEBUGNAME("EV_WATER_LEAVE"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); + break; + case EV_WATER_UNDER: + DEBUGNAME("EV_WATER_UNDER"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); + break; + case EV_WATER_CLEAR: + DEBUGNAME("EV_WATER_CLEAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); + break; + + case EV_ITEM_PICKUP: + DEBUGNAME("EV_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + + // powerups and team items will have a separate global sound, this one + // will be played at prediction time + if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound ); + } else if (item->giType == IT_PERSISTANT_POWERUP) { +#ifdef MISSIONPACK + switch (item->giTag ) { + case PW_SCOUT: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound ); + break; + case PW_GUARD: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound ); + break; + case PW_DOUBLER: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound ); + break; + case PW_AMMOREGEN: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound ); + break; + } +#endif + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + case EV_GLOBAL_ITEM_PICKUP: + DEBUGNAME("EV_GLOBAL_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + // powerup pickups are global + if( item->pickup_sound ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + // + // weapon events + // + case EV_NOAMMO: + DEBUGNAME("EV_NOAMMO"); +// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound ); + if ( es->number == cg.snap->ps.clientNum ) { + CG_OutOfAmmoChange(); + } + break; + case EV_CHANGE_WEAPON: + DEBUGNAME("EV_CHANGE_WEAPON"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); + break; + case EV_FIRE_WEAPON: + DEBUGNAME("EV_FIRE_WEAPON"); + CG_FireWeapon( cent ); + break; + + case EV_USE_ITEM0: + DEBUGNAME("EV_USE_ITEM0"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM1: + DEBUGNAME("EV_USE_ITEM1"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM2: + DEBUGNAME("EV_USE_ITEM2"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM3: + DEBUGNAME("EV_USE_ITEM3"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM4: + DEBUGNAME("EV_USE_ITEM4"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM5: + DEBUGNAME("EV_USE_ITEM5"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM6: + DEBUGNAME("EV_USE_ITEM6"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM7: + DEBUGNAME("EV_USE_ITEM7"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM8: + DEBUGNAME("EV_USE_ITEM8"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM9: + DEBUGNAME("EV_USE_ITEM9"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM10: + DEBUGNAME("EV_USE_ITEM10"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM11: + DEBUGNAME("EV_USE_ITEM11"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM12: + DEBUGNAME("EV_USE_ITEM12"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM13: + DEBUGNAME("EV_USE_ITEM13"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM14: + DEBUGNAME("EV_USE_ITEM14"); + CG_UseItem( cent ); + break; + + //================================================================= + + // + // other events + // + case EV_PLAYER_TELEPORT_IN: + DEBUGNAME("EV_PLAYER_TELEPORT_IN"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); + CG_SpawnEffect( position); + break; + + case EV_PLAYER_TELEPORT_OUT: + DEBUGNAME("EV_PLAYER_TELEPORT_OUT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); + CG_SpawnEffect( position); + break; + + case EV_ITEM_POP: + DEBUGNAME("EV_ITEM_POP"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + case EV_ITEM_RESPAWN: + DEBUGNAME("EV_ITEM_RESPAWN"); + cent->miscTime = cg.time; // scale up from this + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + + case EV_GRENADE_BOUNCE: + DEBUGNAME("EV_GRENADE_BOUNCE"); + if ( rand() & 1 ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound ); + } + break; + + + case EV_PROXIMITY_MINE_STICK: + DEBUGNAME("EV_PROXIMITY_MINE_STICK"); + if( es->eventParm & SURF_FLESH ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound ); + } else if( es->eventParm & SURF_METALSTEPS ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound ); + } + break; + + case EV_PROXIMITY_MINE_TRIGGER: + DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound ); + break; + case EV_KAMIKAZE: + DEBUGNAME("EV_KAMIKAZE"); + CG_KamikazeEffect( cent->lerpOrigin ); + break; + case EV_OBELISKEXPLODE: + DEBUGNAME("EV_OBELISKEXPLODE"); + CG_ObeliskExplode( cent->lerpOrigin, es->eventParm ); + break; + case EV_OBELISKPAIN: + DEBUGNAME("EV_OBELISKPAIN"); + CG_ObeliskPain( cent->lerpOrigin ); + break; + case EV_INVUL_IMPACT: + DEBUGNAME("EV_INVUL_IMPACT"); + CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles ); + break; + case EV_JUICED: + DEBUGNAME("EV_JUICED"); + CG_InvulnerabilityJuiced( cent->lerpOrigin ); + break; + case EV_LIGHTNINGBOLT: + DEBUGNAME("EV_LIGHTNINGBOLT"); + CG_LightningBoltBeam(es->origin2, es->pos.trBase); + break; + case EV_SCOREPLUM: + DEBUGNAME("EV_SCOREPLUM"); + CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time ); + break; + + // + // missile impacts + // + case EV_MISSILE_HIT: + DEBUGNAME("EV_MISSILE_HIT"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum ); + break; + + case EV_MISSILE_MISS: + DEBUGNAME("EV_MISSILE_MISS"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT ); + break; + + case EV_MISSILE_MISS_METAL: + DEBUGNAME("EV_MISSILE_MISS_METAL"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL ); + break; + + case EV_RAILTRAIL: + DEBUGNAME("EV_RAILTRAIL"); + cent->currentState.weapon = WP_RAILGUN; +//unlagged - attack prediction #2 + // if the client is us, unlagged is on server-side, and we've got it client-side + if ( es->clientNum == cg.predictedPlayerState.clientNum && + cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 16) ) { + // do nothing, because it was already predicted + //Com_Printf("Ignoring rail trail event\n"); + } + else { + if(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson) + { + if(cg_drawGun.integer == 2) + VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2); + else if(cg_drawGun.integer == 3) + VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2); + } + + + // draw a rail trail, because it wasn't predicted + CG_RailTrail( ci, es->origin2, es->pos.trBase ); + + // if the end was on a nomark surface, don't make an explosion + if ( es->eventParm != 255 ) { + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT ); + } + //Com_Printf("Non-predicted rail trail\n"); + } +//unlagged - attack prediction #2 + break; + + case EV_BULLET_HIT_WALL: + DEBUGNAME("EV_BULLET_HIT_WALL"); +//unlagged - attack prediction #2 + // if the client is us, unlagged is on server-side, and we've got it client-side + if ( es->clientNum == cg.predictedPlayerState.clientNum && + cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2) ) { + // do nothing, because it was already predicted + //Com_Printf("Ignoring bullet event\n"); + } + else { + // do the bullet, because it wasn't predicted + ByteToDir( es->eventParm, dir ); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); + //Com_Printf("Non-predicted bullet\n"); + } +//unlagged - attack prediction #2 + break; + + case EV_BULLET_HIT_FLESH: + DEBUGNAME("EV_BULLET_HIT_FLESH"); +//unlagged - attack prediction #2 + // if the client is us, unlagged is on server-side, and we've got it client-side + if ( es->clientNum == cg.predictedPlayerState.clientNum && + cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2) ) { + // do nothing, because it was already predicted + //Com_Printf("Ignoring bullet event\n"); + } + else { + // do the bullet, because it wasn't predicted + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); + //Com_Printf("Non-predicted bullet\n"); + } +//unlagged - attack prediction #2 + break; + + case EV_SHOTGUN: + DEBUGNAME("EV_SHOTGUN"); +//unlagged - attack prediction #2 + // if the client is us, unlagged is on server-side, and we've got it client-side + if ( es->otherEntityNum == cg.predictedPlayerState.clientNum && + cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 4) ) { + // do nothing, because it was already predicted + //Com_Printf("Ignoring shotgun event\n"); + } + else { + // do the shotgun pattern, because it wasn't predicted + CG_ShotgunFire( es ); + //Com_Printf("Non-predicted shotgun pattern\n"); + } +//unlagged - attack prediction #2 + break; + + case EV_GENERAL_SOUND: + DEBUGNAME("EV_GENERAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes + DEBUGNAME("EV_GLOBAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes + { + DEBUGNAME("EV_GLOBAL_TEAM_SOUND"); + switch( es->eventParm ) { + case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) + CG_AddBufferedSound( cgs.media.captureYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.captureOpponentSound ); + break; + case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag + if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) + CG_AddBufferedSound( cgs.media.captureYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.captureOpponentSound ); + break; + case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) + CG_AddBufferedSound( cgs.media.returnYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.returnOpponentSound ); + // + CG_AddBufferedSound( cgs.media.blueFlagReturnedSound ); + break; + case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned + if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) + CG_AddBufferedSound( cgs.media.returnYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.returnOpponentSound ); + // + CG_AddBufferedSound( cgs.media.redFlagReturnedSound ); + break; + + case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag + // if this player picked up the flag then a sound is played in CG_CheckLocalSounds + if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + } + else { + if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { +//#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); + else +//#endif + CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); + } + else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { +//#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); + else +//#endif + CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); + } + } + break; + case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag + // if this player picked up the flag then a sound is played in CG_CheckLocalSounds + if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + } + else { + if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { +//#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); + else +//#endif + CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); + } + else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { +//#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); + else +//#endif + CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); + } + } + break; + case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked + if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { + CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); + } + break; + case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked + if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { + CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); + } + break; + + case GTS_REDTEAM_SCORED: + CG_AddBufferedSound(cgs.media.redScoredSound); + break; + case GTS_BLUETEAM_SCORED: + CG_AddBufferedSound(cgs.media.blueScoredSound); + break; + case GTS_REDTEAM_TOOK_LEAD: + CG_AddBufferedSound(cgs.media.redLeadsSound); + break; + case GTS_BLUETEAM_TOOK_LEAD: + CG_AddBufferedSound(cgs.media.blueLeadsSound); + break; + case GTS_TEAMS_ARE_TIED: + CG_AddBufferedSound( cgs.media.teamsTiedSound ); + break; + case GTS_KAMIKAZE: + trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER); + break; + default: + break; + } + break; + } + + case EV_PAIN: + // local player sounds are triggered in CG_CheckLocalSounds, + // so ignore events on the player + DEBUGNAME("EV_PAIN"); + if ( cent->currentState.number != cg.snap->ps.clientNum ) { + CG_PainEvent( cent, es->eventParm ); + } + break; + + case EV_DEATH1: + case EV_DEATH2: + case EV_DEATH3: + DEBUGNAME("EV_DEATHx"); + + if (CG_WaterLevel(cent) >= 1) { + trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav")); + } else { + trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1))); + } + + break; + + + case EV_OBITUARY: + DEBUGNAME("EV_OBITUARY"); + CG_Obituary( es ); + break; + + // + // powerup events + // + case EV_POWERUP_QUAD: + DEBUGNAME("EV_POWERUP_QUAD"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_QUAD; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound ); + break; + case EV_POWERUP_BATTLESUIT: + DEBUGNAME("EV_POWERUP_BATTLESUIT"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_BATTLESUIT; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound ); + break; + case EV_POWERUP_REGEN: + DEBUGNAME("EV_POWERUP_REGEN"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_REGEN; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound ); + break; + + case EV_GIB_PLAYER: + DEBUGNAME("EV_GIB_PLAYER"); + // don't play gib sound when using the kamikaze because it interferes + // with the kamikaze sound, downside is that the gib sound will also + // not be played when someone is gibbed while just carrying the kamikaze + if ( !(es->eFlags & EF_KAMIKAZE) ) { + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); + } + CG_GibPlayer( cent->lerpOrigin ); + break; + + case EV_STOPLOOPINGSOUND: + DEBUGNAME("EV_STOPLOOPINGSOUND"); + trap_S_StopLoopingSound( es->number ); + es->loopSound = 0; + break; + + case EV_DEBUG_LINE: + DEBUGNAME("EV_DEBUG_LINE"); + CG_Beam( cent ); + break; + + default: + DEBUGNAME("UNKNOWN"); + CG_Error( "Unknown event: %i", event ); + break; + } + +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) { + // check for event-only entities + if ( cent->currentState.eType > ET_EVENTS ) { + if ( cent->previousEvent ) { + return; // already fired + } + // if this is a player event set the entity number of the client entity number + if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) { + cent->currentState.number = cent->currentState.otherEntityNum; + } + + cent->previousEvent = 1; + + cent->currentState.event = cent->currentState.eType - ET_EVENTS; + } else { + // check for events riding with another entity + if ( cent->currentState.event == cent->previousEvent ) { + return; + } + cent->previousEvent = cent->currentState.event; + if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) { + return; + } + } + + // calculate the position at exactly the frame time + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); + CG_SetEntitySoundPosition( cent ); + + CG_EntityEvent( cent, cent->lerpOrigin ); +} + diff --git a/code/cgame/cg_info.c b/code/cgame/cg_info.c new file mode 100644 index 0000000..729396c --- /dev/null +++ b/code/cgame/cg_info.c @@ -0,0 +1,312 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_info.c -- display information while data is being loading + +#include "cg_local.h" + +#define MAX_LOADING_PLAYER_ICONS 16 +#define MAX_LOADING_ITEM_ICONS 26 + +static int loadingPlayerIconCount; +static int loadingItemIconCount; +static qhandle_t loadingPlayerIcons[MAX_LOADING_PLAYER_ICONS]; +static qhandle_t loadingItemIcons[MAX_LOADING_ITEM_ICONS]; + + +/* +=================== +CG_DrawLoadingIcons +=================== +*/ +static void CG_DrawLoadingIcons( void ) { + int n; + int x, y; + + for( n = 0; n < loadingPlayerIconCount; n++ ) { + x = 16 + n * 78; + y = 324-40; + CG_DrawPic( x, y, 64, 64, loadingPlayerIcons[n] ); + } + + for( n = 0; n < loadingItemIconCount; n++ ) { + y = 400-40; + if( n >= 13 ) { + y += 40; + } + x = 16 + n % 13 * 48; + CG_DrawPic( x, y, 32, 32, loadingItemIcons[n] ); + } +} + + +/* +====================== +CG_LoadingString + +====================== +*/ +void CG_LoadingString( const char *s ) { + Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) ); + + trap_UpdateScreen(); +} + +/* +=================== +CG_LoadingItem +=================== +*/ +void CG_LoadingItem( int itemNum ) { + gitem_t *item; + + item = &bg_itemlist[itemNum]; + + if ( item->icon && loadingItemIconCount < MAX_LOADING_ITEM_ICONS ) { + loadingItemIcons[loadingItemIconCount++] = trap_R_RegisterShaderNoMip( item->icon ); + } + + CG_LoadingString( item->pickup_name ); +} + +/* +=================== +CG_LoadingClient +=================== +*/ +void CG_LoadingClient( int clientNum ) { + const char *info; + char *skin; + char personality[MAX_QPATH]; + char model[MAX_QPATH]; + char iconName[MAX_QPATH]; + + info = CG_ConfigString( CS_PLAYERS + clientNum ); + + if ( loadingPlayerIconCount < MAX_LOADING_PLAYER_ICONS ) { + Q_strncpyz( model, Info_ValueForKey( info, "model" ), sizeof( model ) ); + skin = strrchr( model, '/' ); + if ( skin ) { + *skin++ = '\0'; + } else { + skin = "default"; + } + + Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", model, skin ); + + loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName ); + if ( !loadingPlayerIcons[loadingPlayerIconCount] ) { + Com_sprintf( iconName, MAX_QPATH, "models/players/characters/%s/icon_%s.tga", model, skin ); + loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName ); + } + if ( !loadingPlayerIcons[loadingPlayerIconCount] ) { + Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", DEFAULT_MODEL, "default" ); + loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName ); + } + if ( loadingPlayerIcons[loadingPlayerIconCount] ) { + loadingPlayerIconCount++; + } + } + + Q_strncpyz( personality, Info_ValueForKey( info, "n" ), sizeof(personality) ); + Q_CleanStr( personality ); + + if( cgs.gametype == GT_SINGLE_PLAYER ) { + trap_S_RegisterSound( va( "sound/player/announce/%s.wav", personality ), qtrue ); + } + + CG_LoadingString( personality ); +} + + +/* +==================== +CG_DrawInformation + +Draw all the status / pacifier stuff during level loading +==================== +*/ +void CG_DrawInformation( void ) { + const char *s; + const char *info; + const char *sysInfo; + int y; + int value; + qhandle_t levelshot; + qhandle_t detail; + char buf[1024]; + + info = CG_ConfigString( CS_SERVERINFO ); + sysInfo = CG_ConfigString( CS_SYSTEMINFO ); + + s = Info_ValueForKey( info, "mapname" ); + levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) ); + if ( !levelshot ) { + levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap" ); + } + trap_R_SetColor( NULL ); + CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot ); + + // blend a detail texture over it + detail = trap_R_RegisterShader( "levelShotDetail" ); + trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 2.5, 2, detail ); + + // draw the icons of things as they are loaded + CG_DrawLoadingIcons(); + + // the first 150 rows are reserved for the client connection + // screen to write into + if ( cg.infoScreenText[0] ) { + UI_DrawProportionalString( 320, 128-32, va("Loading... %s", cg.infoScreenText), + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + } else { + UI_DrawProportionalString( 320, 128-32, "Awaiting snapshot...", + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + } + + // draw info string information + + y = 180-32; + + // don't print server lines if playing a local game + trap_Cvar_VariableStringBuffer( "sv_running", buf, sizeof( buf ) ); + if ( !atoi( buf ) ) { + // server hostname + Q_strncpyz(buf, Info_ValueForKey( info, "sv_hostname" ), 1024); + Q_CleanStr(buf); + UI_DrawProportionalString( 320, y, buf, + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + + // pure server + s = Info_ValueForKey( sysInfo, "sv_pure" ); + if ( s[0] == '1' ) { + UI_DrawProportionalString( 320, y, "Pure Server", + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + + // server-specific message of the day + s = CG_ConfigString( CS_MOTD ); + if ( s[0] ) { + UI_DrawProportionalString( 320, y, s, + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + + // some extra space after hostname and motd + y += 10; + } + + // map-specific message (long map name) + s = CG_ConfigString( CS_MESSAGE ); + if ( s[0] ) { + UI_DrawProportionalString( 320, y, s, + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + + // cheats warning + s = Info_ValueForKey( sysInfo, "sv_cheats" ); + if ( s[0] == '1' ) { + UI_DrawProportionalString( 320, y, "CHEATS ARE ENABLED", + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + + // game type + switch ( cgs.gametype ) { + case GT_FFA: + s = "Free For All"; + break; + case GT_SINGLE_PLAYER: + s = "Single Player"; + break; + case GT_TOURNAMENT: + s = "Tournament"; + break; + case GT_TEAM: + s = "Team Deathmatch"; + break; + case GT_CTF: + s = "Capture The Flag"; + break; +//#ifdef MISSIONPACK + case GT_1FCTF: + s = "One Flag CTF"; + break; + case GT_OBELISK: + s = "Overload"; + break; + case GT_HARVESTER: + s = "Harvester"; + break; +//#endif + case GT_ELIMINATION: + s = "Elimination"; + break; + case GT_CTF_ELIMINATION: + s = " CTF Elimination"; + break; + case GT_LMS: + s = "Last Man Standing"; + break; + case GT_DOUBLE_D: + s = "Double Domination"; + break; + case GT_DOMINATION: + s = "Domination"; + break; + default: + s = "Unknown Gametype"; + break; + } + UI_DrawProportionalString( 320, y, s, + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + + value = atoi( Info_ValueForKey( info, "timelimit" ) ); + if ( value ) { + UI_DrawProportionalString( 320, y, va( "timelimit %i", value ), + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + + if (cgs.gametype < GT_CTF || cgs.ffa_gt>0) { + value = atoi( Info_ValueForKey( info, "fraglimit" ) ); + if ( value ) { + UI_DrawProportionalString( 320, y, va( "fraglimit %i", value ), + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + } + + if (cgs.gametype >= GT_CTF && cgs.ffa_gt == 0) { + value = atoi( Info_ValueForKey( info, "capturelimit" ) ); + if ( value ) { + UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ), + UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite ); + y += PROP_HEIGHT; + } + } +} + diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h new file mode 100644 index 0000000..44f7d3b --- /dev/null +++ b/code/cgame/cg_local.h @@ -0,0 +1,1898 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.h" + +#include "../game/challenges.h" + + +// The entire cgame module is unloaded and reloaded on each level change, +// so there is NO persistant data between levels on the client side. +// If you absolutely need something stored, it can either be kept +// by the server in the server stored userinfos, or stashed in a cvar. + +#ifdef MISSIONPACK +#define CG_FONT_THRESHOLD 0.1 +#endif + +#define POWERUP_BLINKS 5 + +#define POWERUP_BLINK_TIME 1000 +#define FADE_TIME 200 +#define PULSE_TIME 200 +#define DAMAGE_DEFLECT_TIME 100 +#define DAMAGE_RETURN_TIME 400 +#define DAMAGE_TIME 500 +#define LAND_DEFLECT_TIME 150 +#define LAND_RETURN_TIME 300 +#define STEP_TIME 200 +#define DUCK_TIME 100 +#define PAIN_TWITCH_TIME 200 +#define WEAPON_SELECT_TIME 1400 +#define ITEM_SCALEUP_TIME 1000 +#define ZOOM_TIME 150 +#define ITEM_BLOB_TIME 200 +#define MUZZLE_FLASH_TIME 20 +#define SINK_TIME 1000 // time for fragments to sink into ground before going away +#define ATTACKER_HEAD_TIME 10000 +#define REWARD_TIME 3000 + +#define PULSE_SCALE 1.5 // amount to scale up the icons when activating + +#define MAX_STEP_CHANGE 32 + +#define MAX_VERTS_ON_POLY 10 +#define MAX_MARK_POLYS 256 + +#define STAT_MINUS 10 // num frame for '-' stats digit + +#define ICON_SIZE 48 +#define CHAR_WIDTH 32 +#define CHAR_HEIGHT 48 +#define TEXT_ICON_SPACE 4 + +#define TEAMCHAT_WIDTH 80 +#define TEAMCHAT_HEIGHT 8 + +// very large characters.pk +#define GIANT_WIDTH 32 +#define GIANT_HEIGHT 48 + +#define NUM_CROSSHAIRS 99 + +#define TEAM_OVERLAY_MAXNAME_WIDTH 12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16 + +#define DEFAULT_MODEL "sarge" +#ifdef MISSIONPACK +#define DEFAULT_TEAM_MODEL "sergei" +#define DEFAULT_TEAM_HEAD "*sergei" +#else +#define DEFAULT_TEAM_MODEL "sarge" +#define DEFAULT_TEAM_HEAD "sarge" +#endif + +#define DEFAULT_REDTEAM_NAME "Vim supporters" +#define DEFAULT_BLUETEAM_NAME "Emacs supporters" + +typedef enum { + FOOTSTEP_NORMAL, + FOOTSTEP_BOOT, + FOOTSTEP_FLESH, + FOOTSTEP_MECH, + FOOTSTEP_ENERGY, + FOOTSTEP_METAL, + FOOTSTEP_SPLASH, + + FOOTSTEP_TOTAL +} footstep_t; + +typedef enum { + IMPACTSOUND_DEFAULT, + IMPACTSOUND_METAL, + IMPACTSOUND_FLESH +} impactSound_t; + +//================================================= + +// player entities need to track more information +// than any other type of entity. + +// note that not every player entity is a client entity, +// because corpses after respawn are outside the normal +// client numbering range + +// when changing animation, set animationTime to frameTime + lerping time +// The current lerp will finish out, then it will lerp to the new animation +typedef struct { + int oldFrame; + int oldFrameTime; // time when ->oldFrame was exactly on + + int frame; + int frameTime; // time when ->frame will be exactly on + + float backlerp; + + float yawAngle; + qboolean yawing; + float pitchAngle; + qboolean pitching; + + int animationNumber; // may include ANIM_TOGGLEBIT + animation_t *animation; + int animationTime; // time when the first frame of the animation will be exact +} lerpFrame_t; + + +typedef struct { + lerpFrame_t legs, torso, flag; + int painTime; + int painDirection; // flip from 0 to 1 + int lightningFiring; + + // railgun trail spawning + vec3_t railgunImpact; + qboolean railgunFlash; + + // machinegun spinning + float barrelAngle; + int barrelTime; + qboolean barrelSpinning; +} playerEntity_t; + +//================================================= + + + +// centity_t have a direct corespondence with gentity_t in the game, but +// only the entityState_t is directly communicated to the cgame +typedef struct centity_s { + entityState_t currentState; // from cg.frame + entityState_t nextState; // from cg.nextFrame, if available + qboolean interpolate; // true if next is valid to interpolate to + qboolean currentValid; // true if cg.frame holds this entity + + int muzzleFlashTime; // move to playerEntity? + int previousEvent; + int teleportFlag; + + int trailTime; // so missile trails can handle dropped initial packets + int dustTrailTime; + int miscTime; + + int snapShotTime; // last time this entity was found in a snapshot + + playerEntity_t pe; + + int errorTime; // decay the error from this time + vec3_t errorOrigin; + vec3_t errorAngles; + + qboolean extrapolated; // false if origin / angles is an interpolation + vec3_t rawOrigin; + vec3_t rawAngles; + + vec3_t beamEnd; + + // exact interpolated position of entity on this frame + vec3_t lerpOrigin; + vec3_t lerpAngles; +} centity_t; + + +//====================================================================== + +// local entities are created as a result of events or predicted actions, +// and live independantly from all server transmitted entities + +typedef struct markPoly_s { + struct markPoly_s *prevMark, *nextMark; + int time; + qhandle_t markShader; + qboolean alphaFade; // fade alpha instead of rgb + float color[4]; + poly_t poly; + polyVert_t verts[MAX_VERTS_ON_POLY]; +} markPoly_t; + + +typedef enum { + LE_MARK, + LE_EXPLOSION, + LE_SPRITE_EXPLOSION, + LE_FRAGMENT, + LE_MOVE_SCALE_FADE, + LE_FALL_SCALE_FADE, + LE_FADE_RGB, + LE_SCALE_FADE, + LE_SCOREPLUM, + LE_KAMIKAZE, + LE_INVULIMPACT, + LE_INVULJUICED, + LE_SHOWREFENTITY, + LE_GORE +} leType_t; + +typedef enum { + LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time + LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells + LEF_SOUND1 = 0x0004, // sound 1 for kamikaze + LEF_SOUND2 = 0x0008 // sound 2 for kamikaze +} leFlag_t; + +typedef enum { + LEMT_NONE, + LEMT_BURN, + LEMT_BLOOD +} leMarkType_t; // fragment local entities can leave marks on walls + +typedef enum { + LEBS_NONE, + LEBS_BLOOD, + LEBS_BRASS, + LEBS_SHELL +} leBounceSoundType_t; // fragment local entities can make sounds on impacts + +typedef struct localEntity_s { + struct localEntity_s *prev, *next; + leType_t leType; + int leFlags; + + int startTime; + int endTime; + int fadeInTime; + + float lifeRate; // 1.0 / (endTime - startTime) + + trajectory_t pos; + trajectory_t angles; + + float bounceFactor; // 0.0 = no bounce, 1.0 = perfect + + float color[4]; + + float radius; + + float light; + vec3_t lightColor; + + leMarkType_t leMarkType; // mark to leave on fragment impact + leBounceSoundType_t leBounceSoundType; + + refEntity_t refEntity; +} localEntity_t; + +//====================================================================== + + +typedef struct { + int client; + int score; + int ping; + int time; + int scoreFlags; + int powerUps; + int accuracy; + int impressiveCount; + int excellentCount; + int guantletCount; + int defendCount; + int assistCount; + int captures; + qboolean perfect; + int team; + int isDead; +} score_t; + +// each client has an associated clientInfo_t +// that contains media references necessary to present the +// client model and other color coded effects +// this is regenerated each time a client's configstring changes, +// usually as a result of a userinfo (name, model, etc) change +#define MAX_CUSTOM_SOUNDS 32 + +typedef struct { + qboolean infoValid; + + char name[MAX_QPATH]; + team_t team; + + int botSkill; // 0 = not bot, 1-5 = bot + + vec3_t color1; + vec3_t color2; + + int score; // updated by score servercmds + int location; // location index for team mode + int health; // you only get this info about your teammates + int armor; + int curWeapon; + + int handicap; + int wins, losses; // in tourney mode + + int teamTask; // task in teamplay (offence/defence) + qboolean teamLeader; // true when this is a team leader + + int powerups; // so can display quad/flag status + + int medkitUsageTime; + int invulnerabilityStartTime; + int invulnerabilityStopTime; + + int breathPuffTime; + + // when clientinfo is changed, the loading of models/skins/sounds + // can be deferred until you are dead, to prevent hitches in + // gameplay + char modelName[MAX_QPATH]; + char skinName[MAX_QPATH]; + char headModelName[MAX_QPATH]; + char headSkinName[MAX_QPATH]; + char redTeam[MAX_TEAMNAME]; + char blueTeam[MAX_TEAMNAME]; + qboolean deferred; + + qboolean newAnims; // true if using the new mission pack animations + qboolean fixedlegs; // true if legs yaw is always the same as torso yaw + qboolean fixedtorso; // true if torso never changes yaw + + vec3_t headOffset; // move head in icon views + footstep_t footsteps; + gender_t gender; // from model + + qhandle_t legsModel; + qhandle_t legsSkin; + + qhandle_t torsoModel; + qhandle_t torsoSkin; + + qhandle_t headModel; + qhandle_t headSkin; + + qhandle_t modelIcon; + + animation_t animations[MAX_TOTALANIMATIONS]; + + sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; + + int isDead; +} clientInfo_t; + + +// each WP_* weapon enum has an associated weaponInfo_t +// that contains media references necessary to present the +// weapon and its effects +typedef struct weaponInfo_s { + qboolean registered; + gitem_t *item; + + qhandle_t handsModel; // the hands don't actually draw, they just position the weapon + qhandle_t weaponModel; + qhandle_t barrelModel; + qhandle_t flashModel; + + vec3_t weaponMidpoint; // so it will rotate centered instead of by tag + + float flashDlight; + vec3_t flashDlightColor; + sfxHandle_t flashSound[4]; // fast firing weapons randomly choose + + qhandle_t weaponIcon; + qhandle_t ammoIcon; + + qhandle_t ammoModel; + + qhandle_t missileModel; + sfxHandle_t missileSound; + void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); + float missileDlight; + vec3_t missileDlightColor; + int missileRenderfx; + + void (*ejectBrassFunc)( centity_t * ); + + float trailRadius; + float wiTrailTime; + + sfxHandle_t readySound; + sfxHandle_t firingSound; + qboolean loopFireSound; +} weaponInfo_t; + + +// each IT_* item has an associated itemInfo_t +// that constains media references necessary to present the +// item and its effects +typedef struct { + qboolean registered; + qhandle_t models[MAX_ITEM_MODELS]; + qhandle_t icon; +} itemInfo_t; + + +typedef struct { + int itemNum; +} powerupInfo_t; + + +#define MAX_SKULLTRAIL 10 + +typedef struct { + vec3_t positions[MAX_SKULLTRAIL]; + int numpositions; +} skulltrail_t; + + +#define MAX_REWARDSTACK 10 +#define MAX_SOUNDBUFFER 20 + +//====================================================================== + +// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action +// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after + +#define MAX_PREDICTED_EVENTS 16 + +//unlagged - optimized prediction +#define NUM_SAVED_STATES (CMD_BACKUP + 2) +//unlagged - optimized prediction + +typedef struct { + int clientFrame; // incremented each frame + + int clientNum; + + qboolean demoPlayback; + qboolean levelShot; // taking a level menu screenshot + int deferredPlayerLoading; + qboolean loading; // don't defer players at initial startup + qboolean intermissionStarted; // don't play voice rewards, because game will end shortly + + // there are only one or two snapshot_t that are relevent at a time + int latestSnapshotNum; // the number of snapshots the client system has received + int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet + + snapshot_t *snap; // cg.snap->serverTime <= cg.time + snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL + snapshot_t activeSnapshots[2]; + + float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime) + + qboolean thisFrameTeleport; + qboolean nextFrameTeleport; + + int frametime; // cg.time - cg.oldTime + + int time; // this is the time value that the client + // is rendering at. + int oldTime; // time at last frame, used for missile trails and prediction checking + + int physicsTime; // either cg.snap->time or cg.nextSnap->time + + int timelimitWarnings; // 5 min, 1 min, overtime + int fraglimitWarnings; + + qboolean mapRestart; // set on a map restart to set back the weapon + + qboolean renderingThirdPerson; // during deaths, chasecams, etc + + // prediction state + qboolean hyperspace; // true if prediction has hit a trigger_teleport + playerState_t predictedPlayerState; + centity_t predictedPlayerEntity; + qboolean validPPS; // clear until the first call to CG_PredictPlayerState + int predictedErrorTime; + vec3_t predictedError; + + int eventSequence; + int predictableEvents[MAX_PREDICTED_EVENTS]; + + float stepChange; // for stair up smoothing + int stepTime; + + float duckChange; // for duck viewheight smoothing + int duckTime; + + float landChange; // for landing hard + int landTime; + + // input state sent to server + int weaponSelect; + + // auto rotating items + vec3_t autoAngles; + vec3_t autoAxis[3]; + vec3_t autoAnglesFast; + vec3_t autoAxisFast[3]; + + // view rendering + refdef_t refdef; + vec3_t refdefViewAngles; // will be converted to refdef.viewaxis + + // zoom key + qboolean zoomed; + int zoomTime; + float zoomSensitivity; + + // information screen text during loading + char infoScreenText[MAX_STRING_CHARS]; + + // scoreboard + int scoresRequestTime; + int numScores; + int selectedScore; + int teamScores[2]; + score_t scores[MAX_CLIENTS]; + qboolean showScores; + qboolean scoreBoardShowing; + int scoreFadeTime; + + int accuracys[WP_NUM_WEAPONS][2]; + int accRequestTime; + qboolean showAcc; + qboolean accBoardShowing; + int accFadeTime; + + + char killerName[MAX_NAME_LENGTH]; + char spectatorList[MAX_STRING_CHARS]; // list of names + int spectatorLen; // length of list + float spectatorWidth; // width in device units + int spectatorTime; // next time to offset + int spectatorPaintX; // current paint x + int spectatorPaintX2; // current paint x + int spectatorOffset; // current offset from start + int spectatorPaintLen; // current offset from start + + // skull trails + skulltrail_t skulltrails[MAX_CLIENTS]; + + // centerprinting + int centerPrintTime; + int centerPrintCharWidth; + int centerPrintY; + char centerPrint[1024]; + int centerPrintLines; + + // low ammo warning state + int lowAmmoWarning; // 1 = low, 2 = empty + + // kill timers for carnage reward + int lastKillTime; + + // crosshair client ID + int crosshairClientNum; + int crosshairClientTime; + + // powerup active flashing + int powerupActive; + int powerupTime; + + // attacking player + int attackerTime; + int voiceTime; + + // reward medals + int rewardStack; + int rewardTime; + int rewardCount[MAX_REWARDSTACK]; + qhandle_t rewardShader[MAX_REWARDSTACK]; + qhandle_t rewardSound[MAX_REWARDSTACK]; + + // sound buffer mainly for announcer sounds + int soundBufferIn; + int soundBufferOut; + int soundTime; + qhandle_t soundBuffer[MAX_SOUNDBUFFER]; + + // for voice chat buffer + int voiceChatTime; + int voiceChatBufferIn; + int voiceChatBufferOut; + + // warmup countdown + int warmup; + int warmupCount; + + //========================== + + int itemPickup; + int itemPickupTime; + int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + + int weaponSelectTime; + int weaponAnimation; + int weaponAnimationTime; + + // blend blobs + float damageTime; + float damageX, damageY, damageValue; + + // status bar head + float headYaw; + float headEndPitch; + float headEndYaw; + int headEndTime; + float headStartPitch; + float headStartYaw; + int headStartTime; + + // view movement + float v_dmg_time; + float v_dmg_pitch; + float v_dmg_roll; + + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + + // temp working variables for player view + float bobfracsin; + int bobcycle; + float xyspeed; + int nextOrbitTime; + + //qboolean cameraMode; // if rendering from a loaded camera + + + // development tool + refEntity_t testModelEntity; + char testModelName[MAX_QPATH]; + qboolean testGun; + +//unlagged - optimized prediction + int lastPredictedCommand; + int lastServerTime; + playerState_t savedPmoveStates[NUM_SAVED_STATES]; + int stateHead, stateTail; +//unlagged - optimized prediction + + //time that the client will respawn. If 0 = the player is alive. + int respawnTime; + + int redObeliskHealth; + int blueObeliskHealth; +} cg_t; + + +// all of the model, shader, and sound references that are +// loaded at gamestate time are stored in cgMedia_t +// Other media that can be tied to clients, weapons, or items are +// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t +typedef struct { + qhandle_t charsetShader; + qhandle_t charsetProp; + qhandle_t charsetPropGlow; + qhandle_t charsetPropB; + qhandle_t whiteShader; + + qhandle_t redCubeModel; + qhandle_t blueCubeModel; + qhandle_t redCubeIcon; + qhandle_t blueCubeIcon; + qhandle_t redFlagModel; + qhandle_t blueFlagModel; + qhandle_t neutralFlagModel; + qhandle_t redFlagShader[3]; + qhandle_t blueFlagShader[3]; + qhandle_t flagShader[4]; + +//For Double Domination: + //qhandle_t ddPointA; + //qhandle_t ddPointB; + qhandle_t ddPointSkinA[4]; //white,red,blue,none + qhandle_t ddPointSkinB[4]; //white,red,blue,none + + qhandle_t flagPoleModel; + qhandle_t flagFlapModel; + + qhandle_t redFlagFlapSkin; + qhandle_t blueFlagFlapSkin; + qhandle_t neutralFlagFlapSkin; + + qhandle_t redFlagBaseModel; + qhandle_t blueFlagBaseModel; + qhandle_t neutralFlagBaseModel; + + qhandle_t overloadBaseModel; + qhandle_t overloadTargetModel; + qhandle_t overloadLightsModel; + qhandle_t overloadEnergyModel; + + qhandle_t harvesterModel; + qhandle_t harvesterRedSkin; + qhandle_t harvesterBlueSkin; + qhandle_t harvesterNeutralModel; + + qhandle_t armorModel; + qhandle_t armorIcon; + + qhandle_t teamStatusBar; + + qhandle_t deferShader; + + // gib explosions + qhandle_t gibAbdomen; + qhandle_t gibArm; + qhandle_t gibChest; + qhandle_t gibFist; + qhandle_t gibFoot; + qhandle_t gibForearm; + qhandle_t gibIntestine; + qhandle_t gibLeg; + qhandle_t gibSkull; + qhandle_t gibBrain; + + qhandle_t smoke2; + + qhandle_t machinegunBrassModel; + qhandle_t shotgunBrassModel; + + qhandle_t railRingsShader; + qhandle_t railCoreShader; + + qhandle_t lightningShader; + + qhandle_t friendShader; + + qhandle_t balloonShader; + qhandle_t connectionShader; + + qhandle_t selectShader; + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[NUM_CROSSHAIRS]; + qhandle_t lagometerShader; + qhandle_t backTileShader; + qhandle_t noammoShader; + + qhandle_t smokePuffShader; + qhandle_t smokePuffRageProShader; + qhandle_t shotgunSmokePuffShader; + qhandle_t plasmaBallShader; + qhandle_t waterBubbleShader; + qhandle_t bloodTrailShader; + + + + // LEILEI shaders + + qhandle_t lsmkShader1; + qhandle_t lsmkShader2; + qhandle_t lsmkShader3; + qhandle_t lsmkShader4; + qhandle_t lbumShader1; + qhandle_t lfblShader1; + qhandle_t lsplShader; + qhandle_t lspkShader1; + qhandle_t lspkShader2; + qhandle_t lbldShader1; + qhandle_t lbldShader2; + qhandle_t grappleShader; // leilei - grapple hook + qhandle_t lmarkmetal1; + qhandle_t lmarkmetal2; + qhandle_t lmarkmetal3; + qhandle_t lmarkmetal4; + qhandle_t lmarkbullet1; + qhandle_t lmarkbullet2; + qhandle_t lmarkbullet3; + qhandle_t lmarkbullet4; + +//#ifdef MISSIONPACK + qhandle_t nailPuffShader; + qhandle_t blueProxMine; +//#endif + + qhandle_t numberShaders[11]; + + qhandle_t shadowMarkShader; + + qhandle_t botSkillShaders[5]; + + // wall mark shaders + qhandle_t wakeMarkShader; + qhandle_t bloodMarkShader; + qhandle_t bulletMarkShader; + qhandle_t burnMarkShader; + qhandle_t holeMarkShader; + qhandle_t energyMarkShader; + + // powerup shaders + qhandle_t quadShader; + qhandle_t redQuadShader; + qhandle_t quadWeaponShader; + qhandle_t invisShader; + qhandle_t regenShader; + qhandle_t battleSuitShader; + qhandle_t battleWeaponShader; + qhandle_t hastePuffShader; + qhandle_t redKamikazeShader; + qhandle_t blueKamikazeShader; + + // player overlays + qhandle_t neutralOverlay; + qhandle_t redOverlay; + qhandle_t blueOverlay; + + // weapon effect models + qhandle_t bulletFlashModel; + qhandle_t ringFlashModel; + qhandle_t dishFlashModel; + qhandle_t lightningExplosionModel; + + // weapon effect shaders + qhandle_t railExplosionShader; + qhandle_t plasmaExplosionShader; + qhandle_t bulletExplosionShader; + qhandle_t rocketExplosionShader; + qhandle_t grenadeExplosionShader; + qhandle_t bfgExplosionShader; + qhandle_t bloodExplosionShader; + + // special effects models + qhandle_t teleportEffectModel; + qhandle_t teleportEffectShader; +//#ifdef MISSIONPACK + qhandle_t kamikazeEffectModel; + qhandle_t kamikazeShockWave; + qhandle_t kamikazeHeadModel; + qhandle_t kamikazeHeadTrail; + qhandle_t guardPowerupModel; + qhandle_t scoutPowerupModel; + qhandle_t doublerPowerupModel; + qhandle_t ammoRegenPowerupModel; + qhandle_t invulnerabilityImpactModel; + qhandle_t invulnerabilityJuicedModel; + qhandle_t medkitUsageModel; + qhandle_t dustPuffShader; + qhandle_t heartShader; +//#endif + qhandle_t invulnerabilityPowerupModel; + + // scoreboard headers + qhandle_t scoreboardName; + qhandle_t scoreboardPing; + qhandle_t scoreboardScore; + qhandle_t scoreboardTime; + + // medals shown during gameplay + qhandle_t medalImpressive; + qhandle_t medalExcellent; + qhandle_t medalGauntlet; + qhandle_t medalDefend; + qhandle_t medalAssist; + qhandle_t medalCapture; + + // sounds + sfxHandle_t quadSound; + sfxHandle_t tracerSound; + sfxHandle_t selectSound; + sfxHandle_t useNothingSound; + sfxHandle_t wearOffSound; + sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; + sfxHandle_t sfx_lghit1; + sfxHandle_t sfx_lghit2; + sfxHandle_t sfx_lghit3; + sfxHandle_t sfx_ric1; + sfxHandle_t sfx_ric2; + sfxHandle_t sfx_ric3; + sfxHandle_t sfx_railg; + sfxHandle_t sfx_rockexp; + sfxHandle_t sfx_plasmaexp; +//#ifdef MISSIONPACK + sfxHandle_t sfx_proxexp; + sfxHandle_t sfx_nghit; + sfxHandle_t sfx_nghitflesh; + sfxHandle_t sfx_nghitmetal; + sfxHandle_t sfx_chghit; + sfxHandle_t sfx_chghitflesh; + sfxHandle_t sfx_chghitmetal; + sfxHandle_t kamikazeExplodeSound; + sfxHandle_t kamikazeImplodeSound; + sfxHandle_t kamikazeFarSound; + sfxHandle_t useInvulnerabilitySound; + sfxHandle_t invulnerabilityImpactSound1; + sfxHandle_t invulnerabilityImpactSound2; + sfxHandle_t invulnerabilityImpactSound3; + sfxHandle_t invulnerabilityJuicedSound; + sfxHandle_t obeliskHitSound1; + sfxHandle_t obeliskHitSound2; + sfxHandle_t obeliskHitSound3; + sfxHandle_t obeliskRespawnSound; + sfxHandle_t winnerSound; + sfxHandle_t loserSound; + sfxHandle_t youSuckSound; +//#endif + sfxHandle_t gibSound; + sfxHandle_t gibBounce1Sound; + sfxHandle_t gibBounce2Sound; + sfxHandle_t gibBounce3Sound; + sfxHandle_t teleInSound; + sfxHandle_t teleOutSound; + sfxHandle_t noAmmoSound; + sfxHandle_t respawnSound; + sfxHandle_t talkSound; + sfxHandle_t landSound; + sfxHandle_t fallSound; + sfxHandle_t jumpPadSound; + +// LEILEI + sfxHandle_t lspl1Sound; + sfxHandle_t lspl2Sound; // Blood Splat Noises + sfxHandle_t lspl3Sound; + + sfxHandle_t lbul1Sound; + sfxHandle_t lbul2Sound; // Bullet Drop Noises + sfxHandle_t lbul3Sound; + + sfxHandle_t lshl1Sound; + sfxHandle_t lshl2Sound; // Shell Drop Noises + sfxHandle_t lshl3Sound; + +// LEILEI END + + sfxHandle_t oneMinuteSound; + sfxHandle_t fiveMinuteSound; + sfxHandle_t suddenDeathSound; + + sfxHandle_t threeFragSound; + sfxHandle_t twoFragSound; + sfxHandle_t oneFragSound; + + sfxHandle_t hitSound; + sfxHandle_t hitSoundHighArmor; + sfxHandle_t hitSoundLowArmor; + sfxHandle_t hitTeamSound; + sfxHandle_t impressiveSound; + sfxHandle_t excellentSound; + sfxHandle_t deniedSound; + sfxHandle_t humiliationSound; + sfxHandle_t assistSound; + sfxHandle_t defendSound; + sfxHandle_t firstImpressiveSound; + sfxHandle_t firstExcellentSound; + sfxHandle_t firstHumiliationSound; + + sfxHandle_t takenLeadSound; + sfxHandle_t tiedLeadSound; + sfxHandle_t lostLeadSound; + + sfxHandle_t voteNow; + sfxHandle_t votePassed; + sfxHandle_t voteFailed; + + sfxHandle_t watrInSound; + sfxHandle_t watrOutSound; + sfxHandle_t watrUnSound; + + sfxHandle_t flightSound; + sfxHandle_t medkitSound; + + sfxHandle_t weaponHoverSound; + + // teamplay sounds + sfxHandle_t captureAwardSound; + sfxHandle_t redScoredSound; + sfxHandle_t blueScoredSound; + sfxHandle_t redLeadsSound; + sfxHandle_t blueLeadsSound; + sfxHandle_t teamsTiedSound; + + sfxHandle_t captureYourTeamSound; + sfxHandle_t captureOpponentSound; + sfxHandle_t returnYourTeamSound; + sfxHandle_t returnOpponentSound; + sfxHandle_t takenYourTeamSound; + sfxHandle_t takenOpponentSound; + + sfxHandle_t redFlagReturnedSound; + sfxHandle_t blueFlagReturnedSound; + sfxHandle_t neutralFlagReturnedSound; + sfxHandle_t enemyTookYourFlagSound; + sfxHandle_t enemyTookTheFlagSound; + sfxHandle_t yourTeamTookEnemyFlagSound; + sfxHandle_t yourTeamTookTheFlagSound; + sfxHandle_t youHaveFlagSound; + sfxHandle_t yourBaseIsUnderAttackSound; + sfxHandle_t holyShitSound; + + // tournament sounds + sfxHandle_t count3Sound; + sfxHandle_t count2Sound; + sfxHandle_t count1Sound; + sfxHandle_t countFightSound; + sfxHandle_t countPrepareSound; + +#ifdef MISSIONPACK + // new stuff + qhandle_t patrolShader; + qhandle_t assaultShader; + qhandle_t campShader; + qhandle_t followShader; + qhandle_t defendShader; + qhandle_t teamLeaderShader; + qhandle_t retrieveShader; + qhandle_t escortShader; + qhandle_t deathShader; + qhandle_t flagShaders[3]; + sfxHandle_t countPrepareTeamSound; +#endif + + sfxHandle_t ammoregenSound; + sfxHandle_t doublerSound; + sfxHandle_t guardSound; + sfxHandle_t scoutSound; + + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; + + sfxHandle_t regenSound; + sfxHandle_t protectSound; + sfxHandle_t n_healthSound; + sfxHandle_t hgrenb1aSound; + sfxHandle_t hgrenb2aSound; + sfxHandle_t wstbimplSound; + sfxHandle_t wstbimpmSound; + sfxHandle_t wstbimpdSound; + sfxHandle_t wstbactvSound; + +} cgMedia_t; + + +// The client game static (cgs) structure hold everything +// loaded or calculated from the gamestate. It will NOT +// be cleared when a tournement restart is done, allowing +// all clients to begin playing instantly +typedef struct { + gameState_t gameState; // gamestate from server + glconfig_t glconfig; // rendering configuration + float screenXScale; // derived from glconfig + float screenYScale; + float screenXBias; + + int serverCommandSequence; // reliable command stream counter + int processedSnapshotNum;// the number of snapshots cgame has requested + + qboolean localServer; // detected on startup by checking sv_running + + // parsed from serverinfo + gametype_t gametype; + int dmflags; + int videoflags; + int elimflags; + int teamflags; + int fraglimit; + int capturelimit; + int timelimit; + int maxclients; + char mapname[MAX_QPATH]; + char redTeam[MAX_QPATH]; + char blueTeam[MAX_QPATH]; + + int voteTime; + int voteYes; + int voteNo; + qboolean voteModified; // beep whenever changed + char voteString[MAX_STRING_TOKENS]; + + int teamVoteTime[2]; + int teamVoteYes[2]; + int teamVoteNo[2]; + qboolean teamVoteModified[2]; // beep whenever changed + char teamVoteString[2][MAX_STRING_TOKENS]; + + int levelStartTime; + +//Forced FFA + int ffa_gt; + +//Elimination + int roundStartTime; + int roundtime; + +//CTF Elimination + int attackingTeam; + +//Last Man Standing + int lms_mode; + +//instantgib + nexuiz style rocket arena: + int nopickup; + +//Double Domination DD + int timetaken; + +//Domination + int domination_points_count; + char domination_points_names[MAX_DOMINATION_POINTS][MAX_DOMINATION_POINTS_NAMES]; + int domination_points_status[MAX_DOMINATION_POINTS]; + + + int scores1, scores2; // from configstrings + int redflag, blueflag; // flag status from configstrings + int flagStatus; + + qboolean newHud; + + // + // locally derived information from gamestate + // + qhandle_t gameModels[MAX_MODELS]; + sfxHandle_t gameSounds[MAX_SOUNDS]; + + int numInlineModels; + qhandle_t inlineDrawModel[MAX_MODELS]; + vec3_t inlineModelMidpoints[MAX_MODELS]; + + clientInfo_t clientinfo[MAX_CLIENTS]; + + // teamchat width is *3 because of embedded color codes + char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1]; + int teamChatMsgTimes[TEAMCHAT_HEIGHT]; + int teamChatPos; + int teamLastChatPos; + + int cursorX; + int cursorY; + qboolean eventHandling; + qboolean mouseCaptured; + qboolean sizingHud; + void *capturedItem; + qhandle_t activeCursor; + + // orders + int currentOrder; + qboolean orderPending; + int orderTime; + int currentVoiceClient; + int acceptOrderTime; + int acceptTask; + int acceptLeader; + char acceptVoice[MAX_NAME_LENGTH]; + + // media + cgMedia_t media; + +//unlagged - client options + // this will be set to the server's g_delagHitscan + int delagHitscan; +//unlagged - client options +//KK-OAX For storing whether or not the server has multikills enabled. + int altExcellent; +} cgs_t; + +//============================================================================== + +extern cgs_t cgs; +extern cg_t cg; +extern centity_t cg_entities[MAX_GENTITIES]; +extern weaponInfo_t cg_weapons[MAX_WEAPONS]; +extern itemInfo_t cg_items[MAX_ITEMS]; +extern markPoly_t cg_markPolys[MAX_MARK_POLYS]; + +extern vmCvar_t cg_centertime; +extern vmCvar_t cg_runpitch; +extern vmCvar_t cg_runroll; +extern vmCvar_t cg_bobup; +extern vmCvar_t cg_bobpitch; +extern vmCvar_t cg_bobroll; +extern vmCvar_t cg_swingSpeed; +extern vmCvar_t cg_shadows; +extern vmCvar_t cg_gibs; +extern vmCvar_t cg_drawTimer; +extern vmCvar_t cg_drawFPS; +extern vmCvar_t cg_drawSnapshot; +extern vmCvar_t cg_draw3dIcons; +extern vmCvar_t cg_drawIcons; +extern vmCvar_t cg_drawAmmoWarning; +extern vmCvar_t cg_drawCrosshair; +extern vmCvar_t cg_drawCrosshairNames; +extern vmCvar_t cg_drawRewards; +extern vmCvar_t cg_drawTeamOverlay; +extern vmCvar_t cg_teamOverlayUserinfo; +extern vmCvar_t cg_crosshairX; +extern vmCvar_t cg_crosshairY; +extern vmCvar_t cg_crosshairSize; +extern vmCvar_t cg_crosshairHealth; +extern vmCvar_t cg_drawStatus; +extern vmCvar_t cg_draw2D; +extern vmCvar_t cg_animSpeed; +extern vmCvar_t cg_debugAnim; +extern vmCvar_t cg_debugPosition; +extern vmCvar_t cg_debugEvents; +extern vmCvar_t cg_railTrailTime; +extern vmCvar_t cg_errorDecay; +extern vmCvar_t cg_nopredict; +extern vmCvar_t cg_noPlayerAnims; +extern vmCvar_t cg_showmiss; +extern vmCvar_t cg_footsteps; +extern vmCvar_t cg_addMarks; +extern vmCvar_t cg_brassTime; +extern vmCvar_t cg_gun_frame; +extern vmCvar_t cg_gun_x; +extern vmCvar_t cg_gun_y; +extern vmCvar_t cg_gun_z; +extern vmCvar_t cg_drawGun; +extern vmCvar_t cg_viewsize; +extern vmCvar_t cg_tracerChance; +extern vmCvar_t cg_tracerWidth; +extern vmCvar_t cg_tracerLength; +extern vmCvar_t cg_autoswitch; +extern vmCvar_t cg_ignore; +extern vmCvar_t cg_simpleItems; +extern vmCvar_t cg_fov; +extern vmCvar_t cg_zoomFov; +extern vmCvar_t cg_thirdPersonRange; +extern vmCvar_t cg_thirdPersonAngle; +extern vmCvar_t cg_thirdPerson; +extern vmCvar_t cg_lagometer; +extern vmCvar_t cg_drawAttacker; +extern vmCvar_t cg_drawSpeed; +extern vmCvar_t cg_synchronousClients; +extern vmCvar_t cg_teamChatTime; +extern vmCvar_t cg_teamChatHeight; +extern vmCvar_t cg_stats; +extern vmCvar_t cg_forceModel; +extern vmCvar_t cg_buildScript; +extern vmCvar_t cg_paused; +extern vmCvar_t cg_blood; +extern vmCvar_t cg_predictItems; +extern vmCvar_t cg_deferPlayers; +extern vmCvar_t cg_drawFriend; +extern vmCvar_t cg_teamChatsOnly; +extern vmCvar_t cg_noVoiceChats; +extern vmCvar_t cg_noVoiceText; +extern vmCvar_t cg_scorePlum; +//unlagged - smooth clients #2 +// this is done server-side now +//extern vmCvar_t cg_smoothClients; +//unlagged - smooth clients #2 +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +extern vmCvar_t pmove_float; +//extern vmCvar_t cg_pmove_fixed; +extern vmCvar_t cg_cameraOrbit; +extern vmCvar_t cg_cameraOrbitDelay; +extern vmCvar_t cg_timescaleFadeEnd; +extern vmCvar_t cg_timescaleFadeSpeed; +extern vmCvar_t cg_timescale; +extern vmCvar_t cg_cameraMode; +extern vmCvar_t cg_smallFont; +extern vmCvar_t cg_bigFont; +extern vmCvar_t cg_noTaunt; +extern vmCvar_t cg_noProjectileTrail; +extern vmCvar_t cg_oldRail; +extern vmCvar_t cg_oldRocket; + +extern vmCvar_t cg_leiEnhancement; // LEILEI'S LINE! +extern vmCvar_t cg_leiGoreNoise; // LEILEI'S LINE! +extern vmCvar_t cg_leiBrassNoise; // LEILEI'S LINE! +extern vmCvar_t cg_leiSuperGoreyAwesome; // LEILEI'S LINE! +extern vmCvar_t cg_oldPlasma; +extern vmCvar_t cg_trueLightning; +extern vmCvar_t cg_music; +#ifdef MISSIONPACK +extern vmCvar_t cg_redTeamName; +extern vmCvar_t cg_blueTeamName; +extern vmCvar_t cg_currentSelectedPlayer; +extern vmCvar_t cg_currentSelectedPlayerName; +extern vmCvar_t cg_singlePlayer; +extern vmCvar_t cg_singlePlayerActive; +extern vmCvar_t cg_recordSPDemo; +extern vmCvar_t cg_recordSPDemoName; +#endif +//Sago: Moved outside +extern vmCvar_t cg_obeliskRespawnDelay; +extern vmCvar_t cg_enableDust; +extern vmCvar_t cg_enableBreath; + +//unlagged - client options +extern vmCvar_t cg_delag; +//extern vmCvar_t cg_debugDelag; +//extern vmCvar_t cg_drawBBox; +extern vmCvar_t cg_cmdTimeNudge; +extern vmCvar_t sv_fps; +extern vmCvar_t cg_projectileNudge; +extern vmCvar_t cg_optimizePrediction; +extern vmCvar_t cl_timeNudge; +//extern vmCvar_t cg_latentSnaps; +//extern vmCvar_t cg_latentCmds; +//extern vmCvar_t cg_plOut; +//unlagged - client options + +//extra CVARS elimination +extern vmCvar_t cg_alwaysWeaponBar; +extern vmCvar_t cg_hitsound; +extern vmCvar_t cg_voip_teamonly; +extern vmCvar_t cg_voteflags; +extern vmCvar_t cg_cyclegrapple; +extern vmCvar_t cg_vote_custom_commands; + +extern vmCvar_t cg_autovertex; + +//Cvar to adjust the size of the fragmessage +extern vmCvar_t cg_fragmsgsize; + +extern vmCvar_t cg_crosshairPulse; +extern vmCvar_t cg_differentCrosshairs; +extern vmCvar_t cg_ch1; +extern vmCvar_t cg_ch1size; +extern vmCvar_t cg_ch2; +extern vmCvar_t cg_ch2size; +extern vmCvar_t cg_ch3; +extern vmCvar_t cg_ch3size; +extern vmCvar_t cg_ch4; +extern vmCvar_t cg_ch4size; +extern vmCvar_t cg_ch5; +extern vmCvar_t cg_ch5size; +extern vmCvar_t cg_ch6; +extern vmCvar_t cg_ch6size; +extern vmCvar_t cg_ch7; +extern vmCvar_t cg_ch7size; +extern vmCvar_t cg_ch8; +extern vmCvar_t cg_ch8size; +extern vmCvar_t cg_ch9; +extern vmCvar_t cg_ch9size; +extern vmCvar_t cg_ch10; +extern vmCvar_t cg_ch10size; +extern vmCvar_t cg_ch11; +extern vmCvar_t cg_ch11size; +extern vmCvar_t cg_ch12; +extern vmCvar_t cg_ch12size; +extern vmCvar_t cg_ch13; +extern vmCvar_t cg_ch13size; + +extern vmCvar_t cg_crosshairColorRed; +extern vmCvar_t cg_crosshairColorGreen; +extern vmCvar_t cg_crosshairColorBlue; + +extern vmCvar_t cg_weaponBarStyle; + +extern vmCvar_t cg_weaponOrder; +extern vmCvar_t cg_chatBeep; +extern vmCvar_t cg_teamChatBeep; + +//unlagged - cg_unlagged.c +void CG_PredictWeaponEffects( centity_t *cent ); +//void CG_AddBoundingBox( centity_t *cent ); +qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max ); +//unlagged - cg_unlagged.c + +// +// cg_main.c +// +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); + +void QDECL CG_Printf( const char *msg, ... ); +void QDECL CG_Error( const char *msg, ... ) __attribute__((noreturn)); + +void CG_StartMusic( void ); + +void CG_UpdateCvars( void ); + +int CG_CrosshairPlayer( void ); +int CG_LastAttacker( void ); +void CG_LoadMenus(const char *menuFile); +void CG_KeyEvent(int key, qboolean down); +void CG_MouseEvent(int x, int y); +void CG_EventHandling(int type); +void CG_RankRunFrame( void ); +void CG_SetScoreSelection(void *menu); +//score_t *CG_GetSelectedScore( void ); +void CG_BuildSpectatorString( void ); + +//unlagged, sagos modfication +void SnapVectorTowards( vec3_t v, vec3_t to ); + +void CG_FairCvars( void ); + +// +// cg_view.c +// +void CG_TestModel_f (void); +void CG_TestGun_f (void); +void CG_TestModelNextFrame_f (void); +void CG_TestModelPrevFrame_f (void); +void CG_TestModelNextSkin_f (void); +void CG_TestModelPrevSkin_f (void); +void CG_ZoomDown_f( void ); +void CG_ZoomUp_f( void ); +void CG_AddBufferedSound( sfxHandle_t sfx); + +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + + +// +// cg_drawtools.c +// +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); +void CG_FillRect( float x, float y, float width, float height, const float *color ); +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); +void CG_DrawString( float x, float y, const char *string, + float charWidth, float charHeight, const float *modulate ); + + +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); +void CG_DrawBigString( int x, int y, const char *s, float alpha ); +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); +void CG_DrawSmallString( int x, int y, const char *s, float alpha ); +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); + +int CG_DrawStrlen( const char *str ); + +float *CG_FadeColor( int startMsec, int totalMsec ); +float *CG_TeamColor( int team ); +void CG_TileClear( void ); +void CG_ColorForHealth( vec4_t hcolor ); +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); + +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); +void CG_DrawSides(float x, float y, float w, float h, float size); +void CG_DrawTopBottom(float x, float y, float w, float h, float size); + + +// +// cg_draw.c, cg_newDraw.c +// +extern int sortedTeamPlayers[TEAM_MAXOVERLAY]; +extern int numSortedTeamPlayers; +extern int drawTeamOverlayModificationCount; +extern char systemChat[256]; +extern char teamChat1[256]; +extern char teamChat2[256]; + +void CG_AddLagometerFrameInfo( void ); +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); +void CG_CenterPrint( const char *str, int y, int charWidth ); +void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); +void CG_DrawActive( stereoFrame_t stereoView ); +void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ); +void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ); +void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle); +void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style); +int CG_Text_Width(const char *text, float scale, int limit); +int CG_Text_Height(const char *text, float scale, int limit); +void CG_SelectPrevPlayer( void ); +void CG_SelectNextPlayer( void ); +float CG_GetValue(int ownerDraw); +qboolean CG_OwnerDrawVisible(int flags); +void CG_RunMenuScript(char **args); +void CG_ShowResponseHead( void ); +void CG_SetPrintString(int type, const char *p); +void CG_InitTeamChat( void ); +void CG_GetTeamColor(vec4_t *color); +const char *CG_GetGameStatusText( void ); +const char *CG_GetKillerText( void ); +void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles); +void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader); +void CG_CheckOrderPending( void ); +const char *CG_GameTypeString( void ); +qboolean CG_YourTeamHasFlag( void ); +qboolean CG_OtherTeamHasFlag( void ); +qhandle_t CG_StatusHandle(int task); + + + +// +// cg_player.c +// +void CG_Player( centity_t *cent ); +void CG_ResetPlayerEntity( centity_t *cent ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team, qboolean isMissile ); +void CG_NewClientInfo( int clientNum ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); + +// +// cg_predict.c +// +void CG_BuildSolidList( void ); +int CG_PointContents( const vec3_t point, int passEntityNum ); +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ); +void CG_PredictPlayerState( void ); +void CG_LoadDeferredPlayers( void ); + + +// +// cg_events.c +// +void CG_CheckEvents( centity_t *cent ); +const char *CG_PlaceString( int rank ); +void CG_EntityEvent( centity_t *cent, vec3_t position ); +void CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +void CG_SetEntitySoundPosition( centity_t *cent ); +void CG_AddPacketEntities( void ); +void CG_Beam( centity_t *cent ); +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); + +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); + + + +// +// cg_weapons.c +// +void CG_NextWeapon_f( void ); +void CG_PrevWeapon_f( void ); +void CG_Weapon_f( void ); + +void CG_RegisterWeapon( int weaponNum ); +void CG_RegisterItemVisuals( int itemNum ); + +void CG_FireWeapon( centity_t *cent ); +void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ); +void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ); +void CG_ShotgunFire( entityState_t *es ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); + +void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ); +void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ); +void CG_DrawWeaponSelect( void ); + +void CG_DrawWeaponBar0(int count, int bits); +void CG_DrawWeaponBar1(int count, int bits); +void CG_DrawWeaponBar2(int count, int bits, float *color); +void CG_DrawWeaponBar3(int count, int bits, float *color); +void CG_DrawWeaponBar4(int count, int bits, float *color); +void CG_DrawWeaponBar5(int count, int bits, float *color); +void CG_DrawWeaponBar6(int count, int bits, float *color); +void CG_DrawWeaponBar7(int count, int bits, float *color); + +void CG_OutOfAmmoChange( void ); // should this be in pmove? + +// +// cg_marks.c +// +void CG_InitMarkPolys( void ); +void CG_AddMarks( void ); +void CG_ImpactMark( qhandle_t markShader, + const vec3_t origin, const vec3_t dir, + float orientation, + float r, float g, float b, float a, + qboolean alphaFade, + float radius, qboolean temporary ); +void CG_LeiSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed); +void CG_LeiSparks2 (vec3_t org, vec3_t vel, int duration, float x, float y, float speed); +void CG_LeiPuff (vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float size); + + +// +// cg_localents.c +// +void CG_InitLocalEntities( void ); +localEntity_t *CG_AllocLocalEntity( void ); +void CG_AddLocalEntities( void ); + +// +// cg_effects.c +// +localEntity_t *CG_SmokePuff( const vec3_t p, + const vec3_t vel, + float radius, + float r, float g, float b, float a, + float duration, + int startTime, + int fadeInTime, + int leFlags, + qhandle_t hShader ); +void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); +void CG_SpawnEffect( vec3_t org ); +//#ifdef MISSIONPACK +void CG_KamikazeEffect( vec3_t org ); +void CG_ObeliskExplode( vec3_t org, int entityNum ); +void CG_ObeliskPain( vec3_t org ); +void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ); +void CG_InvulnerabilityJuiced( vec3_t org ); +void CG_LightningBoltBeam( vec3_t start, vec3_t end ); +//#endif +void CG_ScorePlum( int client, vec3_t org, int score ); + +void CG_GibPlayer( vec3_t playerOrigin ); +void CG_BigExplode( vec3_t playerOrigin ); + +void CG_Bleed( vec3_t origin, int entityNum ); + +localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, + qhandle_t hModel, qhandle_t shader, int msec, + qboolean isSprite ); + +void CG_SpurtBlood( vec3_t origin, vec3_t velocity, int hard ); + +// +// cg_snapshot.c +// +void CG_ProcessSnapshots( void ); +//unlagged - early transitioning +void CG_TransitionEntity( centity_t *cent ); +//unlagged - early transitioning + +// +// cg_info.c +// +void CG_LoadingString( const char *s ); +void CG_LoadingItem( int itemNum ); +void CG_LoadingClient( int clientNum ); +void CG_DrawInformation( void ); + +// +// cg_scoreboard.c +// +qboolean CG_DrawOldScoreboard( void ); +void CG_DrawOldTourneyScoreboard( void ); + +// +// cg_challenges.c +// +void challenges_init(void); +void challenges_save(void); +unsigned int getChallenge(int challenge); +void addChallenge(int challenge); + +// +// cg_consolecmds.c +// +qboolean CG_ConsoleCommand( void ); +void CG_InitConsoleCommands( void ); + +// +// cg_servercmds.c +// +void CG_ExecuteNewServerCommands( int latestSequence ); +void CG_ParseServerinfo( void ); +void CG_SetConfigValues( void ); +void CG_LoadVoiceChats( void ); +void CG_ShaderStateChanged(void); +void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ); +void CG_PlayBufferedVoiceChats( void ); + +// +// cg_playerstate.c +// +void CG_Respawn( void ); +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void CG_CheckChangedPredictableEvents( playerState_t *ps ); + + +//=============================================== + +// +// system traps +// These functions are how the cgame communicates with the main game system +// + +// print message on the local console +void trap_Print( const char *fmt ); + +// abort the game +void trap_Error( const char *fmt ) __attribute__((noreturn)); + +// milliseconds should only be used for performance tuning, never +// for anything game related. Get time from the CG_DrawActiveFrame parameter +int trap_Milliseconds( void ); + +// console variable interaction +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Update( vmCvar_t *vmCvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +// ServerCommand and ConsoleCommand parameter access +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Args( char *buffer, int bufferLength ); + +// filesystem access +// returns length of file +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_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t + +// add commands to the local console as if they were typed in +// for map changing, etc. The command is not executed immediately, +// but will be executed in order the next time console commands +// are processed +void trap_SendConsoleCommand( const char *text ); + +// register a command name so the console can perform command completion. +// FIXME: replace this with a normal console command "defineCommand"? +void trap_AddCommand( const char *cmdName ); + +// send a string to the server over the network +void trap_SendClientCommand( const char *s ); + +// force a screen update, only used during gamestate load +void trap_UpdateScreen( void ); + +// model collision +void trap_CM_LoadMap( const char *mapname ); +int trap_CM_NumInlineModels( void ); +clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ); +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ); + +// Returns the projection of a polygon onto the solid brushes in the world +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ); + +// normal sounds will have their volume dynamically changed as their entity +// moves and the listener moves +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void trap_S_StopLoopingSound(int entnum); + +// a local sound is always played full volume +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void trap_S_ClearLoopingSounds( qboolean killall ); +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +// respatialize recalculates the volumes of sound as they should be heard by the +// given entityNum and position +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music +void trap_S_StopBackgroundTrack( void ); + + +void trap_R_LoadWorldMap( const char *mapname ); + +// all media should be registered during level startup to prevent +// hitches during gameplay +qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found +qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found + +// a scene is built up by calls to R_ClearScene and the various R_Add functions. +// Nothing is drawn until R_RenderScene is called. +void trap_R_ClearScene( void ); +void trap_R_AddRefEntityToScene( const refEntity_t *re ); + +// polys are intended for simple wall marks, not really for doing +// significant construction +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +void trap_R_RenderScene( const refdef_t *fd ); +void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ); +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ); +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +// The glconfig_t will not change during the life of a cgame. +// If it needs to change, the entire cgame will be restarted, because +// all the qhandle_t are then invalid. +void trap_GetGlconfig( glconfig_t *glconfig ); + +// the gamestate should be grabbed at startup, and whenever a +// configstring changes +void trap_GetGameState( gameState_t *gamestate ); + +// cgame will poll each frame to see if a newer snapshot has arrived +// that it is interested in. The time is returned seperately so that +// snapshot latency can be calculated. +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); + +// a snapshot get can fail if the snapshot (or the entties it holds) is so +// old that it has fallen out of the client system queue +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); + +// retrieve a text command from the server stream +// the current snapshot will hold the number of the most recent command +// qfalse can be returned if the client system handled the command +// argc() / argv() can be used to examine the parameters of the command +qboolean trap_GetServerCommand( int serverCommandNumber ); + +// returns the most recent command number that can be passed to GetUserCmd +// this will always be at least one higher than the number in the current +// snapshot, and it may be quite a few higher if it is a fast computer on +// a lagged connection +int trap_GetCurrentCmdNumber( void ); + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); + +// used for the weapon select and zoom +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); + +// aids for VM testing +void testPrintInt( char *string, int i ); +void testPrintFloat( char *string, float f ); + +int trap_MemoryRemaining( void ); +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); +qboolean trap_Key_IsDown( int keynum ); +int trap_Key_GetCatcher( void ); +void trap_Key_SetCatcher( int catcher ); +int trap_Key_GetKey( const char *binding ); + + +typedef enum { + SYSTEM_PRINT, + CHAT_PRINT, + TEAMCHAT_PRINT +} q3print_t; // bk001201 - warning: useless keyword or type name in empty declaration + + +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits); +e_status trap_CIN_StopCinematic(int handle); +e_status trap_CIN_RunCinematic (int handle); +void trap_CIN_DrawCinematic (int handle); +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h); + +void trap_SnapVector( float *v ); + +qboolean trap_loadCamera(const char *name); +void trap_startCamera(int time); +qboolean trap_getCameraInfo(int time, vec3_t *origin, vec3_t *angles); + +qboolean trap_GetEntityToken( char *buffer, int bufferSize ); + +void CG_ClearParticles (void); +void CG_AddParticles (void); +void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum); +void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent); +void CG_AddParticleShrapnel (localEntity_t *le); +void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent); +void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration); +void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed); +void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir); +void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha); +void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd); +extern qboolean initparticles; +int CG_NewParticleArea ( int num ); + + +// LEILEI ENHANCEMENT + diff --git a/code/cgame/cg_localents.c b/code/cgame/cg_localents.c new file mode 100644 index 0000000..e07e72b --- /dev/null +++ b/code/cgame/cg_localents.c @@ -0,0 +1,1101 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +// cg_localents.c -- every frame, generate renderer commands for locally +// processed entities, like smoke puffs, gibs, shells, etc. + +#include "cg_local.h" + +#define MAX_LOCAL_ENTITIES 512 +localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES]; +localEntity_t cg_activeLocalEntities; // double linked list +localEntity_t *cg_freeLocalEntities; // single linked list + +/* +=================== +CG_InitLocalEntities + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitLocalEntities( void ) { + int i; + + memset( cg_localEntities, 0, sizeof( cg_localEntities ) ); + cg_activeLocalEntities.next = &cg_activeLocalEntities; + cg_activeLocalEntities.prev = &cg_activeLocalEntities; + cg_freeLocalEntities = cg_localEntities; + for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) { + cg_localEntities[i].next = &cg_localEntities[i+1]; + } +} + + +/* +================== +CG_FreeLocalEntity +================== +*/ +void CG_FreeLocalEntity( localEntity_t *le ) { + if ( !le->prev ) { + CG_Error( "CG_FreeLocalEntity: not active" ); + } + + // remove from the doubly linked active list + le->prev->next = le->next; + le->next->prev = le->prev; + + // the free list is only singly linked + le->next = cg_freeLocalEntities; + cg_freeLocalEntities = le; +} + +/* +=================== +CG_AllocLocalEntity + +Will allways succeed, even if it requires freeing an old active entity +=================== +*/ +localEntity_t *CG_AllocLocalEntity( void ) { + localEntity_t *le; + + if ( !cg_freeLocalEntities ) { + // no free entities, so free the one at the end of the chain + // remove the oldest active entity + CG_FreeLocalEntity( cg_activeLocalEntities.prev ); + } + + le = cg_freeLocalEntities; + cg_freeLocalEntities = cg_freeLocalEntities->next; + + memset( le, 0, sizeof( *le ) ); + + // link into the active list + le->next = cg_activeLocalEntities.next; + le->prev = &cg_activeLocalEntities; + cg_activeLocalEntities.next->prev = le; + cg_activeLocalEntities.next = le; + return le; +} + + +/* +==================================================================================== + +FRAGMENT PROCESSING + +A fragment localentity interacts with the environment in some way (hitting walls), +or generates more localentities along a trail. + +==================================================================================== +*/ + +/* +================ +CG_BloodTrail + +Leave expanding blood puffs behind gibs +================ +*/ +void CG_BloodTrail( localEntity_t *le ) { + int t; + int t2; + int step; + vec3_t newOrigin; + localEntity_t *blood; + + step = 150; + t = step * ( (cg.time - cg.frametime + step ) / step ); + t2 = step * ( cg.time / step ); + + for ( ; t <= t2; t += step ) { + BG_EvaluateTrajectory( &le->pos, t, newOrigin ); + + blood = CG_SmokePuff( newOrigin, vec3_origin, + 20, // radius + 1, 1, 1, 1, // color + 2000, // trailTime + t, // startTime + 0, // fadeInTime + 0, // flags + cgs.media.bloodTrailShader ); + // use the optimized version + blood->leType = LE_FALL_SCALE_FADE; + // drop a total of 40 units over its lifetime + blood->pos.trDelta[2] = 40; + if ( cg_leiSuperGoreyAwesome.integer ) { +// blood = CG_SpurtBlood( newOrigin, vec3_origin, 3); // LEILEI more gore plz + } + } +} + + +// LEILEI +void CG_SmallBloodTrail( localEntity_t *le ) { + int t; + int t2; + int step; + vec3_t newOrigin; + localEntity_t *blood; + + step = 61; + t = step * ( (cg.time - cg.frametime + step ) / step ); + t2 = step * ( cg.time / step ); + + for ( ; t <= t2; t += step ) { + BG_EvaluateTrajectory( &le->pos, t, newOrigin ); + + blood = CG_SmokePuff( newOrigin, vec3_origin, + 3, // radius + 1, 1, 1, 1, // color + 770, // trailTime + t, // startTime + 0, // fadeInTime + 0, // flags + cgs.media.lbldShader1 ); + // use the optimized version + blood->leType = LE_FALL_SCALE_FADE; + // drop a total of 40 units over its lifetime + blood->pos.trDelta[2] = 120; + } +} + + + +/* +================ +CG_FragmentBounceMark +================ +*/ +void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) { + int radius; + + if ( le->leMarkType == LEMT_BLOOD ) { + + radius = 16 + (rand()&31); + CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360, + 1,1,1,1, qtrue, radius, qfalse ); + } else if ( le->leMarkType == LEMT_BURN ) { + + radius = 8 + (rand()&15); + CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360, + 1,1,1,1, qtrue, radius, qfalse ); + } + + + // don't allow a fragment to make multiple marks, or they + // pile up while settling + le->leMarkType = LEMT_NONE; +} + +/* +================ +CG_FragmentBounceSound +================ +*/ +void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) { + if ( le->leBounceSoundType == LEBS_BLOOD ) { + // half the gibs will make splat sounds + if ( rand() & 1 ) { + int r = rand()&3; + sfxHandle_t s; + + if ( r == 0 ) { + s = cgs.media.gibBounce1Sound; + } else if ( r == 1 ) { + s = cgs.media.gibBounce2Sound; + } else { + s = cgs.media.gibBounce3Sound; + } + trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); + } + } else if ( le->leBounceSoundType == LEBS_BRASS ) { + if ( cg_leiBrassNoise.integer ) { + // half the casings will make casing sounds + if ( rand() & 1 ) { + int r = rand()&3; + sfxHandle_t s; + + if ( r == 0 ) { + s = cgs.media.lbul1Sound; + } else if ( r == 1 ) { + s = cgs.media.lbul2Sound; + } else { + s = cgs.media.lbul3Sound; + } + trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); + } + } + + } else if ( le->leBounceSoundType == LEBS_SHELL ) { + + if ( cg_leiBrassNoise.integer ) { + + // half the casings will make casing sounds + if ( rand() & 1 ) { + int r = rand()&3; + sfxHandle_t s; + + if ( r == 0 ) { + s = cgs.media.lshl1Sound; + } else if ( r == 1 ) { + s = cgs.media.lshl2Sound; + } else { + s = cgs.media.lshl3Sound; + } + trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); + } + } + + } + + // don't allow a fragment to make multiple bounce sounds, + // or it gets too noisy as they settle + le->leBounceSoundType = LEBS_NONE; +} + + +// LEILEI +void CG_GoreMark( localEntity_t *le, trace_t *trace ) { + int radius; + + if ( le->leMarkType == LEMT_BURN ) { + + radius = 6 + (rand()&16); + CG_ImpactMark( cgs.media.lbldShader2, trace->endpos, trace->plane.normal, random()*360, + 1,1,1,1, qtrue, radius, qfalse ); + + } + + le->leMarkType = LEMT_NONE; +} + + +/* +================ +CG_SplatSound LEILEI +================ +*/ +void CG_SplatSound( localEntity_t *le, trace_t *trace ) { + if ( le->leBounceSoundType == LEBS_BLOOD ) { + // half the splats will make splat sounds + if ( cg_leiGoreNoise.integer ) { + if ( rand() & 1 ) { + int r = rand()&3; + sfxHandle_t s; + + if ( r == 0 ) { + s = cgs.media.lspl1Sound; + } else if ( r == 1 ) { + s = cgs.media.lspl2Sound; + } else { + s = cgs.media.lspl3Sound; + } + trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); + } + } + } else if ( le->leBounceSoundType == LEBS_BRASS ) { + // no GERMAN EURO CENSOR ROBOTS mode yet. + } + + // don't allow a fragment to make multiple bounce sounds, + // or it gets too noisy as they settle + le->leBounceSoundType = LEBS_NONE; +} + + + +/* +================ +CG_ReflectVelocity +================ +*/ +void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) { + vec3_t velocity; + float dot; + int hitTime; + + // reflect the velocity on the trace plane + hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; + BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta ); + + VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta ); + + VectorCopy( trace->endpos, le->pos.trBase ); + le->pos.trTime = cg.time; + + + // check for stop, making sure that even on low FPS systems it doesn't bobble + if ( trace->allsolid || + ( trace->plane.normal[2] > 0 && + ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) { + le->pos.trType = TR_STATIONARY; + } else { + + } +} + +/* +================ +CG_AddFragment +================ +*/ +void CG_AddFragment( localEntity_t *le ) { + vec3_t newOrigin; + trace_t trace; + + if ( le->pos.trType == TR_STATIONARY ) { + // sink into the ground if near the removal time + int t; + float oldZ; + + t = le->endTime - cg.time; + if ( t < SINK_TIME ) { + // we must use an explicit lighting origin, otherwise the + // lighting would be lost as soon as the origin went + // into the ground + VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin ); + le->refEntity.renderfx |= RF_LIGHTING_ORIGIN; + oldZ = le->refEntity.origin[2]; + le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME ); + trap_R_AddRefEntityToScene( &le->refEntity ); + le->refEntity.origin[2] = oldZ; + } else { + trap_R_AddRefEntityToScene( &le->refEntity ); + } + + return; + } + + // calculate new position + BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin ); + + // trace a line from previous position to new position + CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); + if ( trace.fraction == 1.0 ) { + // still in free fall + VectorCopy( newOrigin, le->refEntity.origin ); + + if ( le->leFlags & LEF_TUMBLE ) { + vec3_t angles; + + BG_EvaluateTrajectory( &le->angles, cg.time, angles ); + AnglesToAxis( angles, le->refEntity.axis ); + } + + trap_R_AddRefEntityToScene( &le->refEntity ); + + // add a blood trail + if ( le->leBounceSoundType == LEBS_BLOOD ) { + CG_BloodTrail( le ); + } + + return; + } + + // if it is in a nodrop zone, remove it + // this keeps gibs from waiting at the bottom of pits of death + // and floating levels + if ( CG_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { + CG_FreeLocalEntity( le ); + return; + } + + // leave a mark + CG_FragmentBounceMark( le, &trace ); + + // do a bouncy sound + CG_FragmentBounceSound( le, &trace ); + + // reflect the velocity on the trace plane + CG_ReflectVelocity( le, &trace ); + + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +// LEILEI + +void CG_JustSplat( localEntity_t *le, trace_t *trace ) { + vec3_t velocity; + float dot; + int hitTime; + + // reflect the velocity on the trace plane + hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; + BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta ); + + VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta ); + + VectorCopy( trace->endpos, le->pos.trBase ); + le->pos.trTime = cg.time; + + + // check for stop, making sure that even on low FPS systems it doesn't bobble + if ( trace->allsolid || + ( trace->plane.normal[2] > 0 && + ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) { + le->pos.trType = TR_STATIONARY; + } else { + + } +} + +void CG_AddGore( localEntity_t *le ) { + vec3_t newOrigin; + trace_t trace; + + if ( le->pos.trType == TR_STATIONARY ) { + // sink into the ground if near the removal time + //int t; + //float oldZ; + + CG_FreeLocalEntity( le ); // kill it + + return; + } + + // calculate new position + BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin ); + + // trace a line from previous position to new position + CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); + if ( trace.fraction == 1.0 ) { + // still in free fall + VectorCopy( newOrigin, le->refEntity.origin ); + + if ( le->leFlags & LEF_TUMBLE ) { + vec3_t angles; + + BG_EvaluateTrajectory( &le->angles, cg.time, angles ); + AnglesToAxis( angles, le->refEntity.axis ); + } + + trap_R_AddRefEntityToScene( &le->refEntity ); + + CG_SmallBloodTrail( le ); + + return; + } + + // if it is in a nodrop zone, remove it + // this keeps gibs from waiting at the bottom of pits of death + // and floating levels + if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { + CG_FreeLocalEntity( le ); + return; + } + + // leave a mark + CG_GoreMark( le, &trace ); + + // do a juicy sound + CG_SplatSound( le, &trace ); + + CG_JustSplat( le, &trace ); + + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +/* +===================================================================== + +TRIVIAL LOCAL ENTITIES + +These only do simple scaling or modulation before passing to the renderer +===================================================================== +*/ + +/* +==================== +CG_AddFadeRGB +==================== +*/ +void CG_AddFadeRGB( localEntity_t *le ) { + refEntity_t *re; + float c; + + re = &le->refEntity; + + c = ( le->endTime - cg.time ) * le->lifeRate; + c *= 0xff; + + re->shaderRGBA[0] = le->color[0] * c; + re->shaderRGBA[1] = le->color[1] * c; + re->shaderRGBA[2] = le->color[2] * c; + re->shaderRGBA[3] = le->color[3] * c; + + trap_R_AddRefEntityToScene( re ); +} + +/* +================== +CG_AddMoveScaleFade +================== +*/ +static void CG_AddMoveScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) { + // fade / grow time + c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime ); + } + else { + // fade / grow time + c = ( le->endTime - cg.time ) * le->lifeRate; + } + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + + if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { + re->radius = le->radius * ( 1.0 - c ) + 8; + } + + BG_EvaluateTrajectory( &le->pos, cg.time, re->origin ); + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + + trap_R_AddRefEntityToScene( re ); +} + + +/* +=================== +CG_AddScaleFade + +For rocket smokes that hang in place, fade out, and are +removed if the view passes through them. +There are often many of these, so it needs to be simple. +=================== +*/ +static void CG_AddScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + // fade / grow time + c = ( le->endTime - cg.time ) * le->lifeRate; + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + re->radius = le->radius * ( 1.0 - c ) + 8; + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + // LEILEI + if (!cg_leiEnhancement.integer) { + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + } + trap_R_AddRefEntityToScene( re ); +} + + +/* +================= +CG_AddFallScaleFade + +This is just an optimized CG_AddMoveScaleFade +For blood mists that drift down, fade out, and are +removed if the view passes through them. +There are often 100+ of these, so it needs to be simple. +================= +*/ +static void CG_AddFallScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + // fade time + c = ( le->endTime - cg.time ) * le->lifeRate; + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + + re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2]; + + re->radius = le->radius * ( 1.0 - c ) + 16; + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + + // LEILEI +if (!cg_leiEnhancement.integer) { + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + } + trap_R_AddRefEntityToScene( re ); +} + + + +/* +================ +CG_AddExplosion +================ +*/ +static void CG_AddExplosion( localEntity_t *ex ) { + refEntity_t *ent; + + ent = &ex->refEntity; + + // add the entity + trap_R_AddRefEntityToScene(ent); + + // add the dlight + if ( ex->light ) { + float light; + + light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime ); + if ( light < 0.5 ) { + light = 1.0; + } else { + light = 1.0 - ( light - 0.5 ) * 2; + } + light = ex->light * light; + trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] ); + } +} + +/* +================ +CG_AddSpriteExplosion +================ +*/ +static void CG_AddSpriteExplosion( localEntity_t *le ) { + refEntity_t re; + float c; + + re = le->refEntity; + + c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime ); + if ( c > 1 ) { + c = 1.0; // can happen during connection problems + } + + re.shaderRGBA[0] = 0xff; + re.shaderRGBA[1] = 0xff; + re.shaderRGBA[2] = 0xff; + re.shaderRGBA[3] = 0xff * c * 0.33; + + re.reType = RT_SPRITE; + re.radius = 42 * ( 1.0 - c ) + 30; + + trap_R_AddRefEntityToScene( &re ); + + // add the dlight + if ( le->light ) { + float light; + + light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime ); + if ( light < 0.5 ) { + light = 1.0; + } else { + light = 1.0 - ( light - 0.5 ) * 2; + } + light = le->light * light; + trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] ); + } +} + + +//#ifdef MISSIONPACK +/* +==================== +CG_AddKamikaze +==================== +*/ +void CG_AddKamikaze( localEntity_t *le ) { + refEntity_t *re; + refEntity_t shockwave; + float c; + vec3_t test, axis[3]; + int t; + + re = &le->refEntity; + + t = cg.time - le->startTime; + VectorClear( test ); + AnglesToAxis( test, axis ); + + if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) { + + if (!(le->leFlags & LEF_SOUND1)) { +// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound ); + trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO); + le->leFlags |= LEF_SOUND1; + } + // 1st kamikaze shockwave + memset(&shockwave, 0, sizeof(shockwave)); + shockwave.hModel = cgs.media.kamikazeShockWave; + shockwave.reType = RT_MODEL; + shockwave.shaderTime = re->shaderTime; + VectorCopy(re->origin, shockwave.origin); + + c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME); + VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); + VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); + VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); + shockwave.nonNormalizedAxes = qtrue; + + if (t > KAMI_SHOCKWAVEFADE_STARTTIME) { + c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME); + } + else { + c = 0; + } + c *= 0xff; + shockwave.shaderRGBA[0] = 0xff - c; + shockwave.shaderRGBA[1] = 0xff - c; + shockwave.shaderRGBA[2] = 0xff - c; + shockwave.shaderRGBA[3] = 0xff - c; + + trap_R_AddRefEntityToScene( &shockwave ); + } + + if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) { + // explosion and implosion + c = ( le->endTime - cg.time ) * le->lifeRate; + c *= 0xff; + re->shaderRGBA[0] = le->color[0] * c; + re->shaderRGBA[1] = le->color[1] * c; + re->shaderRGBA[2] = le->color[2] * c; + re->shaderRGBA[3] = le->color[3] * c; + + if( t < KAMI_IMPLODE_STARTTIME ) { + c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME); + } + else { + if (!(le->leFlags & LEF_SOUND2)) { +// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound ); + trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO); + le->leFlags |= LEF_SOUND2; + } + c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME); + } + VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] ); + VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] ); + VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] ); + re->nonNormalizedAxes = qtrue; + + trap_R_AddRefEntityToScene( re ); + // add the dlight + trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c ); + } + + if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) { + // 2nd kamikaze shockwave + if (le->angles.trBase[0] == 0 && + le->angles.trBase[1] == 0 && + le->angles.trBase[2] == 0) { + le->angles.trBase[0] = random() * 360; + le->angles.trBase[1] = random() * 360; + le->angles.trBase[2] = random() * 360; + } + else { + c = 0; + } + memset(&shockwave, 0, sizeof(shockwave)); + shockwave.hModel = cgs.media.kamikazeShockWave; + shockwave.reType = RT_MODEL; + shockwave.shaderTime = re->shaderTime; + VectorCopy(re->origin, shockwave.origin); + + test[0] = le->angles.trBase[0]; + test[1] = le->angles.trBase[1]; + test[2] = le->angles.trBase[2]; + AnglesToAxis( test, axis ); + + c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME); + VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); + VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); + VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); + shockwave.nonNormalizedAxes = qtrue; + + if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) { + c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME); + } + else { + c = 0; + } + c *= 0xff; + shockwave.shaderRGBA[0] = 0xff - c; + shockwave.shaderRGBA[1] = 0xff - c; + shockwave.shaderRGBA[2] = 0xff - c; + shockwave.shaderRGBA[3] = 0xff - c; + + trap_R_AddRefEntityToScene( &shockwave ); + } +} + +/* +=================== +CG_AddInvulnerabilityImpact +=================== +*/ +void CG_AddInvulnerabilityImpact( localEntity_t *le ) { + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +/* +=================== +CG_AddInvulnerabilityJuiced +=================== +*/ +void CG_AddInvulnerabilityJuiced( localEntity_t *le ) { + int t; + + t = cg.time - le->startTime; + if ( t > 3000 ) { + le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000; + le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000; + le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000; + } + if ( t > 5000 ) { + le->endTime = 0; + CG_GibPlayer( le->refEntity.origin ); + } + else { + trap_R_AddRefEntityToScene( &le->refEntity ); + } +} + +/* +=================== +CG_AddRefEntity +=================== +*/ +void CG_AddRefEntity( localEntity_t *le ) { + if (le->endTime < cg.time) { + CG_FreeLocalEntity( le ); + return; + } + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +//#endif +/* +=================== +CG_AddScorePlum +=================== +*/ +#define NUMBER_SIZE 8 + +void CG_AddScorePlum( localEntity_t *le ) { + refEntity_t *re; + vec3_t origin, delta, dir, vec, up = {0, 0, 1}; + float c, len; + int i, score, digits[10], numdigits, negative; + + re = &le->refEntity; + + c = ( le->endTime - cg.time ) * le->lifeRate; + + score = le->radius; + if (score < 0) { + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0x11; + re->shaderRGBA[2] = 0x11; + } + else { + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0xff; + re->shaderRGBA[2] = 0xff; + if (score >= 50) { + re->shaderRGBA[1] = 0; + } else if (score >= 20) { + re->shaderRGBA[0] = re->shaderRGBA[1] = 0; + } else if (score >= 10) { + re->shaderRGBA[2] = 0; + } else if (score >= 2) { + re->shaderRGBA[0] = re->shaderRGBA[2] = 0; + } + + } + if (c < 0.25) + re->shaderRGBA[3] = 0xff * 4 * c; + else + re->shaderRGBA[3] = 0xff; + + re->radius = NUMBER_SIZE / 2; + + VectorCopy(le->pos.trBase, origin); + origin[2] += 110 - c * 100; + + VectorSubtract(cg.refdef.vieworg, origin, dir); + CrossProduct(dir, up, vec); + VectorNormalize(vec); + + VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin); + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < 20 ) { + CG_FreeLocalEntity( le ); + return; + } + + negative = qfalse; + if (score < 0) { + negative = qtrue; + score = -score; + } + + for (numdigits = 0; !(numdigits && !score); numdigits++) { + digits[numdigits] = score % 10; + score = score / 10; + } + + if (negative) { + digits[numdigits] = 10; + numdigits++; + } + + for (i = 0; i < numdigits; i++) { + VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin); + re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]]; + trap_R_AddRefEntityToScene( re ); + } +} + + + + +//============================================================================== + +/* +=================== +CG_AddLocalEntities + +=================== +*/ +void CG_AddLocalEntities( void ) { + localEntity_t *le, *next; + + // walk the list backwards, so any new local entities generated + // (trails, marks, etc) will be present this frame + le = cg_activeLocalEntities.prev; + for ( ; le != &cg_activeLocalEntities ; le = next ) { + // grab next now, so if the local entity is freed we + // still have it + next = le->prev; + + if ( cg.time >= le->endTime ) { + CG_FreeLocalEntity( le ); + continue; + } + switch ( le->leType ) { + default: + CG_Error( "Bad leType: %i", le->leType ); + break; + + case LE_MARK: + break; + + case LE_SPRITE_EXPLOSION: + CG_AddSpriteExplosion( le ); + break; + + case LE_EXPLOSION: + CG_AddExplosion( le ); + break; + + case LE_FRAGMENT: // gibs and brass + CG_AddFragment( le ); + break; + + case LE_MOVE_SCALE_FADE: // water bubbles + CG_AddMoveScaleFade( le ); + break; + + case LE_FADE_RGB: // teleporters, railtrails + CG_AddFadeRGB( le ); + break; + + case LE_FALL_SCALE_FADE: // gib blood trails + CG_AddFallScaleFade( le ); + break; + + case LE_SCALE_FADE: // rocket trails + CG_AddScaleFade( le ); + break; + + case LE_SCOREPLUM: + CG_AddScorePlum( le ); + break; + +//#ifdef MISSIONPACK + case LE_KAMIKAZE: + CG_AddKamikaze( le ); + break; + case LE_INVULIMPACT: + CG_AddInvulnerabilityImpact( le ); + break; + case LE_INVULJUICED: + CG_AddInvulnerabilityJuiced( le ); + break; + case LE_SHOWREFENTITY: + CG_AddRefEntity( le ); + break; +//#endif + + case LE_GORE: // blood + CG_AddGore( le ); + break; + } + } +} + + + + diff --git a/code/cgame/cg_main.c b/code/cgame/cg_main.c new file mode 100644 index 0000000..a271d29 --- /dev/null +++ b/code/cgame/cg_main.c @@ -0,0 +1,2348 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_main.c -- initialization and primary entry point for cgame +#include "cg_local.h" + +#ifdef MISSIONPACK +#include "../ui/ui_shared.h" +// display context for new ui stuff +displayContextDef_t cgDC; +#endif + +int forceModelModificationCount = -1; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); + + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +intptr_t 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 CG_INIT: + CG_Init( arg0, arg1, arg2 ); + return 0; + case CG_SHUTDOWN: + CG_Shutdown(); + return 0; + case CG_CONSOLE_COMMAND: + return CG_ConsoleCommand(); + case CG_DRAW_ACTIVE_FRAME: + CG_DrawActiveFrame( arg0, arg1, arg2 ); + CG_FairCvars(); + return 0; + case CG_CROSSHAIR_PLAYER: + return CG_CrosshairPlayer(); + case CG_LAST_ATTACKER: + return CG_LastAttacker(); + case CG_KEY_EVENT: + CG_KeyEvent(arg0, arg1); + return 0; + case CG_MOUSE_EVENT: +#ifdef MISSIONPACK + cgDC.cursorx = cgs.cursorX; + cgDC.cursory = cgs.cursorY; +#endif + CG_MouseEvent(arg0, arg1); + return 0; + case CG_EVENT_HANDLING: + CG_EventHandling(arg0); + return 0; + default: + CG_Error( "vmMain: unknown command %i", command ); + break; + } + return -1; +} + + +cg_t cg; +cgs_t cgs; +centity_t cg_entities[MAX_GENTITIES]; +weaponInfo_t cg_weapons[MAX_WEAPONS]; +itemInfo_t cg_items[MAX_ITEMS]; + + +vmCvar_t cg_railTrailTime; +vmCvar_t cg_centertime; +vmCvar_t cg_runpitch; +vmCvar_t cg_runroll; +vmCvar_t cg_bobup; +vmCvar_t cg_bobpitch; +vmCvar_t cg_bobroll; +vmCvar_t cg_swingSpeed; +vmCvar_t cg_shadows; +vmCvar_t cg_gibs; +vmCvar_t cg_drawTimer; +vmCvar_t cg_drawFPS; +vmCvar_t cg_drawSnapshot; +vmCvar_t cg_draw3dIcons; +vmCvar_t cg_drawIcons; +vmCvar_t cg_drawAmmoWarning; +vmCvar_t cg_drawCrosshair; +vmCvar_t cg_drawCrosshairNames; +vmCvar_t cg_drawRewards; +vmCvar_t cg_crosshairSize; +vmCvar_t cg_crosshairX; +vmCvar_t cg_crosshairY; +vmCvar_t cg_crosshairHealth; +vmCvar_t cg_draw2D; +vmCvar_t cg_drawStatus; +vmCvar_t cg_animSpeed; +vmCvar_t cg_debugAnim; +vmCvar_t cg_debugPosition; +vmCvar_t cg_debugEvents; +vmCvar_t cg_errorDecay; +vmCvar_t cg_nopredict; +vmCvar_t cg_noPlayerAnims; +vmCvar_t cg_showmiss; +vmCvar_t cg_footsteps; +vmCvar_t cg_addMarks; +vmCvar_t cg_brassTime; +vmCvar_t cg_viewsize; +vmCvar_t cg_drawGun; +vmCvar_t cg_gun_frame; +vmCvar_t cg_gun_x; +vmCvar_t cg_gun_y; +vmCvar_t cg_gun_z; +vmCvar_t cg_tracerChance; +vmCvar_t cg_tracerWidth; +vmCvar_t cg_tracerLength; +vmCvar_t cg_autoswitch; +vmCvar_t cg_ignore; +vmCvar_t cg_simpleItems; +vmCvar_t cg_fov; +vmCvar_t cg_zoomFov; +vmCvar_t cg_thirdPerson; +vmCvar_t cg_thirdPersonRange; +vmCvar_t cg_thirdPersonAngle; +vmCvar_t cg_lagometer; +vmCvar_t cg_drawAttacker; +vmCvar_t cg_drawSpeed; +vmCvar_t cg_synchronousClients; +vmCvar_t cg_teamChatTime; +vmCvar_t cg_teamChatHeight; +vmCvar_t cg_stats; +vmCvar_t cg_buildScript; +vmCvar_t cg_forceModel; +vmCvar_t cg_paused; +vmCvar_t cg_blood; +vmCvar_t cg_predictItems; +vmCvar_t cg_deferPlayers; +vmCvar_t cg_drawTeamOverlay; +vmCvar_t cg_teamOverlayUserinfo; +vmCvar_t cg_drawFriend; +vmCvar_t cg_teamChatsOnly; +vmCvar_t cg_noVoiceChats; +vmCvar_t cg_noVoiceText; +vmCvar_t cg_hudFiles; +vmCvar_t cg_scorePlum; +//unlagged - smooth clients #2 +// this is done server-side now +//vmCvar_t cg_smoothClients; +//unlagged - smooth clients #2 +vmCvar_t pmove_fixed; +//vmCvar_t cg_pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t pmove_float; +vmCvar_t cg_pmove_msec; +vmCvar_t cg_cameraMode; +vmCvar_t cg_cameraOrbit; +vmCvar_t cg_cameraOrbitDelay; +vmCvar_t cg_timescaleFadeEnd; +vmCvar_t cg_timescaleFadeSpeed; +vmCvar_t cg_timescale; +vmCvar_t cg_smallFont; +vmCvar_t cg_bigFont; +vmCvar_t cg_noTaunt; +vmCvar_t cg_noProjectileTrail; +vmCvar_t cg_oldRail; +vmCvar_t cg_oldRocket; +vmCvar_t cg_leiEnhancement; // ANOTHER LEILEI LINE!!! +vmCvar_t cg_leiBrassNoise; // ANOTHER LEILEI LINE!!! +vmCvar_t cg_leiGoreNoise; // ANOTHER LEILEI LINE!!! +vmCvar_t cg_leiSuperGoreyAwesome; // ANOTHER LEILEI LINE!!! +vmCvar_t cg_oldPlasma; +vmCvar_t cg_trueLightning; +vmCvar_t cg_music; +vmCvar_t cg_weaponOrder; + + +#ifdef MISSIONPACK +vmCvar_t cg_redTeamName; +vmCvar_t cg_blueTeamName; +vmCvar_t cg_currentSelectedPlayer; +vmCvar_t cg_currentSelectedPlayerName; +vmCvar_t cg_singlePlayer; +vmCvar_t cg_singlePlayerActive; +vmCvar_t cg_recordSPDemo; +vmCvar_t cg_recordSPDemoName; +#endif +vmCvar_t cg_obeliskRespawnDelay; +vmCvar_t cg_enableDust; +vmCvar_t cg_enableBreath; + +//unlagged - client options +vmCvar_t cg_delag; +//vmCvar_t cg_debugDelag; +//vmCvar_t cg_drawBBox; +vmCvar_t cg_cmdTimeNudge; +vmCvar_t sv_fps; +vmCvar_t cg_projectileNudge; +vmCvar_t cg_optimizePrediction; +vmCvar_t cl_timeNudge; +//vmCvar_t cg_latentSnaps; +//vmCvar_t cg_latentCmds; +//vmCvar_t cg_plOut; +//unlagged - client options + +//elimination addition +vmCvar_t cg_alwaysWeaponBar; +vmCvar_t cg_hitsound; +vmCvar_t cg_voip_teamonly; +vmCvar_t cg_voteflags; +vmCvar_t cg_cyclegrapple; +vmCvar_t cg_vote_custom_commands; + +vmCvar_t cg_autovertex; + +vmCvar_t cg_fragmsgsize; + +vmCvar_t cg_crosshairPulse; +vmCvar_t cg_differentCrosshairs; +vmCvar_t cg_ch1; +vmCvar_t cg_ch1size; +vmCvar_t cg_ch2; +vmCvar_t cg_ch2size; +vmCvar_t cg_ch3; +vmCvar_t cg_ch3size; +vmCvar_t cg_ch4; +vmCvar_t cg_ch4size; +vmCvar_t cg_ch5; +vmCvar_t cg_ch5size; +vmCvar_t cg_ch6; +vmCvar_t cg_ch6size; +vmCvar_t cg_ch7; +vmCvar_t cg_ch7size; +vmCvar_t cg_ch8; +vmCvar_t cg_ch8size; +vmCvar_t cg_ch9; +vmCvar_t cg_ch9size; +vmCvar_t cg_ch10; +vmCvar_t cg_ch10size; +vmCvar_t cg_ch11; +vmCvar_t cg_ch11size; +vmCvar_t cg_ch12; +vmCvar_t cg_ch12size; +vmCvar_t cg_ch13; +vmCvar_t cg_ch13size; + +vmCvar_t cg_crosshairColorRed; +vmCvar_t cg_crosshairColorGreen; +vmCvar_t cg_crosshairColorBlue; + +vmCvar_t cg_weaponBarStyle; +vmCvar_t cg_chatBeep; +vmCvar_t cg_teamChatBeep; + +typedef struct { + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; +} cvarTable_t; + +static cvarTable_t cvarTable[] = { // bk001129 + { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging + { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, + { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, + { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, + { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, + { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, + { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, + { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, + { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, + { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, + { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE }, + { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE }, + { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, + { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, + { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, + { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, + { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE }, + { &cg_drawSpeed, "cg_drawSpeed", "0", CVAR_ARCHIVE }, + { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, + { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, + { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, + { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, + { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE }, + { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, + { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, + { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, + { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, + { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, + { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE }, + { &cg_railTrailTime, "cg_railTrailTime", "600", CVAR_ARCHIVE }, + { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, + { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, + { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, + { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, + { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, + { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, + { &cg_bobup , "cg_bobup", "0.005", CVAR_CHEAT }, + { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, + { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, + { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, + { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, + { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, + { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, + { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, + { &cg_errorDecay, "cg_errordecay", "100", 0 }, + { &cg_nopredict, "cg_nopredict", "0", 0 }, + { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, + { &cg_showmiss, "cg_showmiss", "0", 0 }, + { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, + { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, + { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, + { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, + { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT }, + { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, + { &cg_thirdPerson, "cg_thirdPerson", "0", 0 }, + { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE }, + { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE }, + { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE }, + { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE }, +#ifdef MISSIONPACK + { &cg_deferPlayers, "cg_deferPlayers", "0", CVAR_ARCHIVE }, +#else + { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE }, +#endif + { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE }, + { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO }, + { &cg_stats, "cg_stats", "0", 0 }, + { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE }, + { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, + { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, + { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, + // the following variables are created in other parts of the system, + // but we also reference them here + { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures + { &cg_paused, "cl_paused", "0", CVAR_ROM }, + { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, + { &cg_alwaysWeaponBar, "cg_alwaysWeaponBar", "0", CVAR_ARCHIVE}, //Elimination + { &cg_hitsound, "cg_hitsound", "0", CVAR_ARCHIVE}, + { &cg_voip_teamonly, "cg_voipTeamOnly", "1", CVAR_ARCHIVE}, + { &cg_voteflags, "cg_voteflags", "*", CVAR_ROM}, + { &cg_cyclegrapple, "cg_cyclegrapple", "1", CVAR_ARCHIVE}, + { &cg_vote_custom_commands, "cg_vote_custom_commands", "", CVAR_ROM }, + { &cg_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO }, // communicated by systeminfo + + { &cg_autovertex, "cg_autovertex", "0", CVAR_ARCHIVE }, +#ifdef MISSIONPACK + { &cg_redTeamName, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, + { &cg_blueTeamName, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, + { &cg_currentSelectedPlayer, "cg_currentSelectedPlayer", "0", CVAR_ARCHIVE}, + { &cg_currentSelectedPlayerName, "cg_currentSelectedPlayerName", "", CVAR_ARCHIVE}, + { &cg_singlePlayer, "ui_singlePlayerActive", "0", CVAR_USERINFO}, + { &cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO}, + { &cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE}, + { &cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE}, + { &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE}, +#endif + { &cg_enableDust, "g_enableDust", "0", CVAR_SERVERINFO}, + { &cg_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO}, + { &cg_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO}, + + { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, + { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, + { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, + { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, + { &cg_timescale, "timescale", "1", 0}, + { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, +//unlagged - smooth clients #2 +// this is done server-side now +// { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, +//unlagged - smooth clients #2 + { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + + { &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO}, + { &pmove_msec, "pmove_msec", "11", CVAR_SYSTEMINFO}, + { &pmove_float, "pmove_float", "1", CVAR_SYSTEMINFO}, + { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, + { &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE}, + { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, + { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, + { &cg_oldRail, "cg_oldRail", "0", CVAR_ARCHIVE}, + { &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE}, + { &cg_leiEnhancement, "cg_leiEnhancement", "0", CVAR_ARCHIVE}, // LEILEI default off (in case of whiner) + { &cg_leiGoreNoise, "cg_leiGoreNoise", "0", CVAR_ARCHIVE}, // LEILEI + { &cg_leiBrassNoise, "cg_leiBrassNoise", "0", CVAR_ARCHIVE}, // LEILEI + { &cg_leiSuperGoreyAwesome, "cg_leiSuperGoreyAwesome", "0", CVAR_ARCHIVE}, // LEILEI + { &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE}, +//unlagged - client options + { &cg_delag, "cg_delag", "1", CVAR_ARCHIVE | CVAR_USERINFO }, +// { &cg_debugDelag, "cg_debugDelag", "0", CVAR_USERINFO | CVAR_CHEAT }, +// { &cg_drawBBox, "cg_drawBBox", "0", CVAR_CHEAT }, + { &cg_cmdTimeNudge, "cg_cmdTimeNudge", "0", CVAR_ARCHIVE | CVAR_USERINFO }, + // this will be automagically copied from the server + { &sv_fps, "sv_fps", "20", CVAR_SYSTEMINFO }, + { &cg_projectileNudge, "cg_projectileNudge", "0", CVAR_ARCHIVE }, + { &cg_optimizePrediction, "cg_optimizePrediction", "1", CVAR_ARCHIVE }, + { &cl_timeNudge, "cl_timeNudge", "0", CVAR_ARCHIVE }, +// { &cg_latentSnaps, "cg_latentSnaps", "0", CVAR_USERINFO | CVAR_CHEAT }, +// { &cg_latentCmds, "cg_latentCmds", "0", CVAR_USERINFO | CVAR_CHEAT }, +// { &cg_plOut, "cg_plOut", "0", CVAR_USERINFO | CVAR_CHEAT }, +//unlagged - client options + { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}, + { &cg_music, "cg_music", "", CVAR_ARCHIVE}, +// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } + + { &cg_fragmsgsize, "cg_fragmsgsize", "1.0", CVAR_ARCHIVE}, + { &cg_crosshairPulse, "cg_crosshairPulse", "1", CVAR_ARCHIVE}, + + { &cg_differentCrosshairs, "cg_differentCrosshairs", "0", CVAR_ARCHIVE}, + { &cg_ch1, "cg_ch1", "1", CVAR_ARCHIVE}, + { &cg_ch1size, "cg_ch1size", "24", CVAR_ARCHIVE}, + { &cg_ch2, "cg_ch2", "1", CVAR_ARCHIVE}, + { &cg_ch2size, "cg_ch2size", "24", CVAR_ARCHIVE}, + { &cg_ch3, "cg_ch3", "1", CVAR_ARCHIVE}, + { &cg_ch3size, "cg_ch3size", "24", CVAR_ARCHIVE}, + { &cg_ch4, "cg_ch4", "1", CVAR_ARCHIVE}, + { &cg_ch4size, "cg_ch4size", "24", CVAR_ARCHIVE}, + { &cg_ch5, "cg_ch5", "1", CVAR_ARCHIVE}, + { &cg_ch5size, "cg_ch5size", "24", CVAR_ARCHIVE}, + { &cg_ch6, "cg_ch6", "1", CVAR_ARCHIVE}, + { &cg_ch6size, "cg_ch6size", "24", CVAR_ARCHIVE}, + { &cg_ch7, "cg_ch7", "1", CVAR_ARCHIVE}, + { &cg_ch7size, "cg_ch7size", "24", CVAR_ARCHIVE}, + { &cg_ch8, "cg_ch8", "1", CVAR_ARCHIVE}, + { &cg_ch8size, "cg_ch8size", "24", CVAR_ARCHIVE}, + { &cg_ch9, "cg_ch9", "1", CVAR_ARCHIVE}, + { &cg_ch9size, "cg_ch9size", "24", CVAR_ARCHIVE}, + { &cg_ch10, "cg_ch10", "1", CVAR_ARCHIVE}, + { &cg_ch10size, "cg_ch10size", "24", CVAR_ARCHIVE}, + { &cg_ch11, "cg_ch11", "1", CVAR_ARCHIVE}, + { &cg_ch11size, "cg_ch11size", "24", CVAR_ARCHIVE}, + { &cg_ch12, "cg_ch12", "1", CVAR_ARCHIVE}, + { &cg_ch12size, "cg_ch12size", "24", CVAR_ARCHIVE}, + { &cg_ch13, "cg_ch13", "1", CVAR_ARCHIVE}, + { &cg_ch13size, "cg_ch13size", "24", CVAR_ARCHIVE}, + + { &cg_crosshairColorRed, "cg_crosshairColorRed", "1.0", CVAR_ARCHIVE}, + { &cg_crosshairColorGreen, "cg_crosshairColorGreen", "1.0", CVAR_ARCHIVE}, + { &cg_crosshairColorBlue, "cg_crosshairColorBlue", "1.0", CVAR_ARCHIVE}, + + { &cg_weaponBarStyle, "cg_weaponBarStyle", "0", CVAR_ARCHIVE}, + { &cg_weaponOrder,"cg_weaponOrder", "/1/2/4/3/6/7/8/9/5/", CVAR_ARCHIVE}, + {&cg_chatBeep, "cg_chatBeep", "1", CVAR_ARCHIVE }, + {&cg_teamChatBeep, "cg_teamChatBeep", "1", CVAR_ARCHIVE } +}; + +static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) { + int i; + cvarTable_t *cv; + char var[MAX_TOKEN_CHARS]; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, + cv->defaultString, cv->cvarFlags ); + } + + // see if we are also running the server on this machine + trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); + cgs.localServer = atoi( var ); + + forceModelModificationCount = cg_forceModel.modificationCount; + + trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE ); +} + +/* +=================== +CG_ForceModelChange +=================== +*/ +static void CG_ForceModelChange( void ) { + int i; + + for (i=0 ; ivmCvar == &cg_cmdTimeNudge ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 999 ); + } + // cl_timenudge less than -50 or greater than 50 doesn't actually + // do anything more than -50 or 50 (actually the numbers are probably + // closer to -30 and 30, but 50 is nice and round-ish) + // might as well not feed the myth, eh? + else if ( cv->vmCvar == &cl_timeNudge ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, -50, 50 ); + } + // don't let this go too high - no point + /*else if ( cv->vmCvar == &cg_latentSnaps ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 10 ); + }*/ + // don't let this get too large + /*else if ( cv->vmCvar == &cg_latentCmds ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, MAX_LATENT_CMDS - 1 ); + }*/ + // no more than 100% packet loss + /*else if ( cv->vmCvar == &cg_plOut ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 100 ); + }*/ +//unlagged - client options + else if ( cv->vmCvar == &cg_errorDecay ) { + CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 250 ); + } + trap_Cvar_Update( cv->vmCvar ); + } + + // check for modications here + + // If team overlay is on, ask for updates from the server. If its off, + // let the server know so we don't receive it + if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) { + drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount; + + if ( cg_drawTeamOverlay.integer > 0 ) { + trap_Cvar_Set( "teamoverlay", "1" ); + } else { + trap_Cvar_Set( "teamoverlay", "0" ); + } + } + + // if force model changed + if ( forceModelModificationCount != cg_forceModel.modificationCount ) { + forceModelModificationCount = cg_forceModel.modificationCount; + CG_ForceModelChange(); + } +} + +int CG_CrosshairPlayer( void ) { + if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { + return -1; + } + return cg.crosshairClientNum; +} + +int CG_LastAttacker( void ) { + if ( !cg.attackerTime ) { + return -1; + } + return cg.snap->ps.persistant[PERS_ATTACKER]; +} + +void QDECL CG_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + Q_vsnprintf (text, sizeof(text), msg, argptr); + va_end (argptr); + + trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + Q_vsnprintf (text, sizeof(text), msg, argptr); + va_end (argptr); + + trap_Error( text ); +} + +void QDECL Com_Error( int level, const char *error, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, error); + Q_vsnprintf (text, sizeof(text), error, argptr); + va_end (argptr); + + CG_Error( "%s", text); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + Q_vsnprintf (text, sizeof(text), msg, argptr); + va_end (argptr); + + CG_Printf ("%s", text); +} + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) { + static char buffer[MAX_STRING_CHARS]; + + trap_Argv( arg, buffer, sizeof( buffer ) ); + + return buffer; +} + + +//======================================================================== + +/* +================= +CG_RegisterItemSounds + +The server says this item is used on this level +================= +*/ +static void CG_RegisterItemSounds( int itemNum ) { + gitem_t *item; + char data[MAX_QPATH]; + char *s, *start; + int len; + + item = &bg_itemlist[ itemNum ]; + + if( item->pickup_sound ) { + trap_S_RegisterSound( item->pickup_sound, qfalse ); + } + + // parse the space seperated precache string for other media + s = item->sounds; + if (!s || !s[0]) + return; + + while (*s) { + start = s; + while (*s && *s != ' ') { + s++; + } + + len = s-start; + if (len >= MAX_QPATH || len < 5) { + CG_Error( "PrecacheItem: %s has bad precache string", + item->classname); + return; + } + memcpy (data, start, len); + data[len] = 0; + if ( *s ) { + s++; + } + + if ( !strcmp(data+len-3, "wav" )) { + trap_S_RegisterSound( data, qfalse ); + } + } +} + + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) { + int i; + char items[MAX_ITEMS+1]; + char name[MAX_QPATH]; + const char *soundName; + + // voice commands +#ifdef MISSIONPACK + CG_LoadVoiceChats(); +#endif + + cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qtrue ); + cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qtrue ); + cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qtrue ); + cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qtrue ); + cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qtrue ); + cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qtrue ); + cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qtrue ); + cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qtrue ); + cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qtrue ); + cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qtrue ); + cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qtrue ); +#ifdef MISSIONPACK + cgs.media.countPrepareTeamSound = trap_S_RegisterSound( "sound/feedback/prepare_team.wav", qtrue ); +#endif + + // N_G: Another condition that makes no sense to me, see for + // yourself if you really meant this + // Sago: Makes perfect sense: Load team game stuff if the gametype is a teamgame and not an exception (like GT_LMS) + if ( ( ( cgs.gametype >= GT_TEAM ) && ( cgs.ffa_gt != 1 ) ) || + cg_buildScript.integer ) { + + cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue ); + cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qtrue ); + cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qtrue ); + cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qtrue ); + cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qtrue ); + + cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qtrue ); + cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qtrue ); + + cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue ); + cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qtrue ); + + cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qtrue ); + cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue ); + + cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qtrue ); + cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qtrue ); + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION|| cg_buildScript.integer ) { + cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qtrue ); + cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qtrue ); + cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qtrue ); + cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qtrue ); + } + + if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) { + // FIXME: get a replacement for this sound ? + cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue ); + cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qtrue ); + cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qtrue ); + } + + if ( cgs.gametype == GT_1FCTF || cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION ||cg_buildScript.integer ) { + cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue ); + cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue); + } + + if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) { + cgs.media.yourBaseIsUnderAttackSound = trap_S_RegisterSound( "sound/teamplay/voc_base_attack.wav", qtrue ); + } + } + + cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); + cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); + cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse ); + cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse ); + cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse ); + cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse ); + cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse ); + cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse ); + + + // LEILEI + + cgs.media.lspl1Sound = trap_S_RegisterSound( "sound/le/splat1.wav", qfalse ); + cgs.media.lspl2Sound = trap_S_RegisterSound( "sound/le/splat2.wav", qfalse ); + cgs.media.lspl3Sound = trap_S_RegisterSound( "sound/le/splat3.wav", qfalse ); + + cgs.media.lbul1Sound = trap_S_RegisterSound( "sound/le/bullet1.wav", qfalse ); + cgs.media.lbul2Sound = trap_S_RegisterSound( "sound/le/bullet2.wav", qfalse ); + cgs.media.lbul3Sound = trap_S_RegisterSound( "sound/le/bullet3.wav", qfalse ); + + cgs.media.lshl1Sound = trap_S_RegisterSound( "sound/le/shell1.wav", qfalse ); + cgs.media.lshl2Sound = trap_S_RegisterSound( "sound/le/shell2.wav", qfalse ); + cgs.media.lshl3Sound = trap_S_RegisterSound( "sound/le/shell3.wav", qfalse ); + + cgs.media.useInvulnerabilitySound = trap_S_RegisterSound( "sound/items/invul_activate.wav", qfalse ); + cgs.media.invulnerabilityImpactSound1 = trap_S_RegisterSound( "sound/items/invul_impact_01.wav", qfalse ); + cgs.media.invulnerabilityImpactSound2 = trap_S_RegisterSound( "sound/items/invul_impact_02.wav", qfalse ); + cgs.media.invulnerabilityImpactSound3 = trap_S_RegisterSound( "sound/items/invul_impact_03.wav", qfalse ); + cgs.media.invulnerabilityJuicedSound = trap_S_RegisterSound( "sound/items/invul_juiced.wav", qfalse ); + + cgs.media.ammoregenSound = trap_S_RegisterSound("sound/items/cl_ammoregen.wav", qfalse); + cgs.media.doublerSound = trap_S_RegisterSound("sound/items/cl_doubler.wav", qfalse); + cgs.media.guardSound = trap_S_RegisterSound("sound/items/cl_guard.wav", qfalse); + cgs.media.scoutSound = trap_S_RegisterSound("sound/items/cl_scout.wav", qfalse); + cgs.media.obeliskHitSound1 = trap_S_RegisterSound( "sound/items/obelisk_hit_01.wav", qfalse ); + cgs.media.obeliskHitSound2 = trap_S_RegisterSound( "sound/items/obelisk_hit_02.wav", qfalse ); + cgs.media.obeliskHitSound3 = trap_S_RegisterSound( "sound/items/obelisk_hit_03.wav", qfalse ); + cgs.media.obeliskRespawnSound = trap_S_RegisterSound( "sound/items/obelisk_respawn.wav", qfalse ); + + cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); + cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse ); + cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse ); + + cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse ); + + cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); + cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse); + + switch(cg_hitsound.integer) { + + case 0: + default: + cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse ); + }; + +#ifdef MISSIONPACK + cgs.media.hitSoundHighArmor = trap_S_RegisterSound( "sound/feedback/hithi.wav", qfalse ); + cgs.media.hitSoundLowArmor = trap_S_RegisterSound( "sound/feedback/hitlo.wav", qfalse ); +#endif + + cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qtrue ); + cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qtrue ); + cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qtrue ); + cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qtrue ); + cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qtrue ); + cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qtrue ); +#ifdef MISSIONPACK + cgs.media.firstImpressiveSound = trap_S_RegisterSound( "sound/feedback/first_impressive.wav", qtrue ); + cgs.media.firstExcellentSound = trap_S_RegisterSound( "sound/feedback/first_excellent.wav", qtrue ); + cgs.media.firstHumiliationSound = trap_S_RegisterSound( "sound/feedback/first_gauntlet.wav", qtrue ); +#endif + + cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qtrue); + cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qtrue); + cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qtrue); + +#ifdef MISSIONPACK + cgs.media.voteNow = trap_S_RegisterSound( "sound/feedback/vote_now.wav", qtrue); + cgs.media.votePassed = trap_S_RegisterSound( "sound/feedback/vote_passed.wav", qtrue); + cgs.media.voteFailed = trap_S_RegisterSound( "sound/feedback/vote_failed.wav", qtrue); +#endif + + cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse); + cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse); + cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse); + + cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse ); + + for (i=0 ; i<4 ; i++) { + Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse); + } + + // only register the items that the server says we need + Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items)); + + for ( i = 1 ; i < bg_numItems ; i++ ) { +// if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_RegisterItemSounds( i ); +// } + } + + for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { + soundName = CG_ConfigString( CS_SOUNDS+i ); + if ( !soundName[0] ) { + break; + } + if ( soundName[0] == '*' ) { + continue; // custom sound + } + cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse ); + } + + // FIXME: only needed with item + cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse ); + cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse); + cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse); + cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse); + cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse); + cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse); + cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse); + cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse); + cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse); + cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse); + cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse); + cgs.media.sfx_nghitflesh = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpl.wav" , qfalse); + cgs.media.sfx_nghitmetal = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpm.wav", qfalse ); + cgs.media.sfx_chghit = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpd.wav", qfalse ); + cgs.media.sfx_chghitflesh = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpl.wav", qfalse ); + cgs.media.sfx_chghitmetal = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpm.wav", qfalse ); + cgs.media.weaponHoverSound = trap_S_RegisterSound( "sound/weapons/weapon_hover.wav", qfalse ); + cgs.media.kamikazeExplodeSound = trap_S_RegisterSound( "sound/items/kam_explode.wav", qfalse ); + cgs.media.kamikazeImplodeSound = trap_S_RegisterSound( "sound/items/kam_implode.wav", qfalse ); + cgs.media.kamikazeFarSound = trap_S_RegisterSound( "sound/items/kam_explode_far.wav", qfalse ); + cgs.media.winnerSound = trap_S_RegisterSound( "sound/feedback/voc_youwin.wav", qfalse ); + cgs.media.loserSound = trap_S_RegisterSound( "sound/feedback/voc_youlose.wav", qfalse ); + cgs.media.youSuckSound = trap_S_RegisterSound( "sound/misc/yousuck.wav", qfalse ); + + cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse); + cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse); + cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse); + cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse); + + cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse); + cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse); + cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse ); + cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse); + cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse); + +#ifdef MISSIONPACK + trap_S_RegisterSound("sound/player/sergei/death1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/death2.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/death3.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/jump1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/pain25_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/pain75_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/pain100_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/falling1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/gasp.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/drown.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/fall1.wav", qfalse ); + trap_S_RegisterSound("sound/player/sergei/taunt.wav", qfalse ); + + trap_S_RegisterSound("sound/player/kyonshi/death1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/death2.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/death3.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/jump1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/pain25_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/pain75_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/pain100_1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/falling1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/gasp.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/drown.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/fall1.wav", qfalse ); + trap_S_RegisterSound("sound/player/kyonshi/taunt.wav", qfalse ); +#endif + +} + + +//=================================================================================== + + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) { + int i; + char items[MAX_ITEMS+1]; + static char *sb_nums[11] = { + "gfx/2d/numbers/zero_32b", + "gfx/2d/numbers/one_32b", + "gfx/2d/numbers/two_32b", + "gfx/2d/numbers/three_32b", + "gfx/2d/numbers/four_32b", + "gfx/2d/numbers/five_32b", + "gfx/2d/numbers/six_32b", + "gfx/2d/numbers/seven_32b", + "gfx/2d/numbers/eight_32b", + "gfx/2d/numbers/nine_32b", + "gfx/2d/numbers/minus_32b", + }; + + // clear any references to old media + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + trap_R_ClearScene(); + + CG_LoadingString( cgs.mapname ); + + trap_R_LoadWorldMap( cgs.mapname ); + + // precache status bar pics + CG_LoadingString( "game media" ); + + for ( i=0 ; i<11 ; i++) { + cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); + } + + cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" ); + cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" ); + cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" ); + cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" ); + cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" ); + + cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); + + cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); + + cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" ); + cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" ); + cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" ); + cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" ); + + cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); + cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" ); + cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" ); + cgs.media.nailPuffShader = trap_R_RegisterShader( "nailtrail" ); + cgs.media.blueProxMine = trap_R_RegisterModel( "models/weaphits/proxmineb.md3" ); + cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" ); + cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); + cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" ); + cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); + + cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); + + cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); + cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" ); + + for (i = 0; i < NUM_CROSSHAIRS; i++ ) { + if (i < 10) + cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) ); + else + cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%02d", i - 10) ); + } + + cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); + cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); + + // powerup shaders + cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" ); + cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" ); + cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" ); + cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" ); + cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" ); + cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" ); + cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" ); + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION|| cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) { + cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" ); + cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" ); + cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" ); + cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" ); + } + + if( ( cgs.gametype >= GT_TEAM ) && ( cgs.ffa_gt != 1 ) ) { + cgs.media.redOverlay = trap_R_RegisterShader( "playeroverlays/playerSuit1_Red"); + cgs.media.blueOverlay = trap_R_RegisterShader( "playeroverlays/playerSuit1_Blue"); + } else { + cgs.media.neutralOverlay = trap_R_RegisterShader( "playeroverlays/playerSuit1_Neutral"); + } + +//For Double Domination: + if ( cgs.gametype == GT_DOUBLE_D ) { + cgs.media.ddPointSkinA[TEAM_RED] = trap_R_RegisterShaderNoMip( "icons/icona_red" ); + cgs.media.ddPointSkinA[TEAM_BLUE] = trap_R_RegisterShaderNoMip( "icons/icona_blue" ); + cgs.media.ddPointSkinA[TEAM_FREE] = trap_R_RegisterShaderNoMip( "icons/icona_white" ); + cgs.media.ddPointSkinA[TEAM_NONE] = trap_R_RegisterShaderNoMip( "icons/noammo" ); + + cgs.media.ddPointSkinB[TEAM_RED] = trap_R_RegisterShaderNoMip( "icons/iconb_red" ); + cgs.media.ddPointSkinB[TEAM_BLUE] = trap_R_RegisterShaderNoMip( "icons/iconb_blue" ); + cgs.media.ddPointSkinB[TEAM_FREE] = trap_R_RegisterShaderNoMip( "icons/iconb_white" ); + cgs.media.ddPointSkinB[TEAM_NONE] = trap_R_RegisterShaderNoMip( "icons/noammo" ); + } + + if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) { + cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); + cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); + cgs.media.neutralFlagModel = trap_R_RegisterModel( "models/flags/n_flag.md3" ); + cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" ); + cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); + cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" ); + cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" ); + cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); + cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" ); + cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" ); + cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" ); + + cgs.media.redFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/red.skin" ); + cgs.media.blueFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/blue.skin" ); + cgs.media.neutralFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/white.skin" ); + + cgs.media.redFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/red_base.md3" ); + cgs.media.blueFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/blue_base.md3" ); + cgs.media.neutralFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/ntrl_base.md3" ); + } + + if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) { + cgs.media.neutralFlagModel = trap_R_RegisterModel( "models/flags/n_flag.md3" ); + cgs.media.flagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral1" ); + cgs.media.flagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); + cgs.media.flagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); + cgs.media.flagShader[3] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral3" ); + } + + if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) { + cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion"); + cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" ); + cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" ); + cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" ); + cgs.media.overloadEnergyModel = trap_R_RegisterModel( "models/powerups/overload_energy.md3" ); + } + + if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) { + cgs.media.harvesterModel = trap_R_RegisterModel( "models/powerups/harvester/harvester.md3" ); + cgs.media.harvesterRedSkin = trap_R_RegisterSkin( "models/powerups/harvester/red.skin" ); + cgs.media.harvesterBlueSkin = trap_R_RegisterSkin( "models/powerups/harvester/blue.skin" ); + cgs.media.harvesterNeutralModel = trap_R_RegisterModel( "models/powerups/obelisk/obelisk.md3" ); + } + + cgs.media.redKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikred" ); + cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" ); + + if ( ( ( cgs.gametype >= GT_TEAM ) && ( cgs.ffa_gt != 1 ) ) || + cg_buildScript.integer ) { + + cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" ); + cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); + //cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); - moved outside, used by accuracy + cgs.media.blueKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikblu" ); + } + cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); + + cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" ); + cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" ); + + cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" ); + cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" ); + cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" ); + cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" ); + cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" ); + cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" ); + cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" ); + cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" ); + cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" ); + cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" ); + cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" ); + + cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); + + cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" ); + + cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3"); + cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3"); + cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3"); +#ifdef MISSIONPACK + cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/powerups/pop.md3" ); +#else + cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" ); + cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); +#endif + cgs.media.kamikazeEffectModel = trap_R_RegisterModel( "models/weaphits/kamboom2.md3" ); + cgs.media.kamikazeShockWave = trap_R_RegisterModel( "models/weaphits/kamwave.md3" ); + cgs.media.kamikazeHeadModel = trap_R_RegisterModel( "models/powerups/kamikazi.md3" ); + cgs.media.kamikazeHeadTrail = trap_R_RegisterModel( "models/powerups/trailtest.md3" ); + cgs.media.guardPowerupModel = trap_R_RegisterModel( "models/powerups/guard_player.md3" ); + cgs.media.scoutPowerupModel = trap_R_RegisterModel( "models/powerups/scout_player.md3" ); + cgs.media.doublerPowerupModel = trap_R_RegisterModel( "models/powerups/doubler_player.md3" ); + cgs.media.ammoRegenPowerupModel = trap_R_RegisterModel( "models/powerups/ammo_player.md3" ); + cgs.media.invulnerabilityImpactModel = trap_R_RegisterModel( "models/powerups/shield/impact.md3" ); + cgs.media.invulnerabilityJuicedModel = trap_R_RegisterModel( "models/powerups/shield/juicer.md3" ); + cgs.media.medkitUsageModel = trap_R_RegisterModel( "models/powerups/regen.md3" ); + cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" ); + + + cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" ); + cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" ); + cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" ); + cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" ); + cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" ); + cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" ); + cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" ); + + // LEILEI SHADERS + cgs.media.lsmkShader1 = trap_R_RegisterShader("leismoke1" ); + cgs.media.lsmkShader2 = trap_R_RegisterShader("leismoke2" ); + cgs.media.lsmkShader3 = trap_R_RegisterShader("leismoke3" ); + cgs.media.lsmkShader4 = trap_R_RegisterShader("leismoke4" ); + + cgs.media.lsplShader = trap_R_RegisterShader("leisplash" ); + cgs.media.lspkShader1 = trap_R_RegisterShader("leispark" ); + cgs.media.lspkShader2 = trap_R_RegisterShader("leispark2" ); + cgs.media.lbumShader1 = trap_R_RegisterShader("leiboom1" ); + cgs.media.lfblShader1 = trap_R_RegisterShader("leifball" ); + + cgs.media.lbldShader1 = trap_R_RegisterShader("leiblood1" ); + cgs.media.lbldShader2 = trap_R_RegisterShader("leiblood2" ); // this is a mark, by the way + + // New Bullet Marks + cgs.media.lmarkmetal1 = trap_R_RegisterShader("leimetalmark1" ); + cgs.media.lmarkmetal2 = trap_R_RegisterShader("leimetalmark2" ); + cgs.media.lmarkmetal3 = trap_R_RegisterShader("leimetalmark3" ); + cgs.media.lmarkmetal4 = trap_R_RegisterShader("leimetalmark4" ); + cgs.media.lmarkbullet1 = trap_R_RegisterShader("leibulletmark1" ); + cgs.media.lmarkbullet2 = trap_R_RegisterShader("leibulletmark2" ); + cgs.media.lmarkbullet3 = trap_R_RegisterShader("leibulletmark3" ); + cgs.media.lmarkbullet4 = trap_R_RegisterShader("leibulletmark4" ); + + + memset( cg_items, 0, sizeof( cg_items ) ); + memset( cg_weapons, 0, sizeof( cg_weapons ) ); + + // only register the items that the server says we need + Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items)); + + for ( i = 1 ; i < bg_numItems ; i++ ) { + if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_LoadingItem( i ); + CG_RegisterItemVisuals( i ); + } + } + + // wall marks + cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); + cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); + cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); + cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); + cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); + cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); + cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); + + // register the inline models + cgs.numInlineModels = trap_CM_NumInlineModels(); + for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { + char name[10]; + vec3_t mins, maxs; + int j; + + Com_sprintf( name, sizeof(name), "*%i", i ); + cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); + trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); + for ( j = 0 ; j < 3 ; j++ ) { + cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); + } + } + + // register all the server specified models + for (i=1 ; i= MAX_CONFIGSTRINGS ) { + CG_Error( "CG_ConfigString: bad index: %i", index ); + } + return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) { + char *s; + char parm1[MAX_QPATH], parm2[MAX_QPATH]; + + // start the background music + if ( *cg_music.string && Q_stricmp( cg_music.string, "none" ) ) { + s = (char *)cg_music.string; + } else { + s = (char *)CG_ConfigString( CS_MUSIC ); + Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); + Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + + trap_S_StartBackgroundTrack( parm1, parm2 ); + } +} +#ifdef MISSIONPACK +char *CG_GetMenuBuffer(const char *filename) { + int len; + fileHandle_t f; + static char buf[MAX_MENUFILE]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); + return NULL; + } + if ( len >= MAX_MENUFILE ) { + trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) ); + trap_FS_FCloseFile( f ); + return NULL; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + return buf; +} + +// +// ============================== +// new hud stuff ( mission pack ) +// ============================== +// +qboolean CG_Asset_Parse(int handle) { + pc_token_t token; + const char *tempStr; + + if (!trap_PC_ReadToken(handle, &token)) + return qfalse; + if (Q_stricmp(token.string, "{") != 0) { + return qfalse; + } + + while ( 1 ) { + if (!trap_PC_ReadToken(handle, &token)) + return qfalse; + + if (Q_stricmp(token.string, "}") == 0) { + return qtrue; + } + + // font + if (Q_stricmp(token.string, "font") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { + return qfalse; + } + cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont); + continue; + } + + // smallFont + if (Q_stricmp(token.string, "smallFont") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { + return qfalse; + } + cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont); + continue; + } + + // font + if (Q_stricmp(token.string, "bigfont") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { + return qfalse; + } + cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont); + continue; + } + + // gradientbar + if (Q_stricmp(token.string, "gradientbar") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr); + continue; + } + + // enterMenuSound + if (Q_stricmp(token.string, "menuEnterSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // exitMenuSound + if (Q_stricmp(token.string, "menuExitSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // itemFocusSound + if (Q_stricmp(token.string, "itemFocusSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // menuBuzzSound + if (Q_stricmp(token.string, "menuBuzzSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + if (Q_stricmp(token.string, "cursor") == 0) { + if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) { + return qfalse; + } + cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr); + continue; + } + + if (Q_stricmp(token.string, "fadeClamp") == 0) { + if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "fadeCycle") == 0) { + if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "fadeAmount") == 0) { + if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowX") == 0) { + if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowY") == 0) { + if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowColor") == 0) { + if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) { + return qfalse; + } + cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3]; + continue; + } + } + return qfalse; // bk001204 - why not? +} + +void CG_ParseMenu(const char *menuFile) { + pc_token_t token; + int handle; + + handle = trap_PC_LoadSource(menuFile); + if (!handle) + handle = trap_PC_LoadSource("ui/testhud.menu"); + if (!handle) + return; + + while ( 1 ) { + if (!trap_PC_ReadToken( handle, &token )) { + break; + } + + //if ( Q_stricmp( token, "{" ) ) { + // Com_Printf( "Missing { in menu file\n" ); + // break; + //} + + //if ( menuCount == MAX_MENUS ) { + // Com_Printf( "Too many menus!\n" ); + // break; + //} + + if ( token.string[0] == '}' ) { + break; + } + + if (Q_stricmp(token.string, "assetGlobalDef") == 0) { + if (CG_Asset_Parse(handle)) { + continue; + } else { + break; + } + } + + + if (Q_stricmp(token.string, "menudef") == 0) { + // start a new menu + Menu_New(handle); + } + } + trap_PC_FreeSource(handle); +} + +qboolean CG_Load_Menu(char **p) { + char *token; + + token = COM_ParseExt(p, qtrue); + + if (token[0] != '{') { + return qfalse; + } + + while ( 1 ) { + + token = COM_ParseExt(p, qtrue); + + if (Q_stricmp(token, "}") == 0) { + return qtrue; + } + + if ( !token || token[0] == 0 ) { + return qfalse; + } + + CG_ParseMenu(token); + } + return qfalse; +} + + + +void CG_LoadMenus(const char *menuFile) { + char *token; + char *p; + int len, start; + fileHandle_t f; + static char buf[MAX_MENUDEFFILE]; + + start = trap_Milliseconds(); + + len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); + if ( !f ) { + trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); + len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ ); + if (!f) { + trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n") ); + } + } + + if ( len >= MAX_MENUDEFFILE ) { + trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", menuFile, len, MAX_MENUDEFFILE ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + COM_Compress(buf); + + Menu_Reset(); + + p = buf; + + while ( 1 ) { + token = COM_ParseExt( &p, qtrue ); + if( !token || token[0] == 0 || token[0] == '}') { + break; + } + + //if ( Q_stricmp( token, "{" ) ) { + // Com_Printf( "Missing { in menu file\n" ); + // break; + //} + + //if ( menuCount == MAX_MENUS ) { + // Com_Printf( "Too many menus!\n" ); + // break; + //} + + if ( Q_stricmp( token, "}" ) == 0 ) { + break; + } + + if (Q_stricmp(token, "loadmenu") == 0) { + if (CG_Load_Menu(&p)) { + continue; + } else { + break; + } + } + } + + Com_Printf("UI menu load time = %d milli seconds\n", trap_Milliseconds() - start); + +} + + + +static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) { + return qfalse; +} + + +static int CG_FeederCount(float feederID) { + int i, count; + count = 0; + if (feederID == FEEDER_REDTEAM_LIST) { + for (i = 0; i < cg.numScores; i++) { + if (cg.scores[i].team == TEAM_RED) { + count++; + } + } + } else if (feederID == FEEDER_BLUETEAM_LIST) { + for (i = 0; i < cg.numScores; i++) { + if (cg.scores[i].team == TEAM_BLUE) { + count++; + } + } + } else if (feederID == FEEDER_SCOREBOARD) { + return cg.numScores; + } + return count; +} + + +void CG_SetScoreSelection(void *p) { + menuDef_t *menu = (menuDef_t*)p; + playerState_t *ps = &cg.snap->ps; + int i, red, blue; + red = blue = 0; + for (i = 0; i < cg.numScores; i++) { + if (cg.scores[i].team == TEAM_RED) { + red++; + } else if (cg.scores[i].team == TEAM_BLUE) { + blue++; + } + if (ps->clientNum == cg.scores[i].client) { + cg.selectedScore = i; + } + } + + if (menu == NULL) { + // just interested in setting the selected score + return; + } + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + int feeder = FEEDER_REDTEAM_LIST; + i = red; + if (cg.scores[cg.selectedScore].team == TEAM_BLUE) { + feeder = FEEDER_BLUETEAM_LIST; + i = blue; + } + Menu_SetFeederSelection(menu, feeder, i, NULL); + } else { + Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL); + } +} + +// FIXME: might need to cache this info +static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) { + int i, count; + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + count = 0; + for (i = 0; i < cg.numScores; i++) { + if (cg.scores[i].team == team) { + if (count == index) { + *scoreIndex = i; + return &cgs.clientinfo[cg.scores[i].client]; + } + count++; + } + } + } + *scoreIndex = index; + return &cgs.clientinfo[ cg.scores[index].client ]; +} + +static const char *CG_FeederItemText(float feederID, int index, int column, qhandle_t *handle) { + gitem_t *item; + int scoreIndex = 0; + clientInfo_t *info = NULL; + int team = -1; + score_t *sp = NULL; + + *handle = -1; + + if (feederID == FEEDER_REDTEAM_LIST) { + team = TEAM_RED; + } else if (feederID == FEEDER_BLUETEAM_LIST) { + team = TEAM_BLUE; + } + + info = CG_InfoFromScoreIndex(index, team, &scoreIndex); + sp = &cg.scores[scoreIndex]; + + if (info && info->infoValid) { + switch (column) { + case 0: + if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) { + item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); + *handle = cg_items[ ITEM_INDEX(item) ].icon; + } else if ( info->powerups & ( 1 << PW_REDFLAG ) ) { + item = BG_FindItemForPowerup( PW_REDFLAG ); + *handle = cg_items[ ITEM_INDEX(item) ].icon; + } else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) { + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + *handle = cg_items[ ITEM_INDEX(item) ].icon; + } else { + if ( info->botSkill > 0 && info->botSkill <= 5 ) { + *handle = cgs.media.botSkillShaders[ info->botSkill - 1 ]; + } else if ( info->handicap < 100 ) { + return va("%i", info->handicap ); + } + } + break; + case 1: + if (team == -1) { + return ""; + } else if (info->isDead) { + *handle = cgs.media.deathShader; + } else { + *handle = CG_StatusHandle(info->teamTask); + } + break; + case 2: + if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) { + return "Ready"; + } + if (team == -1) { + if (cgs.gametype == GT_TOURNAMENT) { + return va("%i/%i", info->wins, info->losses); + } else if (info->infoValid && info->team == TEAM_SPECTATOR ) { + return "Spectator"; + } else { + return ""; + } + } else { + if (info->teamLeader) { + return "Leader"; + } + } + break; + case 3: + return info->name; + break; + case 4: + return va("%i", info->score); + break; + case 5: + return va("%4i", sp->time); + break; + case 6: + if ( sp->ping == -1 ) { + return "connecting"; + } + return va("%4i", sp->ping); + break; + } + } + + return ""; +} + +static qhandle_t CG_FeederItemImage(float feederID, int index) { + return 0; +} + +static void CG_FeederSelection(float feederID, int index) { + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + int i, count; + int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE; + count = 0; + for (i = 0; i < cg.numScores; i++) { + if (cg.scores[i].team == team) { + if (index == count) { + cg.selectedScore = i; + } + count++; + } + } + } else { + cg.selectedScore = index; + } +} +#endif + +#ifdef MISSIONPACK // bk001204 - only needed there +static float CG_Cvar_Get(const char *cvar) { + char buff[128]; + memset(buff, 0, sizeof(buff)); + trap_Cvar_VariableStringBuffer(cvar, buff, sizeof(buff)); + return atof(buff); +} +#endif + +#ifdef MISSIONPACK +void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style) { + CG_Text_Paint(x, y, scale, color, text, 0, limit, style); +} + +static int CG_OwnerDrawWidth(int ownerDraw, float scale) { + switch (ownerDraw) { + case CG_GAME_TYPE: + return CG_Text_Width(CG_GameTypeString(), scale, 0); + case CG_GAME_STATUS: + return CG_Text_Width(CG_GetGameStatusText(), scale, 0); + break; + case CG_KILLER: + return CG_Text_Width(CG_GetKillerText(), scale, 0); + break; + case CG_RED_NAME: + return CG_Text_Width(cg_redTeamName.string, scale, 0); + break; + case CG_BLUE_NAME: + return CG_Text_Width(cg_blueTeamName.string, scale, 0); + break; + + + } + return 0; +} + +static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) { + return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop); +} + +static void CG_StopCinematic(int handle) { + trap_CIN_StopCinematic(handle); +} + +static void CG_DrawCinematic(int handle, float x, float y, float w, float h) { + trap_CIN_SetExtents(handle, x, y, w, h); + trap_CIN_DrawCinematic(handle); +} + +static void CG_RunCinematicFrame(int handle) { + trap_CIN_RunCinematic(handle); +} + +/* +================= +CG_LoadHudMenu(); + +================= +*/ +void CG_LoadHudMenu( void ) { + char buff[1024]; + const char *hudSet; + + cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; + cgDC.setColor = &trap_R_SetColor; + cgDC.drawHandlePic = &CG_DrawPic; + cgDC.drawStretchPic = &trap_R_DrawStretchPic; + cgDC.drawText = &CG_Text_Paint; + cgDC.textWidth = &CG_Text_Width; + cgDC.textHeight = &CG_Text_Height; + cgDC.registerModel = &trap_R_RegisterModel; + cgDC.modelBounds = &trap_R_ModelBounds; + cgDC.fillRect = &CG_FillRect; + cgDC.drawRect = &CG_DrawRect; + cgDC.drawSides = &CG_DrawSides; + cgDC.drawTopBottom = &CG_DrawTopBottom; + cgDC.clearScene = &trap_R_ClearScene; + cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; + cgDC.renderScene = &trap_R_RenderScene; + cgDC.registerFont = &trap_R_RegisterFont; + cgDC.ownerDrawItem = &CG_OwnerDraw; + cgDC.getValue = &CG_GetValue; + cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; + cgDC.runScript = &CG_RunMenuScript; + cgDC.getTeamColor = &CG_GetTeamColor; + cgDC.setCVar = trap_Cvar_Set; + cgDC.getCVarString = trap_Cvar_VariableStringBuffer; + cgDC.getCVarValue = CG_Cvar_Get; + cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; + //cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode; + //cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode; + cgDC.startLocalSound = &trap_S_StartLocalSound; + cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; + cgDC.feederCount = &CG_FeederCount; + cgDC.feederItemImage = &CG_FeederItemImage; + cgDC.feederItemText = &CG_FeederItemText; + cgDC.feederSelection = &CG_FeederSelection; + //cgDC.setBinding = &trap_Key_SetBinding; + //cgDC.getBindingBuf = &trap_Key_GetBindingBuf; + //cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf; + //cgDC.executeText = &trap_Cmd_ExecuteText; + cgDC.Error = &Com_Error; + cgDC.Print = &Com_Printf; + cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; + //cgDC.Pause = &CG_Pause; + cgDC.registerSound = &trap_S_RegisterSound; + cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; + cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; + cgDC.playCinematic = &CG_PlayCinematic; + cgDC.stopCinematic = &CG_StopCinematic; + cgDC.drawCinematic = &CG_DrawCinematic; + cgDC.runCinematicFrame = &CG_RunCinematicFrame; + + Init_Display(&cgDC); + + Menu_Reset(); + + trap_Cvar_VariableStringBuffer("cg_hudFiles", buff, sizeof(buff)); + hudSet = buff; + if (hudSet[0] == '\0') { + hudSet = "ui/hud.txt"; + } + + CG_LoadMenus(hudSet); +} + +void CG_AssetCache( void ) { + //if (Assets.textFont == NULL) { + // trap_R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont); + //} + //Assets.background = trap_R_RegisterShaderNoMip( ASSET_BACKGROUND ); + //Com_Printf("Menu Size: %i bytes\n", sizeof(Menus)); + cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); + cgDC.Assets.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE ); + cgDC.Assets.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED ); + cgDC.Assets.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW ); + cgDC.Assets.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN ); + cgDC.Assets.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL ); + cgDC.Assets.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE ); + cgDC.Assets.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN ); + cgDC.Assets.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE ); + cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); + cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); + cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); + cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); + cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); + cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); + cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); + cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); +} +#endif +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) { + const char *s; + + // clear everything + memset( &cgs, 0, sizeof( cgs ) ); + memset( &cg, 0, sizeof( cg ) ); + memset( cg_entities, 0, sizeof(cg_entities) ); + memset( cg_weapons, 0, sizeof(cg_weapons) ); + memset( cg_items, 0, sizeof(cg_items) ); + + cg.clientNum = clientNum; + + cgs.processedSnapshotNum = serverMessageNum; + cgs.serverCommandSequence = serverCommandSequence; + + // load a few needed things before we do any screen updates + cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" ); + cgs.media.whiteShader = trap_R_RegisterShader( "white" ); + cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" ); + cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" ); + cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" ); + + CG_RegisterCvars(); + + CG_InitConsoleCommands(); + + cg.weaponSelect = WP_MACHINEGUN; + + cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for + cgs.flagStatus = -1; + // old servers + + // get the rendering configuration from the client system + trap_GetGlconfig( &cgs.glconfig ); + cgs.screenXScale = cgs.glconfig.vidWidth / 640.0; + cgs.screenYScale = cgs.glconfig.vidHeight / 480.0; + + // get the gamestate from the client system + trap_GetGameState( &cgs.gameState ); + + // check version + s = CG_ConfigString( CS_GAME_VERSION ); + if ( strcmp( s, GAME_VERSION ) ) { + CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + } + + s = CG_ConfigString( CS_LEVEL_START_TIME ); + cgs.levelStartTime = atoi( s ); + + CG_ParseServerinfo(); + + // load the new map + CG_LoadingString( "collision map" ); + + trap_CM_LoadMap( cgs.mapname ); + +#ifdef MISSIONPACK + String_Init(); +#endif + + cg.loading = qtrue; // force players to load instead of defer + + CG_LoadingString( "sounds" ); + + CG_RegisterSounds(); + + CG_LoadingString( "graphics" ); + + CG_RegisterGraphics(); + + CG_LoadingString( "clients" ); + + CG_RegisterClients(); // if low on memory, some clients will be deferred + +#ifdef MISSIONPACK + CG_AssetCache(); + CG_LoadHudMenu(); // load new hud stuff +#endif + + cg.loading = qfalse; // future players will be deferred + + CG_InitLocalEntities(); + + CG_InitMarkPolys(); + + // remove the last loading update + cg.infoScreenText[0] = 0; + + // Make sure we have update values (scores) + CG_SetConfigValues(); + + CG_StartMusic(); + + CG_LoadingString( "" ); + +#ifdef MISSIONPACK + CG_InitTeamChat(); +#endif + + CG_ShaderStateChanged(); + + //Init challenge system + challenges_init(); + + addChallenge(GENERAL_TEST); + + trap_S_ClearLoopingSounds( qtrue ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) { + // some mods may need to do cleanup work here, + // like closing files or archiving session data + challenges_save(); +} + + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +#ifndef MISSIONPACK +void CG_EventHandling(int type) { +} + + + +void CG_KeyEvent(int key, qboolean down) { +} + +void CG_MouseEvent(int x, int y) { +} +#endif + +//unlagged - attack prediction #3 +// moved from g_weapon.c +/* +====================== +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; + } + } +} +//unlagged - attack prediction #3 + +static qboolean do_vid_restart = qfalse; + +void CG_FairCvars() { + qboolean vid_restart_required = qfalse; + char rendererinfos[128]; + + if(cgs.gametype == GT_SINGLE_PLAYER) { + trap_Cvar_VariableStringBuffer("r_vertexlight",rendererinfos,sizeof(rendererinfos) ); + if(cg_autovertex.integer && atoi( rendererinfos ) == 0 ) { + trap_Cvar_Set("r_vertexlight","1"); + vid_restart_required = qtrue; + } + return; //Don't do anything in single player + } + + if(cgs.videoflags & VF_LOCK_CVARS_BASIC) { + //Lock basic cvars. + trap_Cvar_VariableStringBuffer("r_subdivisions",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 80 ) { + trap_Cvar_Set("r_subdivisions","80"); + vid_restart_required = qtrue; + } + + trap_Cvar_VariableStringBuffer("cg_shadows",rendererinfos,sizeof(rendererinfos) ); + if (atoi( rendererinfos )!=0 && atoi( rendererinfos )!=1 ) { + trap_Cvar_Set("cg_shadows","1"); + } + } + + if(cgs.videoflags & VF_LOCK_CVARS_EXTENDED) { + //Lock extended cvars. + trap_Cvar_VariableStringBuffer("r_subdivisions",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 20 ) { + trap_Cvar_Set("r_subdivisions","20"); + vid_restart_required = qtrue; + } + + trap_Cvar_VariableStringBuffer("r_picmip",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 3 ) { + trap_Cvar_Set("r_picmip","3"); + vid_restart_required = qtrue; + } else if(atoi( rendererinfos ) < 0 ) { + trap_Cvar_Set("r_picmip","0"); + vid_restart_required = qtrue; + } + + trap_Cvar_VariableStringBuffer("r_intensity",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 2 ) { + trap_Cvar_Set("r_intensity","2"); + vid_restart_required = qtrue; + } else if(atoi( rendererinfos ) < 0 ) { + trap_Cvar_Set("r_intensity","0"); + vid_restart_required = qtrue; + } + + trap_Cvar_VariableStringBuffer("r_mapoverbrightbits",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 2 ) { + trap_Cvar_Set("r_mapoverbrightbits","2"); + vid_restart_required = qtrue; + } else if(atoi( rendererinfos ) < 0 ) { + trap_Cvar_Set("r_mapoverbrightbits","0"); + vid_restart_required = qtrue; + } + + trap_Cvar_VariableStringBuffer("r_overbrightbits",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) > 2 ) { + trap_Cvar_Set("r_overbrightbits","2"); + vid_restart_required = qtrue; + } else if(atoi( rendererinfos ) < 0 ) { + trap_Cvar_Set("r_overbrightbits","0"); + vid_restart_required = qtrue; + } + } + + if(cgs.videoflags & VF_LOCK_VERTEX) { + trap_Cvar_VariableStringBuffer("r_vertexlight",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) != 0 ) { + trap_Cvar_Set("r_vertexlight","0"); + vid_restart_required = qtrue; + } + } else if(cg_autovertex.integer){ + trap_Cvar_VariableStringBuffer("r_vertexlight",rendererinfos,sizeof(rendererinfos) ); + if(atoi( rendererinfos ) == 0 ) { + trap_Cvar_Set("r_vertexlight","1"); + vid_restart_required = qtrue; + } + } + + if(vid_restart_required && do_vid_restart) + trap_SendConsoleCommand("vid_restart"); + + do_vid_restart = qtrue; +} + diff --git a/code/cgame/cg_marks.c b/code/cgame/cg_marks.c new file mode 100644 index 0000000..55e3cdc --- /dev/null +++ b/code/cgame/cg_marks.c @@ -0,0 +1,2563 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_marks.c -- wall marks + +#include "cg_local.h" + +/* +=================================================================== + +MARK POLYS + +=================================================================== +*/ + + +markPoly_t cg_activeMarkPolys; // double linked list +markPoly_t *cg_freeMarkPolys; // single linked list +markPoly_t cg_markPolys[MAX_MARK_POLYS]; +static int markTotal; + +/* +=================== +CG_InitMarkPolys + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitMarkPolys( void ) { + int i; + + memset( cg_markPolys, 0, sizeof(cg_markPolys) ); + + cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; + cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; + cg_freeMarkPolys = cg_markPolys; + for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) { + cg_markPolys[i].nextMark = &cg_markPolys[i+1]; + } +} + + +/* +================== +CG_FreeMarkPoly +================== +*/ +void CG_FreeMarkPoly( markPoly_t *le ) { + if ( !le->prevMark ) { + CG_Error( "CG_FreeLocalEntity: not active" ); + } + + // remove from the doubly linked active list + le->prevMark->nextMark = le->nextMark; + le->nextMark->prevMark = le->prevMark; + + // the free list is only singly linked + le->nextMark = cg_freeMarkPolys; + cg_freeMarkPolys = le; +} + +/* +=================== +CG_AllocMark + +Will allways succeed, even if it requires freeing an old active mark +=================== +*/ +markPoly_t *CG_AllocMark( void ) { + markPoly_t *le; + int time; + + if ( !cg_freeMarkPolys ) { + // no free entities, so free the one at the end of the chain + // remove the oldest active entity + time = cg_activeMarkPolys.prevMark->time; + while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) { + CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); + } + } + + le = cg_freeMarkPolys; + cg_freeMarkPolys = cg_freeMarkPolys->nextMark; + + memset( le, 0, sizeof( *le ) ); + + // link into the active list + le->nextMark = cg_activeMarkPolys.nextMark; + le->prevMark = &cg_activeMarkPolys; + cg_activeMarkPolys.nextMark->prevMark = le; + cg_activeMarkPolys.nextMark = le; + return le; +} + + + +/* +================= +CG_ImpactMark + +origin should be a point within a unit of the plane +dir should be the plane normal + +temporary marks will not be stored or randomly oriented, but immediately +passed to the renderer. +================= +*/ +#define MAX_MARK_FRAGMENTS 128 +#define MAX_MARK_POINTS 384 + +void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, + float orientation, float red, float green, float blue, float alpha, + qboolean alphaFade, float radius, qboolean temporary ) { + vec3_t axis[3]; + float texCoordScale; + vec3_t originalPoints[4]; + byte colors[4]; + int i, j; + int numFragments; + markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf; + vec3_t markPoints[MAX_MARK_POINTS]; + vec3_t projection; + + if ( !cg_addMarks.integer ) { + return; + } + + if ( radius <= 0 ) { + CG_Error( "CG_ImpactMark called with <= 0 radius" ); + } + + //if ( markTotal >= MAX_MARK_POLYS ) { + // return; + //} + + // create the texture axis + VectorNormalize2( dir, axis[0] ); + PerpendicularVector( axis[1], axis[0] ); + if (cg_leiEnhancement.integer) // LEILEI HACK HACK HACK - don't spin atlas variated particles (for consistent lighting on the texture) + orientation = 90; + + RotatePointAroundVector( axis[2], axis[0], axis[1], orientation ); + CrossProduct( axis[0], axis[2], axis[1] ); + + texCoordScale = 0.5 * 1.0 / radius; + + // create the full polygon + for ( i = 0 ; i < 3 ; i++ ) { + originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i]; + originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i]; + originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i]; + originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i]; + } + + // get the fragments + VectorScale( dir, -20, projection ); + numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, + projection, MAX_MARK_POINTS, markPoints[0], + MAX_MARK_FRAGMENTS, markFragments ); + + colors[0] = red * 255; + colors[1] = green * 255; + colors[2] = blue * 255; + colors[3] = alpha * 255; + + for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) { + polyVert_t *v; + polyVert_t verts[MAX_VERTS_ON_POLY]; + markPoly_t *mark; + + // we have an upper limit on the complexity of polygons + // that we store persistantly + if ( mf->numPoints > MAX_VERTS_ON_POLY ) { + mf->numPoints = MAX_VERTS_ON_POLY; + } + for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) { + vec3_t delta; + + VectorCopy( markPoints[mf->firstPoint + j], v->xyz ); + + VectorSubtract( v->xyz, origin, delta ); + v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; + v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale; + *(int *)v->modulate = *(int *)colors; + } + + // if it is a temporary (shadow) mark, add it immediately and forget about it + if ( temporary ) { + trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); + continue; + } + + // otherwise save it persistantly + mark = CG_AllocMark(); + mark->time = cg.time; + mark->alphaFade = alphaFade; + mark->markShader = markShader; + mark->poly.numVerts = mf->numPoints; + mark->color[0] = red; + mark->color[1] = green; + mark->color[2] = blue; + mark->color[3] = alpha; + memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) ); + markTotal++; + } +} + + +/* +=============== +CG_AddMarks +=============== +*/ +#define MARK_TOTAL_TIME 10000 +#define MARK_FADE_TIME 1000 + +void CG_AddMarks( void ) { + int j; + markPoly_t *mp, *next; + int t; + int fade; + + if ( !cg_addMarks.integer ) { + return; + } + + mp = cg_activeMarkPolys.nextMark; + for ( ; mp != &cg_activeMarkPolys ; mp = next ) { + // grab next now, so if the local entity is freed we + // still have it + next = mp->nextMark; + + // see if it is time to completely remove it + if ( cg.time > mp->time + MARK_TOTAL_TIME ) { + CG_FreeMarkPoly( mp ); + continue; + } + + // fade out the energy bursts + if ( mp->markShader == cgs.media.energyMarkShader ) { + + fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 ); + if ( fade < 255 ) { + if ( fade < 0 ) { + fade = 0; + } + if ( mp->verts[0].modulate[0] != 0 ) { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[0] = mp->color[0] * fade; + mp->verts[j].modulate[1] = mp->color[1] * fade; + mp->verts[j].modulate[2] = mp->color[2] * fade; + } + } + } + } + + // fade all marks out with time + t = mp->time + MARK_TOTAL_TIME - cg.time; + if ( t < MARK_FADE_TIME ) { + fade = 255 * t / MARK_FADE_TIME; + if ( mp->alphaFade ) { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[3] = fade; + } + } else { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[0] = mp->color[0] * fade; + mp->verts[j].modulate[1] = mp->color[1] * fade; + mp->verts[j].modulate[2] = mp->color[2] * fade; + } + } + } + + + trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); + } +} + +// cg_particles.c + +#define BLOODRED 2 +#define EMISIVEFADE 3 +#define GREY75 4 + +typedef struct particle_s +{ + struct particle_s *next; + + float time; + float endtime; + + vec3_t org; + vec3_t vel; + vec3_t accel; + int color; + float colorvel; + float alpha; + float alphavel; + int type; + qhandle_t pshader; + + float height; + float width; + + float endheight; + float endwidth; + + float start; + float end; + + float startfade; + qboolean rotate; + int snum; + + qboolean link; + + // Ridah + int shaderAnim; + int roll; + + int accumroll; + +} cparticle_t; + +typedef enum +{ + P_NONE, + P_WEATHER, + P_FLAT, + P_SMOKE, + P_ROTATE, + P_WEATHER_TURBULENT, + P_ANIM, // Ridah + P_BAT, + P_BLEED, + P_FLAT_SCALEUP, + P_FLAT_SCALEUP_FADE, + P_WEATHER_FLURRY, + P_SMOKE_IMPACT, + P_BUBBLE, + P_BUBBLE_TURBULENT, + P_SPRITE +} particle_type_t; + +#define MAX_SHADER_ANIMS 32 +#define MAX_SHADER_ANIM_FRAMES 64 + +static char *shaderAnimNames[MAX_SHADER_ANIMS] = { + "explode1", + NULL +}; +static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES]; +static int shaderAnimCounts[MAX_SHADER_ANIMS] = { + 23 +}; +static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = { + 1.0f +}; +static int numShaderAnims; +// done. + +#define PARTICLE_GRAVITY 40 +#define MAX_PARTICLES 1024 + +cparticle_t *active_particles, *free_particles; +cparticle_t particles[MAX_PARTICLES]; +int cl_numparticles = MAX_PARTICLES; + +qboolean initparticles = qfalse; +vec3_t pvforward, pvright, pvup; +vec3_t rforward, rright, rup; + +float oldtime; + +/* +=============== +CL_ClearParticles +=============== +*/ +void CG_ClearParticles (void) +{ + int i; + + memset( particles, 0, sizeof(particles) ); + + free_particles = &particles[0]; + active_particles = NULL; + + for (i=0 ;itype == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY + || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + {// create a front facing polygon + + if (p->type != P_WEATHER_FLURRY) + { + if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + { + if (org[2] > p->end) + { + p->time = cg.time; + VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground + + p->org[2] = ( p->start + crandom () * 4 ); + + + if (p->type == P_BUBBLE_TURBULENT) + { + p->vel[0] = crandom() * 4; + p->vel[1] = crandom() * 4; + } + + } + } + else + { + if (org[2] < p->end) + { + p->time = cg.time; + VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground + + while (p->org[2] < p->end) + { + p->org[2] += (p->start - p->end); + } + + + if (p->type == P_WEATHER_TURBULENT) + { + p->vel[0] = crandom() * 16; + p->vel[1] = crandom() * 16; + } + + } + } + + + // Rafael snow pvs check + if (!p->link) + return; + + p->alpha = 1; + } + + // Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp + if (Distance( cg.snap->ps.origin, org ) > 1024) { + return; + } + // done. + + if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + { + VectorMA (org, -p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255 * p->alpha; + + VectorMA (org, -p->height, pvup, point); + VectorMA (point, p->width, pvright, point); + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, pvup, point); + VectorMA (point, p->width, pvright, point); + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255 * p->alpha; + } + else + { + VectorMA (org, -p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + VectorCopy( point, TRIverts[0].xyz ); + TRIverts[0].st[0] = 1; + TRIverts[0].st[1] = 0; + TRIverts[0].modulate[0] = 255; + TRIverts[0].modulate[1] = 255; + TRIverts[0].modulate[2] = 255; + TRIverts[0].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + VectorCopy (point, TRIverts[1].xyz); + TRIverts[1].st[0] = 0; + TRIverts[1].st[1] = 0; + TRIverts[1].modulate[0] = 255; + TRIverts[1].modulate[1] = 255; + TRIverts[1].modulate[2] = 255; + TRIverts[1].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, pvup, point); + VectorMA (point, p->width, pvright, point); + VectorCopy (point, TRIverts[2].xyz); + TRIverts[2].st[0] = 0; + TRIverts[2].st[1] = 1; + TRIverts[2].modulate[0] = 255; + TRIverts[2].modulate[1] = 255; + TRIverts[2].modulate[2] = 255; + TRIverts[2].modulate[3] = 255 * p->alpha; + } + + } + else if (p->type == P_SPRITE) + { + vec3_t rr, ru; + vec3_t rotate_ang; + + VectorSet (color, 1.0, 1.0, 0.5); + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (p->roll) { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + + if (p->roll) { + VectorMA (org, -height, ru, point); + VectorMA (point, -width, rr, point); + } else { + VectorMA (org, -height, pvup, point); + VectorMA (point, -width, pvright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*height, ru, point); + } else { + VectorMA (point, 2*height, pvup, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*width, rr, point); + } else { + VectorMA (point, 2*width, pvright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, -2*height, ru, point); + } else { + VectorMA (point, -2*height, pvup, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + } + else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) + {// create a front rotating facing polygon + + if ( p->type == P_SMOKE_IMPACT && Distance( cg.snap->ps.origin, org ) > 1024) { + return; + } + + if (p->color == BLOODRED) + VectorSet (color, 0.22f, 0.0f, 0.0f); + else if (p->color == GREY75) + { + float len; + float greyit; + float val; + len = Distance (cg.snap->ps.origin, org); + if (!len) + len = 1; + + val = 4096/len; + greyit = 0.25 * val; + if (greyit > 0.5) + greyit = 0.5; + + VectorSet (color, greyit, greyit, greyit); + } + else + VectorSet (color, 1.0, 1.0, 1.0); + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + if (cg.time > p->startfade) + { + invratio = 1 - ( (cg.time - p->startfade) / (p->endtime - p->startfade) ); + + if (p->color == EMISIVEFADE) + { + float fval; + fval = (invratio * invratio); + if (fval < 0) + fval = 0; + VectorSet (color, fval , fval , fval ); + } + invratio *= p->alpha; + } + else + invratio = 1 * p->alpha; + + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) + invratio = 1; + + if (invratio > 1) + invratio = 1; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (p->type != P_SMOKE_IMPACT) + { + vec3_t temp; + + vectoangles (rforward, temp); + p->accumroll += p->roll; + temp[ROLL] += p->accumroll * 0.1; + AngleVectors ( temp, NULL, rright2, rup2); + } + else + { + VectorCopy (rright, rright2); + VectorCopy (rup, rup2); + } + + if (p->rotate) + { + VectorMA (org, -height, rup2, point); + VectorMA (point, -width, rright2, point); + } + else + { + VectorMA (org, -p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255 * color[0]; + verts[0].modulate[1] = 255 * color[1]; + verts[0].modulate[2] = 255 * color[2]; + verts[0].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, -height, rup2, point); + VectorMA (point, width, rright2, point); + } + else + { + VectorMA (org, -p->height, pvup, point); + VectorMA (point, p->width, pvright, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255 * color[0]; + verts[1].modulate[1] = 255 * color[1]; + verts[1].modulate[2] = 255 * color[2]; + verts[1].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, height, rup2, point); + VectorMA (point, width, rright2, point); + } + else + { + VectorMA (org, p->height, pvup, point); + VectorMA (point, p->width, pvright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255 * color[0]; + verts[2].modulate[1] = 255 * color[1]; + verts[2].modulate[2] = 255 * color[2]; + verts[2].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, height, rup2, point); + VectorMA (point, -width, rright2, point); + } + else + { + VectorMA (org, p->height, pvup, point); + VectorMA (point, -p->width, pvright, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255 * color[0]; + verts[3].modulate[1] = 255 * color[1]; + verts[3].modulate[2] = 255 * color[2]; + verts[3].modulate[3] = 255 * invratio; + + } + else if (p->type == P_BLEED) + { + vec3_t rr, ru; + vec3_t rotate_ang; + float alpha; + + alpha = p->alpha; + + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) + alpha = 1; + + if (p->roll) + { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + else + { + VectorCopy (pvup, ru); + VectorCopy (pvright, rr); + } + + VectorMA (org, -p->height, ru, point); + VectorMA (point, -p->width, rr, point); + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 111; + verts[0].modulate[1] = 19; + verts[0].modulate[2] = 9; + verts[0].modulate[3] = 255 * alpha; + + VectorMA (org, -p->height, ru, point); + VectorMA (point, p->width, rr, point); + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 111; + verts[1].modulate[1] = 19; + verts[1].modulate[2] = 9; + verts[1].modulate[3] = 255 * alpha; + + VectorMA (org, p->height, ru, point); + VectorMA (point, p->width, rr, point); + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 111; + verts[2].modulate[1] = 19; + verts[2].modulate[2] = 9; + verts[2].modulate[3] = 255 * alpha; + + VectorMA (org, p->height, ru, point); + VectorMA (point, -p->width, rr, point); + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 111; + verts[3].modulate[1] = 19; + verts[3].modulate[2] = 9; + verts[3].modulate[3] = 255 * alpha; + + } + else if (p->type == P_FLAT_SCALEUP) + { + float width, height; + float sinR, cosR; + + if (p->color == BLOODRED) + VectorSet (color, 1, 1, 1); + else + VectorSet (color, 0.5, 0.5, 0.5); + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (width > p->endwidth) + width = p->endwidth; + + if (height > p->endheight) + height = p->endheight; + + sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2); + cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2); + + VectorCopy (org, verts[0].xyz); + verts[0].xyz[0] -= sinR; + verts[0].xyz[1] -= cosR; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255 * color[0]; + verts[0].modulate[1] = 255 * color[1]; + verts[0].modulate[2] = 255 * color[2]; + verts[0].modulate[3] = 255; + + VectorCopy (org, verts[1].xyz); + verts[1].xyz[0] -= cosR; + verts[1].xyz[1] += sinR; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255 * color[0]; + verts[1].modulate[1] = 255 * color[1]; + verts[1].modulate[2] = 255 * color[2]; + verts[1].modulate[3] = 255; + + VectorCopy (org, verts[2].xyz); + verts[2].xyz[0] += sinR; + verts[2].xyz[1] += cosR; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255 * color[0]; + verts[2].modulate[1] = 255 * color[1]; + verts[2].modulate[2] = 255 * color[2]; + verts[2].modulate[3] = 255; + + VectorCopy (org, verts[3].xyz); + verts[3].xyz[0] += cosR; + verts[3].xyz[1] -= sinR; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255 * color[0]; + verts[3].modulate[1] = 255 * color[1]; + verts[3].modulate[2] = 255 * color[2]; + verts[3].modulate[3] = 255; + } + else if (p->type == P_FLAT) + { + + VectorCopy (org, verts[0].xyz); + verts[0].xyz[0] -= p->height; + verts[0].xyz[1] -= p->width; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + VectorCopy (org, verts[1].xyz); + verts[1].xyz[0] -= p->height; + verts[1].xyz[1] += p->width; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + VectorCopy (org, verts[2].xyz); + verts[2].xyz[0] += p->height; + verts[2].xyz[1] += p->width; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + VectorCopy (org, verts[3].xyz); + verts[3].xyz[0] += p->height; + verts[3].xyz[1] -= p->width; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + + } + // Ridah + else if (p->type == P_ANIM) { + vec3_t rr, ru; + vec3_t rotate_ang; + int i, j; + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + if (ratio >= 1.0f) { + ratio = 0.9999f; + } + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + // if we are "inside" this sprite, don't draw + if (Distance( cg.snap->ps.origin, org ) < width/1.5) { + return; + } + + i = p->shaderAnim; + j = (int)floor(ratio * shaderAnimCounts[p->shaderAnim]); + p->pshader = shaderAnims[i][j]; + + if (p->roll) { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + + if (p->roll) { + VectorMA (org, -height, ru, point); + VectorMA (point, -width, rr, point); + } else { + VectorMA (org, -height, pvup, point); + VectorMA (point, -width, pvright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*height, ru, point); + } else { + VectorMA (point, 2*height, pvup, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*width, rr, point); + } else { + VectorMA (point, 2*width, pvright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, -2*height, ru, point); + } else { + VectorMA (point, -2*height, pvup, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + } + // done. + + if (!p->pshader) { +// (SA) temp commented out for DM +// CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type); + return; + } + + if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY) + trap_R_AddPolyToScene( p->pshader, 3, TRIverts ); + else + trap_R_AddPolyToScene( p->pshader, 4, verts ); + +} + +// Ridah, made this static so it doesn't interfere with other files +static float roll = 0.0; + +/* +=============== +CG_AddParticles +=============== +*/ +void CG_AddParticles (void) +{ + cparticle_t *p, *next; + float alpha; + float time, time2; + vec3_t org; + int color; + cparticle_t *active, *tail; + int type; + vec3_t rotate_ang; + + if (!initparticles) + CG_ClearParticles (); + + VectorCopy( cg.refdef.viewaxis[0], pvforward ); + VectorCopy( cg.refdef.viewaxis[1], pvright ); + VectorCopy( cg.refdef.viewaxis[2], pvup ); + + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + roll += ((cg.time - oldtime) * 0.1) ; + rotate_ang[ROLL] += (roll*0.9); + AngleVectors ( rotate_ang, rforward, rright, rup); + + oldtime = cg.time; + + active = NULL; + tail = NULL; + + for (p=active_particles ; p ; p=next) + { + + next = p->next; + + time = (cg.time - p->time)*0.001; + + alpha = p->alpha + time*p->alphavel; + if (alpha <= 0) + { // faded out + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + + continue; + } + + } + + if (p->type == P_WEATHER_FLURRY) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + + continue; + } + } + + + if (p->type == P_FLAT_SCALEUP_FADE) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + } + + if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) { + // temporary sprite + CG_AddParticleToScene (p, p->org, alpha); + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + p->next = NULL; + if (!tail) + active = tail = p; + else + { + tail->next = p; + tail = p; + } + + if (alpha > 1.0) + alpha = 1; + + color = p->color; + + time2 = time*time; + + org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2; + org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2; + org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2; + + type = p->type; + + CG_AddParticleToScene (p, org, alpha); + } + + active_particles = active; +} + +/* +====================== +CG_AddParticles +====================== +*/ +void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + qboolean turb = qtrue; + + if (!pshader) + CG_Printf ("CG_ParticleSnowFlurry pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.90f; + p->alphavel = 0; + + p->start = cent->currentState.origin2[0]; + p->end = cent->currentState.origin2[1]; + + p->endtime = cg.time + cent->currentState.time; + p->startfade = cg.time + cent->currentState.time2; + + p->pshader = pshader; + + if (rand()%100 > 90) + { + p->height = 32; + p->width = 32; + p->alpha = 0.10f; + } + else + { + p->height = 1; + p->width = 1; + } + + p->vel[2] = -20; + + p->type = P_WEATHER_FLURRY; + + if (turb) + p->vel[2] = -10; + + VectorCopy(cent->currentState.origin, p->org); + + p->org[0] = p->org[0]; + p->org[1] = p->org[1]; + p->org[2] = p->org[2]; + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16); + p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16); + p->vel[2] += cent->currentState.angles[2]; + + if (turb) + { + p->accel[0] = crandom () * 16; + p->accel[1] = crandom () * 16; + } + +} + +void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.40f; + p->alphavel = 0; + p->start = origin[2]; + p->end = origin2[2]; + p->pshader = pshader; + p->height = 1; + p->width = 1; + + p->vel[2] = -50; + + if (turb) + { + p->type = P_WEATHER_TURBULENT; + p->vel[2] = -50 * 1.3; + } + else + { + p->type = P_WEATHER; + } + + VectorCopy(origin, p->org); + + p->org[0] = p->org[0] + ( crandom() * range); + p->org[1] = p->org[1] + ( crandom() * range); + p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + if (turb) + { + p->vel[0] = crandom() * 16; + p->vel[1] = crandom() * 16; + } + + // Rafael snow pvs check + p->snum = snum; + p->link = qtrue; + +} + +void CG_ParticleBubble (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) +{ + cparticle_t *p; + float randsize; + + if (!pshader) + CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.40f; + p->alphavel = 0; + p->start = origin[2]; + p->end = origin2[2]; + p->pshader = pshader; + + randsize = 1 + (crandom() * 0.5); + + p->height = randsize; + p->width = randsize; + + p->vel[2] = 50 + ( crandom() * 10 ); + + if (turb) + { + p->type = P_BUBBLE_TURBULENT; + p->vel[2] = 50 * 1.3; + } + else + { + p->type = P_BUBBLE; + } + + VectorCopy(origin, p->org); + + p->org[0] = p->org[0] + ( crandom() * range); + p->org[1] = p->org[1] + ( crandom() * range); + p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + if (turb) + { + p->vel[0] = crandom() * 4; + p->vel[1] = crandom() * 4; + } + + // Rafael snow pvs check + p->snum = snum; + p->link = qtrue; + +} + +void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent) +{ + + // using cent->density = enttime + // cent->frame = startfade + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleSmoke == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + cent->currentState.time; + p->startfade = cg.time + cent->currentState.time2; + + p->color = 0; + p->alpha = 1.0; + p->alphavel = 0; + p->start = cent->currentState.origin[2]; + p->end = cent->currentState.origin2[2]; + p->pshader = pshader; + p->rotate = qfalse; + p->height = 8; + p->width = 8; + p->endheight = 32; + p->endwidth = 32; + p->type = P_SMOKE; + + VectorCopy(cent->currentState.origin, p->org); + + p->vel[0] = p->vel[1] = 0; + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[2] = 5; + + if (cent->currentState.frame == 1)// reverse gravity + p->vel[2] *= -1; + + p->roll = 8 + (crandom() * 4); +} + + +void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration) +{ + + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 1.0; + p->alphavel = 0; + + p->height = 0.5; + p->width = 0.5; + p->endheight = 0.5; + p->endwidth = 0.5; + + p->pshader = cgs.media.tracerShader; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->vel[0] = vel[0]; + p->vel[1] = vel[1]; + p->vel[2] = vel[2]; + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->accel[2] = -60; + p->vel[2] += -20; + +} + +/* +====================== +CG_ParticleExplosion +====================== +*/ + +void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd) +{ + cparticle_t *p; + int anim; + + if (animStr < (char *)10) + CG_Error( "CG_ParticleExplosion: animStr is probably an index rather than a string" ); + + // find the animation string + for (anim=0; shaderAnimNames[anim]; anim++) { + if (!Q_stricmp( animStr, shaderAnimNames[anim] )) + break; + } + if (!shaderAnimNames[anim]) { + CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", animStr); + return; + } + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 0.5; + p->alphavel = 0; + + if (duration < 0) { + duration *= -1; + p->roll = 0; + } else { + p->roll = crandom()*179; + } + + p->shaderAnim = anim; + + p->width = sizeStart; + p->height = sizeStart*shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction + + p->endheight = sizeEnd; + p->endwidth = sizeEnd*shaderAnimSTRatio[anim]; + + p->endtime = cg.time + duration; + + p->type = P_ANIM; + + VectorCopy( origin, p->org ); + VectorCopy( vel, p->vel ); + VectorClear( p->accel ); + +} + +// Rafael Shrapnel +void CG_AddParticleShrapnel (localEntity_t *le) +{ + return; +} +// done. + +int CG_NewParticleArea (int num) +{ + // const char *str; + char *str; + char *token; + int type; + vec3_t origin, origin2; + int i; + float range = 0; + int turb; + int numparticles; + int snum; + + str = (char *) CG_ConfigString (num); + if (!str[0]) + return (0); + + // returns type 128 64 or 32 + token = COM_Parse (&str); + type = atoi (token); + + if (type == 1) + range = 128; + else if (type == 2) + range = 64; + else if (type == 3) + range = 32; + else if (type == 0) + range = 256; + else if (type == 4) + range = 8; + else if (type == 5) + range = 16; + else if (type == 6) + range = 32; + else if (type == 7) + range = 64; + + + for (i=0; i<3; i++) + { + token = COM_Parse (&str); + origin[i] = atof (token); + } + + for (i=0; i<3; i++) + { + token = COM_Parse (&str); + origin2[i] = atof (token); + } + + token = COM_Parse (&str); + numparticles = atoi (token); + + token = COM_Parse (&str); + turb = atoi (token); + + token = COM_Parse (&str); + snum = atoi (token); + + for (i=0; i= 4) + CG_ParticleBubble (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); + else + CG_ParticleSnow (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); + } + + return (1); +} + +void CG_SnowLink (centity_t *cent, qboolean particleOn) +{ + cparticle_t *p, *next; + int id; + + id = cent->currentState.frame; + + for (p=active_particles ; p ; p=next) + { + next = p->next; + + if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) + { + if (p->snum == id) + { + if (particleOn) + p->link = qtrue; + else + p->link = qfalse; + } + } + + } +} + +void CG_ParticleImpactSmokePuff (qhandle_t pshader, vec3_t origin) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 0.25; + p->alphavel = 0; + p->roll = crandom()*179; + + p->pshader = pshader; + + p->endtime = cg.time + 1000; + p->startfade = cg.time + 100; + + p->width = rand()%4 + 8; + p->height = rand()%4 + 8; + + p->endheight = p->height *2; + p->endwidth = p->width * 2; + + p->endtime = cg.time + 500; + + p->type = P_SMOKE_IMPACT; + + VectorCopy( origin, p->org ); + VectorSet(p->vel, 0, 0, 20); + VectorSet(p->accel, 0, 0, 20); + + p->rotate = qtrue; +} + +void CG_Particle_Bleed (qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_Particle_Bleed pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + p->endtime = cg.time + duration; + + if (fleshEntityNum) + p->startfade = cg.time; + else + p->startfade = cg.time + 100; + + p->width = 4; + p->height = 4; + + p->endheight = 4+rand()%3; + p->endwidth = p->endheight; + + p->type = P_SMOKE; + + VectorCopy( start, p->org ); + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = -20; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->color = BLOODRED; + p->alpha = 0.75; + +} + +void CG_Particle_OilParticle (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + + int time; + int time2; + float ratio; + + float duration = 1500; + + time = cg.time; + time2 = cg.time + cent->currentState.time; + + ratio =(float)1 - ((float)time / (float)time2); + + if (!pshader) + CG_Printf ("CG_Particle_OilParticle == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + p->endtime = cg.time + duration; + + p->startfade = p->endtime; + + p->width = 1; + p->height = 3; + + p->endheight = 3; + p->endwidth = 1; + + p->type = P_SMOKE; + + VectorCopy(cent->currentState.origin, p->org ); + + p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio)); + p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio)); + p->vel[2] = (cent->currentState.origin2[2]); + + p->snum = 1.0f; + + VectorClear( p->accel ); + + p->accel[2] = -20; + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + +} + + +void CG_Particle_OilSlick (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_Particle_OilSlick == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + if (cent->currentState.angles2[2]) + p->endtime = cg.time + cent->currentState.angles2[2]; + else + p->endtime = cg.time + 60000; + + p->startfade = p->endtime; + + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) + { + p->width = cent->currentState.angles2[0]; + p->height = cent->currentState.angles2[0]; + + p->endheight = cent->currentState.angles2[1]; + p->endwidth = cent->currentState.angles2[1]; + } + else + { + p->width = 8; + p->height = 8; + + p->endheight = 16; + p->endwidth = 16; + } + + p->type = P_FLAT_SCALEUP; + + p->snum = 1.0; + + VectorCopy(cent->currentState.origin, p->org ); + + p->org[2]+= 0.55 + (crandom() * 0.5); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = 0; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + +} + +void CG_OilSlickRemove (centity_t *cent) +{ + cparticle_t *p, *next; + int id; + + id = 1.0f; + + if (!id) + CG_Printf ("CG_OilSlickRevove NULL id\n"); + + for (p=active_particles ; p ; p=next) + { + next = p->next; + + if (p->type == P_FLAT_SCALEUP) + { + if (p->snum == id) + { + p->endtime = cg.time + 100; + p->startfade = p->endtime; + p->type = P_FLAT_SCALEUP_FADE; + + } + } + + } +} + +qboolean ValidBloodPool (vec3_t start) +{ +#define EXTRUDE_DIST 0.5 + + vec3_t angles; + vec3_t right, up; + vec3_t this_pos, x_pos, center_pos, end_pos; + float x, y; + float fwidth, fheight; + trace_t trace; + vec3_t normal; + + fwidth = 16; + fheight = 16; + + VectorSet (normal, 0, 0, 1); + + vectoangles (normal, angles); + AngleVectors (angles, NULL, right, up); + + VectorMA (start, EXTRUDE_DIST, normal, center_pos); + + for (x= -fwidth/2; xendpos, start); + legit = ValidBloodPool (start); + + if (!legit) + return; + + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + 3000; + p->startfade = p->endtime; + + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + rndSize = 0.4 + random()*0.6; + + p->width = 8*rndSize; + p->height = 8*rndSize; + + p->endheight = 16*rndSize; + p->endwidth = 16*rndSize; + + p->type = P_FLAT_SCALEUP; + + VectorCopy(start, p->org ); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = 0; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + + p->color = BLOODRED; +} + +#define NORMALSIZE 16 +#define LARGESIZE 32 + +void CG_ParticleBloodCloud (centity_t *cent, vec3_t origin, vec3_t dir) +{ + float length; + float dist; + float crittersize; + vec3_t angles, forward; + vec3_t point; + cparticle_t *p; + int i; + + dist = 0; + + length = VectorLength (dir); + vectoangles (dir, angles); + AngleVectors (angles, forward, NULL, NULL); + + crittersize = LARGESIZE; + + if (length) + dist = length / crittersize; + + if (dist < 1) + dist = 1; + + VectorCopy (origin, point); + + for (i=0; inext; + p->next = active_particles; + active_particles = p; + + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = cgs.media.smokePuffShader; + + p->endtime = cg.time + 350 + (crandom() * 100); + + p->startfade = cg.time; + + p->width = LARGESIZE; + p->height = LARGESIZE; + p->endheight = LARGESIZE; + p->endwidth = LARGESIZE; + + p->type = P_SMOKE; + + VectorCopy( origin, p->org ); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = -1; + + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->color = BLOODRED; + + p->alpha = 0.75; + + } + + +} + +void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.4f; + p->alphavel = 0; + + p->height = 0.5; + p->width = 0.5; + p->endheight = 0.5; + p->endwidth = 0.5; + + p->pshader = cgs.media.tracerShader; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0]; + p->vel[1] = vel[1]; + p->vel[2] = vel[2]; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 4); + p->vel[1] += (crandom() * 4); + p->vel[2] += (20 + (crandom() * 10)) * speed; + + p->accel[0] = crandom () * 4; + p->accel[1] = crandom () * 4; + +} + +void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir) +{ + float length; + float dist; + float crittersize; + vec3_t angles, forward; + vec3_t point; + cparticle_t *p; + int i; + + dist = 0; + + VectorNegate (dir, dir); + length = VectorLength (dir); + vectoangles (dir, angles); + AngleVectors (angles, forward, NULL, NULL); + + crittersize = LARGESIZE; + + if (length) + dist = length / crittersize; + + if (dist < 1) + dist = 1; + + VectorCopy (origin, point); + + for (i=0; inext; + p->next = active_particles; + active_particles = p; + + p->time = cg.time; + p->alpha = 5.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = cgs.media.smokePuffShader; + + // RF, stay around for long enough to expand and dissipate naturally + if (length) + p->endtime = cg.time + 4500 + (crandom() * 3500); + else + p->endtime = cg.time + 750 + (crandom() * 500); + + p->startfade = cg.time; + + p->width = LARGESIZE; + p->height = LARGESIZE; + + // RF, expand while falling + p->endheight = LARGESIZE*3.0; + p->endwidth = LARGESIZE*3.0; + + if (!length) + { + p->width *= 0.2f; + p->height *= 0.2f; + + p->endheight = NORMALSIZE; + p->endwidth = NORMALSIZE; + } + + p->type = P_SMOKE; + + VectorCopy( point, p->org ); + + p->vel[0] = crandom()*6; + p->vel[1] = crandom()*6; + p->vel[2] = random()*20; + + // RF, add some gravity/randomness + p->accel[0] = crandom()*3; + p->accel[1] = crandom()*3; + p->accel[2] = -PARTICLE_GRAVITY*0.4; + + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + + } + + +} + +void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); + + if (!free_particles) + return; + + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = rand()%179; + + p->pshader = pshader; + + if (duration > 0) + p->endtime = cg.time + duration; + else + p->endtime = duration; + + p->startfade = cg.time; + + p->width = size; + p->height = size; + + p->endheight = size; + p->endwidth = size; + + p->type = P_SPRITE; + + VectorCopy( origin, p->org ); + + p->rotate = qfalse; +} + + + + + +// LEILEI ENHANCEMENT PARTICLE EFFECTS + + +// sparks! +// for small arms + +void CG_LeiSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.8f; + p->alphavel = 0.8f; + + p->height = 4; + p->width = 4; + p->endheight = 4; + p->endwidth = 4; + + p->pshader = cgs.media.lspkShader1; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0] * 75; + p->vel[1] = vel[1] * 75; + p->vel[2] = vel[2] * 75; + + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * speed); + p->vel[1] += (crandom() * speed); + p->vel[2] += speed + (crandom() * speed); + + p->vel[0] += (crandom() * 24); + p->vel[1] += (crandom() * 24); + p->vel[2] += (20 + (crandom() * 180)); + + p->accel[0] = crandom()*6; + p->accel[1] = crandom()*6; + p->accel[2] = -PARTICLE_GRAVITY*7.2; + +} + +// a different sort of puff + +void CG_LeiPuff (vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float size) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.8f; + p->alphavel = 0.8f; + + p->height = size; + p->width = size; + p->endheight = size * 1.8; + p->endwidth = size * 1.8; + + p->pshader = cgs.media.lspkShader1; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0] * speed; + p->vel[1] = vel[1] * speed; + p->vel[2] = vel[2] * speed; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 44); + p->vel[1] += (crandom() * 44); + p->vel[2] += (crandom() * 44); + p->roll = (crandom() * 256 - 128); + + + // p->vel[0] += (crandom() * 24); + //p->vel[1] += (crandom() * 24); + //p->vel[2] += (20 + (crandom() * 180)) * speed; + + p->accel[0] = -2; + p->accel[1] = -2; + p->accel[2] = -2; + +} + +// a violent blast puff + +void CG_LeiBlast (vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float size) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 1.0f; + p->alphavel = 0.72f; + + p->height = size; + p->width = size; + p->endheight = size * 6; + p->endwidth = size * 6; + + p->pshader = cgs.media.lbumShader1; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0] * speed; + p->vel[1] = vel[1] * speed; + p->vel[2] = vel[2] * speed; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 84); + p->vel[1] += (crandom() * 84); + p->vel[2] += (crandom() * 84); + p->roll = (crandom() * 256 - 128); + + + // p->vel[0] += (crandom() * 24); + //p->vel[1] += (crandom() * 24); + //p->vel[2] += (20 + (crandom() * 180)) * speed; + + p->accel[0] = -2; + p->accel[1] = -2; + p->accel[2] = -2; + +} + +// for explosions + +void CG_LeiSparks2 (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.8f; + p->alphavel = 0; + + p->height = 9; + p->width = 9; + p->endheight = 32; + p->endwidth = 32; + + p->pshader = cgs.media.lspkShader1; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0] * 15; + p->vel[1] = vel[1] * 15; + p->vel[2] = vel[2] * 15; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 524); + p->vel[1] += (crandom() * 524); + p->vel[2] += (120 + (crandom() * 780)) * speed; + + // p->accel[0] = crandom()*76; + // p->accel[1] = crandom()*76; + // p->accel[2] = crandom()*76; + + +// VectorCopy( origin, p->org ); +// VectorCopy( vel, p->vel ); +// VectorClear( p->accel ); + + + +} + +// not so friendly water splash +void CG_LeiSplash2 (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.9f; + p->alphavel = 0; + + p->height = 4; + p->width = 4; + p->endheight = 2; + p->endwidth = 2; + + p->pshader = cgs.media.lsplShader; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0] * 44; + p->vel[1] = vel[1] * 44; + p->vel[2] = vel[2] * 872; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 4); + p->vel[1] += (crandom() * 4); + p->vel[2] += (20 + (crandom() * 10)) * speed; + + p->accel[0] = crandom()*3; + p->accel[1] = crandom()*3; + p->accel[2] = -PARTICLE_GRAVITY*4.2; + +} + diff --git a/code/cgame/cg_newdraw.c b/code/cgame/cg_newdraw.c new file mode 100644 index 0000000..1628b48 --- /dev/null +++ b/code/cgame/cg_newdraw.c @@ -0,0 +1,1867 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#ifndef MISSIONPACK // bk001204 +#error This file not be used for classic Q3A. +#endif + +#include "cg_local.h" +#include "../ui/ui_shared.h" + +extern displayContextDef_t cgDC; + + +// set in CG_ParseTeamInfo + +//static int sortedTeamPlayers[TEAM_MAXOVERLAY]; +//static int numSortedTeamPlayers; +int drawTeamOverlayModificationCount = -1; + +//static char systemChat[256]; +//static char teamChat1[256]; +//static char teamChat2[256]; + +void CG_InitTeamChat(void) { + memset(teamChat1, 0, sizeof(teamChat1)); + memset(teamChat2, 0, sizeof(teamChat2)); + memset(systemChat, 0, sizeof(systemChat)); +} + +void CG_SetPrintString(int type, const char *p) { + if (type == SYSTEM_PRINT) { + Q_strncpyz(systemChat, p, sizeof(systemChat)); + } else { + Q_strncpyz(teamChat2, teamChat1, sizeof(teamChat2)); + Q_strncpyz(teamChat1, p, sizeof(teamChat1)); + } +} + +void CG_CheckOrderPending(void) { + if (cgs.gametype < GT_CTF || cgs.ffa_gt>0) { + return; + } + if (cgs.orderPending) { + //clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer]; + const char *p1, *p2, *b; + p1 = p2 = b = NULL; + switch (cgs.currentOrder) { + case TEAMTASK_OFFENSE: + p1 = VOICECHAT_ONOFFENSE; + p2 = VOICECHAT_OFFENSE; + b = "+button7; wait; -button7"; + break; + case TEAMTASK_DEFENSE: + p1 = VOICECHAT_ONDEFENSE; + p2 = VOICECHAT_DEFEND; + b = "+button8; wait; -button8"; + break; + case TEAMTASK_PATROL: + p1 = VOICECHAT_ONPATROL; + p2 = VOICECHAT_PATROL; + b = "+button9; wait; -button9"; + break; + case TEAMTASK_FOLLOW: + p1 = VOICECHAT_ONFOLLOW; + p2 = VOICECHAT_FOLLOWME; + b = "+button10; wait; -button10"; + break; + case TEAMTASK_CAMP: + p1 = VOICECHAT_ONCAMPING; + p2 = VOICECHAT_CAMP; + break; + case TEAMTASK_RETRIEVE: + p1 = VOICECHAT_ONGETFLAG; + p2 = VOICECHAT_RETURNFLAG; + break; + case TEAMTASK_ESCORT: + p1 = VOICECHAT_ONFOLLOWCARRIER; + p2 = VOICECHAT_FOLLOWFLAGCARRIER; + break; + } + + if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) { + // to everyone + trap_SendConsoleCommand(va("cmd vsay_team %s\n", p2)); + } else { + // for the player self + if (sortedTeamPlayers[cg_currentSelectedPlayer.integer] == cg.snap->ps.clientNum && p1) { + trap_SendConsoleCommand(va("teamtask %i\n", cgs.currentOrder)); + //trap_SendConsoleCommand(va("cmd say_team %s\n", p2)); + trap_SendConsoleCommand(va("cmd vsay_team %s\n", p1)); + } else if (p2) { + //trap_SendConsoleCommand(va("cmd say_team %s, %s\n", ci->name,p)); + trap_SendConsoleCommand(va("cmd vtell %d %s\n", sortedTeamPlayers[cg_currentSelectedPlayer.integer], p2)); + } + } + if (b) { + trap_SendConsoleCommand(b); + } + cgs.orderPending = qfalse; + } +} + +static void CG_SetSelectedPlayerName( void ) { + if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer]; + if (ci) { + trap_Cvar_Set("cg_selectedPlayerName", ci->name); + trap_Cvar_Set("cg_selectedPlayer", va("%d", sortedTeamPlayers[cg_currentSelectedPlayer.integer])); + cgs.currentOrder = ci->teamTask; + } + } else { + trap_Cvar_Set("cg_selectedPlayerName", "Everyone"); + } +} +int CG_GetSelectedPlayer( void ) { + if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer = 0; + } + return cg_currentSelectedPlayer.integer; +} + +void CG_SelectNextPlayer( void ) { + CG_CheckOrderPending(); + if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer++; + } else { + cg_currentSelectedPlayer.integer = 0; + } + CG_SetSelectedPlayerName(); +} + +void CG_SelectPrevPlayer( void ) { + CG_CheckOrderPending(); + if (cg_currentSelectedPlayer.integer > 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) { + cg_currentSelectedPlayer.integer--; + } else { + cg_currentSelectedPlayer.integer = numSortedTeamPlayers; + } + CG_SetSelectedPlayerName(); +} + + +static void CG_DrawPlayerArmorIcon( rectDef_t *rect, qboolean draw2D ) { + centity_t *cent; + playerState_t *ps; + vec3_t angles; + vec3_t origin; + + if ( cg_drawStatus.integer == 0 ) { + return; + } + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( draw2D || ( !cg_draw3dIcons.integer && cg_drawIcons.integer) ) { // bk001206 - parentheses + CG_DrawPic( rect->x, rect->y + rect->h/2 + 1, rect->w, rect->h, cgs.media.armorIcon ); + } else if (cg_draw3dIcons.integer) { + VectorClear( angles ); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles ); + } + +} + +static void CG_DrawPlayerArmorValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + char num[16]; + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + value = ps->stats[STAT_ARMOR]; + + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + +#ifndef MISSIONPACK // bk001206 +static float healthColors[4][4] = { +// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} }; + // bk0101016 - float const + { 1.0f, 0.69f, 0.0f, 1.0f } , // normal + { 1.0f, 0.2f, 0.2f, 1.0f }, // low health + { 0.5f, 0.5f, 0.5f, 1.0f}, // weapon firing + { 1.0f, 1.0f, 1.0f, 1.0f } }; // health > 100 +#endif + +static void CG_DrawPlayerAmmoIcon( rectDef_t *rect, qboolean draw2D ) { + centity_t *cent; + playerState_t *ps; + vec3_t angles; + vec3_t origin; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer) ) { // bk001206 - parentheses + qhandle_t icon; + icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; + if ( icon ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon ); + } + } else if (cg_draw3dIcons.integer) { + if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { + VectorClear( angles ); + origin[0] = 70; + origin[1] = 0; + origin[2] = 0; + angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 ); + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles ); + } + } +} + +static void CG_DrawPlayerAmmoValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + char num[16]; + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + if ( cent->currentState.weapon ) { + value = ps->ammo[cent->currentState.weapon]; + if ( value > -1 ) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } + } + +} + + + +static void CG_DrawPlayerHead(rectDef_t *rect, qboolean draw2D) { + vec3_t angles; + float size, stretch; + float frac; + float x = rect->x; + + VectorClear( angles ); + + if ( cg.damageTime && cg.time - cg.damageTime < DAMAGE_TIME ) { + frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME; + size = rect->w * 1.25 * ( 1.5 - frac * 0.5 ); + + stretch = size - rect->w * 1.25; + // kick in the direction of damage + x -= stretch * 0.5 + cg.damageX * stretch * 0.5; + + cg.headStartYaw = 180 + cg.damageX * 45; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + + cg.headStartTime = cg.time; + cg.headEndTime = cg.time + 100 + random() * 2000; + } else { + if ( cg.time >= cg.headEndTime ) { + // select a new head angle + cg.headStartYaw = cg.headEndYaw; + cg.headStartPitch = cg.headEndPitch; + cg.headStartTime = cg.headEndTime; + cg.headEndTime = cg.time + 100 + random() * 2000; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + } + + size = rect->w * 1.25; + } + + // if the server was frozen for a while we may have a bad head start time + if ( cg.headStartTime > cg.time ) { + cg.headStartTime = cg.time; + } + + frac = ( cg.time - cg.headStartTime ) / (float)( cg.headEndTime - cg.headStartTime ); + frac = frac * frac * ( 3 - 2 * frac ); + angles[YAW] = cg.headStartYaw + ( cg.headEndYaw - cg.headStartYaw ) * frac; + angles[PITCH] = cg.headStartPitch + ( cg.headEndPitch - cg.headStartPitch ) * frac; + + CG_DrawHead( x, rect->y, rect->w, rect->h, cg.snap->ps.clientNum, angles ); +} + +static void CG_DrawSelectedPlayerHealth( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + clientInfo_t *ci; + int value; + char num[16]; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", ci->health); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } +} + +static void CG_DrawSelectedPlayerArmor( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + clientInfo_t *ci; + int value; + char num[16]; + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if (ci->armor > 0) { + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", ci->armor); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } + } + } +} + +qhandle_t CG_StatusHandle(int task) { + qhandle_t h = cgs.media.assaultShader; + switch (task) { + case TEAMTASK_OFFENSE : + h = cgs.media.assaultShader; + break; + case TEAMTASK_DEFENSE : + h = cgs.media.defendShader; + break; + case TEAMTASK_PATROL : + h = cgs.media.patrolShader; + break; + case TEAMTASK_FOLLOW : + h = cgs.media.followShader; + break; + case TEAMTASK_CAMP : + h = cgs.media.campShader; + break; + case TEAMTASK_RETRIEVE : + h = cgs.media.retrieveShader; + break; + case TEAMTASK_ESCORT : + h = cgs.media.escortShader; + break; + default : + h = cgs.media.assaultShader; + break; + } + return h; +} + +static void CG_DrawSelectedPlayerStatus( rectDef_t *rect ) { + clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + qhandle_t h; + if(ci->isDead) + return; + if (cgs.orderPending) { + // blink the icon + if ( cg.time > cgs.orderTime - 2500 && (cg.time >> 9 ) & 1 ) { + return; + } + h = CG_StatusHandle(cgs.currentOrder); + } else { + h = CG_StatusHandle(ci->teamTask); + } + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, h ); + } +} + + +static void CG_DrawPlayerStatus( rectDef_t *rect ) { + clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum]; + if (ci) { + qhandle_t h = CG_StatusHandle(ci->teamTask); + if(ci->isDead) + h = cgs.media.deathShader; + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, h); + } +} + + +static void CG_DrawSelectedPlayerName( rectDef_t *rect, float scale, vec4_t color, qboolean voice, int textStyle) { + clientInfo_t *ci; + ci = cgs.clientinfo + ((voice) ? cgs.currentVoiceClient : sortedTeamPlayers[CG_GetSelectedPlayer()]); + if (ci) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, ci->name, 0, 0, textStyle); + } +} + +static void CG_DrawSelectedPlayerLocation( rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + clientInfo_t *ci; + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + const char *p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, p, 0, 0, textStyle); + } +} + +static void CG_DrawPlayerLocation( rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum]; + if (ci) { + const char *p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, p, 0, 0, textStyle); + } +} + + + +static void CG_DrawSelectedPlayerWeapon( rectDef_t *rect ) { + clientInfo_t *ci; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.deferShader); + } + } +} + +static void CG_DrawPlayerScore( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + char num[16]; + int value = cg.snap->ps.persistant[PERS_SCORE]; + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + +static void CG_DrawPlayerItem( rectDef_t *rect, float scale, qboolean draw2D) { + int value; + vec3_t origin, angles; + + value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; + if ( value ) { + CG_RegisterItemVisuals( value ); + + if (qtrue) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon ); + } else { + VectorClear( angles ); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + CG_Draw3DModel(rect->x, rect->y, rect->w, rect->h, cg_items[ value ].models[0], 0, origin, angles ); + } + } + +} + + +static void CG_DrawSelectedPlayerPowerup( rectDef_t *rect, qboolean draw2D ) { + clientInfo_t *ci; + int j; + float x, y; + + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + if (ci) { + x = rect->x; + y = rect->y; + + for (j = 0; j < PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + gitem_t *item; + item = BG_FindItemForPowerup( j ); + if (item) { + CG_DrawPic( x, y, rect->w, rect->h, trap_R_RegisterShader( item->icon ) ); + x += 3; + y += 3; + return; + } + } + } + + } +} + + +static void CG_DrawSelectedPlayerHead( rectDef_t *rect, qboolean draw2D, qboolean voice ) { + clipHandle_t cm; + clientInfo_t *ci; + float len; + vec3_t origin; + vec3_t mins, maxs, angles; + + + ci = cgs.clientinfo + ((voice) ? cgs.currentVoiceClient : sortedTeamPlayers[CG_GetSelectedPlayer()]); + + if (ci) { + if ( cg_draw3dIcons.integer ) { + cm = ci->headModel; + if ( !cm ) { + return; + } + + // offset the origin y and z to center the head + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the head nearly fills the box + // assume heads are taller than wide + len = 0.7 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + // allow per-model tweaking + VectorAdd( origin, ci->headOffset, origin ); + + angles[PITCH] = 0; + angles[YAW] = 180; + angles[ROLL] = 0; + + CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, ci->headModel, ci->headSkin, origin, angles ); + } else if ( cg_drawIcons.integer ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, ci->modelIcon ); + } + + // if they are deferred, draw a cross out + if ( ci->deferred ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.deferShader ); + } + } + +} + + +static void CG_DrawPlayerHealth(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + playerState_t *ps; + int value; + char num[16]; + + ps = &cg.snap->ps; + + value = ps->stats[STAT_HEALTH]; + + if (shader) { + trap_R_SetColor( color ); + CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader); + trap_R_SetColor( NULL ); + } else { + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle); + } +} + + +static void CG_DrawRedScore(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + int value; + char num[16]; + if ( cgs.scores1 == SCORE_NOT_PRESENT ) { + Com_sprintf (num, sizeof(num), "-"); + } + else { + Com_sprintf (num, sizeof(num), "%i", cgs.scores1); + } + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + rect->w - value, rect->y + rect->h, scale, color, num, 0, 0, textStyle); +} + +static void CG_DrawBlueScore(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + int value; + char num[16]; + + if ( cgs.scores2 == SCORE_NOT_PRESENT ) { + Com_sprintf (num, sizeof(num), "-"); + } + else { + Com_sprintf (num, sizeof(num), "%i", cgs.scores2); + } + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + rect->w - value, rect->y + rect->h, scale, color, num, 0, 0, textStyle); +} + +// FIXME: team name support +static void CG_DrawRedName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cg_redTeamName.string , 0, 0, textStyle); +} + +static void CG_DrawBlueName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cg_blueTeamName.string, 0, 0, textStyle); +} + +static void CG_DrawBlueFlagName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_RED && cgs.clientinfo[i].powerups & ( 1<< PW_BLUEFLAG )) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cgs.clientinfo[i].name, 0, 0, textStyle); + return; + } + } +} + +static void CG_DrawBlueFlagStatus(rectDef_t *rect, qhandle_t shader) { + if (cgs.gametype != GT_CTF && cgs.gametype != GT_CTF_ELIMINATION && cgs.gametype != GT_1FCTF) { + if (cgs.gametype == GT_HARVESTER) { + vec4_t color = {0, 0, 1, 1}; + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.blueCubeIcon ); + trap_R_SetColor(NULL); + } + return; + } + if (shader) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + } else { + gitem_t *item = BG_FindItemForPowerup( PW_BLUEFLAG ); + if (item) { + vec4_t color = {0, 0, 1, 1}; + trap_R_SetColor(color); + if( cgs.blueflag >= 0 && cgs.blueflag <= 2 ) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[cgs.blueflag] ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[0] ); + } + trap_R_SetColor(NULL); + } + } +} + +static void CG_DrawBlueFlagHead(rectDef_t *rect) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_RED && cgs.clientinfo[i].powerups & ( 1<< PW_BLUEFLAG )) { + vec3_t angles; + VectorClear( angles ); + angles[YAW] = 180 + 20 * sin( cg.time / 650.0 );; + CG_DrawHead( rect->x, rect->y, rect->w, rect->h, 0,angles ); + return; + } + } +} + +static void CG_DrawRedFlagName(rectDef_t *rect, float scale, vec4_t color, int textStyle ) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_BLUE && cgs.clientinfo[i].powerups & ( 1<< PW_REDFLAG )) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, cgs.clientinfo[i].name, 0, 0, textStyle); + return; + } + } +} + +static void CG_DrawRedFlagStatus(rectDef_t *rect, qhandle_t shader) { + if (cgs.gametype != GT_CTF && cgs.gametype != GT_CTF_ELIMINATION && cgs.gametype != GT_1FCTF) { + if (cgs.gametype == GT_HARVESTER) { + vec4_t color = {1, 0, 0, 1}; + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.redCubeIcon ); + trap_R_SetColor(NULL); + } + return; + } + if (shader) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + } else { + gitem_t *item = BG_FindItemForPowerup( PW_REDFLAG ); + if (item) { + vec4_t color = {1, 0, 0, 1}; + trap_R_SetColor(color); + if( cgs.redflag >= 0 && cgs.redflag <= 2) { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[cgs.redflag] ); + } else { + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[0] ); + } + trap_R_SetColor(NULL); + } + } +} + +static void CG_DrawRedFlagHead(rectDef_t *rect) { + int i; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_BLUE && cgs.clientinfo[i].powerups & ( 1<< PW_REDFLAG )) { + vec3_t angles; + VectorClear( angles ); + angles[YAW] = 180 + 20 * sin( cg.time / 650.0 );; + CG_DrawHead( rect->x, rect->y, rect->w, rect->h, 0,angles ); + return; + } + } +} + +static void CG_HarvesterSkulls(rectDef_t *rect, float scale, vec4_t color, qboolean force2D, int textStyle ) { + char num[16]; + vec3_t origin, angles; + qhandle_t handle; + int value = cg.snap->ps.generic1; + + if (cgs.gametype != GT_HARVESTER) { + return; + } + + if( value > 99 ) { + value = 99; + } + + Com_sprintf (num, sizeof(num), "%i", value); + value = CG_Text_Width(num, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value), rect->y + rect->h, scale, color, num, 0, 0, textStyle); + + if (cg_drawIcons.integer) { + if (!force2D && cg_draw3dIcons.integer) { + VectorClear(angles); + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeModel; + } else { + handle = cgs.media.blueCubeModel; + } + CG_Draw3DModel( rect->x, rect->y, 35, 35, handle, 0, origin, angles ); + } else { + if( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE ) { + handle = cgs.media.redCubeIcon; + } else { + handle = cgs.media.blueCubeIcon; + } + CG_DrawPic( rect->x + 3, rect->y + 16, 20, 20, handle ); + } + } +} + +static void CG_OneFlagStatus(rectDef_t *rect) { + if (cgs.gametype != GT_1FCTF) { + return; + } else { + gitem_t *item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); + if (item) { + if( cgs.flagStatus >= 0 && cgs.flagStatus <= 4 ) { + vec4_t color = {1, 1, 1, 1}; + int index = 0; + if (cgs.flagStatus == FLAG_TAKEN_RED) { + color[1] = color[2] = 0; + index = 1; + } else if (cgs.flagStatus == FLAG_TAKEN_BLUE) { + color[0] = color[1] = 0; + index = 1; + } else if (cgs.flagStatus == FLAG_DROPPED) { + index = 2; + } + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.flagShaders[index] ); + } + } + } +} + + +static void CG_DrawCTFPowerUp(rectDef_t *rect) { + int value; + + if (cgs.gametype < GT_CTF || cgs.ffa_gt>0) { + return; + } + value = cg.snap->ps.stats[STAT_PERSISTANT_POWERUP]; + if ( value ) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon ); + } +} + + + +static void CG_DrawTeamColor(rectDef_t *rect, vec4_t color) { + CG_DrawTeamBackground(rect->x, rect->y, rect->w, rect->h, color[3], cg.snap->ps.persistant[PERS_TEAM]); +} + +static void CG_DrawAreaPowerUp(rectDef_t *rect, int align, float special, float scale, vec4_t color) { + char num[16]; + int sorted[MAX_POWERUPS]; + int sortedTime[MAX_POWERUPS]; + int i, j, k; + int active; + playerState_t *ps; + int t; + gitem_t *item; + float f; + rectDef_t r2; + float *inc; + r2.x = rect->x; + r2.y = rect->y; + r2.w = rect->w; + r2.h = rect->h; + + inc = (align == HUD_VERTICAL) ? &r2.y : &r2.x; + + ps = &cg.snap->ps; + + if ( ps->stats[STAT_HEALTH] <= 0 ) { + return; + } + + // sort the list by time remaining + active = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( !ps->powerups[ i ] ) { + continue; + } + t = ps->powerups[ i ] - cg.time; + // ZOID--don't draw if the power up has unlimited time (999 seconds) + // This is true of the CTF flags + if ( t <= 0 || t >= 999000) { + continue; + } + + // insert into the list + for ( j = 0 ; j < active ; j++ ) { + if ( sortedTime[j] >= t ) { + for ( k = active - 1 ; k >= j ; k-- ) { + sorted[k+1] = sorted[k]; + sortedTime[k+1] = sortedTime[k]; + } + break; + } + } + sorted[j] = i; + sortedTime[j] = t; + active++; + } + + // draw the icons and timers + for ( i = 0 ; i < active ; i++ ) { + item = BG_FindItemForPowerup( sorted[i] ); + + if (item) { + t = ps->powerups[ sorted[i] ]; + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + trap_R_SetColor( NULL ); + } else { + vec4_t modulate; + + f = (float)( t - cg.time ) / POWERUP_BLINK_TIME; + f -= (int)f; + modulate[0] = modulate[1] = modulate[2] = modulate[3] = f; + trap_R_SetColor( modulate ); + } + + CG_DrawPic( r2.x, r2.y, r2.w * .75, r2.h, trap_R_RegisterShader( item->icon ) ); + + Com_sprintf (num, sizeof(num), "%i", sortedTime[i] / 1000); + CG_Text_Paint(r2.x + (r2.w * .75) + 3 , r2.y + r2.h, scale, color, num, 0, 0, 0); + *inc += r2.w + special; + } + + } + trap_R_SetColor( NULL ); + +} + +float CG_GetValue(int ownerDraw) { + centity_t *cent; + clientInfo_t *ci; + playerState_t *ps; + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + switch (ownerDraw) { + case CG_SELECTEDPLAYER_ARMOR: + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + return ci->armor; + break; + case CG_SELECTEDPLAYER_HEALTH: + ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()]; + return ci->health; + break; + case CG_PLAYER_ARMOR_VALUE: + return ps->stats[STAT_ARMOR]; + break; + case CG_PLAYER_AMMO_VALUE: + if ( cent->currentState.weapon ) { + return ps->ammo[cent->currentState.weapon]; + } + break; + case CG_PLAYER_SCORE: + return cg.snap->ps.persistant[PERS_SCORE]; + break; + case CG_PLAYER_HEALTH: + return ps->stats[STAT_HEALTH]; + break; + case CG_RED_SCORE: + return cgs.scores1; + break; + case CG_BLUE_SCORE: + return cgs.scores2; + break; + default: + break; + } + return -1; +} + +qboolean CG_OtherTeamHasFlag(void) { + if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_1FCTF) { + int team = cg.snap->ps.persistant[PERS_TEAM]; + if (cgs.gametype == GT_1FCTF) { + if (team == TEAM_RED && cgs.flagStatus == FLAG_TAKEN_BLUE) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.flagStatus == FLAG_TAKEN_RED) { + return qtrue; + } else { + return qfalse; + } + } else { + if (team == TEAM_RED && cgs.redflag == FLAG_TAKEN) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.blueflag == FLAG_TAKEN) { + return qtrue; + } else { + return qfalse; + } + } + } + return qfalse; +} + +qboolean CG_YourTeamHasFlag(void) { + if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_1FCTF) { + int team = cg.snap->ps.persistant[PERS_TEAM]; + if (cgs.gametype == GT_1FCTF) { + if (team == TEAM_RED && cgs.flagStatus == FLAG_TAKEN_RED) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.flagStatus == FLAG_TAKEN_BLUE) { + return qtrue; + } else { + return qfalse; + } + } else { + if (team == TEAM_RED && cgs.blueflag == FLAG_TAKEN) { + return qtrue; + } else if (team == TEAM_BLUE && cgs.redflag == FLAG_TAKEN) { + return qtrue; + } else { + return qfalse; + } + } + } + return qfalse; +} + +// THINKABOUTME: should these be exclusive or inclusive.. +// +qboolean CG_OwnerDrawVisible(int flags) { + + if (flags & CG_SHOW_TEAMINFO) { + return (cg_currentSelectedPlayer.integer == numSortedTeamPlayers); + } + + if (flags & CG_SHOW_NOTEAMINFO) { + return !(cg_currentSelectedPlayer.integer == numSortedTeamPlayers); + } + + if (flags & CG_SHOW_OTHERTEAMHASFLAG) { + return CG_OtherTeamHasFlag(); + } + + if (flags & CG_SHOW_YOURTEAMHASENEMYFLAG) { + return CG_YourTeamHasFlag(); + } + + if (flags & (CG_SHOW_BLUE_TEAM_HAS_REDFLAG | CG_SHOW_RED_TEAM_HAS_BLUEFLAG)) { + if (flags & CG_SHOW_BLUE_TEAM_HAS_REDFLAG && (cgs.redflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_RED)) { + return qtrue; + } else if (flags & CG_SHOW_RED_TEAM_HAS_BLUEFLAG && (cgs.blueflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_BLUE)) { + return qtrue; + } + return qfalse; + } + + if (flags & CG_SHOW_ANYTEAMGAME) { + if( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + return qtrue; + } + } + + if (flags & CG_SHOW_ANYNONTEAMGAME) { + if( cgs.gametype < GT_TEAM || cgs.ffa_gt==1) { + return qtrue; + } + } + + if (flags & CG_SHOW_HARVESTER) { + if( cgs.gametype == GT_HARVESTER ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_ONEFLAG) { + if( cgs.gametype == GT_1FCTF ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_CTF) { + if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION) { + return qtrue; + } + } + + if (flags & CG_SHOW_OBELISK) { + if( cgs.gametype == GT_OBELISK ) { + return qtrue; + } else { + return qfalse; + } + } + + if (flags & CG_SHOW_HEALTHCRITICAL) { + if (cg.snap->ps.stats[STAT_HEALTH] < 25) { + return qtrue; + } + } + + if (flags & CG_SHOW_HEALTHOK) { + if (cg.snap->ps.stats[STAT_HEALTH] >= 25) { + return qtrue; + } + } + + if (flags & CG_SHOW_SINGLEPLAYER) { + if( cgs.gametype == GT_SINGLE_PLAYER ) { + return qtrue; + } + } + + if (flags & CG_SHOW_TOURNAMENT) { + if( cgs.gametype == GT_TOURNAMENT ) { + return qtrue; + } + } + + if (flags & CG_SHOW_DURINGINCOMINGVOICE) { + } + + if (flags & CG_SHOW_IF_PLAYER_HAS_FLAG) { + if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + return qtrue; + } + } + return qfalse; +} + + + +static void CG_DrawPlayerHasFlag(rectDef_t *rect, qboolean force2D) { + int adj = (force2D) ? 0 : 2; + if( cg.predictedPlayerState.powerups[PW_REDFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_RED, force2D); + } else if( cg.predictedPlayerState.powerups[PW_BLUEFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_BLUE, force2D); + } else if( cg.predictedPlayerState.powerups[PW_NEUTRALFLAG] ) { + CG_DrawFlagModel( rect->x + adj, rect->y + adj, rect->w - adj, rect->h - adj, TEAM_FREE, force2D); + } +} + +static void CG_DrawAreaSystemChat(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, systemChat, 0, 0, 0); +} + +static void CG_DrawAreaTeamChat(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color,teamChat1, 0, 0, 0); +} + +static void CG_DrawAreaChat(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, teamChat2, 0, 0, 0); +} + +const char *CG_GetKillerText(void) { + const char *s = ""; + if ( cg.killerName[0] ) { + s = va("Fragged by %s", cg.killerName ); + } + return s; +} + + +static void CG_DrawKiller(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + // fragged by ... line + if ( cg.killerName[0] ) { + int x = rect->x + rect->w / 2; + CG_Text_Paint(x - CG_Text_Width(CG_GetKillerText(), scale, 0) / 2, rect->y + rect->h, scale, color, CG_GetKillerText(), 0, 0, textStyle); + } + +} + + +static void CG_DrawCapFragLimit(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + int limit = (cgs.gametype >= GT_CTF && cgs.ffa_gt==0) ? cgs.capturelimit : cgs.fraglimit; + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", limit),0, 0, textStyle); +} + +static void CG_Draw1stPlace(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + if (cgs.scores1 != SCORE_NOT_PRESENT) { + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", cgs.scores1),0, 0, textStyle); + } +} + +static void CG_Draw2ndPlace(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) { + if (cgs.scores2 != SCORE_NOT_PRESENT) { + CG_Text_Paint(rect->x, rect->y, scale, color, va("%2i", cgs.scores2),0, 0, textStyle); + } +} + +const char *CG_GetGameStatusText(void) { + const char *s = ""; + if ( cgs.gametype < GT_TEAM || cgs.ffa_gt==1) { + if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) { + s = va("%s place with %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),cg.snap->ps.persistant[PERS_SCORE] ); + } + } else { + if ( cg.teamScores[0] == cg.teamScores[1] ) { + s = va("Teams are tied at %i", cg.teamScores[0] ); + } else if ( cg.teamScores[0] >= cg.teamScores[1] ) { + s = va("Red leads Blue, %i to %i", cg.teamScores[0], cg.teamScores[1] ); + } else { + s = va("Blue leads Red, %i to %i", cg.teamScores[1], cg.teamScores[0] ); + } + } + return s; +} + +static void CG_DrawGameStatus(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, CG_GetGameStatusText(), 0, 0, textStyle); +} + +const char *CG_GameTypeString(void) { + if ( cgs.gametype == GT_FFA ) { + return "Free For All"; + } else if ( cgs.gametype == GT_TEAM ) { + return "Team Deathmatch"; + } else if ( cgs.gametype == GT_CTF ) { + return "Capture the Flag"; + } else if ( cgs.gametype == GT_1FCTF ) { + return "One Flag CTF"; + } else if ( cgs.gametype == GT_OBELISK ) { + return "Overload"; + } else if ( cgs.gametype == GT_HARVESTER ) { + return "Harvester"; + } else if ( cgs.gametype == GT_ELIMINATION ) { + return "Elimination"; + } else if ( cgs.gametype == GT_CTF_ELIMINATION ) { + return "CTF Elimination"; + } else if ( cgs.gametype == GT_LMS ) { + return "Last Man Standing"; + } else if ( cgs.gametype == GT_DOUBLE_D ) { + return "Double Domination"; + } + return ""; +} +static void CG_DrawGameType(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle ) { + CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, CG_GameTypeString(), 0, 0, textStyle); +} + +static void CG_Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit) { + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + if (text) { +// TTimo: FIXME +// const unsigned char *s = text; // bk001206 - unsigned + const char *s = text; + float max = *maxX; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + if (scale <= cg_smallFont.value) { + font = &cgDC.Assets.smallFont; + } else if (scale > cg_bigFont.value) { + font = &cgDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + trap_R_SetColor( color ); + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build + if ( Q_IsColorString( s ) ) { + memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) ); + newColor[3] = color[3]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } else { + float yadj = useScale * glyph->top; + if (CG_Text_Width(s, useScale, 1) + x > max) { + *maxX = 0; + break; + } + CG_Text_PaintChar(x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + x += (glyph->xSkip * useScale) + adjust; + *maxX = x; + count++; + s++; + } + } + trap_R_SetColor( NULL ); + } + +} + + + +#define PIC_WIDTH 12 + +void CG_DrawNewTeamInfo(rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, qhandle_t shader) { + int xx; + float y; + int i, j, len, count; + const char *p; + vec4_t hcolor; + float pwidth, lwidth, maxx, leftOver; + clientInfo_t *ci; + gitem_t *item; + qhandle_t h; + + // max player name width + pwidth = 0; + count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers; + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + len = CG_Text_Width( ci->name, scale, 0); + if (len > pwidth) + pwidth = len; + } + } + + // max location name width + lwidth = 0; + for (i = 1; i < MAX_LOCATIONS; i++) { + p = CG_ConfigString(CS_LOCATIONS + i); + if (p && *p) { + len = CG_Text_Width(p, scale, 0); + if (len > lwidth) + lwidth = len; + } + } + + y = rect->y; + + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + + xx = rect->x + 1; + for (j = 0; j <= PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + + item = BG_FindItemForPowerup( j ); + + if (item) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, trap_R_RegisterShader( item->icon ) ); + xx += PIC_WIDTH; + } + } + } + + // FIXME: max of 3 powerups shown properly + xx = rect->x + (PIC_WIDTH * 3) + 2; + + CG_GetColorForHealth( ci->health, ci->armor, hcolor ); + trap_R_SetColor(hcolor); + CG_DrawPic( xx, y + 1, PIC_WIDTH - 2, PIC_WIDTH - 2, cgs.media.heartShader ); + + //Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); + //CG_Text_Paint(xx, y + text_y, scale, hcolor, st, 0, 0); + + // draw weapon icon + xx += PIC_WIDTH + 1; + +// weapon used is not that useful, use the space for task +#if 0 + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cgs.media.deferShader ); + } +#endif + + trap_R_SetColor(NULL); + if(ci->isDead) { + h = cgs.media.deathShader; + } else + if (cgs.orderPending) { + // blink the icon + if ( cg.time > cgs.orderTime - 2500 && (cg.time >> 9 ) & 1 ) { + h = 0; + } else { + h = CG_StatusHandle(cgs.currentOrder); + } + } else { + h = CG_StatusHandle(ci->teamTask); + } + + if (h) { + CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, h); + } + + xx += PIC_WIDTH + 1; + + leftOver = rect->w - xx; + maxx = xx + leftOver / 3; + + + + CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, ci->name, 0, 0); + + p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) { + p = "unknown"; + } + + xx += leftOver / 3 + 2; + maxx = rect->w - 4; + + CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, p, 0, 0); + y += text_y + 2; + if ( y + text_y + 2 > rect->y + rect->h ) { + break; + } + + } + } +} + + +void CG_DrawTeamSpectators(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + if (cg.spectatorLen) { + float maxX; + + if (cg.spectatorWidth == -1) { + cg.spectatorWidth = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if (cg.spectatorOffset > cg.spectatorLen) { + cg.spectatorOffset = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if (cg.time > cg.spectatorTime) { + cg.spectatorTime = cg.time + 10; + if (cg.spectatorPaintX <= rect->x + 2) { + if (cg.spectatorOffset < cg.spectatorLen) { + cg.spectatorPaintX += CG_Text_Width(&cg.spectatorList[cg.spectatorOffset], scale, 1) - 1; + cg.spectatorOffset++; + } else { + cg.spectatorOffset = 0; + if (cg.spectatorPaintX2 >= 0) { + cg.spectatorPaintX = cg.spectatorPaintX2; + } else { + cg.spectatorPaintX = rect->x + rect->w - 2; + } + cg.spectatorPaintX2 = -1; + } + } else { + cg.spectatorPaintX--; + if (cg.spectatorPaintX2 >= 0) { + cg.spectatorPaintX2--; + } + } + } + + maxX = rect->x + rect->w - 2; + CG_Text_Paint_Limit(&maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, &cg.spectatorList[cg.spectatorOffset], 0, 0); + if (cg.spectatorPaintX2 >= 0) { + float maxX2 = rect->x + rect->w - 2; + CG_Text_Paint_Limit(&maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, color, cg.spectatorList, 0, cg.spectatorOffset); + } + if (cg.spectatorOffset && maxX > 0) { + // if we have an offset ( we are skipping the first part of the string ) and we fit the string + if (cg.spectatorPaintX2 == -1) { + cg.spectatorPaintX2 = rect->x + rect->w - 2; + } + } else { + cg.spectatorPaintX2 = -1; + } + + } +} + + + +void CG_DrawMedal(int ownerDraw, rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) { + score_t *score = &cg.scores[cg.selectedScore]; + float value = 0; + char *text = NULL; + color[3] = 0.25; + + switch (ownerDraw) { + case CG_ACCURACY: + value = score->accuracy; + break; + case CG_ASSISTS: + value = score->assistCount; + break; + case CG_DEFEND: + value = score->defendCount; + break; + case CG_EXCELLENT: + value = score->excellentCount; + break; + case CG_IMPRESSIVE: + value = score->impressiveCount; + break; + case CG_PERFECT: + value = score->perfect; + break; + case CG_GAUNTLET: + value = score->guantletCount; + break; + case CG_CAPTURES: + value = score->captures; + break; + } + + if (value > 0) { + if (ownerDraw != CG_PERFECT) { + if (ownerDraw == CG_ACCURACY) { + text = va("%i%%", (int)value); + if (value > 50) { + color[3] = 1.0; + } + } else { + text = va("%i", (int)value); + color[3] = 1.0; + } + } else { + if (value) { + color[3] = 1.0; + } + text = "Wow"; + } + } + + trap_R_SetColor(color); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + + if (text) { + color[3] = 1.0; + value = CG_Text_Width(text, scale, 0); + CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h + 10 , scale, color, text, 0, 0, 0); + } + trap_R_SetColor(NULL); + +} + + +// +void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle) { + rectDef_t rect; + + if ( cg_drawStatus.integer == 0 ) { + return; + } + + //if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) { + // return; + //} + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + switch (ownerDraw) { + case CG_PLAYER_ARMOR_ICON: + CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_ARMOR_ICON2D: + CG_DrawPlayerArmorIcon(&rect, qtrue); + break; + case CG_PLAYER_ARMOR_VALUE: + CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle); + break; + case CG_PLAYER_AMMO_ICON: + CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_AMMO_ICON2D: + CG_DrawPlayerAmmoIcon(&rect, qtrue); + break; + case CG_PLAYER_AMMO_VALUE: + CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_HEAD: + CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qfalse); + break; + case CG_VOICE_HEAD: + CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qtrue); + break; + case CG_VOICE_NAME: + CG_DrawSelectedPlayerName(&rect, scale, color, qtrue, textStyle); + break; + case CG_SELECTEDPLAYER_STATUS: + CG_DrawSelectedPlayerStatus(&rect); + break; + case CG_SELECTEDPLAYER_ARMOR: + CG_DrawSelectedPlayerArmor(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_HEALTH: + CG_DrawSelectedPlayerHealth(&rect, scale, color, shader, textStyle); + break; + case CG_SELECTEDPLAYER_NAME: + CG_DrawSelectedPlayerName(&rect, scale, color, qfalse, textStyle); + break; + case CG_SELECTEDPLAYER_LOCATION: + CG_DrawSelectedPlayerLocation(&rect, scale, color, textStyle); + break; + case CG_SELECTEDPLAYER_WEAPON: + CG_DrawSelectedPlayerWeapon(&rect); + break; + case CG_SELECTEDPLAYER_POWERUP: + CG_DrawSelectedPlayerPowerup(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_HEAD: + CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_ITEM: + CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY); + break; + case CG_PLAYER_SCORE: + CG_DrawPlayerScore(&rect, scale, color, shader, textStyle); + break; + case CG_PLAYER_HEALTH: + CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle); + break; + case CG_RED_SCORE: + CG_DrawRedScore(&rect, scale, color, shader, textStyle); + break; + case CG_BLUE_SCORE: + CG_DrawBlueScore(&rect, scale, color, shader, textStyle); + break; + case CG_RED_NAME: + CG_DrawRedName(&rect, scale, color, textStyle); + break; + case CG_BLUE_NAME: + CG_DrawBlueName(&rect, scale, color, textStyle); + break; + case CG_BLUE_FLAGHEAD: + CG_DrawBlueFlagHead(&rect); + break; + case CG_BLUE_FLAGSTATUS: + CG_DrawBlueFlagStatus(&rect, shader); + break; + case CG_BLUE_FLAGNAME: + CG_DrawBlueFlagName(&rect, scale, color, textStyle); + break; + case CG_RED_FLAGHEAD: + CG_DrawRedFlagHead(&rect); + break; + case CG_RED_FLAGSTATUS: + CG_DrawRedFlagStatus(&rect, shader); + break; + case CG_RED_FLAGNAME: + CG_DrawRedFlagName(&rect, scale, color, textStyle); + break; + case CG_HARVESTER_SKULLS: + CG_HarvesterSkulls(&rect, scale, color, qfalse, textStyle); + break; + case CG_HARVESTER_SKULLS2D: + CG_HarvesterSkulls(&rect, scale, color, qtrue, textStyle); + break; + case CG_ONEFLAG_STATUS: + CG_OneFlagStatus(&rect); + break; + case CG_PLAYER_LOCATION: + CG_DrawPlayerLocation(&rect, scale, color, textStyle); + break; + case CG_TEAM_COLOR: + CG_DrawTeamColor(&rect, color); + break; + case CG_CTF_POWERUP: + CG_DrawCTFPowerUp(&rect); + break; + case CG_AREA_POWERUP: + CG_DrawAreaPowerUp(&rect, align, special, scale, color); + break; + case CG_PLAYER_STATUS: + CG_DrawPlayerStatus(&rect); + break; + case CG_PLAYER_HASFLAG: + CG_DrawPlayerHasFlag(&rect, qfalse); + break; + case CG_PLAYER_HASFLAG2D: + CG_DrawPlayerHasFlag(&rect, qtrue); + break; + case CG_AREA_SYSTEMCHAT: + CG_DrawAreaSystemChat(&rect, scale, color, shader); + break; + case CG_AREA_TEAMCHAT: + CG_DrawAreaTeamChat(&rect, scale, color, shader); + break; + case CG_AREA_CHAT: + CG_DrawAreaChat(&rect, scale, color, shader); + break; + case CG_GAME_TYPE: + CG_DrawGameType(&rect, scale, color, shader, textStyle); + break; + case CG_GAME_STATUS: + CG_DrawGameStatus(&rect, scale, color, shader, textStyle); + break; + case CG_KILLER: + CG_DrawKiller(&rect, scale, color, shader, textStyle); + break; + case CG_ACCURACY: + case CG_ASSISTS: + case CG_DEFEND: + case CG_EXCELLENT: + case CG_IMPRESSIVE: + case CG_PERFECT: + case CG_GAUNTLET: + case CG_CAPTURES: + CG_DrawMedal(ownerDraw, &rect, scale, color, shader); + break; + case CG_SPECTATORS: + CG_DrawTeamSpectators(&rect, scale, color, shader); + break; + case CG_TEAMINFO: + if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) { + CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader); + } + break; + case CG_CAPFRAGLIMIT: + CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle); + break; + case CG_1STPLACE: + CG_Draw1stPlace(&rect, scale, color, shader, textStyle); + break; + case CG_2NDPLACE: + CG_Draw2ndPlace(&rect, scale, color, shader, textStyle); + break; + default: + break; + } +} + +void CG_MouseEvent(int x, int y) { + int n; + + if ( (cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_SPECTATOR) && cg.showScores == qfalse) { + trap_Key_SetCatcher(0); + return; + } + + cgs.cursorX+= x; + if (cgs.cursorX < 0) + cgs.cursorX = 0; + else if (cgs.cursorX > 640) + cgs.cursorX = 640; + + cgs.cursorY += y; + if (cgs.cursorY < 0) + cgs.cursorY = 0; + else if (cgs.cursorY > 480) + cgs.cursorY = 480; + + n = Display_CursorType(cgs.cursorX, cgs.cursorY); + cgs.activeCursor = 0; + if (n == CURSOR_ARROW) { + cgs.activeCursor = cgs.media.selectCursor; + } else if (n == CURSOR_SIZER) { + cgs.activeCursor = cgs.media.sizeCursor; + } + + if (cgs.capturedItem) { + Display_MouseMove(cgs.capturedItem, x, y); + } else { + Display_MouseMove(NULL, cgs.cursorX, cgs.cursorY); + } + +} + +/* +================== +CG_HideTeamMenus +================== + +*/ +void CG_HideTeamMenu( void ) { + Menus_CloseByName("teamMenu"); + Menus_CloseByName("getMenu"); +} + +/* +================== +CG_ShowTeamMenus +================== + +*/ +void CG_ShowTeamMenu( void ) { + Menus_OpenByName("teamMenu"); +} + + + + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +void CG_EventHandling(int type) { + cgs.eventHandling = type; + if (type == CGAME_EVENT_NONE) { + CG_HideTeamMenu(); + } else if (type == CGAME_EVENT_TEAMMENU) { + //CG_ShowTeamMenu(); + } else if (type == CGAME_EVENT_SCOREBOARD) { + } + +} + + + +void CG_KeyEvent(int key, qboolean down) { + + if (!down) { + return; + } + + if ( cg.predictedPlayerState.pm_type == PM_NORMAL || (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)) { + CG_EventHandling(CGAME_EVENT_NONE); + trap_Key_SetCatcher(0); + return; + } + + //if (key == trap_Key_GetKey("teamMenu") || !Display_CaptureItem(cgs.cursorX, cgs.cursorY)) { + // if we see this then we should always be visible + // CG_EventHandling(CGAME_EVENT_NONE); + // trap_Key_SetCatcher(0); + //} + + + + Display_HandleKey(key, down, cgs.cursorX, cgs.cursorY); + + if (cgs.capturedItem) { + cgs.capturedItem = NULL; + } else { + if (key == K_MOUSE2 && down) { + cgs.capturedItem = Display_CaptureItem(cgs.cursorX, cgs.cursorY); + } + } +} + +int CG_ClientNumFromName(const char *p) { + int i; + for (i = 0; i < cgs.maxclients; i++) { + if (cgs.clientinfo[i].infoValid && Q_stricmp(cgs.clientinfo[i].name, p) == 0) { + return i; + } + } + return -1; +} + +void CG_ShowResponseHead(void) { + Menus_OpenByName("voiceMenu"); + trap_Cvar_Set("cl_conXOffset", "72"); + cg.voiceTime = cg.time; +} + +void CG_RunMenuScript(char **args) { +} + + +void CG_GetTeamColor(vec4_t *color) { + if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) { + (*color)[0] = 1.0f; + (*color)[3] = 0.25f; + (*color)[1] = (*color)[2] = 0.0f; + } else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) { + (*color)[0] = (*color)[1] = 0.0f; + (*color)[2] = 1.0f; + (*color)[3] = 0.25f; + } else { + (*color)[0] = (*color)[2] = 0.0f; + (*color)[1] = 0.17f; + (*color)[3] = 0.25f; + } +} + diff --git a/code/cgame/cg_particles.c b/code/cgame/cg_particles.c new file mode 100644 index 0000000..fb3fb94 --- /dev/null +++ b/code/cgame/cg_particles.c @@ -0,0 +1,2019 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// Rafael particles +// cg_particles.c + +#include "cg_local.h" + +#define BLOODRED 2 +#define EMISIVEFADE 3 +#define GREY75 4 + +typedef struct particle_s +{ + struct particle_s *next; + + float time; + float endtime; + + vec3_t org; + vec3_t vel; + vec3_t accel; + int color; + float colorvel; + float alpha; + float alphavel; + int type; + qhandle_t pshader; + + float height; + float width; + + float endheight; + float endwidth; + + float start; + float end; + + float startfade; + qboolean rotate; + int snum; + + qboolean link; + + // Ridah + int shaderAnim; + int roll; + + int accumroll; + +} cparticle_t; + +typedef enum +{ + P_NONE, + P_WEATHER, + P_FLAT, + P_SMOKE, + P_ROTATE, + P_WEATHER_TURBULENT, + P_ANIM, // Ridah + P_BAT, + P_BLEED, + P_FLAT_SCALEUP, + P_FLAT_SCALEUP_FADE, + P_WEATHER_FLURRY, + P_SMOKE_IMPACT, + P_BUBBLE, + P_BUBBLE_TURBULENT, + P_SPRITE +} particle_type_t; + +#define MAX_SHADER_ANIMS 32 +#define MAX_SHADER_ANIM_FRAMES 64 + +static char *shaderAnimNames[MAX_SHADER_ANIMS] = { + "explode1", + "blacksmokeanim", + "twiltb2", + "expblue", + "blacksmokeanimb", // uses 'explode1' sequence + "blood", + NULL +}; +static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES]; +static int shaderAnimCounts[MAX_SHADER_ANIMS] = { + 23, + 25, + 45, + 25, + 23, + 5, +}; +static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = { + 1.405f, + 1.0f, + 1.0f, + 1.0f, + 1.0f, + 1.0f, +}; +static int numShaderAnims; +// done. + +#define PARTICLE_GRAVITY 40 +#define MAX_PARTICLES 1024 * 8 + +cparticle_t *active_particles, *free_particles; +cparticle_t particles[MAX_PARTICLES]; +int cl_numparticles = MAX_PARTICLES; + +qboolean initparticles = qfalse; +vec3_t vforward, vright, vup; +vec3_t rforward, rright, rup; + +float oldtime; + +/* +=============== +CL_ClearParticles +=============== +*/ +void CG_ClearParticles (void) +{ + int i; + + memset( particles, 0, sizeof(particles) ); + + free_particles = &particles[0]; + active_particles = NULL; + + for (i=0 ;itype == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY + || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + {// create a front facing polygon + + if (p->type != P_WEATHER_FLURRY) + { + if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + { + if (org[2] > p->end) + { + p->time = cg.time; + VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground + + p->org[2] = ( p->start + crandom () * 4 ); + + + if (p->type == P_BUBBLE_TURBULENT) + { + p->vel[0] = crandom() * 4; + p->vel[1] = crandom() * 4; + } + + } + } + else + { + if (org[2] < p->end) + { + p->time = cg.time; + VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground + + while (p->org[2] < p->end) + { + p->org[2] += (p->start - p->end); + } + + + if (p->type == P_WEATHER_TURBULENT) + { + p->vel[0] = crandom() * 16; + p->vel[1] = crandom() * 16; + } + + } + } + + + // Rafael snow pvs check + if (!p->link) + return; + + p->alpha = 1; + } + + // Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp + if (Distance( cg.snap->ps.origin, org ) > 1024) { + return; + } + // done. + + if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) + { + VectorMA (org, -p->height, vup, point); + VectorMA (point, -p->width, vright, point); + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255 * p->alpha; + + VectorMA (org, -p->height, vup, point); + VectorMA (point, p->width, vright, point); + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, vup, point); + VectorMA (point, p->width, vright, point); + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, vup, point); + VectorMA (point, -p->width, vright, point); + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255 * p->alpha; + } + else + { + VectorMA (org, -p->height, vup, point); + VectorMA (point, -p->width, vright, point); + VectorCopy( point, TRIverts[0].xyz ); + TRIverts[0].st[0] = 1; + TRIverts[0].st[1] = 0; + TRIverts[0].modulate[0] = 255; + TRIverts[0].modulate[1] = 255; + TRIverts[0].modulate[2] = 255; + TRIverts[0].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, vup, point); + VectorMA (point, -p->width, vright, point); + VectorCopy (point, TRIverts[1].xyz); + TRIverts[1].st[0] = 0; + TRIverts[1].st[1] = 0; + TRIverts[1].modulate[0] = 255; + TRIverts[1].modulate[1] = 255; + TRIverts[1].modulate[2] = 255; + TRIverts[1].modulate[3] = 255 * p->alpha; + + VectorMA (org, p->height, vup, point); + VectorMA (point, p->width, vright, point); + VectorCopy (point, TRIverts[2].xyz); + TRIverts[2].st[0] = 0; + TRIverts[2].st[1] = 1; + TRIverts[2].modulate[0] = 255; + TRIverts[2].modulate[1] = 255; + TRIverts[2].modulate[2] = 255; + TRIverts[2].modulate[3] = 255 * p->alpha; + } + + } + else if (p->type == P_SPRITE) + { + vec3_t rr, ru; + vec3_t rotate_ang; + + VectorSet (color, 1.0, 1.0, 1.0); + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (p->roll) { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + + if (p->roll) { + VectorMA (org, -height, ru, point); + VectorMA (point, -width, rr, point); + } else { + VectorMA (org, -height, vup, point); + VectorMA (point, -width, vright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*height, ru, point); + } else { + VectorMA (point, 2*height, vup, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*width, rr, point); + } else { + VectorMA (point, 2*width, vright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, -2*height, ru, point); + } else { + VectorMA (point, -2*height, vup, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + } + else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) + {// create a front rotating facing polygon + + if ( p->type == P_SMOKE_IMPACT && Distance( cg.snap->ps.origin, org ) > 1024) { + return; + } + + if (p->color == BLOODRED) + VectorSet (color, 0.22f, 0.0f, 0.0f); + else if (p->color == GREY75) + { + float len; + float greyit; + float val; + len = Distance (cg.snap->ps.origin, org); + if (!len) + len = 1; + + val = 4096/len; + greyit = 0.25 * val; + if (greyit > 0.5) + greyit = 0.5; + + VectorSet (color, greyit, greyit, greyit); + } + else + VectorSet (color, 1.0, 1.0, 1.0); + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + if (cg.time > p->startfade) + { + invratio = 1 - ( (cg.time - p->startfade) / (p->endtime - p->startfade) ); + + if (p->color == EMISIVEFADE) + { + float fval; + fval = (invratio * invratio); + if (fval < 0) + fval = 0; + VectorSet (color, fval , fval , fval ); + } + invratio *= p->alpha; + } + else + invratio = 1 * p->alpha; + + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) + invratio = 1; + + if (invratio > 1) + invratio = 1; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (p->type != P_SMOKE_IMPACT) + { + vec3_t temp; + + vectoangles (rforward, temp); + p->accumroll += p->roll; + temp[ROLL] += p->accumroll * 0.1; + AngleVectors ( temp, NULL, rright2, rup2); + } + else + { + VectorCopy (rright, rright2); + VectorCopy (rup, rup2); + } + + if (p->rotate) + { + VectorMA (org, -height, rup2, point); + VectorMA (point, -width, rright2, point); + } + else + { + VectorMA (org, -p->height, vup, point); + VectorMA (point, -p->width, vright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255 * color[0]; + verts[0].modulate[1] = 255 * color[1]; + verts[0].modulate[2] = 255 * color[2]; + verts[0].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, -height, rup2, point); + VectorMA (point, width, rright2, point); + } + else + { + VectorMA (org, -p->height, vup, point); + VectorMA (point, p->width, vright, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255 * color[0]; + verts[1].modulate[1] = 255 * color[1]; + verts[1].modulate[2] = 255 * color[2]; + verts[1].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, height, rup2, point); + VectorMA (point, width, rright2, point); + } + else + { + VectorMA (org, p->height, vup, point); + VectorMA (point, p->width, vright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255 * color[0]; + verts[2].modulate[1] = 255 * color[1]; + verts[2].modulate[2] = 255 * color[2]; + verts[2].modulate[3] = 255 * invratio; + + if (p->rotate) + { + VectorMA (org, height, rup2, point); + VectorMA (point, -width, rright2, point); + } + else + { + VectorMA (org, p->height, vup, point); + VectorMA (point, -p->width, vright, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255 * color[0]; + verts[3].modulate[1] = 255 * color[1]; + verts[3].modulate[2] = 255 * color[2]; + verts[3].modulate[3] = 255 * invratio; + + } + else if (p->type == P_BLEED) + { + vec3_t rr, ru; + vec3_t rotate_ang; + float alpha; + + alpha = p->alpha; + + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) + alpha = 1; + + if (p->roll) + { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + else + { + VectorCopy (vup, ru); + VectorCopy (vright, rr); + } + + VectorMA (org, -p->height, ru, point); + VectorMA (point, -p->width, rr, point); + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 111; + verts[0].modulate[1] = 19; + verts[0].modulate[2] = 9; + verts[0].modulate[3] = 255 * alpha; + + VectorMA (org, -p->height, ru, point); + VectorMA (point, p->width, rr, point); + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 111; + verts[1].modulate[1] = 19; + verts[1].modulate[2] = 9; + verts[1].modulate[3] = 255 * alpha; + + VectorMA (org, p->height, ru, point); + VectorMA (point, p->width, rr, point); + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 111; + verts[2].modulate[1] = 19; + verts[2].modulate[2] = 9; + verts[2].modulate[3] = 255 * alpha; + + VectorMA (org, p->height, ru, point); + VectorMA (point, -p->width, rr, point); + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 111; + verts[3].modulate[1] = 19; + verts[3].modulate[2] = 9; + verts[3].modulate[3] = 255 * alpha; + + } + else if (p->type == P_FLAT_SCALEUP) + { + float width, height; + float sinR, cosR; + + if (p->color == BLOODRED) + VectorSet (color, 1, 1, 1); + else + VectorSet (color, 0.5, 0.5, 0.5); + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + if (width > p->endwidth) + width = p->endwidth; + + if (height > p->endheight) + height = p->endheight; + + sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2); + cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2); + + VectorCopy (org, verts[0].xyz); + verts[0].xyz[0] -= sinR; + verts[0].xyz[1] -= cosR; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255 * color[0]; + verts[0].modulate[1] = 255 * color[1]; + verts[0].modulate[2] = 255 * color[2]; + verts[0].modulate[3] = 255; + + VectorCopy (org, verts[1].xyz); + verts[1].xyz[0] -= cosR; + verts[1].xyz[1] += sinR; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255 * color[0]; + verts[1].modulate[1] = 255 * color[1]; + verts[1].modulate[2] = 255 * color[2]; + verts[1].modulate[3] = 255; + + VectorCopy (org, verts[2].xyz); + verts[2].xyz[0] += sinR; + verts[2].xyz[1] += cosR; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255 * color[0]; + verts[2].modulate[1] = 255 * color[1]; + verts[2].modulate[2] = 255 * color[2]; + verts[2].modulate[3] = 255; + + VectorCopy (org, verts[3].xyz); + verts[3].xyz[0] += cosR; + verts[3].xyz[1] -= sinR; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255 * color[0]; + verts[3].modulate[1] = 255 * color[1]; + verts[3].modulate[2] = 255 * color[2]; + verts[3].modulate[3] = 255; + } + else if (p->type == P_FLAT) + { + + VectorCopy (org, verts[0].xyz); + verts[0].xyz[0] -= p->height; + verts[0].xyz[1] -= p->width; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + VectorCopy (org, verts[1].xyz); + verts[1].xyz[0] -= p->height; + verts[1].xyz[1] += p->width; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + VectorCopy (org, verts[2].xyz); + verts[2].xyz[0] += p->height; + verts[2].xyz[1] += p->width; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + VectorCopy (org, verts[3].xyz); + verts[3].xyz[0] += p->height; + verts[3].xyz[1] -= p->width; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + + } + // Ridah + else if (p->type == P_ANIM) { + vec3_t rr, ru; + vec3_t rotate_ang; + int i, j; + + time = cg.time - p->time; + time2 = p->endtime - p->time; + ratio = time / time2; + if (ratio >= 1.0f) { + ratio = 0.9999f; + } + + width = p->width + ( ratio * ( p->endwidth - p->width) ); + height = p->height + ( ratio * ( p->endheight - p->height) ); + + // if we are "inside" this sprite, don't draw + if (Distance( cg.snap->ps.origin, org ) < width/1.5) { + return; + } + + i = p->shaderAnim; + j = (int)floor(ratio * shaderAnimCounts[p->shaderAnim]); + p->pshader = shaderAnims[i][j]; + + if (p->roll) { + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + rotate_ang[ROLL] += p->roll; + AngleVectors ( rotate_ang, NULL, rr, ru); + } + + if (p->roll) { + VectorMA (org, -height, ru, point); + VectorMA (point, -width, rr, point); + } else { + VectorMA (org, -height, vup, point); + VectorMA (point, -width, vright, point); + } + VectorCopy (point, verts[0].xyz); + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*height, ru, point); + } else { + VectorMA (point, 2*height, vup, point); + } + VectorCopy (point, verts[1].xyz); + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, 2*width, rr, point); + } else { + VectorMA (point, 2*width, vright, point); + } + VectorCopy (point, verts[2].xyz); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + if (p->roll) { + VectorMA (point, -2*height, ru, point); + } else { + VectorMA (point, -2*height, vup, point); + } + VectorCopy (point, verts[3].xyz); + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + } + // done. + + if (!p->pshader) { +// (SA) temp commented out for DM +// CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type); + return; + } + + if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY) + trap_R_AddPolyToScene( p->pshader, 3, TRIverts ); + else + trap_R_AddPolyToScene( p->pshader, 4, verts ); + +} + +// Ridah, made this static so it doesn't interfere with other files +static float roll = 0.0; + +/* +=============== +CG_AddParticles +=============== +*/ +void CG_AddParticles (void) +{ + cparticle_t *p, *next; + float alpha; + float time, time2; + vec3_t org; + int color; + cparticle_t *active, *tail; + int type; + vec3_t rotate_ang; + + if (!initparticles) + CG_ClearParticles (); + + VectorCopy( cg.refdef.viewaxis[0], vforward ); + VectorCopy( cg.refdef.viewaxis[1], vright ); + VectorCopy( cg.refdef.viewaxis[2], vup ); + + vectoangles( cg.refdef.viewaxis[0], rotate_ang ); + roll += ((cg.time - oldtime) * 0.1) ; + rotate_ang[ROLL] += (roll*0.9); + AngleVectors ( rotate_ang, rforward, rright, rup); + + oldtime = cg.time; + + active = NULL; + tail = NULL; + + for (p=active_particles ; p ; p=next) + { + + next = p->next; + + time = (cg.time - p->time)*0.001; + + alpha = p->alpha + time*p->alphavel; + if (alpha <= 0) + { // faded out + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + + continue; + } + + } + + if (p->type == P_WEATHER_FLURRY) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + + continue; + } + } + + + if (p->type == P_FLAT_SCALEUP_FADE) + { + if (cg.time > p->endtime) + { + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + } + + if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) { + // temporary sprite + CG_AddParticleToScene (p, p->org, alpha); + p->next = free_particles; + free_particles = p; + p->type = 0; + p->color = 0; + p->alpha = 0; + continue; + } + + p->next = NULL; + if (!tail) + active = tail = p; + else + { + tail->next = p; + tail = p; + } + + if (alpha > 1.0) + alpha = 1; + + color = p->color; + + time2 = time*time; + + org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2; + org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2; + org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2; + + type = p->type; + + CG_AddParticleToScene (p, org, alpha); + } + + active_particles = active; +} + +/* +====================== +CG_AddParticles +====================== +*/ +void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + qboolean turb = qtrue; + + if (!pshader) + CG_Printf ("CG_ParticleSnowFlurry pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.90f; + p->alphavel = 0; + + p->start = cent->currentState.origin2[0]; + p->end = cent->currentState.origin2[1]; + + p->endtime = cg.time + cent->currentState.time; + p->startfade = cg.time + cent->currentState.time2; + + p->pshader = pshader; + + if (rand()%100 > 90) + { + p->height = 32; + p->width = 32; + p->alpha = 0.10f; + } + else + { + p->height = 1; + p->width = 1; + } + + p->vel[2] = -20; + + p->type = P_WEATHER_FLURRY; + + if (turb) + p->vel[2] = -10; + + VectorCopy(cent->currentState.origin, p->org); + + p->org[0] = p->org[0]; + p->org[1] = p->org[1]; + p->org[2] = p->org[2]; + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16); + p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16); + p->vel[2] += cent->currentState.angles[2]; + + if (turb) + { + p->accel[0] = crandom () * 16; + p->accel[1] = crandom () * 16; + } + +} + +void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.40f; + p->alphavel = 0; + p->start = origin[2]; + p->end = origin2[2]; + p->pshader = pshader; + p->height = 1; + p->width = 1; + + p->vel[2] = -50; + + if (turb) + { + p->type = P_WEATHER_TURBULENT; + p->vel[2] = -50 * 1.3; + } + else + { + p->type = P_WEATHER; + } + + VectorCopy(origin, p->org); + + p->org[0] = p->org[0] + ( crandom() * range); + p->org[1] = p->org[1] + ( crandom() * range); + p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + if (turb) + { + p->vel[0] = crandom() * 16; + p->vel[1] = crandom() * 16; + } + + // Rafael snow pvs check + p->snum = snum; + p->link = qtrue; + +} + +void CG_ParticleBubble (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) +{ + cparticle_t *p; + float randsize; + + if (!pshader) + CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->color = 0; + p->alpha = 0.40f; + p->alphavel = 0; + p->start = origin[2]; + p->end = origin2[2]; + p->pshader = pshader; + + randsize = 1 + (crandom() * 0.5); + + p->height = randsize; + p->width = randsize; + + p->vel[2] = 50 + ( crandom() * 10 ); + + if (turb) + { + p->type = P_BUBBLE_TURBULENT; + p->vel[2] = 50 * 1.3; + } + else + { + p->type = P_BUBBLE; + } + + VectorCopy(origin, p->org); + + p->org[0] = p->org[0] + ( crandom() * range); + p->org[1] = p->org[1] + ( crandom() * range); + p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); + + p->vel[0] = p->vel[1] = 0; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + if (turb) + { + p->vel[0] = crandom() * 4; + p->vel[1] = crandom() * 4; + } + + // Rafael snow pvs check + p->snum = snum; + p->link = qtrue; + +} + +void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent) +{ + + // using cent->density = enttime + // cent->frame = startfade + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleSmoke == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + cent->currentState.time; + p->startfade = cg.time + cent->currentState.time2; + + p->color = 0; + p->alpha = 1.0; + p->alphavel = 0; + p->start = cent->currentState.origin[2]; + p->end = cent->currentState.origin2[2]; + p->pshader = pshader; + p->rotate = qfalse; + p->height = 8; + p->width = 8; + p->endheight = 32; + p->endwidth = 32; + p->type = P_SMOKE; + + VectorCopy(cent->currentState.origin, p->org); + + p->vel[0] = p->vel[1] = 0; + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[2] = 5; + + if (cent->currentState.frame == 1)// reverse gravity + p->vel[2] *= -1; + + p->roll = 8 + (crandom() * 4); +} + + +void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration) +{ + + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 1.0; + p->alphavel = 0; + + p->height = 0.5; + p->width = 0.5; + p->endheight = 0.5; + p->endwidth = 0.5; + + p->pshader = cgs.media.tracerShader; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->vel[0] = vel[0]; + p->vel[1] = vel[1]; + p->vel[2] = vel[2]; + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->accel[2] = -60; + p->vel[2] += -20; + +} + +/* +====================== +CG_ParticleExplosion +====================== +*/ + +void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd) +{ + cparticle_t *p; + int anim; + + if (animStr < (char *)10) + CG_Error( "CG_ParticleExplosion: animStr is probably an index rather than a string" ); + + // find the animation string + for (anim=0; shaderAnimNames[anim]; anim++) { + if (!Q_stricmp( animStr, shaderAnimNames[anim] )) + break; + } + if (!shaderAnimNames[anim]) { + CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", animStr); + return; + } + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + + if (duration < 0) { + duration *= -1; + p->roll = 0; + } else { + p->roll = crandom()*179; + } + + p->shaderAnim = anim; + + p->width = sizeStart; + p->height = sizeStart*shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction + + p->endheight = sizeEnd; + p->endwidth = sizeEnd*shaderAnimSTRatio[anim]; + + p->endtime = cg.time + duration; + + p->type = P_ANIM; + + VectorCopy( origin, p->org ); + VectorCopy( vel, p->vel ); + VectorClear( p->accel ); + +} + +// Rafael Shrapnel +void CG_AddParticleShrapnel (localEntity_t *le) +{ + return; +} +// done. + +int CG_NewParticleArea (int num) +{ + // const char *str; + char *str; + char *token; + int type; + vec3_t origin, origin2; + int i; + float range = 0; + int turb; + int numparticles; + int snum; + + str = (char *) CG_ConfigString (num); + if (!str[0]) + return (0); + + // returns type 128 64 or 32 + token = COM_Parse (&str); + type = atoi (token); + + if (type == 1) + range = 128; + else if (type == 2) + range = 64; + else if (type == 3) + range = 32; + else if (type == 0) + range = 256; + else if (type == 4) + range = 8; + else if (type == 5) + range = 16; + else if (type == 6) + range = 32; + else if (type == 7) + range = 64; + + + for (i=0; i<3; i++) + { + token = COM_Parse (&str); + origin[i] = atof (token); + } + + for (i=0; i<3; i++) + { + token = COM_Parse (&str); + origin2[i] = atof (token); + } + + token = COM_Parse (&str); + numparticles = atoi (token); + + token = COM_Parse (&str); + turb = atoi (token); + + token = COM_Parse (&str); + snum = atoi (token); + + for (i=0; i= 4) + CG_ParticleBubble (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); + else + CG_ParticleSnow (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); + } + + return (1); +} + +void CG_SnowLink (centity_t *cent, qboolean particleOn) +{ + cparticle_t *p, *next; + int id; + + id = cent->currentState.frame; + + for (p=active_particles ; p ; p=next) + { + next = p->next; + + if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) + { + if (p->snum == id) + { + if (particleOn) + p->link = qtrue; + else + p->link = qfalse; + } + } + + } +} + +void CG_ParticleImpactSmokePuff (qhandle_t pshader, vec3_t origin) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 0.25; + p->alphavel = 0; + p->roll = crandom()*179; + + p->pshader = pshader; + + p->endtime = cg.time + 1000; + p->startfade = cg.time + 100; + + p->width = rand()%4 + 8; + p->height = rand()%4 + 8; + + p->endheight = p->height *2; + p->endwidth = p->width * 2; + + p->endtime = cg.time + 500; + + p->type = P_SMOKE_IMPACT; + + VectorCopy( origin, p->org ); + VectorSet(p->vel, 0, 0, 20); + VectorSet(p->accel, 0, 0, 20); + + p->rotate = qtrue; +} + +void CG_Particle_Bleed (qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_Particle_Bleed pshader == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + p->endtime = cg.time + duration; + + if (fleshEntityNum) + p->startfade = cg.time; + else + p->startfade = cg.time + 100; + + p->width = 4; + p->height = 4; + + p->endheight = 4+rand()%3; + p->endwidth = p->endheight; + + p->type = P_SMOKE; + + VectorCopy( start, p->org ); + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = -20; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->color = BLOODRED; + p->alpha = 0.75; + +} + +void CG_Particle_OilParticle (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + + int time; + int time2; + float ratio; + + float duration = 1500; + + time = cg.time; + time2 = cg.time + cent->currentState.time; + + ratio =(float)1 - ((float)time / (float)time2); + + if (!pshader) + CG_Printf ("CG_Particle_OilParticle == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + p->endtime = cg.time + duration; + + p->startfade = p->endtime; + + p->width = 1; + p->height = 3; + + p->endheight = 3; + p->endwidth = 1; + + p->type = P_SMOKE; + + VectorCopy(cent->currentState.origin, p->org ); + + p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio)); + p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio)); + p->vel[2] = (cent->currentState.origin2[2]); + + p->snum = 1.0f; + + VectorClear( p->accel ); + + p->accel[2] = -20; + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + +} + + +void CG_Particle_OilSlick (qhandle_t pshader, centity_t *cent) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_Particle_OilSlick == ZERO!\n"); + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + if (cent->currentState.angles2[2]) + p->endtime = cg.time + cent->currentState.angles2[2]; + else + p->endtime = cg.time + 60000; + + p->startfade = p->endtime; + + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) + { + p->width = cent->currentState.angles2[0]; + p->height = cent->currentState.angles2[0]; + + p->endheight = cent->currentState.angles2[1]; + p->endwidth = cent->currentState.angles2[1]; + } + else + { + p->width = 8; + p->height = 8; + + p->endheight = 16; + p->endwidth = 16; + } + + p->type = P_FLAT_SCALEUP; + + p->snum = 1.0; + + VectorCopy(cent->currentState.origin, p->org ); + + p->org[2]+= 0.55 + (crandom() * 0.5); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = 0; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + +} + +void CG_OilSlickRemove (centity_t *cent) +{ + cparticle_t *p, *next; + int id; + + id = 1.0f; + + if (!id) + CG_Printf ("CG_OilSlickRevove NULL id\n"); + + for (p=active_particles ; p ; p=next) + { + next = p->next; + + if (p->type == P_FLAT_SCALEUP) + { + if (p->snum == id) + { + p->endtime = cg.time + 100; + p->startfade = p->endtime; + p->type = P_FLAT_SCALEUP_FADE; + + } + } + + } +} + +qboolean ValidBloodPool (vec3_t start) +{ +#define EXTRUDE_DIST 0.5 + + vec3_t angles; + vec3_t right, up; + vec3_t this_pos, x_pos, center_pos, end_pos; + float x, y; + float fwidth, fheight; + trace_t trace; + vec3_t normal; + + fwidth = 16; + fheight = 16; + + VectorSet (normal, 0, 0, 1); + + vectoangles (normal, angles); + AngleVectors (angles, NULL, right, up); + + VectorMA (start, EXTRUDE_DIST, normal, center_pos); + + for (x= -fwidth/2; xendpos, start); + legit = ValidBloodPool (start); + + if (!legit) + return; + + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + 3000; + p->startfade = p->endtime; + + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = pshader; + + rndSize = 0.4 + random()*0.6; + + p->width = 8*rndSize; + p->height = 8*rndSize; + + p->endheight = 16*rndSize; + p->endwidth = 16*rndSize; + + p->type = P_FLAT_SCALEUP; + + VectorCopy(start, p->org ); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = 0; + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + + p->color = BLOODRED; +} + +#define NORMALSIZE 16 +#define LARGESIZE 32 + +void CG_ParticleBloodCloud (centity_t *cent, vec3_t origin, vec3_t dir) +{ + float length; + float dist; + float crittersize; + vec3_t angles, forward; + vec3_t point; + cparticle_t *p; + int i; + + dist = 0; + + length = VectorLength (dir); + vectoangles (dir, angles); + AngleVectors (angles, forward, NULL, NULL); + + crittersize = LARGESIZE; + + if (length) + dist = length / crittersize; + + if (dist < 1) + dist = 1; + + VectorCopy (origin, point); + + for (i=0; inext; + p->next = active_particles; + active_particles = p; + + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = cgs.media.smokePuffShader; + + p->endtime = cg.time + 350 + (crandom() * 100); + + p->startfade = cg.time; + + p->width = LARGESIZE; + p->height = LARGESIZE; + p->endheight = LARGESIZE; + p->endwidth = LARGESIZE; + + p->type = P_SMOKE; + + VectorCopy( origin, p->org ); + + p->vel[0] = 0; + p->vel[1] = 0; + p->vel[2] = -1; + + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->color = BLOODRED; + + p->alpha = 0.75; + + } + + +} + +void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + cparticle_t *p; + + if (!free_particles) + return; + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + + p->endtime = cg.time + duration; + p->startfade = cg.time + duration/2; + + p->color = EMISIVEFADE; + p->alpha = 0.4f; + p->alphavel = 0; + + p->height = 0.5; + p->width = 0.5; + p->endheight = 0.5; + p->endwidth = 0.5; + + p->pshader = cgs.media.tracerShader; + + p->type = P_SMOKE; + + VectorCopy(org, p->org); + + p->org[0] += (crandom() * x); + p->org[1] += (crandom() * y); + + p->vel[0] = vel[0]; + p->vel[1] = vel[1]; + p->vel[2] = vel[2]; + + p->accel[0] = p->accel[1] = p->accel[2] = 0; + + p->vel[0] += (crandom() * 4); + p->vel[1] += (crandom() * 4); + p->vel[2] += (20 + (crandom() * 10)) * speed; + + p->accel[0] = crandom () * 4; + p->accel[1] = crandom () * 4; + +} + +void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir) +{ + float length; + float dist; + float crittersize; + vec3_t angles, forward; + vec3_t point; + cparticle_t *p; + int i; + + dist = 0; + + VectorNegate (dir, dir); + length = VectorLength (dir); + vectoangles (dir, angles); + AngleVectors (angles, forward, NULL, NULL); + + crittersize = LARGESIZE; + + if (length) + dist = length / crittersize; + + if (dist < 1) + dist = 1; + + VectorCopy (origin, point); + + for (i=0; inext; + p->next = active_particles; + active_particles = p; + + p->time = cg.time; + p->alpha = 5.0; + p->alphavel = 0; + p->roll = 0; + + p->pshader = cgs.media.smokePuffShader; + + // RF, stay around for long enough to expand and dissipate naturally + if (length) + p->endtime = cg.time + 4500 + (crandom() * 3500); + else + p->endtime = cg.time + 750 + (crandom() * 500); + + p->startfade = cg.time; + + p->width = LARGESIZE; + p->height = LARGESIZE; + + // RF, expand while falling + p->endheight = LARGESIZE*3.0; + p->endwidth = LARGESIZE*3.0; + + if (!length) + { + p->width *= 0.2f; + p->height *= 0.2f; + + p->endheight = NORMALSIZE; + p->endwidth = NORMALSIZE; + } + + p->type = P_SMOKE; + + VectorCopy( point, p->org ); + + p->vel[0] = crandom()*6; + p->vel[1] = crandom()*6; + p->vel[2] = random()*20; + + // RF, add some gravity/randomness + p->accel[0] = crandom()*3; + p->accel[1] = crandom()*3; + p->accel[2] = -PARTICLE_GRAVITY*0.4; + + VectorClear( p->accel ); + + p->rotate = qfalse; + + p->roll = rand()%179; + + p->alpha = 0.75; + + } + + +} + +void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha) +{ + cparticle_t *p; + + if (!pshader) + CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); + + if (!free_particles) + return; + + p = free_particles; + free_particles = p->next; + p->next = active_particles; + active_particles = p; + p->time = cg.time; + p->alpha = 1.0; + p->alphavel = 0; + p->roll = rand()%179; + + p->pshader = pshader; + + if (duration > 0) + p->endtime = cg.time + duration; + else + p->endtime = duration; + + p->startfade = cg.time; + + p->width = size; + p->height = size; + + p->endheight = size; + p->endwidth = size; + + p->type = P_SPRITE; + + VectorCopy( origin, p->org ); + + p->rotate = qfalse; +} + diff --git a/code/cgame/cg_players.c b/code/cgame/cg_players.c new file mode 100644 index 0000000..e2b44d9 --- /dev/null +++ b/code/cgame/cg_players.c @@ -0,0 +1,2624 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_players.c -- handle the media and animation for player entities +#include "cg_local.h" + +char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = { + "*death1.wav", + "*death2.wav", + "*death3.wav", + "*jump1.wav", + "*pain25_1.wav", + "*pain50_1.wav", + "*pain75_1.wav", + "*pain100_1.wav", + "*falling1.wav", + "*gasp.wav", + "*drown.wav", + "*fall1.wav", + "*taunt.wav" +}; + + +/* +================ +CG_CustomSound + +================ +*/ +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) { + clientInfo_t *ci; + int i; + + if ( soundName[0] != '*' ) { + return trap_S_RegisterSound( soundName, qfalse ); + } + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) { + if ( !strcmp( soundName, cg_customSoundNames[i] ) ) { + return ci->sounds[i]; + } + } + + CG_Error( "Unknown custom sound: %s", soundName ); + return 0; +} + + + +/* +============================================================================= + +CLIENT INFO + +============================================================================= +*/ + +/* +====================== +CG_ParseAnimationFile + +Read a configuration file containing animation coutns and rates +models/players/visor/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) { + char *text_p, *prev; + int len; + int i; + char *token; + float fps; + int skip; + char text[20000]; + fileHandle_t f; + animation_t *animations; + + animations = ci->animations; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( len <= 0 ) { + return qfalse; + } + if ( len >= sizeof( text ) - 1 ) { + CG_Printf( "File %s too long\n", filename ); + trap_FS_FCloseFile( f ); + return qfalse; + } + trap_FS_Read( text, len, f ); + text[len] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + skip = 0; // quite the compiler warning + + ci->footsteps = FOOTSTEP_NORMAL; + VectorClear( ci->headOffset ); + ci->gender = GENDER_MALE; + ci->fixedlegs = qfalse; + ci->fixedtorso = qfalse; + + // read optional parameters + while ( 1 ) { + prev = text_p; // so we can unget + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( !Q_stricmp( token, "footsteps" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) { + ci->footsteps = FOOTSTEP_NORMAL; + } else if ( !Q_stricmp( token, "boot" ) ) { + ci->footsteps = FOOTSTEP_BOOT; + } else if ( !Q_stricmp( token, "flesh" ) ) { + ci->footsteps = FOOTSTEP_FLESH; + } else if ( !Q_stricmp( token, "mech" ) ) { + ci->footsteps = FOOTSTEP_MECH; + } else if ( !Q_stricmp( token, "energy" ) ) { + ci->footsteps = FOOTSTEP_ENERGY; + } else { + CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token ); + } + continue; + } else if ( !Q_stricmp( token, "headoffset" ) ) { + for ( i = 0 ; i < 3 ; i++ ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + ci->headOffset[i] = atof( token ); + } + continue; + } else if ( !Q_stricmp( token, "sex" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( token[0] == 'f' || token[0] == 'F' ) { + ci->gender = GENDER_FEMALE; + } else if ( token[0] == 'n' || token[0] == 'N' ) { + ci->gender = GENDER_NEUTER; + } else { + ci->gender = GENDER_MALE; + } + continue; + } else if ( !Q_stricmp( token, "fixedlegs" ) ) { + ci->fixedlegs = qtrue; + continue; + } else if ( !Q_stricmp( token, "fixedtorso" ) ) { + ci->fixedtorso = qtrue; + continue; + } + + // if it is a number, start parsing animations + if ( token[0] >= '0' && token[0] <= '9' ) { + text_p = prev; // unget the token + break; + } + Com_Printf( "unknown token '%s' is %s\n", token, filename ); + } + + // read information for each frame + for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) { + + token = COM_Parse( &text_p ); + if ( !*token ) { + if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) { + animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame; + animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp; + animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp; + animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames; + animations[i].numFrames = animations[TORSO_GESTURE].numFrames; + animations[i].reversed = qfalse; + animations[i].flipflop = qfalse; + continue; + } + break; + } + animations[i].firstFrame = atoi( token ); + // leg only frames are adjusted to not count the upper body only frames + if ( i == LEGS_WALKCR ) { + skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame; + } + if ( i >= LEGS_WALKCR && i0) { + return qtrue; + } + return qfalse; +} + +/* +========================== +CG_FindClientModelFile +========================== +*/ +static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) { + char *team, *charactersFolder; + int i; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + switch ( ci->team ) { + case TEAM_BLUE: { + team = "blue"; + break; + } + default: { + team = "red"; + break; + } + } + } + else { + team = "default"; + } + charactersFolder = ""; + while(1) { + for ( i = 0; i < 2; i++ ) { + if ( i == 0 && teamName && *teamName ) { + // "models/players/characters/sergei/stroggs/lower_lily_red.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext ); + } + else { + // "models/players/characters/sergei/lower_lily_red.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext ); + } + if ( CG_FileExists( filename ) ) { + return qtrue; + } + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + if ( i == 0 && teamName && *teamName ) { + // "models/players/characters/sergei/stroggs/lower_red.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext ); + } + else { + // "models/players/characters/sergei/lower_red.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext ); + } + } + else { + if ( i == 0 && teamName && *teamName ) { + // "models/players/characters/sergei/stroggs/lower_lily.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext ); + } + else { + // "models/players/characters/sergei/lower_lily.skin" + Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext ); + } + } + if ( CG_FileExists( filename ) ) { + return qtrue; + } + if ( !teamName || !*teamName ) { + break; + } + } + // if tried the heads folder first + if ( charactersFolder[0] ) { + break; + } + charactersFolder = "characters/"; + } + + return qfalse; +} + +/* +========================== +CG_FindClientHeadFile +========================== +*/ +static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) { + char *team, *headsFolder; + int i; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + switch ( ci->team ) { + case TEAM_BLUE: { + team = "blue"; + break; + } + default: { + team = "red"; + break; + } + } + } + else { + team = "default"; + } + + if ( headModelName[0] == '*' ) { + headsFolder = "heads/"; + headModelName++; + } + else { + headsFolder = ""; + } + while(1) { + for ( i = 0; i < 2; i++ ) { + if ( i == 0 && teamName && *teamName ) { + Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext ); + } + else { + Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext ); + } + if ( CG_FileExists( filename ) ) { + return qtrue; + } + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + if ( i == 0 && teamName && *teamName ) { + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext ); + } + else { + Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext ); + } + } + else { + if ( i == 0 && teamName && *teamName ) { + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext ); + } + else { + Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext ); + } + } + if ( CG_FileExists( filename ) ) { + return qtrue; + } + if ( !teamName || !*teamName ) { + break; + } + } + // if tried the heads folder first + if ( headsFolder[0] ) { + break; + } + headsFolder = "heads/"; + } + + return qfalse; +} + +/* +========================== +CG_RegisterClientSkin +========================== +*/ +static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) { + char filename[MAX_QPATH]; + + /* + Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName ); + ci->legsSkin = trap_R_RegisterSkin( filename ); + if (!ci->legsSkin) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%slower_%s.skin", modelName, teamName, skinName ); + ci->legsSkin = trap_R_RegisterSkin( filename ); + if (!ci->legsSkin) { + Com_Printf( "Leg skin load failure: %s\n", filename ); + } + } + + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName ); + ci->torsoSkin = trap_R_RegisterSkin( filename ); + if (!ci->torsoSkin) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%supper_%s.skin", modelName, teamName, skinName ); + ci->torsoSkin = trap_R_RegisterSkin( filename ); + if (!ci->torsoSkin) { + Com_Printf( "Torso skin load failure: %s\n", filename ); + } + } + */ + if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "lower", "skin" ) ) { + ci->legsSkin = trap_R_RegisterSkin( filename ); + } + if (!ci->legsSkin) { + Com_Printf( "Leg skin load failure: %s\n", filename ); + } + + if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "upper", "skin" ) ) { + ci->torsoSkin = trap_R_RegisterSkin( filename ); + } + if (!ci->torsoSkin) { + Com_Printf( "Torso skin load failure: %s\n", filename ); + } + + if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headModelName, headSkinName, "head", "skin" ) ) { + ci->headSkin = trap_R_RegisterSkin( filename ); + } + if (!ci->headSkin) { + Com_Printf( "Head skin load failure: %s\n", filename ); + } + + // if any skins failed to load + if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) { + return qfalse; + } + return qtrue; +} + +/* +========================== +CG_RegisterClientModelname +========================== +*/ +static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) { + char filename[MAX_QPATH*2]; + const char *headName; + char newTeamName[MAX_QPATH*2]; + + if ( headModelName[0] == '\0' ) { + headName = modelName; + } + else { + headName = headModelName; + } + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); + ci->legsModel = trap_R_RegisterModel( filename ); + if ( !ci->legsModel ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName ); + ci->legsModel = trap_R_RegisterModel( filename ); + if ( !ci->legsModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); + ci->torsoModel = trap_R_RegisterModel( filename ); + if ( !ci->torsoModel ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName ); + ci->torsoModel = trap_R_RegisterModel( filename ); + if ( !ci->torsoModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + + if( headName[0] == '*' ) { + Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] ); + } + else { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName ); + } + ci->headModel = trap_R_RegisterModel( filename ); + // if the head model could not be found and we didn't load from the heads folder try to load from there + if ( !ci->headModel && headName[0] != '*' ) { + Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName ); + ci->headModel = trap_R_RegisterModel( filename ); + } + if ( !ci->headModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + // if any skins failed to load, return failure + if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) { + if ( teamName && *teamName) { + Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName ); + if( ci->team == TEAM_BLUE ) { + Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME); + } + else { + Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME); + } + if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) { + Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName ); + return qfalse; + } + } else { + Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName ); + return qfalse; + } + } + + // load the animations + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); + if ( !CG_ParseAnimationFile( filename, ci ) ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName ); + if ( !CG_ParseAnimationFile( filename, ci ) ) { + Com_Printf( "Failed to load animation file %s\n", filename ); + return qfalse; + } + } + + if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "skin" ) ) { + ci->modelIcon = trap_R_RegisterShaderNoMip( filename ); + } + else if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "tga" ) ) { + ci->modelIcon = trap_R_RegisterShaderNoMip( filename ); + } + + if ( !ci->modelIcon ) { + return qfalse; + } + + return qtrue; +} + +/* +==================== +CG_ColorFromString +==================== +*/ +static void CG_ColorFromString( const char *v, vec3_t color ) { + int val; + + VectorClear( color ); + + val = atoi( v ); + + if ( val < 1 || val > 7 ) { + VectorSet( color, 1, 1, 1 ); + return; + } + + if ( val & 1 ) { + color[2] = 1.0f; + } + if ( val & 2 ) { + color[1] = 1.0f; + } + if ( val & 4 ) { + color[0] = 1.0f; + } +} + +/* +=================== +CG_LoadClientInfo + +Load it now, taking the disk hits. +This will usually be deferred to a safe time +=================== +*/ +static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) { + const char *dir, *fallback; + int i, modelloaded; + const char *s; + char teamname[MAX_QPATH]; + + teamname[0] = 0; +#ifdef MISSIONPACK + if( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + if( ci->team == TEAM_BLUE ) { + Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) ); + } else { + Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) ); + } + } + if( teamname[0] ) { + strcat( teamname, "/" ); + } +#endif + modelloaded = qtrue; + if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) { + if ( cg_buildScript.integer ) { + CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ); + } + + // fall back to default team name + if( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + // keep skin name + if( ci->team == TEAM_BLUE ) { + Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) ); + } else { + Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) ); + } + if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) { + CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName ); + } + } else { + if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) { + CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL ); + } + } + modelloaded = qfalse; + } + + ci->newAnims = qfalse; + if ( ci->torsoModel ) { + orientation_t tag; + // if the torso model has the "tag_flag" + if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) { + ci->newAnims = qtrue; + } + } + + // sounds + dir = ci->modelName; + fallback = (cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL; + + for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) { + s = cg_customSoundNames[i]; + if ( !s ) { + break; + } + ci->sounds[i] = 0; + // if the model didn't load use the sounds of the default model + if (modelloaded) { + ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse ); + } + if ( !ci->sounds[i] ) { + ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse ); + } + } + + ci->deferred = qfalse; + + // reset any existing players and bodies, because they might be in bad + // frames for this new model + for ( i = 0 ; i < MAX_GENTITIES ; i++ ) { + if ( cg_entities[i].currentState.clientNum == clientNum + && cg_entities[i].currentState.eType == ET_PLAYER ) { + CG_ResetPlayerEntity( &cg_entities[i] ); + } + } +} + +/* +====================== +CG_CopyClientInfoModel +====================== +*/ +static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) { + VectorCopy( from->headOffset, to->headOffset ); + to->footsteps = from->footsteps; + to->gender = from->gender; + + to->legsModel = from->legsModel; + to->legsSkin = from->legsSkin; + to->torsoModel = from->torsoModel; + to->torsoSkin = from->torsoSkin; + to->headModel = from->headModel; + to->headSkin = from->headSkin; + to->modelIcon = from->modelIcon; + + to->newAnims = from->newAnims; + + memcpy( to->animations, from->animations, sizeof( to->animations ) ); + memcpy( to->sounds, from->sounds, sizeof( to->sounds ) ); +} + +/* +====================== +CG_ScanForExistingClientInfo +====================== +*/ +static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) { + int i; + clientInfo_t *match; + + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + if ( match->deferred ) { + continue; + } + if ( !Q_stricmp( ci->modelName, match->modelName ) + && !Q_stricmp( ci->skinName, match->skinName ) + && !Q_stricmp( ci->headModelName, match->headModelName ) + && !Q_stricmp( ci->headSkinName, match->headSkinName ) + && !Q_stricmp( ci->blueTeam, match->blueTeam ) + && !Q_stricmp( ci->redTeam, match->redTeam ) + && (cgs.gametype < GT_TEAM || cgs.ffa_gt==1 || ci->team == match->team) ) { + // this clientinfo is identical, so use it's handles + + ci->deferred = qfalse; + + CG_CopyClientInfoModel( match, ci ); + + return qtrue; + } + } + + // nothing matches, so defer the load + return qfalse; +} + +/* +====================== +CG_SetDeferredClientInfo + +We aren't going to load it now, so grab some other +client's info to use until we have some spare time. +====================== +*/ +static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) { + int i; + clientInfo_t *match; + + // if someone else is already the same models and skins we + // can just load the client info + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid || match->deferred ) { + continue; + } + if ( Q_stricmp( ci->skinName, match->skinName ) || + Q_stricmp( ci->modelName, match->modelName ) || +// Q_stricmp( ci->headModelName, match->headModelName ) || +// Q_stricmp( ci->headSkinName, match->headSkinName ) || + (cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1 && ci->team != match->team) ) { + continue; + } + // just load the real info cause it uses the same models and skins + CG_LoadClientInfo( clientNum, ci ); + return; + } + + // if we are in teamplay, only grab a model if the skin is correct + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid || match->deferred ) { + continue; + } + if ( Q_stricmp( ci->skinName, match->skinName ) || + (cgs.gametype >= GT_TEAM && cgs.ffa_gt != 1 && ci->team != match->team) ) { + continue; + } + ci->deferred = qtrue; + CG_CopyClientInfoModel( match, ci ); + return; + } + // load the full model, because we don't ever want to show + // an improper team skin. This will cause a hitch for the first + // player, when the second enters. Combat shouldn't be going on + // yet, so it shouldn't matter + CG_LoadClientInfo( clientNum, ci ); + return; + } + + // find the first valid clientinfo and grab its stuff + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + + ci->deferred = qtrue; + CG_CopyClientInfoModel( match, ci ); + return; + } + + // we should never get here... + CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" ); + + CG_LoadClientInfo( clientNum, ci ); +} + + +/* +====================== +CG_NewClientInfo +====================== +*/ +void CG_NewClientInfo( int clientNum ) { + clientInfo_t *ci; + clientInfo_t newInfo; + const char *configstring; + const char *v; + char *slash; + + ci = &cgs.clientinfo[clientNum]; + + configstring = CG_ConfigString( clientNum + CS_PLAYERS ); + if ( !configstring[0] ) { + memset( ci, 0, sizeof( *ci ) ); + return; // player just left + } + + // build into a temp buffer so the defer checks can use + // the old value + memset( &newInfo, 0, sizeof( newInfo ) ); + + // isolate the player's name + v = Info_ValueForKey(configstring, "n"); + Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) ); + + // colors + v = Info_ValueForKey( configstring, "c1" ); + CG_ColorFromString( v, newInfo.color1 ); + + v = Info_ValueForKey( configstring, "c2" ); + CG_ColorFromString( v, newInfo.color2 ); + + // bot skill + v = Info_ValueForKey( configstring, "skill" ); + newInfo.botSkill = atoi( v ); + + // handicap + v = Info_ValueForKey( configstring, "hc" ); + newInfo.handicap = atoi( v ); + + // wins + v = Info_ValueForKey( configstring, "w" ); + newInfo.wins = atoi( v ); + + // losses + v = Info_ValueForKey( configstring, "l" ); + newInfo.losses = atoi( v ); + + // team + v = Info_ValueForKey( configstring, "t" ); + newInfo.team = atoi( v ); + + // team task + v = Info_ValueForKey( configstring, "tt" ); + newInfo.teamTask = atoi(v); + + // team leader + v = Info_ValueForKey( configstring, "tl" ); + newInfo.teamLeader = atoi(v); + + v = Info_ValueForKey( configstring, "g_redteam" ); + Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME); + + v = Info_ValueForKey( configstring, "g_blueteam" ); + Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME); + + // model + v = Info_ValueForKey( configstring, "model" ); + if ( cg_forceModel.integer ) { + // forcemodel makes everyone use a single model + // to prevent load hitches + char modelStr[MAX_QPATH]; + char *skin; + + if( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) ); + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + } else { + trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) ); + if ( ( skin = strchr( modelStr, '/' ) ) == NULL) { + skin = "default"; + } else { + *skin++ = 0; + } + + Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) ); + Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) ); + } + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1 ) { + // keep skin name + slash = strchr( v, '/' ); + if ( slash ) { + Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); + } + } + } else { + Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) ); + + slash = strchr( newInfo.modelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + } else { + Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); + // truncate modelName + *slash = 0; + } + } + + // head model + v = Info_ValueForKey( configstring, "hmodel" ); + if ( cg_forceModel.integer ) { + // forcemodel makes everyone use a single model + // to prevent load hitches + char modelStr[MAX_QPATH]; + char *skin; + + if( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.headModelName ) ); + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } else { + trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) ); + if ( ( skin = strchr( modelStr, '/' ) ) == NULL) { + skin = "default"; + } else { + *skin++ = 0; + } + + Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) ); + Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) ); + } + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + // keep skin name + slash = strchr( v, '/' ); + if ( slash ) { + Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) ); + } + } + } else { + Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) ); + + slash = strchr( newInfo.headModelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } else { + Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) ); + // truncate modelName + *slash = 0; + } + } + + // scan for an existing clientinfo that matches this modelname + // so we can avoid loading checks if possible + if ( !CG_ScanForExistingClientInfo( &newInfo ) ) { + qboolean forceDefer; + + forceDefer = trap_MemoryRemaining() < 4000000; + + // if we are defering loads, just have it pick the first valid + if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) { + // keep whatever they had if it won't violate team skins + CG_SetDeferredClientInfo( clientNum, &newInfo ); + // if we are low on memory, leave them with this model + if ( forceDefer ) { + CG_Printf( "Memory is low. Using deferred model.\n" ); + newInfo.deferred = qfalse; + } + } else { + CG_LoadClientInfo( clientNum, &newInfo ); + } + } + + // replace whatever was there with the new one + newInfo.infoValid = qtrue; + *ci = newInfo; +} + + + +/* +====================== +CG_LoadDeferredPlayers + +Called each frame when a player is dead +and the scoreboard is up +so deferred players can be loaded +====================== +*/ +void CG_LoadDeferredPlayers( void ) { + int i; + clientInfo_t *ci; + + // scan for a deferred player to load + for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) { + if ( ci->infoValid && ci->deferred ) { + // if we are low on memory, leave it deferred + if ( trap_MemoryRemaining() < 4000000 ) { + CG_Printf( "Memory is low. Using deferred model.\n" ); + ci->deferred = qfalse; + continue; + } + CG_LoadClientInfo( i, ci ); +// break; + } + } +} + +/* +============================================================================= + +PLAYER ANIMATION + +============================================================================= +*/ + + +/* +=============== +CG_SetLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~ANIM_TOGGLEBIT; + + if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) { + CG_Error( "Bad animation number: %i", newAnimation ); + } + + anim = &ci->animations[ newAnimation ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if ( cg_debugAnim.integer ) { + CG_Printf( "Anim: %i\n", newAnimation ); + } +} + +/* +=============== +CG_RunLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) { + int f, numFrames; + animation_t *anim; + + // debugging tool to get no animations + if ( cg_animSpeed.integer == 0 ) { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // see if the animation sequence is switching + if ( newAnimation != lf->animationNumber || !lf->animation ) { + CG_SetLerpFrameAnimation( ci, lf, newAnimation ); + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if ( cg.time >= lf->frameTime ) { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if ( !anim->frameLerp ) { + return; // shouldn't happen + } + if ( cg.time < lf->animationTime ) { + lf->frameTime = lf->animationTime; // initial lerp + } else { + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + } + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + f *= speedScale; // adjust for haste, etc + + numFrames = anim->numFrames; + if (anim->flipflop) { + numFrames *= 2; + } + if ( f >= numFrames ) { + f -= numFrames; + if ( anim->loopFrames ) { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } else { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + } + } + if ( anim->reversed ) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + } + else if (anim->flipflop && f>=anim->numFrames) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames); + } + else { + lf->frame = anim->firstFrame + f; + } + if ( cg.time > lf->frameTime ) { + lf->frameTime = cg.time; + if ( cg_debugAnim.integer ) { + CG_Printf( "Clamp lf->frameTime\n"); + } + } + } + + if ( lf->frameTime > cg.time + 200 ) { + lf->frameTime = cg.time; + } + + if ( lf->oldFrameTime > cg.time ) { + lf->oldFrameTime = cg.time; + } + // calculate current lerp value + if ( lf->frameTime == lf->oldFrameTime ) { + lf->backlerp = 0; + } else { + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); + } +} + + +/* +=============== +CG_ClearLerpFrame +=============== +*/ +static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { + lf->frameTime = lf->oldFrameTime = cg.time; + CG_SetLerpFrameAnimation( ci, lf, animationNumber ); + lf->oldFrame = lf->frame = lf->animation->firstFrame; +} + + +/* +=============== +CG_PlayerAnimation +=============== +*/ +static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, + int *torsoOld, int *torso, float *torsoBackLerp ) { + clientInfo_t *ci; + int clientNum; + float speedScale; + + clientNum = cent->currentState.clientNum; + + if ( cg_noPlayerAnims.integer ) { + *legsOld = *legs = *torsoOld = *torso = 0; + return; + } + + if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) { + speedScale = 1.5; + } else { + speedScale = 1; + } + + ci = &cgs.clientinfo[ clientNum ]; + + // do the shuffle turn frames locally + if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { + CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale ); + } else { + CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale ); + } + + *legsOld = cent->pe.legs.oldFrame; + *legs = cent->pe.legs.frame; + *legsBackLerp = cent->pe.legs.backlerp; + + CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale ); + + *torsoOld = cent->pe.torso.oldFrame; + *torso = cent->pe.torso.frame; + *torsoBackLerp = cent->pe.torso.backlerp; +} + +/* +============================================================================= + +PLAYER ANGLES + +============================================================================= +*/ + +/* +================== +CG_SwingAngles +================== +*/ +static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance, + float speed, float *angle, qboolean *swinging ) { + float swing; + float move; + float scale; + + if ( !*swinging ) { + // see if a swing should be started + swing = AngleSubtract( *angle, destination ); + if ( swing > swingTolerance || swing < -swingTolerance ) { + *swinging = qtrue; + } + } + + if ( !*swinging ) { + return; + } + + // modify the speed depending on the delta + // so it doesn't seem so linear + swing = AngleSubtract( destination, *angle ); + scale = fabs( swing ); + if ( scale < swingTolerance * 0.5 ) { + scale = 0.5; + } else if ( scale < swingTolerance ) { + scale = 1.0; + } else { + scale = 2.0; + } + + // swing towards the destination angle + if ( swing >= 0 ) { + move = cg.frametime * scale * speed; + if ( move >= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } else if ( swing < 0 ) { + move = cg.frametime * scale * -speed; + if ( move <= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } + + // clamp to no more than tolerance + swing = AngleSubtract( destination, *angle ); + if ( swing > clampTolerance ) { + *angle = AngleMod( destination - (clampTolerance - 1) ); + } else if ( swing < -clampTolerance ) { + *angle = AngleMod( destination + (clampTolerance - 1) ); + } +} + +/* +================= +CG_AddPainTwitch +================= +*/ +static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) { + int t; + float f; + + t = cg.time - cent->pe.painTime; + if ( t >= PAIN_TWITCH_TIME ) { + return; + } + + f = 1.0 - (float)t / PAIN_TWITCH_TIME; + + if ( cent->pe.painDirection ) { + torsoAngles[ROLL] += 20 * f; + } else { + torsoAngles[ROLL] -= 20 * f; + } +} + + +/* +=============== +CG_PlayerAngles + +Handles seperate torso motion + + legs pivot based on direction of movement + + head always looks exactly at cent->lerpAngles + + if motion < 20 degrees, show in head only + if < 45 degrees, also show in torso +=============== +*/ +static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { + vec3_t legsAngles, torsoAngles, headAngles; + float dest; + static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 }; + vec3_t velocity; + float speed; + int dir, clientNum; + clientInfo_t *ci; + + VectorCopy( cent->lerpAngles, headAngles ); + headAngles[YAW] = AngleMod( headAngles[YAW] ); + VectorClear( legsAngles ); + VectorClear( torsoAngles ); + + // --------- yaw ------------- + + // allow yaw to drift a bit + if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE + || ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND + && (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) { + // if not standing still, always point all in the same direction + cent->pe.torso.yawing = qtrue; // always center + cent->pe.torso.pitching = qtrue; // always center + cent->pe.legs.yawing = qtrue; // always center + } + + // adjust legs for movement dir + if ( cent->currentState.eFlags & EF_DEAD ) { + // don't let dead bodies twitch + dir = 0; + } else { + dir = cent->currentState.angles2[YAW]; + if ( dir < 0 || dir > 7 ) { + CG_Error( "Bad player movement angle" ); + } + } + legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ]; + torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ]; + + // torso + CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + + torsoAngles[YAW] = cent->pe.torso.yawAngle; + legsAngles[YAW] = cent->pe.legs.yawAngle; + + + // --------- pitch ------------- + + // only show a fraction of the pitch angle in the torso + if ( headAngles[PITCH] > 180 ) { + dest = (-360 + headAngles[PITCH]) * 0.75f; + } else { + dest = headAngles[PITCH] * 0.75f; + } + CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching ); + torsoAngles[PITCH] = cent->pe.torso.pitchAngle; + + // + clientNum = cent->currentState.clientNum; + if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { + ci = &cgs.clientinfo[ clientNum ]; + if ( ci->fixedtorso ) { + torsoAngles[PITCH] = 0.0f; + } + } + + // --------- roll ------------- + + + // lean towards the direction of travel + VectorCopy( cent->currentState.pos.trDelta, velocity ); + speed = VectorNormalize( velocity ); + if ( speed ) { + vec3_t axis[3]; + float side; + + speed *= 0.05f; + + AnglesToAxis( legsAngles, axis ); + side = speed * DotProduct( velocity, axis[1] ); + legsAngles[ROLL] -= side; + + side = speed * DotProduct( velocity, axis[0] ); + legsAngles[PITCH] += side; + } + + // + clientNum = cent->currentState.clientNum; + if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { + ci = &cgs.clientinfo[ clientNum ]; + if ( ci->fixedlegs ) { + legsAngles[YAW] = torsoAngles[YAW]; + legsAngles[PITCH] = 0.0f; + legsAngles[ROLL] = 0.0f; + } + } + + // pain twitch + CG_AddPainTwitch( cent, torsoAngles ); + + // pull the angles back out of the hierarchial chain + AnglesSubtract( headAngles, torsoAngles, headAngles ); + AnglesSubtract( torsoAngles, legsAngles, torsoAngles ); + AnglesToAxis( legsAngles, legs ); + AnglesToAxis( torsoAngles, torso ); + AnglesToAxis( headAngles, head ); +} + + +//========================================================================== + +/* +=============== +CG_HasteTrail +=============== +*/ +static void CG_HasteTrail( centity_t *cent ) { + localEntity_t *smoke; + vec3_t origin; + int anim; + + if ( cent->trailTime > cg.time ) { + return; + } + anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT; + if ( anim != LEGS_RUN && anim != LEGS_BACK ) { + return; + } + + cent->trailTime += 100; + if ( cent->trailTime < cg.time ) { + cent->trailTime = cg.time; + } + + VectorCopy( cent->lerpOrigin, origin ); + origin[2] -= 16; + + smoke = CG_SmokePuff( origin, vec3_origin, + 8, + 1, 1, 1, 1, + 500, + cg.time, + 0, + 0, + cgs.media.hastePuffShader ); + + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; +} + +/* +=============== +CG_BreathPuffs +=============== +*/ +static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) { + clientInfo_t *ci; + vec3_t up, origin; + int contents; + + ci = &cgs.clientinfo[ cent->currentState.number ]; + + if (!cg_enableBreath.integer) { + return; + } + if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) { + return; + } + if ( cent->currentState.eFlags & EF_DEAD ) { + return; + } + contents = CG_PointContents( head->origin, 0 ); + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + return; + } + if ( ci->breathPuffTime > cg.time ) { + return; + } + + VectorSet( up, 0, 0, 8 ); + VectorMA(head->origin, 8, head->axis[0], origin); + VectorMA(origin, -4, head->axis[2], origin); + CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); + ci->breathPuffTime = cg.time + 2000; +} + +/* +=============== +CG_DustTrail +=============== +*/ +static void CG_DustTrail( centity_t *cent ) { + int anim; + localEntity_t *dust; + vec3_t end, vel; + trace_t tr; + + if (!cg_enableDust.integer) + return; + + if ( cent->dustTrailTime > cg.time ) { + return; + } + + anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT; + if ( anim != LEGS_LANDB && anim != LEGS_LAND ) { + return; + } + + cent->dustTrailTime += 40; + if ( cent->dustTrailTime < cg.time ) { + cent->dustTrailTime = cg.time; + } + + VectorCopy(cent->currentState.pos.trBase, end); + end[2] -= 64; + CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID ); + + if ( !(tr.surfaceFlags & SURF_DUST) ) + return; + + VectorCopy( cent->currentState.pos.trBase, end ); + end[2] -= 16; + + VectorSet(vel, 0, 0, -30); + dust = CG_SmokePuff( end, vel, + 24, + .8f, .8f, 0.7f, 0.33f, + 500, + cg.time, + 0, + 0, + cgs.media.dustPuffShader ); +} + +/* +=============== +CG_TrailItem +=============== +*/ +static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) { + refEntity_t ent; + vec3_t angles; + vec3_t axis[3]; + + VectorCopy( cent->lerpAngles, angles ); + angles[PITCH] = 0; + angles[ROLL] = 0; + AnglesToAxis( angles, axis ); + + memset( &ent, 0, sizeof( ent ) ); + VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin ); + ent.origin[2] += 16; + angles[YAW] += 90; + AnglesToAxis( angles, ent.axis ); + + ent.hModel = hModel; + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_PlayerFlag +=============== +*/ +static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) { + clientInfo_t *ci; + refEntity_t pole; + refEntity_t flag; + vec3_t angles, dir; + int legsAnim, flagAnim, updateangles; + float angle, d; + + // show the flag pole model + memset( &pole, 0, sizeof(pole) ); + pole.hModel = cgs.media.flagPoleModel; + VectorCopy( torso->lightingOrigin, pole.lightingOrigin ); + pole.shadowPlane = torso->shadowPlane; + pole.renderfx = torso->renderfx; + CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" ); + trap_R_AddRefEntityToScene( &pole ); + + // show the flag model + memset( &flag, 0, sizeof(flag) ); + flag.hModel = cgs.media.flagFlapModel; + flag.customSkin = hSkin; + VectorCopy( torso->lightingOrigin, flag.lightingOrigin ); + flag.shadowPlane = torso->shadowPlane; + flag.renderfx = torso->renderfx; + + VectorClear(angles); + + updateangles = qfalse; + legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) { + flagAnim = FLAG_STAND; + } else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) { + flagAnim = FLAG_STAND; + updateangles = qtrue; + } else { + flagAnim = FLAG_RUN; + updateangles = qtrue; + } + + if ( updateangles ) { + + VectorCopy( cent->currentState.pos.trDelta, dir ); + // add gravity + dir[2] += 100; + VectorNormalize( dir ); + d = DotProduct(pole.axis[2], dir); + // if there is anough movement orthogonal to the flag pole + if (fabs(d) < 0.9) { + // + d = DotProduct(pole.axis[0], dir); + if (d > 1.0f) { + d = 1.0f; + } + else if (d < -1.0f) { + d = -1.0f; + } + angle = acos(d); + + d = DotProduct(pole.axis[1], dir); + if (d < 0) { + angles[YAW] = 360 - angle * 180 / M_PI; + } + else { + angles[YAW] = angle * 180 / M_PI; + } + if (angles[YAW] < 0) + angles[YAW] += 360; + if (angles[YAW] > 360) + angles[YAW] -= 360; + + //vectoangles( cent->currentState.pos.trDelta, tmpangles ); + //angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle; + // change the yaw angle + CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing ); + } + + /* + d = DotProduct(pole.axis[2], dir); + angle = Q_acos(d); + + d = DotProduct(pole.axis[1], dir); + if (d < 0) { + angle = 360 - angle * 180 / M_PI; + } + else { + angle = angle * 180 / M_PI; + } + if (angle > 340 && angle < 20) { + flagAnim = FLAG_RUNUP; + } + if (angle > 160 && angle < 200) { + flagAnim = FLAG_RUNDOWN; + } + */ + } + + // set the yaw angle + angles[YAW] = cent->pe.flag.yawAngle; + // lerp the flag animation frames + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + CG_RunLerpFrame( ci, ¢->pe.flag, flagAnim, 1 ); + flag.oldframe = cent->pe.flag.oldFrame; + flag.frame = cent->pe.flag.frame; + flag.backlerp = cent->pe.flag.backlerp; + + AnglesToAxis( angles, flag.axis ); + CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" ); + + trap_R_AddRefEntityToScene( &flag ); +} + +/* +=============== +CG_PlayerTokens +=============== +*/ +static void CG_PlayerTokens( centity_t *cent, int renderfx ) { + int tokens, i, j; + float angle; + refEntity_t ent; + vec3_t dir, origin; + skulltrail_t *trail; + trail = &cg.skulltrails[cent->currentState.number]; + tokens = cent->currentState.generic1; + if ( !tokens ) { + trail->numpositions = 0; + return; + } + + if ( tokens > MAX_SKULLTRAIL ) { + tokens = MAX_SKULLTRAIL; + } + + // add skulls if there are more than last time + for (i = 0; i < tokens - trail->numpositions; i++) { + for (j = trail->numpositions; j > 0; j--) { + VectorCopy(trail->positions[j-1], trail->positions[j]); + } + VectorCopy(cent->lerpOrigin, trail->positions[0]); + } + trail->numpositions = tokens; + + // move all the skulls along the trail + VectorCopy(cent->lerpOrigin, origin); + for (i = 0; i < trail->numpositions; i++) { + VectorSubtract(trail->positions[i], origin, dir); + if (VectorNormalize(dir) > 30) { + VectorMA(origin, 30, dir, trail->positions[i]); + } + VectorCopy(trail->positions[i], origin); + } + + memset( &ent, 0, sizeof( ent ) ); + if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) { + ent.hModel = cgs.media.redCubeModel; + } else { + ent.hModel = cgs.media.blueCubeModel; + } + ent.renderfx = renderfx; + + VectorCopy(cent->lerpOrigin, origin); + for (i = 0; i < trail->numpositions; i++) { + VectorSubtract(origin, trail->positions[i], ent.axis[0]); + ent.axis[0][2] = 0; + VectorNormalize(ent.axis[0]); + VectorSet(ent.axis[2], 0, 0, 1); + CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]); + + VectorCopy(trail->positions[i], ent.origin); + angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255; + ent.origin[2] += sin(angle) * 10; + trap_R_AddRefEntityToScene( &ent ); + VectorCopy(trail->positions[i], origin); + } +} + + +/* +=============== +CG_PlayerPowerups +=============== +*/ +static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) { + int powerups; + clientInfo_t *ci; + + powerups = cent->currentState.powerups; + if ( !powerups ) { + return; + } + + // quad gives a dlight + if ( powerups & ( 1 << PW_QUAD ) ) { + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 ); + } + + // flight plays a looped sound + if ( powerups & ( 1 << PW_FLIGHT ) ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound ); + } + + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + // redflag + if ( powerups & ( 1 << PW_REDFLAG ) ) { + if (ci->newAnims) { + CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso ); + } + else { + CG_TrailItem( cent, cgs.media.redFlagModel ); + } + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f ); + } + + // blueflag + if ( powerups & ( 1 << PW_BLUEFLAG ) ) { + if (ci->newAnims){ + CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso ); + } + else { + CG_TrailItem( cent, cgs.media.blueFlagModel ); + } + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 ); + } + + // neutralflag + if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) { + if (ci->newAnims) { + CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso ); + } + else { + CG_TrailItem( cent, cgs.media.neutralFlagModel ); + } + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 ); + } + + // haste leaves smoke trails + if ( powerups & ( 1 << PW_HASTE ) ) { + CG_HasteTrail( cent ); + } +} + + +/* +=============== +CG_PlayerFloatSprite + +Float a sprite over the player's head +=============== +*/ +static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) { + int rf; + refEntity_t ent; + + if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) { + rf = RF_THIRD_PERSON; // only show in mirrors + } else { + rf = 0; + } + + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + ent.origin[2] += 48; + ent.reType = RT_SPRITE; + ent.customShader = shader; + ent.radius = 10; + ent.renderfx = rf; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 255; + trap_R_AddRefEntityToScene( &ent ); +} + + + +/* +=============== +CG_PlayerSprites + +Float sprites over the player's head +=============== +*/ +static void CG_PlayerSprites( centity_t *cent ) { + int team; + + if ( cent->currentState.eFlags & EF_CONNECTION ) { + CG_PlayerFloatSprite( cent, cgs.media.connectionShader ); + return; + } + + if ( cent->currentState.eFlags & EF_TALK ) { + CG_PlayerFloatSprite( cent, cgs.media.balloonShader ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) { + CG_PlayerFloatSprite( cent, cgs.media.medalImpressive ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) { + CG_PlayerFloatSprite( cent, cgs.media.medalExcellent ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) { + CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) { + CG_PlayerFloatSprite( cent, cgs.media.medalDefend ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) { + CG_PlayerFloatSprite( cent, cgs.media.medalAssist ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_CAP ) { + CG_PlayerFloatSprite( cent, cgs.media.medalCapture ); + return; + } + + team = cgs.clientinfo[ cent->currentState.clientNum ].team; + if ( !(cent->currentState.eFlags & EF_DEAD) && + cg.snap->ps.persistant[PERS_TEAM] == team && + cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + if (cg_drawFriend.integer) { + CG_PlayerFloatSprite( cent, cgs.media.friendShader ); + } + return; + } +} + +/* +=============== +CG_PlayerShadow + +Returns the Z component of the surface being shadowed + + should it return a full plane instead of a Z? +=============== +*/ +#define SHADOW_DISTANCE 128 +static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) { + vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2}; + trace_t trace; + float alpha; + + *shadowPlane = 0; + + if ( cg_shadows.integer == 0 ) { + return qfalse; + } + + // no shadows when invisible + if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) { + return qfalse; + } + + // send a trace down from the player to the ground + VectorCopy( cent->lerpOrigin, end ); + end[2] -= SHADOW_DISTANCE; + + trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID ); + + // no shadow if too high + if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) { + return qfalse; + } + + *shadowPlane = trace.endpos[2] + 1; + + if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows + return qtrue; + } + + // fade the shadow out with height + alpha = 1.0 - trace.fraction; + + // bk0101022 - hack / FPE - bogus planes? + //assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f ) + + // add the mark as a temporary, so it goes directly to the renderer + // without taking a spot in the cg_marks array + CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal, + cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue ); + + return qtrue; +} + + +/* +=============== +CG_PlayerSplash + +Draw a mark at the water surface +=============== +*/ +static void CG_PlayerSplash( centity_t *cent ) { + vec3_t start, end; + trace_t trace; + int contents; + polyVert_t verts[4]; + + if ( !cg_shadows.integer ) { + return; + } + + VectorCopy( cent->lerpOrigin, end ); + end[2] -= 24; + + // if the feet aren't in liquid, don't make a mark + // this won't handle moving water brushes, but they wouldn't draw right anyway... + contents = CG_PointContents( end, 0 ); + if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) { + return; + } + + VectorCopy( cent->lerpOrigin, start ); + start[2] += 32; + + // if the head isn't out of liquid, don't make a mark + contents = CG_PointContents( start, 0 ); + if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + return; + } + + // trace down to find the surface + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ); + + if ( trace.fraction == 1.0 ) { + return; + } + + // create a mark polygon + VectorCopy( trace.endpos, verts[0].xyz ); + verts[0].xyz[0] -= 32; + verts[0].xyz[1] -= 32; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + VectorCopy( trace.endpos, verts[1].xyz ); + verts[1].xyz[0] -= 32; + verts[1].xyz[1] += 32; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + VectorCopy( trace.endpos, verts[2].xyz ); + verts[2].xyz[0] += 32; + verts[2].xyz[1] += 32; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + VectorCopy( trace.endpos, verts[3].xyz ); + verts[3].xyz[0] += 32; + verts[3].xyz[1] -= 32; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + + trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts ); +} + + + +/* +=============== +CG_AddRefEntityWithPowerups + +Adds a piece with modifications or duplications for powerups +Also called by CG_Missile for quad rockets, but nobody can tell... +=============== +*/ +void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team, qboolean isMissile ) { + + if ( state->powerups & ( 1 << PW_INVIS ) ) { + if( (cgs.dmflags & DF_INVIS) == 0) { + ent->customShader = cgs.media.invisShader; + trap_R_AddRefEntityToScene( ent ); + } + } else { + /* + if ( state->eFlags & EF_KAMIKAZE ) { + if (team == TEAM_BLUE) + ent->customShader = cgs.media.blueKamikazeShader; + else + ent->customShader = cgs.media.redKamikazeShader; + trap_R_AddRefEntityToScene( ent ); + } + else {*/ + trap_R_AddRefEntityToScene( ent ); + //} + if(!isMissile && (cgs.dmflags & DF_PLAYER_OVERLAY) && !(state->eFlags & EF_DEAD) ) { + switch(team) { + case TEAM_RED: + ent->customShader = cgs.media.redOverlay; + trap_R_AddRefEntityToScene( ent ); + break; + case TEAM_BLUE: + ent->customShader = cgs.media.blueOverlay; + trap_R_AddRefEntityToScene( ent ); + break; + default: + ent->customShader = cgs.media.neutralOverlay; + trap_R_AddRefEntityToScene( ent ); + } + } + + if ( state->powerups & ( 1 << PW_QUAD ) ) + { + if (team == TEAM_RED) + ent->customShader = cgs.media.redQuadShader; + else + ent->customShader = cgs.media.quadShader; + trap_R_AddRefEntityToScene( ent ); + } + if ( state->powerups & ( 1 << PW_REGEN ) ) { + if ( ( ( cg.time / 100 ) % 10 ) == 1 ) { + ent->customShader = cgs.media.regenShader; + trap_R_AddRefEntityToScene( ent ); + } + } + if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) { + ent->customShader = cgs.media.battleSuitShader; + trap_R_AddRefEntityToScene( ent ); + } + } +} + + + +/* +================= +CG_LightVerts +================= +*/ +int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts ) +{ + int i, j; + float incoming; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + + trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir ); + + for (i = 0; i < numVerts; i++) { + incoming = DotProduct (normal, lightDir); + if ( incoming <= 0 ) { + verts[i].modulate[0] = ambientLight[0]; + verts[i].modulate[1] = ambientLight[1]; + verts[i].modulate[2] = ambientLight[2]; + verts[i].modulate[3] = 255; + continue; + } + j = ( ambientLight[0] + incoming * directedLight[0] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[0] = j; + + j = ( ambientLight[1] + incoming * directedLight[1] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[1] = j; + + j = ( ambientLight[2] + incoming * directedLight[2] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[2] = j; + + verts[i].modulate[3] = 255; + } + return qtrue; +} + +/* +=============== +CG_Player +=============== +*/ +void CG_Player( centity_t *cent ) { + clientInfo_t *ci; + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + int clientNum; + int renderfx; + qboolean shadow; + float shadowPlane; + refEntity_t skull; + refEntity_t powerup; + int t; + float c; + float angle; + vec3_t dir, angles; + + // the client number is stored in clientNum. It can't be derived + // from the entity number, because a single client may have + // multiple corpses on the level using the same clientinfo + clientNum = cent->currentState.clientNum; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + CG_Error( "Bad clientNum on player entity"); + } + ci = &cgs.clientinfo[ clientNum ]; + + // it is possible to see corpses from disconnected players that may + // not have valid clientinfo + if ( !ci->infoValid ) { + return; + } + + // get the player model information + renderfx = 0; + if ( cent->currentState.number == cg.snap->ps.clientNum) { + if (!cg.renderingThirdPerson) { + renderfx = RF_THIRD_PERSON; // only draw in mirrors + } else { + if (cg_cameraMode.integer) { + return; + } + } + } + + + memset( &legs, 0, sizeof(legs) ); + memset( &torso, 0, sizeof(torso) ); + memset( &head, 0, sizeof(head) ); + + // get the rotation information + CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis ); + + // get the animation state (after rotation, to allow feet shuffle) + CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp, + &torso.oldframe, &torso.frame, &torso.backlerp ); + + // add the talk baloon or disconnect icon + CG_PlayerSprites( cent ); + + // add the shadow + shadow = CG_PlayerShadow( cent, &shadowPlane ); + + // add a water splash if partially in and out of water + CG_PlayerSplash( cent ); + + if ( cg_shadows.integer == 3 && shadow ) { + renderfx |= RF_SHADOW_PLANE; + } + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all + if( cgs.gametype == GT_HARVESTER ) { + CG_PlayerTokens( cent, renderfx ); + } + // + // add the legs + // + legs.hModel = ci->legsModel; + legs.customSkin = ci->legsSkin; + + VectorCopy( cent->lerpOrigin, legs.origin ); + + VectorCopy( cent->lerpOrigin, legs.lightingOrigin ); + legs.shadowPlane = shadowPlane; + legs.renderfx = renderfx; + VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all + + CG_AddRefEntityWithPowerups( &legs, ¢->currentState, ci->team, qfalse ); + + // if the model failed, allow the default nullmodel to be displayed + if (!legs.hModel) { + return; + } + + // + // add the torso + // + torso.hModel = ci->torsoModel; + if (!torso.hModel) { + return; + } + + torso.customSkin = ci->torsoSkin; + + VectorCopy( cent->lerpOrigin, torso.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso"); + + torso.shadowPlane = shadowPlane; + torso.renderfx = renderfx; + + CG_AddRefEntityWithPowerups( &torso, ¢->currentState, ci->team, qfalse ); + + if ( cent->currentState.eFlags & EF_KAMIKAZE ) { + + memset( &skull, 0, sizeof(skull) ); + + VectorCopy( cent->lerpOrigin, skull.lightingOrigin ); + skull.shadowPlane = shadowPlane; + skull.renderfx = renderfx; + + if ( cent->currentState.eFlags & EF_DEAD ) { + // one skull bobbing above the dead body + angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255; + if (angle > M_PI * 2) + angle -= (float)M_PI * 2; + dir[0] = sin(angle) * 20; + dir[1] = cos(angle) * 20; + angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255; + dir[2] = 15 + sin(angle) * 8; + VectorAdd(torso.origin, dir, skull.origin); + + dir[2] = 0; + VectorCopy(dir, skull.axis[1]); + VectorNormalize(skull.axis[1]); + VectorSet(skull.axis[2], 0, 0, 1); + CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]); + + skull.hModel = cgs.media.kamikazeHeadModel; + trap_R_AddRefEntityToScene( &skull ); + skull.hModel = cgs.media.kamikazeHeadTrail; + trap_R_AddRefEntityToScene( &skull ); + } + else { + // three skulls spinning around the player + angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255; + dir[0] = cos(angle) * 20; + dir[1] = sin(angle) * 20; + dir[2] = cos(angle) * 20; + VectorAdd(torso.origin, dir, skull.origin); + + angles[0] = sin(angle) * 30; + angles[1] = (angle * 180 / M_PI) + 90; + if (angles[1] > 360) + angles[1] -= 360; + angles[2] = 0; + AnglesToAxis( angles, skull.axis ); + + /* + dir[2] = 0; + VectorInverse(dir); + VectorCopy(dir, skull.axis[1]); + VectorNormalize(skull.axis[1]); + VectorSet(skull.axis[2], 0, 0, 1); + CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]); + */ + + skull.hModel = cgs.media.kamikazeHeadModel; + trap_R_AddRefEntityToScene( &skull ); + // flip the trail because this skull is spinning in the other direction + VectorInverse(skull.axis[1]); + skull.hModel = cgs.media.kamikazeHeadTrail; + trap_R_AddRefEntityToScene( &skull ); + + angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI; + if (angle > M_PI * 2) + angle -= (float)M_PI * 2; + dir[0] = sin(angle) * 20; + dir[1] = cos(angle) * 20; + dir[2] = cos(angle) * 20; + VectorAdd(torso.origin, dir, skull.origin); + + angles[0] = cos(angle - 0.5 * M_PI) * 30; + angles[1] = 360 - (angle * 180 / M_PI); + if (angles[1] > 360) + angles[1] -= 360; + angles[2] = 0; + AnglesToAxis( angles, skull.axis ); + + /* + dir[2] = 0; + VectorCopy(dir, skull.axis[1]); + VectorNormalize(skull.axis[1]); + VectorSet(skull.axis[2], 0, 0, 1); + CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]); + */ + + skull.hModel = cgs.media.kamikazeHeadModel; + trap_R_AddRefEntityToScene( &skull ); + skull.hModel = cgs.media.kamikazeHeadTrail; + trap_R_AddRefEntityToScene( &skull ); + + angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI; + if (angle > M_PI * 2) + angle -= (float)M_PI * 2; + dir[0] = sin(angle) * 20; + dir[1] = cos(angle) * 20; + dir[2] = 0; + VectorAdd(torso.origin, dir, skull.origin); + + VectorCopy(dir, skull.axis[1]); + VectorNormalize(skull.axis[1]); + VectorSet(skull.axis[2], 0, 0, 1); + CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]); + + skull.hModel = cgs.media.kamikazeHeadModel; + trap_R_AddRefEntityToScene( &skull ); + skull.hModel = cgs.media.kamikazeHeadTrail; + trap_R_AddRefEntityToScene( &skull ); + } + } + + if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) { + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.guardPowerupModel; + powerup.frame = 0; + powerup.oldframe = 0; + powerup.customSkin = 0; + trap_R_AddRefEntityToScene( &powerup ); + } + if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) { + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.scoutPowerupModel; + powerup.frame = 0; + powerup.oldframe = 0; + powerup.customSkin = 0; + trap_R_AddRefEntityToScene( &powerup ); + } + if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) { + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.doublerPowerupModel; + powerup.frame = 0; + powerup.oldframe = 0; + powerup.customSkin = 0; + trap_R_AddRefEntityToScene( &powerup ); + } + if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) { + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.ammoRegenPowerupModel; + powerup.frame = 0; + powerup.oldframe = 0; + powerup.customSkin = 0; + trap_R_AddRefEntityToScene( &powerup ); + } + if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) { + if ( !ci->invulnerabilityStartTime ) { + ci->invulnerabilityStartTime = cg.time; + } + ci->invulnerabilityStopTime = cg.time; + } + else { + ci->invulnerabilityStartTime = 0; + } + if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) || + cg.time - ci->invulnerabilityStopTime < 250 ) { + + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.invulnerabilityPowerupModel; + powerup.customSkin = 0; + // always draw + powerup.renderfx &= ~RF_THIRD_PERSON; + VectorCopy(cent->lerpOrigin, powerup.origin); + + if ( cg.time - ci->invulnerabilityStartTime < 250 ) { + c = (float) (cg.time - ci->invulnerabilityStartTime) / 250; + } + else if (cg.time - ci->invulnerabilityStopTime < 250 ) { + c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250; + } + else { + c = 1; + } + VectorSet( powerup.axis[0], c, 0, 0 ); + VectorSet( powerup.axis[1], 0, c, 0 ); + VectorSet( powerup.axis[2], 0, 0, c ); + trap_R_AddRefEntityToScene( &powerup ); + } + + t = cg.time - ci->medkitUsageTime; + if ( ci->medkitUsageTime && t < 500 ) { + memcpy(&powerup, &torso, sizeof(torso)); + powerup.hModel = cgs.media.medkitUsageModel; + powerup.customSkin = 0; + // always draw + powerup.renderfx &= ~RF_THIRD_PERSON; + VectorClear(angles); + AnglesToAxis(angles, powerup.axis); + VectorCopy(cent->lerpOrigin, powerup.origin); + powerup.origin[2] += -24 + (float) t * 80 / 500; + if ( t > 400 ) { + c = (float) (t - 1000) * 0xff / 100; + powerup.shaderRGBA[0] = 0xff - c; + powerup.shaderRGBA[1] = 0xff - c; + powerup.shaderRGBA[2] = 0xff - c; + powerup.shaderRGBA[3] = 0xff - c; + } + else { + powerup.shaderRGBA[0] = 0xff; + powerup.shaderRGBA[1] = 0xff; + powerup.shaderRGBA[2] = 0xff; + powerup.shaderRGBA[3] = 0xff; + } + trap_R_AddRefEntityToScene( &powerup ); + } + + // + // add the head + // + head.hModel = ci->headModel; + if (!head.hModel) { + return; + } + head.customSkin = ci->headSkin; + + VectorCopy( cent->lerpOrigin, head.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head"); + + head.shadowPlane = shadowPlane; + head.renderfx = renderfx; + + CG_AddRefEntityWithPowerups( &head, ¢->currentState, ci->team, qfalse ); + + CG_BreathPuffs(cent, &head); + + CG_DustTrail(cent); + + // + // add the gun / barrel / flash + // + CG_AddPlayerWeapon( &torso, NULL, cent, ci->team ); + + // add powerups floating behind the player + CG_PlayerPowerups( cent, &torso ); +} + + +//===================================================================== + +/* +=============== +CG_ResetPlayerEntity + +A player just came into view or teleported, so reset all animation info +=============== +*/ +void CG_ResetPlayerEntity( centity_t *cent ) { + cent->errorTime = -99999; // guarantee no error decay added + cent->extrapolated = qfalse; + + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim ); + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim ); + + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + + VectorCopy( cent->lerpOrigin, cent->rawOrigin ); + VectorCopy( cent->lerpAngles, cent->rawAngles ); + + memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) ); + cent->pe.legs.yawAngle = cent->rawAngles[YAW]; + cent->pe.legs.yawing = qfalse; + cent->pe.legs.pitchAngle = 0; + cent->pe.legs.pitching = qfalse; + + memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) ); + cent->pe.torso.yawAngle = cent->rawAngles[YAW]; + cent->pe.torso.yawing = qfalse; + cent->pe.torso.pitchAngle = cent->rawAngles[PITCH]; + cent->pe.torso.pitching = qfalse; + + if ( cg_debugPosition.integer ) { + CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); + } +} + diff --git a/code/cgame/cg_playerstate.c b/code/cgame/cg_playerstate.c new file mode 100644 index 0000000..91dc258 --- /dev/null +++ b/code/cgame/cg_playerstate.c @@ -0,0 +1,536 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_playerstate.c -- this file acts on changes in a new playerState_t +// With normal play, this will be done after local prediction, but when +// following another player or playing back a demo, it will be checked +// when the snapshot transitions like all the other entities + +#include "cg_local.h" + +/* +============== +CG_CheckAmmo + +If the ammo has gone low enough to generate the warning, play a sound +============== +*/ +void CG_CheckAmmo( void ) { + int i; + int total; + int previous; + int weapons; + + // see about how many seconds of ammo we have remaining + weapons = cg.snap->ps.stats[ STAT_WEAPONS ]; + total = 0; + for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) { + if ( ! ( weapons & ( 1 << i ) ) || i == WP_GRAPPLING_HOOK ) { + continue; + } + switch ( i ) { + case WP_ROCKET_LAUNCHER: + case WP_GRENADE_LAUNCHER: + case WP_RAILGUN: + case WP_SHOTGUN: +//#ifdef MISSIONPACK + case WP_PROX_LAUNCHER: +//#endif + total += cg.snap->ps.ammo[i] * 1000; + break; + default: + total += cg.snap->ps.ammo[i] * 200; + break; + } + if ( total >= 5000 ) { + cg.lowAmmoWarning = 0; + return; + } + } + + previous = cg.lowAmmoWarning; + + if ( total == 0 ) { + cg.lowAmmoWarning = 2; + } else { + cg.lowAmmoWarning = 1; + } + + // play a sound on transitions + if ( cg.lowAmmoWarning != previous ) { + trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND ); + } +} + +/* +============== +CG_DamageFeedback +============== +*/ +void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) { + float left, front, up; + float kick; + int health; + float scale; + vec3_t dir; + vec3_t angles; + float dist; + float yaw, pitch; + + // show the attacking player's head and name in corner + cg.attackerTime = cg.time; + + // the lower on health you are, the greater the view kick will be + health = cg.snap->ps.stats[STAT_HEALTH]; + if ( health < 40 ) { + scale = 1; + } else { + scale = 40.0 / health; + } + kick = damage * scale; + + if (kick < 5) + kick = 5; + if (kick > 10) + kick = 10; + + // if yaw and pitch are both 255, make the damage always centered (falling, etc) + if ( yawByte == 255 && pitchByte == 255 ) { + cg.damageX = 0; + cg.damageY = 0; + cg.v_dmg_roll = 0; + cg.v_dmg_pitch = -kick; + } else { + // positional + pitch = pitchByte / 255.0 * 360; + yaw = yawByte / 255.0 * 360; + + angles[PITCH] = pitch; + angles[YAW] = yaw; + angles[ROLL] = 0; + + AngleVectors( angles, dir, NULL, NULL ); + VectorSubtract( vec3_origin, dir, dir ); + + front = DotProduct (dir, cg.refdef.viewaxis[0] ); + left = DotProduct (dir, cg.refdef.viewaxis[1] ); + up = DotProduct (dir, cg.refdef.viewaxis[2] ); + + dir[0] = front; + dir[1] = left; + dir[2] = 0; + dist = VectorLength( dir ); + if ( dist < 0.1 ) { + dist = 0.1f; + } + + cg.v_dmg_roll = kick * left; + + cg.v_dmg_pitch = -kick * front; + + if ( front <= 0.1 ) { + front = 0.1f; + } + cg.damageX = -left / front; + cg.damageY = up / dist; + } + + // clamp the position + if ( cg.damageX > 1.0 ) { + cg.damageX = 1.0; + } + if ( cg.damageX < - 1.0 ) { + cg.damageX = -1.0; + } + + if ( cg.damageY > 1.0 ) { + cg.damageY = 1.0; + } + if ( cg.damageY < - 1.0 ) { + cg.damageY = -1.0; + } + + // don't let the screen flashes vary as much + if ( kick > 10 ) { + kick = 10; + } + cg.damageValue = kick; + cg.v_dmg_time = cg.time + DAMAGE_TIME; + cg.damageTime = cg.snap->serverTime; +} + + + + +/* +================ +CG_Respawn + +A respawn happened this snapshot +================ +*/ +void CG_Respawn( void ) { + // no error decay on player movement + cg.thisFrameTeleport = qtrue; + + // display weapons available + cg.weaponSelectTime = cg.time; + + // select the weapon the server says we are using + cg.weaponSelect = cg.snap->ps.weapon; +} + +extern char *eventnames[]; + +/* +============== +CG_CheckPlayerstateEvents +============== +*/ +void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { + int i; + int event; + centity_t *cent; + + if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) { + cent = &cg_entities[ ps->clientNum ]; + cent->currentState.event = ps->externalEvent; + cent->currentState.eventParm = ps->externalEventParm; + CG_EntityEvent( cent, cent->lerpOrigin ); + } + + cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ]; + // go through the predictable events buffer + for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) { + // if we have a new predictable event + if ( i >= ops->eventSequence + // or the server told us to play another event instead of a predicted event we already issued + // or something the server told us changed our prediction causing a different event + || (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) { + + event = ps->events[ i & (MAX_PS_EVENTS-1) ]; + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + + cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event; + + cg.eventSequence++; + } + } +} + +/* +================== +CG_CheckChangedPredictableEvents +================== +*/ +void CG_CheckChangedPredictableEvents( playerState_t *ps ) { + int i; + int event; + centity_t *cent; + + cent = &cg.predictedPlayerEntity; + for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) { + // + if (i >= cg.eventSequence) { + continue; + } + // if this event is not further back in than the maximum predictable events we remember + if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) { + // if the new playerstate event is different from a previously predicted one + if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) { + + event = ps->events[ i & (MAX_PS_EVENTS-1) ]; + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + + cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event; + + if ( cg_showmiss.integer ) { + CG_Printf("WARNING: changed predicted event\n"); + } + } + } + } +} + +/* +================== +pushReward +================== +*/ +static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) { + if (cg.rewardStack < (MAX_REWARDSTACK-1)) { + cg.rewardStack++; + cg.rewardSound[cg.rewardStack] = sfx; + cg.rewardShader[cg.rewardStack] = shader; + cg.rewardCount[cg.rewardStack] = rewardCount; + } +} + + +/* +================== +CG_CheckLocalSounds +================== +*/ +void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { + int highScore, health, armor, reward; + sfxHandle_t sfx; + + // don't play the sounds if the player just changed teams + if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) { + return; + } + + // hit changes + if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) { + armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff; + health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8; +#ifdef MISSIONPACK + if (armor > 50 ) { + trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND ); + } else if (armor || health > 100) { + trap_S_StartLocalSound( cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND ); + } else { + trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND ); + } +#else + trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND ); +#endif + } else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) { + trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND ); + } + + // health changes of more than -1 should make pain sounds + if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) { + if ( ps->stats[STAT_HEALTH] > 0 ) { + CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] ); + } + } + + + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + // reward sounds + reward = qfalse; + if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) { + pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]); + reward = qtrue; + //Com_Printf("capture\n"); + } + if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) { +#ifdef MISSIONPACK + if (ps->persistant[PERS_IMPRESSIVE_COUNT] == 1) { + sfx = cgs.media.firstImpressiveSound; + } else { + sfx = cgs.media.impressiveSound; + } +#else + sfx = cgs.media.impressiveSound; +#endif + pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]); + reward = qtrue; + //Com_Printf("impressive\n"); + } + //KK-OAX We Just Won't Draw The Excellent Stuff if Multikills are Enabled!!! + if( !cgs.altExcellent ) { + if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) { +#ifdef MISSIONPACK + if (ps->persistant[PERS_EXCELLENT_COUNT] == 1) { + sfx = cgs.media.firstExcellentSound; + } else { + sfx = cgs.media.excellentSound; + } +#else + sfx = cgs.media.excellentSound; +#endif + + pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]); + reward = qtrue; + //Com_Printf("excellent\n"); + } + } + if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) { +#ifdef MISSIONPACK + if (ops->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) { + sfx = cgs.media.firstHumiliationSound; + } else { + sfx = cgs.media.humiliationSound; + } +#else + sfx = cgs.media.humiliationSound; +#endif + pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]); + reward = qtrue; + //Com_Printf("guantlet frag\n"); + } + if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) { + pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]); + reward = qtrue; + //Com_Printf("defend\n"); + } + if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) { + pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]); + reward = qtrue; + //Com_Printf("assist\n"); + } + // if any of the player event bits changed + if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) { + if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) { + trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER ); + } + else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) { + trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER ); + } + else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) { + trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER ); + } + reward = qtrue; + } + + // check for flag pickup + if ( cgs.gametype > GT_TEAM ) { + if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) || + (ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) || + (ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) ) + { + trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER ); + } + } + + // lead changes + if (!reward) { + // + if ( !cg.warmup ) { + // never play lead changes during warmup + if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) { + if ( cgs.gametype < GT_TEAM || cgs.ffa_gt==1) { + if ( ps->persistant[PERS_RANK] == 0 ) { + CG_AddBufferedSound(cgs.media.takenLeadSound); + } else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) { + CG_AddBufferedSound(cgs.media.tiedLeadSound); + } else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) { + CG_AddBufferedSound(cgs.media.lostLeadSound); + } + } + } + } + } + + // timelimit warnings + if ( cgs.timelimit > 0 && cgs.timelimit <= 1000 ) { + int msec; + + msec = cg.time - cgs.levelStartTime; + if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) { + cg.timelimitWarnings |= 1 | 2 | 4; + trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER ); + } + else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) { + cg.timelimitWarnings |= 1 | 2; + trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER ); + } + else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) { + cg.timelimitWarnings |= 1; + trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER ); + } + } + + // fraglimit warnings + if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) { + highScore = cgs.scores1; + + if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) { + highScore = cgs.scores2; + } + + if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) { + cg.fraglimitWarnings |= 1 | 2 | 4; + CG_AddBufferedSound(cgs.media.oneFragSound); + } + else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) { + cg.fraglimitWarnings |= 1 | 2; + CG_AddBufferedSound(cgs.media.twoFragSound); + } + else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) { + cg.fraglimitWarnings |= 1; + CG_AddBufferedSound(cgs.media.threeFragSound); + } + } +} + +/* +=============== +CG_TransitionPlayerState + +=============== +*/ +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { + // check for changing follow mode + if ( ps->clientNum != ops->clientNum ) { + cg.thisFrameTeleport = qtrue; + // make sure we don't get any unwanted transition effects + *ops = *ps; + } + + // damage events (player is getting wounded) + if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) { + CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount ); + } + + // respawning + if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) { + CG_Respawn(); + } + + if ( cg.mapRestart ) { + CG_Respawn(); + cg.mapRestart = qfalse; + } + + if ( cg.snap->ps.pm_type != PM_INTERMISSION + && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) { + CG_CheckLocalSounds( ps, ops ); + } + + // check for going low on ammo + CG_CheckAmmo(); + + // run events + CG_CheckPlayerstateEvents( ps, ops ); + + // smooth the ducking viewheight change + if ( ps->viewheight != ops->viewheight ) { + cg.duckChange = ps->viewheight - ops->viewheight; + cg.duckTime = cg.time; + } +} + diff --git a/code/cgame/cg_predict.c b/code/cgame/cg_predict.c new file mode 100644 index 0000000..2592e01 --- /dev/null +++ b/code/cgame/cg_predict.c @@ -0,0 +1,942 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_predict.c -- this file generates cg.predictedPlayerState by either +// interpolating between snapshots from the server or locally predicting +// ahead the client's movement. +// It also handles local physics interaction, like fragments bouncing off walls + +#include "cg_local.h" + +static pmove_t cg_pmove; + +static int cg_numSolidEntities; +static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; +static int cg_numTriggerEntities; +static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; + +/* +==================== +CG_BuildSolidList + +When a new cg.snap has been set, this function builds a sublist +of the entities that are actually solid, to make for more +efficient collision detection +==================== +*/ +void CG_BuildSolidList( void ) { + int i; + centity_t *cent; + snapshot_t *snap; + entityState_t *ent; + + cg_numSolidEntities = 0; + cg_numTriggerEntities = 0; + + if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { + snap = cg.nextSnap; + } else { + snap = cg.snap; + } + + for ( i = 0 ; i < snap->numEntities ; i++ ) { + cent = &cg_entities[ snap->entities[ i ].number ]; + ent = ¢->currentState; + + if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) { + cg_triggerEntities[cg_numTriggerEntities] = cent; + cg_numTriggerEntities++; + continue; + } + + if ( cent->nextState.solid ) { + cg_solidEntities[cg_numSolidEntities] = cent; + cg_numSolidEntities++; + continue; + } + } +} + +/* +==================== +CG_ClipMoveToEntities + +==================== +*/ +static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask, trace_t *tr ) { + int i, x, zd, zu; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + vec3_t bmins, bmaxs; + vec3_t origin, angles; + centity_t *cent; + + for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { + cent = cg_solidEntities[ i ]; + ent = ¢->currentState; + + if ( ent->number == skipNumber ) { + continue; + } + + if ( ent->solid == SOLID_BMODEL ) { + // special value for bmodel + cmodel = trap_CM_InlineModel( ent->modelindex ); + VectorCopy( cent->lerpAngles, angles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); + } else { + // encoded bbox + x = (ent->solid & 255); + zd = ((ent->solid>>8) & 255); + zu = ((ent->solid>>16) & 255) - 32; + + bmins[0] = bmins[1] = -x; + bmaxs[0] = bmaxs[1] = x; + bmins[2] = -zd; + bmaxs[2] = zu; + + cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); + VectorCopy( vec3_origin, angles ); + VectorCopy( cent->lerpOrigin, origin ); + } + + + trap_CM_TransformedBoxTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles); + + if (trace.allsolid || trace.fraction < tr->fraction) { + trace.entityNum = ent->number; + *tr = trace; + } else if (trace.startsolid) { + tr->startsolid = qtrue; + } + if ( tr->allsolid ) { + return; + } + } +} + +/* +================ +CG_Trace +================ +*/ +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) { + trace_t t; + + trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t); + + *result = t; +} + +/* +================ +CG_PointContents +================ +*/ +int CG_PointContents( const vec3_t point, int passEntityNum ) { + int i; + entityState_t *ent; + centity_t *cent; + clipHandle_t cmodel; + int contents; + + contents = trap_CM_PointContents (point, 0); + + for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { + cent = cg_solidEntities[ i ]; + + ent = ¢->currentState; + + if ( ent->number == passEntityNum ) { + continue; + } + + if (ent->solid != SOLID_BMODEL) { // special value for bmodel + continue; + } + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if ( !cmodel ) { + continue; + } + + contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles ); + } + + return contents; +} + + +/* +======================== +CG_InterpolatePlayerState + +Generates cg.predictedPlayerState by interpolating between +cg.snap->player_state and cg.nextFrame->player_state +======================== +*/ +static void CG_InterpolatePlayerState( qboolean grabAngles ) { + float f; + int i; + playerState_t *out; + snapshot_t *prev, *next; + + out = &cg.predictedPlayerState; + prev = cg.snap; + next = cg.nextSnap; + + *out = cg.snap->ps; + + // if we are still allowing local input, short circuit the view angles + if ( grabAngles ) { + usercmd_t cmd; + int cmdNum; + + cmdNum = trap_GetCurrentCmdNumber(); + trap_GetUserCmd( cmdNum, &cmd ); + + PM_UpdateViewAngles( out, &cmd ); + } + + // if the next frame is a teleport, we can't lerp to it + if ( cg.nextFrameTeleport ) { + return; + } + + if ( !next || next->serverTime <= prev->serverTime ) { + return; + } + + f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); + + i = next->ps.bobCycle; + if ( i < prev->ps.bobCycle ) { + i += 256; // handle wraparound + } + out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); + + for ( i = 0 ; i < 3 ; i++ ) { + out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] ); + if ( !grabAngles ) { + out->viewangles[i] = LerpAngle( + prev->ps.viewangles[i], next->ps.viewangles[i], f ); + } + out->velocity[i] = prev->ps.velocity[i] + + f * (next->ps.velocity[i] - prev->ps.velocity[i] ); + } + +} + +/* +=================== +CG_TouchItem +=================== +*/ +static void CG_TouchItem( centity_t *cent ) { + gitem_t *item; + //For instantgib + qboolean canBePicked; + + if(cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_LMS) + return; //No weapon pickup in elimination + + //normally we can + canBePicked = qtrue; + + //But in instantgib, rocket arena, and CTF_ELIMINATION we normally can't: + if(cgs.nopickup || cgs.gametype == GT_CTF_ELIMINATION) + canBePicked = qfalse; + + if ( !cg_predictItems.integer ) { + return; + } + if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) { + return; + } + + // never pick an item up twice in a prediction + if ( cent->miscTime == cg.time ) { + return; + } + + if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) { + return; // can't hold it + } + + item = &bg_itemlist[ cent->currentState.modelindex ]; + + // Special case for flags. + // We don't predict touching our own flag +#if 1 //MISSIONPACK + if( cgs.gametype == GT_1FCTF ) { + if( item->giTag != PW_NEUTRALFLAG ) { + return; + } + } + if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_HARVESTER ) { +#else + if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION ) { +#endif + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED && + item->giTag == PW_REDFLAG) + return; + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE && + item->giTag == PW_BLUEFLAG) + return; + //Even in instantgib, we can predict our enemy flag + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED && + item->giTag == PW_BLUEFLAG && (!(cgs.elimflags&EF_ONEWAY) || cgs.attackingTeam == TEAM_RED)) + canBePicked = qtrue; + if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE && + item->giTag == PW_REDFLAG && (!(cgs.elimflags&EF_ONEWAY) || cgs.attackingTeam == TEAM_BLUE)) + canBePicked = qtrue; + if (item->giTag == WP_RAILGUN) + canBePicked = qfalse; + if (item->giTag == WP_PLASMAGUN) + canBePicked = qfalse; + } + + //Currently we don't predict anything in Double Domination because it looks like we take a flag + if( cgs.gametype == GT_DOUBLE_D ) { + if(cgs.redflag == TEAM_NONE) + return; //Can never pick if just one flag is NONE (because then the other is too) + if(item->giTag == PW_REDFLAG){ //at point A + if(cgs.redflag != cg.predictedPlayerState.persistant[PERS_TEAM]) //not already taken + trap_S_StartLocalSound( cgs.media.hitSound , CHAN_ANNOUNCER ); + return; + } + if(item->giTag == PW_BLUEFLAG){ //at point B + if(cgs.blueflag != cg.predictedPlayerState.persistant[PERS_TEAM]) //already taken + trap_S_StartLocalSound( cgs.media.hitSound , CHAN_ANNOUNCER ); + return; + } + } + + // grab it + if(canBePicked) + { + BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState); + + // remove it from the frame so it won't be drawn + cent->currentState.eFlags |= EF_NODRAW; + + // don't touch it again this prediction + cent->miscTime = cg.time; + + // if its a weapon, give them some predicted ammo so the autoswitch will work + if ( item->giType == IT_WEAPON ) { + cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag; + if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) { + cg.predictedPlayerState.ammo[ item->giTag ] = 1; + } + } + } +} + + +/* +========================= +CG_TouchTriggerPrediction + +Predict push triggers and items +========================= +*/ +static void CG_TouchTriggerPrediction( void ) { + int i; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + centity_t *cent; + qboolean spectator; + + // dead clients don't activate triggers + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return; + } + + spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); + + if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) { + return; + } + + for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) { + cent = cg_triggerEntities[ i ]; + ent = ¢->currentState; + + if ( ent->eType == ET_ITEM && !spectator ) { + CG_TouchItem( cent ); + continue; + } + + if ( ent->solid != SOLID_BMODEL ) { + continue; + } + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if ( !cmodel ) { + continue; + } + + trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, + cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); + + if ( !trace.startsolid ) { + continue; + } + + if ( ent->eType == ET_TELEPORT_TRIGGER ) { + cg.hyperspace = qtrue; + } else if ( ent->eType == ET_PUSH_TRIGGER ) { + BG_TouchJumpPad( &cg.predictedPlayerState, ent ); + } + } + + // if we didn't touch a jump pad this pmove frame + if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) { + cg.predictedPlayerState.jumppad_frame = 0; + cg.predictedPlayerState.jumppad_ent = 0; + } +} + +//unlagged - optimized prediction +#define ABS(x) ((x) < 0 ? (-(x)) : (x)) + +static int IsUnacceptableError( playerState_t *ps, playerState_t *pps ) { + vec3_t delta; + int i; + + if ( pps->pm_type != ps->pm_type || + pps->pm_flags != ps->pm_flags || + pps->pm_time != ps->pm_time ) { + return 1; + } + + VectorSubtract( pps->origin, ps->origin, delta ); + if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) { + if ( cg_showmiss.integer ) { + CG_Printf("delta: %.2f ", VectorLength(delta) ); + } + return 2; + } + + VectorSubtract( pps->velocity, ps->velocity, delta ); + if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) { + if ( cg_showmiss.integer ) { + CG_Printf("delta: %.2f ", VectorLength(delta) ); + } + return 3; + } + + if ( pps->weaponTime != ps->weaponTime || + pps->gravity != ps->gravity || + pps->speed != ps->speed || + pps->delta_angles[0] != ps->delta_angles[0] || + pps->delta_angles[1] != ps->delta_angles[1] || + pps->delta_angles[2] != ps->delta_angles[2] || + pps->groundEntityNum != ps->groundEntityNum ) { + return 4; + } + + if ( pps->legsTimer != ps->legsTimer || + pps->legsAnim != ps->legsAnim || + pps->torsoTimer != ps->torsoTimer || + pps->torsoAnim != ps->torsoAnim || + pps->movementDir != ps->movementDir ) { + return 5; + } + + VectorSubtract( pps->grapplePoint, ps->grapplePoint, delta ); + if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) { + return 6; + } + + if ( pps->eFlags != ps->eFlags ) { + return 7; + } + + if ( pps->eventSequence != ps->eventSequence ) { + return 8; + } + + for ( i = 0; i < MAX_PS_EVENTS; i++ ) { + if ( pps->events[i] != ps->events[i] || + pps->eventParms[i] != ps->eventParms[i] ) { + return 9; + } + } + + if ( pps->externalEvent != ps->externalEvent || + pps->externalEventParm != ps->externalEventParm || + pps->externalEventTime != ps->externalEventTime ) { + return 10; + } + + if ( pps->clientNum != ps->clientNum || + pps->weapon != ps->weapon || + pps->weaponstate != ps->weaponstate ) { + return 11; + } + + if ( ABS(pps->viewangles[0] - ps->viewangles[0]) > 1.0f || + ABS(pps->viewangles[1] - ps->viewangles[1]) > 1.0f || + ABS(pps->viewangles[2] - ps->viewangles[2]) > 1.0f ) { + return 12; + } + + if ( pps->viewheight != ps->viewheight ) { + return 13; + } + + if ( pps->damageEvent != ps->damageEvent || + pps->damageYaw != ps->damageYaw || + pps->damagePitch != ps->damagePitch || + pps->damageCount != ps->damageCount ) { + return 14; + } + + for ( i = 0; i < MAX_STATS; i++ ) { + if ( pps->stats[i] != ps->stats[i] ) { + return 15; + } + } + + for ( i = 0; i < MAX_PERSISTANT; i++ ) { + if ( pps->persistant[i] != ps->persistant[i] ) { + return 16; + } + } + + for ( i = 0; i < MAX_POWERUPS; i++ ) { + if ( pps->powerups[i] != ps->powerups[i] ) { + return 17; + } + } + + for ( i = 0; i < MAX_WEAPONS; i++ ) { + if ( pps->ammo[i] != ps->ammo[i] ) { + return 18; + } + } + + if ( pps->generic1 != ps->generic1 || + pps->loopSound != ps->loopSound || + pps->jumppad_ent != ps->jumppad_ent ) { + return 19; + } + + return 0; +} +//unlagged - optimized prediction + +/* +================= +CG_PredictPlayerState + +Generates cg.predictedPlayerState for the current cg.time +cg.predictedPlayerState is guaranteed to be valid after exiting. + +For demo playback, this will be an interpolation between two valid +playerState_t. + +For normal gameplay, it will be the result of predicted usercmd_t on +top of the most recent playerState_t received from the server. + +Each new snapshot will usually have one or more new usercmd over the last, +but we simulate all unacknowledged commands each time, not just the new ones. +This means that on an internet connection, quite a few pmoves may be issued +each frame. + +OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t +differs from the predicted one. Would require saving all intermediate +playerState_t during prediction. + +We detect prediction errors and allow them to be decayed off over several frames +to ease the jerk. +================= +*/ +void CG_PredictPlayerState( void ) { + int cmdNum, current; + playerState_t oldPlayerState; + qboolean moved; + usercmd_t oldestCmd; + usercmd_t latestCmd; +//unlagged - optimized prediction + int stateIndex = 0, predictCmd = 0; //Sago: added initializing + int numPredicted = 0, numPlayedBack = 0; // debug code +//unlagged - optimized prediction + + cg.hyperspace = qfalse; // will be set if touching a trigger_teleport + + // if this is the first frame we must guarantee + // predictedPlayerState is valid even if there is some + // other error condition + if ( !cg.validPPS ) { + cg.validPPS = qtrue; + cg.predictedPlayerState = cg.snap->ps; + } + + + // demo playback just copies the moves + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) { + CG_InterpolatePlayerState( qfalse ); + return; + } + + // non-predicting local movement will grab the latest angles + if ( cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_InterpolatePlayerState( qtrue ); + return; + } + + // prepare for pmove + cg_pmove.ps = &cg.predictedPlayerState; + cg_pmove.trace = CG_Trace; + cg_pmove.pointcontents = CG_PointContents; + if ( cg_pmove.ps->pm_type == PM_DEAD ) { + cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + } + else { + cg_pmove.tracemask = MASK_PLAYERSOLID; + } + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { + cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies + } + cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; + + // save the state before the pmove so we can detect transitions + oldPlayerState = cg.predictedPlayerState; + + current = trap_GetCurrentCmdNumber(); + + // if we don't have the commands right after the snapshot, we + // can't accurately predict a current position, so just freeze at + // the last good position we had + cmdNum = current - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &oldestCmd ); + if ( oldestCmd.serverTime > cg.snap->ps.commandTime + && oldestCmd.serverTime < cg.time ) { // special check for map_restart + if ( cg_showmiss.integer ) { + CG_Printf ("exceeded PACKET_BACKUP on commands\n"); + } + return; + } + + // get the latest command so we can know which commands are from previous map_restarts + trap_GetUserCmd( current, &latestCmd ); + + // get the most recent information we have, even if + // the server time is beyond our current cg.time, + // because predicted player positions are going to + // be ahead of everything else anyway + if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { + cg.predictedPlayerState = cg.nextSnap->ps; + cg.physicsTime = cg.nextSnap->serverTime; + } else { + cg.predictedPlayerState = cg.snap->ps; + cg.physicsTime = cg.snap->serverTime; + } + + if ( pmove_msec.integer < 8 ) { + trap_Cvar_Set("pmove_msec", "8"); + } + else if (pmove_msec.integer > 33) { + trap_Cvar_Set("pmove_msec", "33"); + } + + cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; + cg_pmove.pmove_msec = pmove_msec.integer; + cg_pmove.pmove_float = pmove_float.integer; + cg_pmove.pmove_flags = cgs.dmflags; + + +//unlagged - optimized prediction + // Like the comments described above, a player's state is entirely + // re-predicted from the last valid snapshot every client frame, which + // can be really, really, really slow. Every old command has to be + // run again. For every client frame that is *not* directly after a + // snapshot, this is unnecessary, since we have no new information. + // For those, we'll play back the predictions from the last frame and + // predict only the newest commands. Essentially, we'll be doing + // an incremental predict instead of a full predict. + // + // If we have a new snapshot, we can compare its player state's command + // time to the command times in the queue to find a match. If we find + // a matching state, and the predicted version has not deviated, we can + // use the predicted state as a base - and also do an incremental predict. + // + // With this method, we get incremental predicts on every client frame + // except a frame following a new snapshot in which there was a prediction + // error. This yeilds anywhere from a 15% to 40% performance increase, + // depending on how much of a bottleneck the CPU is. + + if ( cg_optimizePrediction.integer ) { + if ( cg.nextFrameTeleport || cg.thisFrameTeleport ) { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + // cg.physicsTime is the current snapshot's serverTime + // if it's the same as the last one + else if ( cg.physicsTime == cg.lastServerTime ) { + // we have no new information, so do an incremental predict + predictCmd = cg.lastPredictedCommand + 1; + } + else { + // we have a new snapshot + + int i; + qboolean error = qtrue; + + // loop through the saved states queue + for ( i = cg.stateHead; i != cg.stateTail; i = (i + 1) % NUM_SAVED_STATES ) { + // if we find a predicted state whose commandTime matches the snapshot player state's commandTime + if ( cg.savedPmoveStates[i].commandTime == cg.predictedPlayerState.commandTime ) { + // make sure the state differences are acceptable + int errorcode = IsUnacceptableError( &cg.predictedPlayerState, &cg.savedPmoveStates[i] ); + + // too much change? + if ( errorcode ) { + if ( cg_showmiss.integer ) { + CG_Printf("errorcode %d at %d\n", errorcode, cg.time); + } + // yeah, so do a full predict + break; + } + + // this one is almost exact, so we'll copy it in as the starting point + *cg_pmove.ps = cg.savedPmoveStates[i]; + // advance the head + cg.stateHead = (i + 1) % NUM_SAVED_STATES; + + // set the next command to predict + predictCmd = cg.lastPredictedCommand + 1; + + // a saved state matched, so flag it + error = qfalse; + break; + } + } + + // if no saved states matched + if ( error ) { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + } + + // keep track of the server time of the last snapshot so we + // know when we're starting from a new one in future calls + cg.lastServerTime = cg.physicsTime; + stateIndex = cg.stateHead; + } +//unlagged - optimized prediction + + // run cmds + moved = qfalse; + for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) { + // get the command + trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); + + if ( cg_pmove.pmove_fixed ) { + PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); + } + + // don't do anything if the time is before the snapshot player time + if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) { + continue; + } + + // don't do anything if the command was from a previous map_restart + if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) { + continue; + } + + // check for a prediction error from last frame + // on a lan, this will often be the exact value + // from the snapshot, but on a wan we will have + // to predict several commands to get to the point + // we want to compare + if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) { + vec3_t delta; + float len; + + if ( cg.thisFrameTeleport ) { + // a teleport will not cause an error decay + VectorClear( cg.predictedError ); + if ( cg_showmiss.integer ) { + CG_Printf( "PredictionTeleport\n" ); + } + cg.thisFrameTeleport = qfalse; + } else { + vec3_t adjusted; + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); + + if ( cg_showmiss.integer ) { + if (!VectorCompare( oldPlayerState.origin, adjusted )) { + CG_Printf("prediction error\n"); + } + } + VectorSubtract( oldPlayerState.origin, adjusted, delta ); + len = VectorLength( delta ); + if ( len > 0.1 ) { + if ( cg_showmiss.integer ) { + CG_Printf("Prediction miss: %f\n", len); + } + if ( cg_errorDecay.integer ) { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + if ( f < 0 ) { + f = 0; + } + if ( f > 0 && cg_showmiss.integer ) { + CG_Printf("Double prediction decay: %f\n", f); + } + VectorScale( cg.predictedError, f, cg.predictedError ); + } else { + VectorClear( cg.predictedError ); + } + VectorAdd( delta, cg.predictedError, cg.predictedError ); + cg.predictedErrorTime = cg.oldTime; + } + } + } + + // don't predict gauntlet firing, which is only supposed to happen + // when it actually inflicts damage + cg_pmove.gauntletHit = qfalse; + + if ( cg_pmove.pmove_fixed ) { + cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; + } + +//unlagged - optimized prediction + if ( cg_optimizePrediction.integer ) { + // if we need to predict this command, or we've run out of space in the saved states queue + if ( cmdNum >= predictCmd || (stateIndex + 1) % NUM_SAVED_STATES == cg.stateHead ) { + // run the Pmove + Pmove (&cg_pmove); + + numPredicted++; // debug code + + // record the last predicted command + cg.lastPredictedCommand = cmdNum; + + // if we haven't run out of space in the saved states queue + if ( (stateIndex + 1) % NUM_SAVED_STATES != cg.stateHead ) { + // save the state for the false case (of cmdNum >= predictCmd) + // in later calls to this function + cg.savedPmoveStates[stateIndex] = *cg_pmove.ps; + stateIndex = (stateIndex + 1) % NUM_SAVED_STATES; + cg.stateTail = stateIndex; + } + } + else { + numPlayedBack++; // debug code + + if ( cg_showmiss.integer && + cg.savedPmoveStates[stateIndex].commandTime != cg_pmove.cmd.serverTime) { + // this should ONLY happen just after changing the value of pmove_fixed + CG_Printf( "saved state miss\n" ); + } + + // play back the command from the saved states + *cg_pmove.ps = cg.savedPmoveStates[stateIndex]; + + // go to the next element in the saved states array + stateIndex = (stateIndex + 1) % NUM_SAVED_STATES; + } + } + else { + // run the Pmove + Pmove (&cg_pmove); + + numPredicted++; // debug code + } +//unlagged - optimized prediction + + moved = qtrue; + + // add push trigger movement effects + CG_TouchTriggerPrediction(); + + // check for predictable events that changed from previous predictions + //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); + } + +//unlagged - optimized prediction + // do a /condump after a few seconds of this + //CG_Printf("cg.time: %d, numPredicted: %d, numPlayedBack: %d\n", cg.time, numPredicted, numPlayedBack); // debug code + // if everything is working right, numPredicted should be 1 more than 98% + // of the time, meaning only ONE predicted move was done in the frame + // you should see other values for numPredicted after IsUnacceptableError + // returns nonzero, and that's it +//unlagged - optimized prediction + + if ( cg_showmiss.integer > 1 ) { + CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time ); + } + + if ( !moved ) { + if ( cg_showmiss.integer ) { + CG_Printf( "not moved\n" ); + } + return; + } + + // adjust for the movement of the groundentity + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, + cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); + + if ( cg_showmiss.integer ) { + if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { + CG_Printf("WARNING: dropped event\n"); + } + } + + // fire events and other transition triggered things + CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); + + if ( cg_showmiss.integer ) { + if (cg.eventSequence > cg.predictedPlayerState.eventSequence) { + CG_Printf("WARNING: double event\n"); + cg.eventSequence = cg.predictedPlayerState.eventSequence; + } + } +} + + diff --git a/code/cgame/cg_public.h b/code/cgame/cg_public.h new file mode 100644 index 0000000..7449d38 --- /dev/null +++ b/code/cgame/cg_public.h @@ -0,0 +1,238 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + + +#define CMD_BACKUP 64 +#define CMD_MASK (CMD_BACKUP - 1) +// allow a lot of command backups for very fast systems +// multiple commands may be combined into a single packet, so this +// needs to be larger than PACKET_BACKUP + + +#define MAX_ENTITIES_IN_SNAPSHOT 256 + +// snapshots are a view of the server at a given time + +// Snapshots are generated at regular time intervals by the server, +// but they may not be sent if a client's rate level is exceeded, or +// they may be dropped by the network. +typedef struct { + int snapFlags; // SNAPFLAG_RATE_DELAYED, etc + int ping; + + int serverTime; // server time the message is valid for (in msec) + + byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits + + playerState_t ps; // complete information about the current player at this time + + int numEntities; // all of the entities that need to be presented + entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot + + int numServerCommands; // text based server commands to execute when this + int serverCommandSequence; // snapshot becomes current +} snapshot_t; + +enum { + CGAME_EVENT_NONE, + CGAME_EVENT_TEAMMENU, + CGAME_EVENT_SCOREBOARD, + CGAME_EVENT_EDITHUD +}; + + +/* +================================================================== + +functions imported from the main executable + +================================================================== +*/ + +#define CGAME_IMPORT_API_VERSION 4 + +typedef enum { + CG_PRINT, + CG_ERROR, + CG_MILLISECONDS, + CG_CVAR_REGISTER, + CG_CVAR_UPDATE, + CG_CVAR_SET, + CG_CVAR_VARIABLESTRINGBUFFER, + CG_ARGC, + CG_ARGV, + CG_ARGS, + CG_FS_FOPENFILE, + CG_FS_READ, + CG_FS_WRITE, + CG_FS_FCLOSEFILE, + CG_SENDCONSOLECOMMAND, + CG_ADDCOMMAND, + CG_SENDCLIENTCOMMAND, + CG_UPDATESCREEN, + CG_CM_LOADMAP, + CG_CM_NUMINLINEMODELS, + CG_CM_INLINEMODEL, + CG_CM_LOADMODEL, + CG_CM_TEMPBOXMODEL, + CG_CM_POINTCONTENTS, + CG_CM_TRANSFORMEDPOINTCONTENTS, + CG_CM_BOXTRACE, + CG_CM_TRANSFORMEDBOXTRACE, + CG_CM_MARKFRAGMENTS, + CG_S_STARTSOUND, + CG_S_STARTLOCALSOUND, + CG_S_CLEARLOOPINGSOUNDS, + CG_S_ADDLOOPINGSOUND, + CG_S_UPDATEENTITYPOSITION, + CG_S_RESPATIALIZE, + CG_S_REGISTERSOUND, + CG_S_STARTBACKGROUNDTRACK, + CG_R_LOADWORLDMAP, + CG_R_REGISTERMODEL, + CG_R_REGISTERSKIN, + CG_R_REGISTERSHADER, + CG_R_CLEARSCENE, + CG_R_ADDREFENTITYTOSCENE, + CG_R_ADDPOLYTOSCENE, + CG_R_ADDLIGHTTOSCENE, + CG_R_RENDERSCENE, + CG_R_SETCOLOR, + CG_R_DRAWSTRETCHPIC, + CG_R_MODELBOUNDS, + CG_R_LERPTAG, + CG_GETGLCONFIG, + CG_GETGAMESTATE, + CG_GETCURRENTSNAPSHOTNUMBER, + CG_GETSNAPSHOT, + CG_GETSERVERCOMMAND, + CG_GETCURRENTCMDNUMBER, + CG_GETUSERCMD, + CG_SETUSERCMDVALUE, + CG_R_REGISTERSHADERNOMIP, + CG_MEMORY_REMAINING, + CG_R_REGISTERFONT, + CG_KEY_ISDOWN, + CG_KEY_GETCATCHER, + CG_KEY_SETCATCHER, + CG_KEY_GETKEY, + CG_PC_ADD_GLOBAL_DEFINE, + CG_PC_LOAD_SOURCE, + CG_PC_FREE_SOURCE, + CG_PC_READ_TOKEN, + CG_PC_SOURCE_FILE_AND_LINE, + CG_S_STOPBACKGROUNDTRACK, + CG_REAL_TIME, + CG_SNAPVECTOR, + CG_REMOVECOMMAND, + CG_R_LIGHTFORPOINT, + CG_CIN_PLAYCINEMATIC, + CG_CIN_STOPCINEMATIC, + CG_CIN_RUNCINEMATIC, + CG_CIN_DRAWCINEMATIC, + CG_CIN_SETEXTENTS, + CG_R_REMAP_SHADER, + CG_S_ADDREALLOOPINGSOUND, + CG_S_STOPLOOPINGSOUND, + + CG_CM_TEMPCAPSULEMODEL, + CG_CM_CAPSULETRACE, + CG_CM_TRANSFORMEDCAPSULETRACE, + CG_R_ADDADDITIVELIGHTTOSCENE, + CG_GET_ENTITY_TOKEN, + CG_R_ADDPOLYSTOSCENE, + CG_R_INPVS, + // 1.32 + CG_FS_SEEK, + +/* + CG_LOADCAMERA, + CG_STARTCAMERA, + CG_GETCAMERAINFO, +*/ + + CG_MEMSET = 100, + CG_MEMCPY, + CG_STRNCPY, + CG_SIN, + CG_COS, + CG_ATAN2, + CG_SQRT, + CG_FLOOR, + CG_CEIL, + CG_TESTPRINTINT, + CG_TESTPRINTFLOAT, + CG_ACOS +} cgameImport_t; + + +/* +================================================================== + +functions exported to the main executable + +================================================================== +*/ + +typedef enum { + CG_INIT, +// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) + // called when the level loads or when the renderer is restarted + // all media should be registered at this time + // cgame will display loading status by calling SCR_Update, which + // will call CG_DrawInformation during the loading process + // reliableCommandSequence will be 0 on fresh loads, but higher for + // demos, tourney restarts, or vid_restarts + + CG_SHUTDOWN, +// void (*CG_Shutdown)( void ); + // oportunity to flush and close any open files + + CG_CONSOLE_COMMAND, +// qboolean (*CG_ConsoleCommand)( void ); + // a console command has been issued locally that is not recognized by the + // main game system. + // use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the + // command is not known to the game + + CG_DRAW_ACTIVE_FRAME, +// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + // Generates and draws a game scene and status information at the given time. + // If demoPlayback is set, local movement prediction will not be enabled + + CG_CROSSHAIR_PLAYER, +// int (*CG_CrosshairPlayer)( void ); + + CG_LAST_ATTACKER, +// int (*CG_LastAttacker)( void ); + + CG_KEY_EVENT, +// void (*CG_KeyEvent)( int key, qboolean down ); + + CG_MOUSE_EVENT, +// void (*CG_MouseEvent)( int dx, int dy ); + CG_EVENT_HANDLING +// void (*CG_EventHandling)(int type); +} cgameExport_t; + +//---------------------------------------------- diff --git a/code/cgame/cg_scoreboard.c b/code/cgame/cg_scoreboard.c new file mode 100644 index 0000000..29a7f1c --- /dev/null +++ b/code/cgame/cg_scoreboard.c @@ -0,0 +1,553 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_scoreboard -- draw the scoreboard on top of the game screen +#include "cg_local.h" + + +#define SCOREBOARD_X (0) + +#define SB_HEADER 86 +#define SB_TOP (SB_HEADER+32) + +// Where the status bar starts, so we don't overwrite it +#define SB_STATUSBAR 420 + +#define SB_NORMAL_HEIGHT 40 +#define SB_INTER_HEIGHT 16 // interleaved height + +#define SB_MAXCLIENTS_NORMAL ((SB_STATUSBAR - SB_TOP) / SB_NORMAL_HEIGHT) +#define SB_MAXCLIENTS_INTER ((SB_STATUSBAR - SB_TOP) / SB_INTER_HEIGHT - 1) + +// Used when interleaved + + + +#define SB_LEFT_BOTICON_X (SCOREBOARD_X+0) +#define SB_LEFT_HEAD_X (SCOREBOARD_X+32) +#define SB_RIGHT_BOTICON_X (SCOREBOARD_X+64) +#define SB_RIGHT_HEAD_X (SCOREBOARD_X+96) +// Normal +#define SB_BOTICON_X (SCOREBOARD_X+32) +#define SB_HEAD_X (SCOREBOARD_X+64) + +#define SB_SCORELINE_X 112 + +#define SB_RATING_WIDTH (6 * BIGCHAR_WIDTH) // width 6 +#define SB_SCORE_X (SB_SCORELINE_X + BIGCHAR_WIDTH) // width 6 +#define SB_RATING_X (SB_SCORELINE_X + 6 * BIGCHAR_WIDTH) // width 6 +#define SB_PING_X (SB_SCORELINE_X + 12 * BIGCHAR_WIDTH + 8) // width 5 +#define SB_TIME_X (SB_SCORELINE_X + 17 * BIGCHAR_WIDTH + 8) // width 5 +#define SB_NAME_X (SB_SCORELINE_X + 22 * BIGCHAR_WIDTH) // width 15 + +// The new and improved score board +// +// In cases where the number of clients is high, the score board heads are interleaved +// here's the layout + +// +// 0 32 80 112 144 240 320 400 <-- pixel position +// bot head bot head score ping time name +// +// wins/losses are drawn on bot icon now + +static qboolean localClient; // true if local client has been displayed + + + /* +================= +CG_DrawScoreboard +================= +*/ +static void CG_DrawClientScore( int y, score_t *score, float *color, float fade, qboolean largeFormat ) { + char string[1024]; + vec3_t headAngles; + clientInfo_t *ci; + int iconx, headx; + + if ( score->client < 0 || score->client >= cgs.maxclients ) { + Com_Printf( "Bad score->client: %i\n", score->client ); + return; + } + + ci = &cgs.clientinfo[score->client]; + + iconx = SB_BOTICON_X + (SB_RATING_WIDTH / 2); + headx = SB_HEAD_X + (SB_RATING_WIDTH / 2); + + // draw the handicap or bot skill marker (unless player has flag) + if ( ci->powerups & ( 1 << PW_NEUTRALFLAG ) ) { + if( largeFormat ) { + CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_FREE, qfalse ); + } + else { + CG_DrawFlagModel( iconx, y, 16, 16, TEAM_FREE, qfalse ); + } + } else if ( ci->powerups & ( 1 << PW_REDFLAG ) ) { + if( largeFormat ) { + CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_RED, qfalse ); + } + else { + CG_DrawFlagModel( iconx, y, 16, 16, TEAM_RED, qfalse ); + } + } else if ( ci->powerups & ( 1 << PW_BLUEFLAG ) ) { + if( largeFormat ) { + CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_BLUE, qfalse ); + } + else { + CG_DrawFlagModel( iconx, y, 16, 16, TEAM_BLUE, qfalse ); + } + } else { + if ( ci->botSkill > 0 && ci->botSkill <= 5 ) { + if ( cg_drawIcons.integer ) { + if( largeFormat ) { + CG_DrawPic( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, cgs.media.botSkillShaders[ ci->botSkill - 1 ] ); + } + else { + CG_DrawPic( iconx, y, 16, 16, cgs.media.botSkillShaders[ ci->botSkill - 1 ] ); + } + } + } else if ( ci->handicap < 100 ) { + Com_sprintf( string, sizeof( string ), "%i", ci->handicap ); + if ( cgs.gametype == GT_TOURNAMENT ) + CG_DrawSmallStringColor( iconx, y - SMALLCHAR_HEIGHT/2, string, color ); + else + CG_DrawSmallStringColor( iconx, y, string, color ); + } + + // draw the wins / losses + if ( cgs.gametype == GT_TOURNAMENT ) { + Com_sprintf( string, sizeof( string ), "%i/%i", ci->wins, ci->losses ); + if( ci->handicap < 100 && !ci->botSkill ) { + CG_DrawSmallStringColor( iconx, y + SMALLCHAR_HEIGHT/2, string, color ); + } + else { + CG_DrawSmallStringColor( iconx, y, string, color ); + } + } + } + + // draw the face + VectorClear( headAngles ); + headAngles[YAW] = 180; + if( largeFormat ) { + CG_DrawHead( headx, y - ( ICON_SIZE - BIGCHAR_HEIGHT ) / 2, ICON_SIZE, ICON_SIZE, + score->client, headAngles ); + } + else { + CG_DrawHead( headx, y, 16, 16, score->client, headAngles ); + } + +#ifdef MISSIONPACK + // draw the team task + if ( ci->teamTask != TEAMTASK_NONE ) { + if (ci->isDead) { + CG_DrawPic( headx + 48, y, 16, 16, cgs.media.deathShader ); + } + else if ( ci->teamTask == TEAMTASK_OFFENSE ) { + CG_DrawPic( headx + 48, y, 16, 16, cgs.media.assaultShader ); + } + else if ( ci->teamTask == TEAMTASK_DEFENSE ) { + CG_DrawPic( headx + 48, y, 16, 16, cgs.media.defendShader ); + } + } +#endif + // draw the score line + if ( score->ping == -1 ) { + Com_sprintf(string, sizeof(string), + " connecting %s", ci->name); + } else if ( ci->team == TEAM_SPECTATOR ) { + Com_sprintf(string, sizeof(string), + " SPECT %3i %4i %s", score->ping, score->time, ci->name); + } else { + /*if(cgs.gametype == GT_LMS) + Com_sprintf(string, sizeof(string), + "%5i %4i %4i %s *%i*", score->score, score->ping, score->time, ci->name, ci->isDead); + else*/ + /*if(ci->isDead) + Com_sprintf(string, sizeof(string), + "%5i %4i %4i %s *DEAD*", score->score, score->ping, score->time, ci->name); + else*/ + Com_sprintf(string, sizeof(string), + "%5i %4i %4i %s", score->score, score->ping, score->time, ci->name); + } + + // highlight your position + if ( score->client == cg.snap->ps.clientNum ) { + float hcolor[4]; + int rank; + + localClient = qtrue; + + if ( ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) || + ( ( cgs.gametype >= GT_TEAM ) && + ( cgs.ffa_gt != 1 ) ) ) { + // Sago: I think this means that it doesn't matter if two players are tied in team game - only team score counts + rank = -1; + } else { + rank = cg.snap->ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG; + } + if ( rank == 0 ) { + hcolor[0] = 0; + hcolor[1] = 0; + hcolor[2] = 0.7f; + } else if ( rank == 1 ) { + hcolor[0] = 0.7f; + hcolor[1] = 0; + hcolor[2] = 0; + } else if ( rank == 2 ) { + hcolor[0] = 0.7f; + hcolor[1] = 0.7f; + hcolor[2] = 0; + } else { + hcolor[0] = 0.7f; + hcolor[1] = 0.7f; + hcolor[2] = 0.7f; + } + + hcolor[3] = fade * 0.7; + CG_FillRect( SB_SCORELINE_X + BIGCHAR_WIDTH + (SB_RATING_WIDTH / 2), y, + 640 - SB_SCORELINE_X - BIGCHAR_WIDTH, BIGCHAR_HEIGHT+1, hcolor ); + } + + CG_DrawBigString( SB_SCORELINE_X + (SB_RATING_WIDTH / 2), y, string, fade ); + + // add the "ready" marker for intermission exiting + if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << score->client ) ) { + CG_DrawBigStringColor( iconx, y, "READY", color ); + } else + if(cgs.gametype == GT_LMS) { + CG_DrawBigStringColor( iconx-50, y, va("*%i*",ci->isDead), color ); + } else + if(ci->isDead) { + CG_DrawBigStringColor( iconx-60, y, "DEAD", color ); + } +} + +/* +================= +CG_TeamScoreboard +================= +*/ +static int CG_TeamScoreboard( int y, team_t team, float fade, int maxClients, int lineHeight ) { + int i; + score_t *score; + float color[4]; + int count; + clientInfo_t *ci; + + color[0] = color[1] = color[2] = 1.0; + color[3] = fade; + + count = 0; + for ( i = 0 ; i < cg.numScores && count < maxClients ; i++ ) { + score = &cg.scores[i]; + ci = &cgs.clientinfo[ score->client ]; + + if ( team != ci->team ) { + continue; + } + + CG_DrawClientScore( y + lineHeight * count, score, color, fade, lineHeight == SB_NORMAL_HEIGHT ); + + count++; + } + + return count; +} + +/* +================= +CG_DrawScoreboard + +Draw the normal in-game scoreboard +================= +*/ +qboolean CG_DrawOldScoreboard( void ) { + int x, y, w, i, n1, n2; + float fade; + float *fadeColor; + char *s; + int maxClients; + int lineHeight; + int topBorderSize, bottomBorderSize; + + // don't draw amuthing if the menu or console is up + if ( cg_paused.integer ) { + cg.deferredPlayerLoading = 0; + return qfalse; + } + + if ( cgs.gametype == GT_SINGLE_PLAYER && cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + cg.deferredPlayerLoading = 0; + return qfalse; + } + + // don't draw scoreboard during death while warmup up + if ( cg.warmup && !cg.showScores ) { + return qfalse; + } + + if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD || + cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + fade = 1.0; + fadeColor = colorWhite; + } else { + fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME ); + + if ( !fadeColor ) { + // next time scoreboard comes up, don't print killer + cg.deferredPlayerLoading = 0; + cg.killerName[0] = 0; + return qfalse; + } + fade = *fadeColor; + } + + + // fragged by ... line + if ( cg.killerName[0] ) { + s = va("Fragged by %s", cg.killerName ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + x = ( SCREEN_WIDTH - w ) / 2; + y = 40; + CG_DrawBigString( x, y, s, fade ); + } + + // current rank + if ( cgs.gametype < GT_TEAM || cgs.ffa_gt == 1) { + if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) { + s = va("%s place with %i", + CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), + cg.snap->ps.persistant[PERS_SCORE] ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + x = ( SCREEN_WIDTH - w ) / 2; + y = 60; + CG_DrawBigString( x, y, s, fade ); + } + } else { + if ( cg.teamScores[0] == cg.teamScores[1] ) { + s = va("Teams are tied at %i", cg.teamScores[0] ); + } else if ( cg.teamScores[0] >= cg.teamScores[1] ) { + s = va("Red leads %i to %i",cg.teamScores[0], cg.teamScores[1] ); + } else { + s = va("Blue leads %i to %i",cg.teamScores[1], cg.teamScores[0] ); + } + + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + x = ( SCREEN_WIDTH - w ) / 2; + y = 60; + CG_DrawBigString( x, y, s, fade ); + } + + // scoreboard + y = SB_HEADER; + + CG_DrawPic( SB_SCORE_X + (SB_RATING_WIDTH / 2), y, 64, 32, cgs.media.scoreboardScore ); + CG_DrawPic( SB_PING_X - (SB_RATING_WIDTH / 2), y, 64, 32, cgs.media.scoreboardPing ); + CG_DrawPic( SB_TIME_X - (SB_RATING_WIDTH / 2), y, 64, 32, cgs.media.scoreboardTime ); + CG_DrawPic( SB_NAME_X - (SB_RATING_WIDTH / 2), y, 64, 32, cgs.media.scoreboardName ); + + y = SB_TOP; + + // If there are more than SB_MAXCLIENTS_NORMAL, use the interleaved scores + if ( cg.numScores > SB_MAXCLIENTS_NORMAL ) { + maxClients = SB_MAXCLIENTS_INTER; + lineHeight = SB_INTER_HEIGHT; + topBorderSize = 8; + bottomBorderSize = 16; + } else { + maxClients = SB_MAXCLIENTS_NORMAL; + lineHeight = SB_NORMAL_HEIGHT; + topBorderSize = 16; + bottomBorderSize = 16; + } + + localClient = qfalse; + + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + // + // teamplay scoreboard + // + y += lineHeight/2; + + if ( cg.teamScores[0] >= cg.teamScores[1] ) { + n1 = CG_TeamScoreboard( y, TEAM_RED, fade, maxClients, lineHeight ); + CG_DrawTeamBackground( 0, y - topBorderSize, 640, n1 * lineHeight + bottomBorderSize, 0.33f, TEAM_RED ); + y += (n1 * lineHeight) + BIGCHAR_HEIGHT; + maxClients -= n1; + n2 = CG_TeamScoreboard( y, TEAM_BLUE, fade, maxClients, lineHeight ); + CG_DrawTeamBackground( 0, y - topBorderSize, 640, n2 * lineHeight + bottomBorderSize, 0.33f, TEAM_BLUE ); + y += (n2 * lineHeight) + BIGCHAR_HEIGHT; + maxClients -= n2; + } else { + n1 = CG_TeamScoreboard( y, TEAM_BLUE, fade, maxClients, lineHeight ); + CG_DrawTeamBackground( 0, y - topBorderSize, 640, n1 * lineHeight + bottomBorderSize, 0.33f, TEAM_BLUE ); + y += (n1 * lineHeight) + BIGCHAR_HEIGHT; + maxClients -= n1; + n2 = CG_TeamScoreboard( y, TEAM_RED, fade, maxClients, lineHeight ); + CG_DrawTeamBackground( 0, y - topBorderSize, 640, n2 * lineHeight + bottomBorderSize, 0.33f, TEAM_RED ); + y += (n2 * lineHeight) + BIGCHAR_HEIGHT; + maxClients -= n2; + } + n1 = CG_TeamScoreboard( y, TEAM_SPECTATOR, fade, maxClients, lineHeight ); + y += (n1 * lineHeight) + BIGCHAR_HEIGHT; + + } else { + // + // free for all scoreboard + // + n1 = CG_TeamScoreboard( y, TEAM_FREE, fade, maxClients, lineHeight ); + y += (n1 * lineHeight) + BIGCHAR_HEIGHT; + n2 = CG_TeamScoreboard( y, TEAM_SPECTATOR, fade, maxClients - n1, lineHeight ); + y += (n2 * lineHeight) + BIGCHAR_HEIGHT; + } + + if (!localClient) { + // draw local client at the bottom + for ( i = 0 ; i < cg.numScores ; i++ ) { + if ( cg.scores[i].client == cg.snap->ps.clientNum ) { + CG_DrawClientScore( y, &cg.scores[i], fadeColor, fade, lineHeight == SB_NORMAL_HEIGHT ); + break; + } + } + } + + // load any models that have been deferred + if ( ++cg.deferredPlayerLoading > 10 ) { + CG_LoadDeferredPlayers(); + } + + return qtrue; +} + +//================================================================================ + +/* +================ +CG_CenterGiantLine +================ +*/ +static void CG_CenterGiantLine( float y, const char *string ) { + float x; + vec4_t color; + + color[0] = 1; + color[1] = 1; + color[2] = 1; + color[3] = 1; + + x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( string ) ); + + CG_DrawStringExt( x, y, string, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); +} + +/* +================= +CG_DrawTourneyScoreboard + +Draw the oversize scoreboard for tournements +================= +*/ +void CG_DrawOldTourneyScoreboard( void ) { + const char *s; + vec4_t color; + int min, tens, ones; + clientInfo_t *ci; + int y; + int i; + + // request more scores regularly + if ( cg.scoresRequestTime + 2000 < cg.time ) { + cg.scoresRequestTime = cg.time; + trap_SendClientCommand( "score" ); + } + + // draw the dialog background + color[0] = color[1] = color[2] = 0; + color[3] = 1; + CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color ); + + color[0] = 1; + color[1] = 1; + color[2] = 1; + color[3] = 1; + + // print the mesage of the day + s = CG_ConfigString( CS_MOTD ); + if ( !s[0] ) { + s = "Scoreboard"; + } + + // print optional title + CG_CenterGiantLine( 8, s ); + + // print server time + ones = cg.time / 1000; + min = ones / 60; + ones %= 60; + tens = ones / 10; + ones %= 10; + s = va("%i:%i%i", min, tens, ones ); + + CG_CenterGiantLine( 64, s ); + + + // print the two scores + + y = 160; + if ( cgs.gametype >= GT_TEAM && cgs.ffa_gt!=1) { + // + // teamplay scoreboard + // + CG_DrawStringExt( 8, y, "Red Team", color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + s = va("%i", cg.teamScores[0] ); + CG_DrawStringExt( 632 - GIANT_WIDTH * strlen(s), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + + y += 64; + + CG_DrawStringExt( 8, y, "Blue Team", color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + s = va("%i", cg.teamScores[1] ); + CG_DrawStringExt( 632 - GIANT_WIDTH * strlen(s), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + } else { + // + // free for all scoreboard + // + for ( i = 0 ; i < MAX_CLIENTS ; i++ ) { + ci = &cgs.clientinfo[i]; + if ( !ci->infoValid ) { + continue; + } + if ( ci->team != TEAM_FREE ) { + continue; + } + + CG_DrawStringExt( 8, y, ci->name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + s = va("%i", ci->score ); + CG_DrawStringExt( 632 - GIANT_WIDTH * strlen(s), y, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + y += 64; + } + } + + +} + diff --git a/code/cgame/cg_servercmds.c b/code/cgame/cg_servercmds.c new file mode 100644 index 0000000..7295d9a --- /dev/null +++ b/code/cgame/cg_servercmds.c @@ -0,0 +1,1402 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_servercmds.c -- reliably sequenced text commands sent by the server +// these are processed at snapshot transition time, so there will definately +// be a valid snapshot this frame + +#include "cg_local.h" +#include "../../ui/menudef.h" // bk001205 - for Q3_ui as well + +typedef struct { + const char *order; + int taskNum; +} orderTask_t; + +static const orderTask_t validOrders[] = { + { VOICECHAT_GETFLAG, TEAMTASK_OFFENSE }, + { VOICECHAT_OFFENSE, TEAMTASK_OFFENSE }, + { VOICECHAT_DEFEND, TEAMTASK_DEFENSE }, + { VOICECHAT_DEFENDFLAG, TEAMTASK_DEFENSE }, + { VOICECHAT_PATROL, TEAMTASK_PATROL }, + { VOICECHAT_CAMP, TEAMTASK_CAMP }, + { VOICECHAT_FOLLOWME, TEAMTASK_FOLLOW }, + { VOICECHAT_RETURNFLAG, TEAMTASK_RETRIEVE }, + { VOICECHAT_FOLLOWFLAGCARRIER, TEAMTASK_ESCORT } +}; + +static const int numValidOrders = sizeof(validOrders) / sizeof(orderTask_t); + +#ifdef MISSIONPACK // bk001204 +static int CG_ValidOrder(const char *p) { + int i; + for (i = 0; i < numValidOrders; i++) { + if (Q_stricmp(p, validOrders[i].order) == 0) { + return validOrders[i].taskNum; + } + } + return -1; +} +#endif + +/* +================= +CG_ParseScores + +================= +*/ +static void CG_ParseScores( void ) { + int i, powerups; + + cg.numScores = atoi( CG_Argv( 1 ) ); + if ( cg.numScores > MAX_CLIENTS ) { + cg.numScores = MAX_CLIENTS; + } + + cg.teamScores[0] = atoi( CG_Argv( 2 ) ); + cg.teamScores[1] = atoi( CG_Argv( 3 ) ); + + cgs.roundStartTime = atoi( CG_Argv( 4 ) ); + + //Update thing in lower-right corner + if(cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_CTF_ELIMINATION) + { + cgs.scores1 = cg.teamScores[0]; + cgs.scores2 = cg.teamScores[1]; + } + + memset( cg.scores, 0, sizeof( cg.scores ) ); + +#define NUM_DATA 15 +#define FIRST_DATA 4 + + for ( i = 0 ; i < cg.numScores ; i++ ) { + // + cg.scores[i].client = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 1 ) ); + cg.scores[i].score = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 2 ) ); + cg.scores[i].ping = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 3 ) ); + cg.scores[i].time = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 4 ) ); + cg.scores[i].scoreFlags = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 5 ) ); + powerups = atoi( CG_Argv( i * NUM_DATA + FIRST_DATA + 6 ) ); + cg.scores[i].accuracy = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 7)); + cg.scores[i].impressiveCount = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 8)); + cg.scores[i].excellentCount = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 9)); + cg.scores[i].guantletCount = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 10)); + cg.scores[i].defendCount = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 11)); + cg.scores[i].assistCount = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 12)); + cg.scores[i].perfect = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 13)); + cg.scores[i].captures = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 14)); + cg.scores[i].isDead = atoi(CG_Argv(i * NUM_DATA + FIRST_DATA + 15)); + //cgs.roundStartTime = + + if ( cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS ) { + cg.scores[i].client = 0; + } + cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score; + cgs.clientinfo[ cg.scores[i].client ].powerups = powerups; + cgs.clientinfo[ cg.scores[i].client ].isDead = cg.scores[i].isDead; + + cg.scores[i].team = cgs.clientinfo[cg.scores[i].client].team; + } +#ifdef MISSIONPACK + CG_SetScoreSelection(NULL); +#endif + +} + +static void CG_ParseAccuracy( void ) { + int i; + + for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) { + cg.accuracys[i-WP_MACHINEGUN][0] = atoi( CG_Argv( (i-WP_MACHINEGUN)*2 + 1 ) ); + cg.accuracys[i-WP_MACHINEGUN][1] = atoi( CG_Argv( (i-WP_MACHINEGUN)*2 + 2 ) ); + #if DEBUG + CG_Printf("W: %i shots: %i Hits: %i\n", i,cg.accuracys[i][0], cg.accuracys[i][1]); + #endif + } + +} + + +/* +================= +CG_ParseElimination + +================= +*/ +static void CG_ParseElimination( void ) { + if(cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_CTF_ELIMINATION) + { + cgs.scores1 = atoi( CG_Argv( 1 ) ); + cgs.scores2 = atoi( CG_Argv( 2 ) ); + } + cgs.roundStartTime = atoi( CG_Argv( 3 ) ); +} + +/* +================= +CG_ParseMappage +Sago: This parses values from the server rather directly. Some checks are performed, but beware if you change it or new +security holes are found +================= +*/ +static void CG_ParseMappage( void ) { + char command[1024]; + const char *temp; + const char* c; + int i; + + temp = CG_Argv( 1 ); + for( c = temp; *c; ++c) { + switch(*c) { + case '\n': + case '\r': + case ';': + //The server tried something bad! + return; + break; + } + } + Q_strncpyz(command,va("ui_mappage %s",temp),1024); + for(i=2;i<12;i++) { + temp = CG_Argv( i ); + for( c = temp; *c; ++c) { + switch(*c) { + case '\n': + case '\r': + case ';': + //The server tried something bad! + return; + break; + } + } + if(strlen(temp)<1) + temp = "---"; + Q_strcat(command,1024,va(" %s ",temp)); + } + trap_SendConsoleCommand(command); + +} + +/* +================= +CG_ParseDDtimetaken + +================= +*/ +static void CG_ParseDDtimetaken( void ) { + cgs.timetaken = atoi( CG_Argv( 1 ) ); +} + +/* +================= +CG_ParseDomPointNames +================= +*/ + +static void CG_ParseDomPointNames( void ) { + int i,j; + cgs.domination_points_count = atoi( CG_Argv( 1 ) ); + if(cgs.domination_points_count>=MAX_DOMINATION_POINTS) + cgs.domination_points_count = MAX_DOMINATION_POINTS; + for(i = 0;i0; j--) { + cgs.domination_points_names[i][j] = 0; + } + } +} + +/* +================= +CG_ParseDomScores +================= +*/ + +static void CG_ParseDomStatus( void ) { + int i; + if( cgs.domination_points_count!=atoi( CG_Argv(1) ) ) { + cgs.domination_points_count = 0; + return; + } + for(i = 0;i TEAM_MAXOVERLAY ) + { + CG_Error( "CG_ParseTeamInfo: numSortedTeamPlayers out of range (%d)", + numSortedTeamPlayers ); + return; + } + + for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) { + client = atoi( CG_Argv( i * 6 + 2 ) ); + if( client < 0 || client >= MAX_CLIENTS ) + { + CG_Error( "CG_ParseTeamInfo: bad client number: %d", client ); + return; + } + + + sortedTeamPlayers[i] = client; + + cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) ); + cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) ); + cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) ); + cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) ); + cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) ); + } +} + + +/* +================ +CG_ParseServerinfo + +This is called explicitly when the gamestate is first received, +and whenever the server updates any serverinfo flagged cvars +================ +*/ +void CG_ParseServerinfo( void ) { + const char *info; + char *mapname; + + info = CG_ConfigString( CS_SERVERINFO ); + cgs.gametype = atoi( Info_ValueForKey( info, "g_gametype" ) ); + //By default do as normal: + cgs.ffa_gt = 0; + //See if ffa gametype + if(cgs.gametype == GT_LMS) + cgs.ffa_gt = 1; + trap_Cvar_Set("g_gametype", va("%i", cgs.gametype)); + cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) ); + cgs.videoflags = atoi( Info_ValueForKey( info, "videoflags" ) ); + cgs.elimflags = atoi( Info_ValueForKey( info, "elimflags" ) ); + cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) ); + cgs.fraglimit = atoi( Info_ValueForKey( info, "fraglimit" ) ); + cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) ); + cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); + cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); + cgs.roundtime = atoi( Info_ValueForKey( info, "elimination_roundtime" ) ); + cgs.nopickup = atoi( Info_ValueForKey( info, "g_rockets" ) ) + atoi( Info_ValueForKey( info, "g_instantgib" ) ) + atoi( Info_ValueForKey( info, "g_elimination" ) ); + cgs.lms_mode = atoi( Info_ValueForKey( info, "g_lms_mode" ) ); + cgs.altExcellent = atoi( Info_ValueForKey( info, "g_altExcellent" ) ); + mapname = Info_ValueForKey( info, "mapname" ); + Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); + Q_strncpyz( cgs.redTeam, Info_ValueForKey( info, "g_redTeam" ), sizeof(cgs.redTeam) ); + trap_Cvar_Set("g_redTeam", cgs.redTeam); + Q_strncpyz( cgs.blueTeam, Info_ValueForKey( info, "g_blueTeam" ), sizeof(cgs.blueTeam) ); + trap_Cvar_Set("g_blueTeam", cgs.blueTeam); + +//unlagged - server options + // we'll need this for deciding whether or not to predict weapon effects + cgs.delagHitscan = atoi( Info_ValueForKey( info, "g_delagHitscan" ) ); + trap_Cvar_Set("g_delagHitscan", va("%i", cgs.delagHitscan)); +//unlagged - server options + + //Copy allowed votes directly to the client: + trap_Cvar_Set("cg_voteflags",Info_ValueForKey( info, "voteflags" ) ); +} + +/* +================== +CG_ParseWarmup +================== +*/ +static void CG_ParseWarmup( void ) { + const char *info; + int warmup; + + info = CG_ConfigString( CS_WARMUP ); + + warmup = atoi( info ); + cg.warmupCount = -1; + + if ( warmup == 0 && cg.warmup ) { + + } else if ( warmup > 0 && cg.warmup <= 0 ) { +#ifdef MISSIONPACK + if (cgs.gametype >= GT_CTF && cgs.gametype < GT_MAX_GAME_TYPE && !cgs.ffa_gt) { + trap_S_StartLocalSound( cgs.media.countPrepareTeamSound, CHAN_ANNOUNCER ); + } else +#endif + { + trap_S_StartLocalSound( cgs.media.countPrepareSound, CHAN_ANNOUNCER ); + } + } + + cg.warmup = warmup; +} + +/* +================ +CG_SetConfigValues + +Called on load to set the initial values from configure strings +================ +*/ +void CG_SetConfigValues( void ) { + const char *s; + + cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) ); + cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) ); + cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); + if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_DOUBLE_D) { + s = CG_ConfigString( CS_FLAGSTATUS ); + cgs.redflag = s[0] - '0'; + cgs.blueflag = s[1] - '0'; + } +//#ifdef MISSIONPACK + else if( cgs.gametype == GT_1FCTF ) { + s = CG_ConfigString( CS_FLAGSTATUS ); + cgs.flagStatus = s[0] - '0'; + } +//#endif + cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) ); +} + +/* +===================== +CG_ShaderStateChanged +===================== +*/ +void CG_ShaderStateChanged(void) { + char originalShader[MAX_QPATH]; + char newShader[MAX_QPATH]; + char timeOffset[16]; + const char *o; + char *n,*t; + + o = CG_ConfigString( CS_SHADERSTATE ); + while (o && *o) { + n = strstr(o, "="); + if (n && *n) { + strncpy(originalShader, o, n-o); + originalShader[n-o] = 0; + n++; + t = strstr(n, ":"); + if (t && *t) { + strncpy(newShader, n, t-n); + newShader[t-n] = 0; + } else { + break; + } + t++; + o = strstr(t, "@"); + if (o) { + strncpy(timeOffset, t, o-t); + timeOffset[o-t] = 0; + o++; + trap_R_RemapShader( originalShader, newShader, timeOffset ); + } + } else { + break; + } + } +} + +/* +================ +CG_ConfigStringModified + +================ +*/ +static void CG_ConfigStringModified( void ) { + const char *str; + int num; + + num = atoi( CG_Argv( 1 ) ); + + // get the gamestate from the client system, which will have the + // new configstring already integrated + trap_GetGameState( &cgs.gameState ); + + // look up the individual string that was modified + str = CG_ConfigString( num ); + + // do something with it if necessary + if ( num == CS_MUSIC ) { + CG_StartMusic(); + } else if ( num == CS_SERVERINFO ) { + CG_ParseServerinfo(); + } else if ( num == CS_WARMUP ) { + CG_ParseWarmup(); + } else if ( num == CS_SCORES1 ) { + cgs.scores1 = atoi( str ); + } else if ( num == CS_SCORES2 ) { + cgs.scores2 = atoi( str ); + } else if ( num == CS_LEVEL_START_TIME ) { + cgs.levelStartTime = atoi( str ); + } else if ( num == CS_VOTE_TIME ) { + cgs.voteTime = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_YES ) { + cgs.voteYes = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_NO ) { + cgs.voteNo = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_STRING ) { + Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) ); +#ifdef MISSIONPACK + trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER ); +#endif //MISSIONPACK + } else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) { + cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue; + } else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) { + cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue; + } else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) { + cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue; + } else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) { + Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) ); +#ifdef MISSIONPACK + trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER ); +#endif + } else if ( num == CS_INTERMISSION ) { + cg.intermissionStarted = atoi( str ); + } else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) { + cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str ); + } else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) { + if ( str[0] != '*' ) { // player specific sounds don't register here + cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str, qfalse ); + } + } else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) { + CG_NewClientInfo( num - CS_PLAYERS ); + CG_BuildSpectatorString(); + } else if ( num == CS_FLAGSTATUS ) { + if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_DOUBLE_D) { + // format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped + cgs.redflag = str[0] - '0'; + cgs.blueflag = str[1] - '0'; + } +//#ifdef MISSIONPACK + else if( cgs.gametype == GT_1FCTF ) { + cgs.flagStatus = str[0] - '0'; + } +//#endif + } + else if ( num == CS_SHADERSTATE ) { + CG_ShaderStateChanged(); + } + +} + + +/* +======================= +CG_AddToTeamChat + +======================= +*/ +static void CG_AddToTeamChat( const char *str ) { + int len; + char *p, *ls; + int lastcolor; + int chatHeight; + + if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) { + chatHeight = cg_teamChatHeight.integer; + } else { + chatHeight = TEAMCHAT_HEIGHT; + } + + if (chatHeight <= 0 || cg_teamChatTime.integer <= 0) { + // team chat disabled, dump into normal chat + cgs.teamChatPos = cgs.teamLastChatPos = 0; + return; + } + + len = 0; + + p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight]; + *p = 0; + + lastcolor = '7'; + + ls = NULL; + while (*str) { + if (len > TEAMCHAT_WIDTH - 1) { + if (ls) { + str -= (p - ls); + str++; + p -= (p - ls); + } + *p = 0; + + cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time; + + cgs.teamChatPos++; + p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight]; + *p = 0; + *p++ = Q_COLOR_ESCAPE; + *p++ = lastcolor; + len = 0; + ls = NULL; + } + + if ( Q_IsColorString( str ) ) { + *p++ = *str++; + lastcolor = *str; + *p++ = *str++; + continue; + } + if (*str == ' ') { + ls = p; + } + *p++ = *str++; + len++; + } + *p = 0; + + cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time; + cgs.teamChatPos++; + + if (cgs.teamChatPos - cgs.teamLastChatPos > chatHeight) + cgs.teamLastChatPos = cgs.teamChatPos - chatHeight; +} + +/* +=============== +CG_MapRestart + +The server has issued a map_restart, so the next snapshot +is completely new and should not be interpolated to. + +A tournement restart will clear everything, but doesn't +require a reload of all the media +=============== +*/ +static void CG_MapRestart( void ) { + if ( cg_showmiss.integer ) { + CG_Printf( "CG_MapRestart\n" ); + } + + CG_InitLocalEntities(); + CG_InitMarkPolys(); + CG_ClearParticles (); + + // make sure the "3 frags left" warnings play again + cg.fraglimitWarnings = 0; + + cg.timelimitWarnings = 0; + + cg.intermissionStarted = qfalse; + + cgs.voteTime = 0; + + cg.mapRestart = qtrue; + + CG_StartMusic(); + + trap_S_ClearLoopingSounds(qtrue); + + // we really should clear more parts of cg here and stop sounds + + // play the "fight" sound if this is a restart without warmup + if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) { + trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER ); + CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 ); + } +#ifdef MISSIONPACK + if (cg_singlePlayerActive.integer) { + trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time)); + if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) { + trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string)); + } + } +#endif + trap_Cvar_Set("cg_thirdPerson", "0"); +} + +#define MAX_VOICEFILESIZE 16384 +#define MAX_VOICEFILES 8 +#define MAX_VOICECHATS 64 +#define MAX_VOICESOUNDS 64 +#define MAX_CHATSIZE 64 +#define MAX_HEADMODELS 64 + +typedef struct voiceChat_s +{ + char id[64]; + int numSounds; + sfxHandle_t sounds[MAX_VOICESOUNDS]; + char chats[MAX_VOICESOUNDS][MAX_CHATSIZE]; +} voiceChat_t; + +typedef struct voiceChatList_s +{ + char name[64]; + int gender; + int numVoiceChats; + voiceChat_t voiceChats[MAX_VOICECHATS]; +} voiceChatList_t; + +typedef struct headModelVoiceChat_s +{ + char headmodel[64]; + int voiceChatNum; +} headModelVoiceChat_t; + +voiceChatList_t voiceChatLists[MAX_VOICEFILES]; +headModelVoiceChat_t headModelVoiceChat[MAX_HEADMODELS]; + +/* +================= +CG_ParseVoiceChats +================= +*/ +int CG_ParseVoiceChats( const char *filename, voiceChatList_t *voiceChatList, int maxVoiceChats ) { + int len, i; + fileHandle_t f; + char buf[MAX_VOICEFILESIZE]; + char **p, *ptr; + char *token; + voiceChat_t *voiceChats; + qboolean compress; + sfxHandle_t sound; + + compress = qtrue; + if (cg_buildScript.integer) { + compress = qfalse; + } + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "voice chat file not found: %s\n", filename ) ); + return qfalse; + } + if ( len >= MAX_VOICEFILESIZE ) { + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) ); + trap_FS_FCloseFile( f ); + return qfalse; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + ptr = buf; + p = &ptr; + + Com_sprintf(voiceChatList->name, sizeof(voiceChatList->name), "%s", filename); + voiceChats = voiceChatList->voiceChats; + for ( i = 0; i < maxVoiceChats; i++ ) { + voiceChats[i].id[0] = 0; + } + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + if (!Q_stricmp(token, "female")) { + voiceChatList->gender = GENDER_FEMALE; + } + else if (!Q_stricmp(token, "male")) { + voiceChatList->gender = GENDER_MALE; + } + else if (!Q_stricmp(token, "neuter")) { + voiceChatList->gender = GENDER_NEUTER; + } + else { + trap_Print( va( S_COLOR_RED "expected gender not found in voice chat file: %s\n", filename ) ); + return qfalse; + } + + voiceChatList->numVoiceChats = 0; + while ( 1 ) { + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + Com_sprintf(voiceChats[voiceChatList->numVoiceChats].id, sizeof( voiceChats[voiceChatList->numVoiceChats].id ), "%s", token); + token = COM_ParseExt(p, qtrue); + if (Q_stricmp(token, "{")) { + trap_Print( va( S_COLOR_RED "expected { found %s in voice chat file: %s\n", token, filename ) ); + return qfalse; + } + voiceChats[voiceChatList->numVoiceChats].numSounds = 0; + while(1) { + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + if (!Q_stricmp(token, "}")) + break; + sound = trap_S_RegisterSound( token, compress ); + voiceChats[voiceChatList->numVoiceChats].sounds[voiceChats[voiceChatList->numVoiceChats].numSounds] = sound; + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + Com_sprintf(voiceChats[voiceChatList->numVoiceChats].chats[ + voiceChats[voiceChatList->numVoiceChats].numSounds], MAX_CHATSIZE, "%s", token); + if (sound) + voiceChats[voiceChatList->numVoiceChats].numSounds++; + if (voiceChats[voiceChatList->numVoiceChats].numSounds >= MAX_VOICESOUNDS) + break; + } + voiceChatList->numVoiceChats++; + if (voiceChatList->numVoiceChats >= maxVoiceChats) + return qtrue; + } + return qtrue; +} + +/* +================= +CG_LoadVoiceChats +================= +*/ +void CG_LoadVoiceChats( void ) { + int size; + + size = trap_MemoryRemaining(); + CG_ParseVoiceChats( "scripts/female1.voice", &voiceChatLists[0], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/female2.voice", &voiceChatLists[1], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/female3.voice", &voiceChatLists[2], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male1.voice", &voiceChatLists[3], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male2.voice", &voiceChatLists[4], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male3.voice", &voiceChatLists[5], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male4.voice", &voiceChatLists[6], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male5.voice", &voiceChatLists[7], MAX_VOICECHATS ); + CG_Printf("voice chat memory size = %d\n", size - trap_MemoryRemaining()); +} + +/* +================= +CG_HeadModelVoiceChats +================= +*/ +int CG_HeadModelVoiceChats( char *filename ) { + int len, i; + fileHandle_t f; + char buf[MAX_VOICEFILESIZE]; + char **p, *ptr; + char *token; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + //trap_Print( va( "voice chat file not found: %s\n", filename ) ); + return -1; + } + if ( len >= MAX_VOICEFILESIZE ) { + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) ); + trap_FS_FCloseFile( f ); + return -1; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + ptr = buf; + p = &ptr; + + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return -1; + } + + for ( i = 0; i < MAX_VOICEFILES; i++ ) { + if ( !Q_stricmp(token, voiceChatLists[i].name) ) { + return i; + } + } + + //FIXME: maybe try to load the .voice file which name is stored in token? + + return -1; +} + + +/* +================= +CG_GetVoiceChat +================= +*/ +int CG_GetVoiceChat( voiceChatList_t *voiceChatList, const char *id, sfxHandle_t *snd, char **chat) { + int i, rnd; + + for ( i = 0; i < voiceChatList->numVoiceChats; i++ ) { + if ( !Q_stricmp( id, voiceChatList->voiceChats[i].id ) ) { + rnd = random() * voiceChatList->voiceChats[i].numSounds; + *snd = voiceChatList->voiceChats[i].sounds[rnd]; + *chat = voiceChatList->voiceChats[i].chats[rnd]; + return qtrue; + } + } + return qfalse; +} + +/* +================= +CG_VoiceChatListForClient +================= +*/ +voiceChatList_t *CG_VoiceChatListForClient( int clientNum ) { + clientInfo_t *ci; + int voiceChatNum, i, j, k, gender; + char filename[MAX_QPATH], headModelName[MAX_QPATH]; + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + for ( k = 0; k < 2; k++ ) { + if ( k == 0 ) { + if (ci->headModelName[0] == '*') { + Com_sprintf( headModelName, sizeof(headModelName), "%s/%s", ci->headModelName+1, ci->headSkinName ); + } + else { + Com_sprintf( headModelName, sizeof(headModelName), "%s/%s", ci->headModelName, ci->headSkinName ); + } + } + else { + if (ci->headModelName[0] == '*') { + Com_sprintf( headModelName, sizeof(headModelName), "%s", ci->headModelName+1 ); + } + else { + Com_sprintf( headModelName, sizeof(headModelName), "%s", ci->headModelName ); + } + } + // find the voice file for the head model the client uses + for ( i = 0; i < MAX_HEADMODELS; i++ ) { + if (!Q_stricmp(headModelVoiceChat[i].headmodel, headModelName)) { + break; + } + } + if (i < MAX_HEADMODELS) { + return &voiceChatLists[headModelVoiceChat[i].voiceChatNum]; + } + // find a .vc file + for ( i = 0; i < MAX_HEADMODELS; i++ ) { + if (!strlen(headModelVoiceChat[i].headmodel)) { + Com_sprintf(filename, sizeof(filename), "scripts/%s.vc", headModelName); + voiceChatNum = CG_HeadModelVoiceChats(filename); + if (voiceChatNum == -1) + break; + Com_sprintf(headModelVoiceChat[i].headmodel, sizeof ( headModelVoiceChat[i].headmodel ), + "%s", headModelName); + headModelVoiceChat[i].voiceChatNum = voiceChatNum; + return &voiceChatLists[headModelVoiceChat[i].voiceChatNum]; + } + } + } + gender = ci->gender; + for (k = 0; k < 2; k++) { + // just pick the first with the right gender + for ( i = 0; i < MAX_VOICEFILES; i++ ) { + if (strlen(voiceChatLists[i].name)) { + if (voiceChatLists[i].gender == gender) { + // store this head model with voice chat for future reference + for ( j = 0; j < MAX_HEADMODELS; j++ ) { + if (!strlen(headModelVoiceChat[j].headmodel)) { + Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ), + "%s", headModelName); + headModelVoiceChat[j].voiceChatNum = i; + break; + } + } + return &voiceChatLists[i]; + } + } + } + // fall back to male gender because we don't have neuter in the mission pack + if (gender == GENDER_MALE) + break; + gender = GENDER_MALE; + } + // store this head model with voice chat for future reference + for ( j = 0; j < MAX_HEADMODELS; j++ ) { + if (!strlen(headModelVoiceChat[j].headmodel)) { + Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ), + "%s", headModelName); + headModelVoiceChat[j].voiceChatNum = 0; + break; + } + } + // just return the first voice chat list + return &voiceChatLists[0]; +} + +#define MAX_VOICECHATBUFFER 32 + +typedef struct bufferedVoiceChat_s +{ + int clientNum; + sfxHandle_t snd; + int voiceOnly; + char cmd[MAX_SAY_TEXT]; + char message[MAX_SAY_TEXT]; +} bufferedVoiceChat_t; + +bufferedVoiceChat_t voiceChatBuffer[MAX_VOICECHATBUFFER]; + +/* +================= +CG_PlayVoiceChat +================= +*/ +void CG_PlayVoiceChat( bufferedVoiceChat_t *vchat ) { +#ifdef MISSIONPACK + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + if ( !cg_noVoiceChats.integer ) { + trap_S_StartLocalSound( vchat->snd, CHAN_VOICE); + if (vchat->clientNum != cg.snap->ps.clientNum) { + int orderTask = CG_ValidOrder(vchat->cmd); + if (orderTask > 0) { + cgs.acceptOrderTime = cg.time + 5000; + Q_strncpyz(cgs.acceptVoice, vchat->cmd, sizeof(cgs.acceptVoice)); + cgs.acceptTask = orderTask; + cgs.acceptLeader = vchat->clientNum; + } + // see if this was an order + CG_ShowResponseHead(); + } + } + if (!vchat->voiceOnly && !cg_noVoiceText.integer) { + CG_AddToTeamChat( vchat->message ); + CG_Printf( "%s\n", vchat->message ); + } + voiceChatBuffer[cg.voiceChatBufferOut].snd = 0; +#endif +} + +/* +===================== +CG_PlayBufferedVoieChats +===================== +*/ +void CG_PlayBufferedVoiceChats( void ) { +#ifdef MISSIONPACK + if ( cg.voiceChatTime < cg.time ) { + if (cg.voiceChatBufferOut != cg.voiceChatBufferIn && voiceChatBuffer[cg.voiceChatBufferOut].snd) { + // + CG_PlayVoiceChat(&voiceChatBuffer[cg.voiceChatBufferOut]); + // + cg.voiceChatBufferOut = (cg.voiceChatBufferOut + 1) % MAX_VOICECHATBUFFER; + cg.voiceChatTime = cg.time + 1000; + } + } +#endif +} + +/* +===================== +CG_AddBufferedVoiceChat +===================== +*/ +void CG_AddBufferedVoiceChat( bufferedVoiceChat_t *vchat ) { +#ifdef MISSIONPACK + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + memcpy(&voiceChatBuffer[cg.voiceChatBufferIn], vchat, sizeof(bufferedVoiceChat_t)); + cg.voiceChatBufferIn = (cg.voiceChatBufferIn + 1) % MAX_VOICECHATBUFFER; + if (cg.voiceChatBufferIn == cg.voiceChatBufferOut) { + CG_PlayVoiceChat( &voiceChatBuffer[cg.voiceChatBufferOut] ); + cg.voiceChatBufferOut++; + } +#endif +} + +/* +================= +CG_VoiceChatLocal +================= +*/ +void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ) { +#ifdef MISSIONPACK + char *chat; + voiceChatList_t *voiceChatList; + clientInfo_t *ci; + sfxHandle_t snd; + bufferedVoiceChat_t vchat; + + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + cgs.currentVoiceClient = clientNum; + + voiceChatList = CG_VoiceChatListForClient( clientNum ); + + if ( CG_GetVoiceChat( voiceChatList, cmd, &snd, &chat ) ) { + // + if ( mode == SAY_TEAM || !cg_teamChatsOnly.integer ) { + vchat.clientNum = clientNum; + vchat.snd = snd; + vchat.voiceOnly = voiceOnly; + Q_strncpyz(vchat.cmd, cmd, sizeof(vchat.cmd)); + if ( mode == SAY_TELL ) { + Com_sprintf(vchat.message, sizeof(vchat.message), "[%s]: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + else if ( mode == SAY_TEAM ) { + Com_sprintf(vchat.message, sizeof(vchat.message), "(%s): %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + else { + Com_sprintf(vchat.message, sizeof(vchat.message), "%s: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + CG_AddBufferedVoiceChat(&vchat); + } + } +#endif +} + +/* +================= +CG_VoiceChat +================= +*/ +void CG_VoiceChat( int mode ) { +#ifdef MISSIONPACK + const char *cmd; + int clientNum, color; + qboolean voiceOnly; + + voiceOnly = atoi(CG_Argv(1)); + clientNum = atoi(CG_Argv(2)); + color = atoi(CG_Argv(3)); + cmd = CG_Argv(4); + + if (cg_noTaunt.integer != 0) { + if (!strcmp(cmd, VOICECHAT_KILLINSULT) || !strcmp(cmd, VOICECHAT_TAUNT) || \ + !strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd, VOICECHAT_KILLGAUNTLET) || \ + !strcmp(cmd, VOICECHAT_PRAISE)) { + return; + } + } + + CG_VoiceChatLocal( mode, voiceOnly, clientNum, color, cmd ); +#endif +} + +/* +================= +CG_RemoveChatEscapeChar +================= +*/ +static void CG_RemoveChatEscapeChar( char *text ) { + int i, l; + + l = 0; + for ( i = 0; text[i]; i++ ) { + if (text[i] == '\x19') + continue; + text[l++] = text[i]; + } + text[l] = '\0'; +} + +/* +================= +CG_ServerCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +static void CG_ServerCommand( void ) { + const char *cmd; + char text[MAX_SAY_TEXT]; + + cmd = CG_Argv(0); + + if ( !cmd[0] ) { + // server claimed the command + return; + } + + if ( !strcmp( cmd, "cp" ) ) { + CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + return; + } + + if ( !strcmp( cmd, "cs" ) ) { + CG_ConfigStringModified(); + return; + } + + if ( !strcmp( cmd, "print" ) ) { + CG_Printf( "%s", CG_Argv(1) ); +#ifdef MISSIONPACK + cmd = CG_Argv(1); // yes, this is obviously a hack, but so is the way we hear about + // votes passing or failing + if ( !Q_stricmpn( cmd, "vote failed", 11 ) || !Q_stricmpn( cmd, "team vote failed", 16 )) { + trap_S_StartLocalSound( cgs.media.voteFailed, CHAN_ANNOUNCER ); + } else if ( !Q_stricmpn( cmd, "vote passed", 11 ) || !Q_stricmpn( cmd, "team vote passed", 16 ) ) { + trap_S_StartLocalSound( cgs.media.votePassed, CHAN_ANNOUNCER ); + } +#endif + return; + } + + if ( !strcmp( cmd, "chat" ) ) { + if ( !cg_teamChatsOnly.integer ) { + if( cg_chatBeep.integer ) + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); + CG_RemoveChatEscapeChar( text ); + CG_Printf( "%s\n", text ); + } + return; + } + + if ( !strcmp( cmd, "tchat" ) ) { + if( cg_teamChatBeep.integer ) + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); + CG_RemoveChatEscapeChar( text ); + CG_AddToTeamChat( text ); + CG_Printf( "%s\n", text ); + return; + } + if ( !strcmp( cmd, "vchat" ) ) { + CG_VoiceChat( SAY_ALL ); + return; + } + + if ( !strcmp( cmd, "vtchat" ) ) { + CG_VoiceChat( SAY_TEAM ); + return; + } + + if ( !strcmp( cmd, "vtell" ) ) { + CG_VoiceChat( SAY_TELL ); + return; + } + + if ( !strcmp( cmd, "scores" ) ) { + CG_ParseScores(); + return; + } + + + if ( !strcmp( cmd, "accs" ) ) { + CG_ParseAccuracy(); + return; + } + + + if ( !strcmp( cmd, "ddtaken" ) ) { + CG_ParseDDtimetaken(); + return; + } + + if ( !strcmp( cmd, "dompointnames" ) ) { + CG_ParseDomPointNames(); + return; + } + + if ( !strcmp( cmd, "domStatus" ) ) { + CG_ParseDomStatus(); + return; + } + + if ( !strcmp( cmd, "elimination" ) ) { + CG_ParseElimination(); + return; + } + + if ( !strcmp( cmd, "mappage" ) ) { + CG_ParseMappage(); + return; + } + + if ( !strcmp( cmd, "attackingteam" ) ) { + CG_ParseAttackingTeam(); + return; + } + + if ( !strcmp( cmd, "tinfo" ) ) { + CG_ParseTeamInfo(); + return; + } + + if ( !strcmp( cmd, "map_restart" ) ) { + CG_MapRestart(); + return; + } + + if ( Q_stricmp (cmd, "remapShader") == 0 ) + { + if (trap_Argc() == 4) + { + char shader1[MAX_QPATH]; + char shader2[MAX_QPATH]; + char shader3[MAX_QPATH]; + + Q_strncpyz(shader1, CG_Argv(1), sizeof(shader1)); + Q_strncpyz(shader2, CG_Argv(2), sizeof(shader2)); + Q_strncpyz(shader3, CG_Argv(3), sizeof(shader3)); + + trap_R_RemapShader(shader1, shader2, shader3); + } + + return; + } + + // loaddeferred can be both a servercmd and a consolecmd + if ( !strcmp( cmd, "loaddefered" ) ) { // FIXME: spelled wrong, but not changing for demo + CG_LoadDeferredPlayers(); + return; + } + + // clientLevelShot is sent before taking a special screenshot for + // the menu system during development + if ( !strcmp( cmd, "clientLevelShot" ) ) { + cg.levelShot = qtrue; + return; + } + + // challenge completed is determened by the server. A client should consider this message valid: + if ( !strcmp( cmd, "ch" ) ) { + CG_ParseChallenge(); + return; + } + + if ( !strcmp (cmd, "oh") ) { + CG_ParseObeliskHealth(); + return; + } + + if ( !strcmp( cmd, "respawn" ) ) { + CG_ParseRespawnTime(); + return; + } + + if ( !strcmp( cmd, "team" ) ) { + CG_ParseTeam(); + return; + } + + if ( !strcmp( cmd, "customvotes" ) ) { + char infoString[1024]; + int i; + //TODO: Create a ParseCustomvotes function + memset(&infoString,0,sizeof(infoString)); + for(i=1;i<=12;i++) { + Q_strcat(infoString,sizeof(infoString),CG_Argv( i )); + Q_strcat(infoString,sizeof(infoString)," "); + } + trap_Cvar_Set("cg_vote_custom_commands",infoString); + return; + } + + CG_Printf( "Unknown client game command: %s\n", cmd ); +} + + +/* +==================== +CG_ExecuteNewServerCommands + +Execute all of the server commands that were received along +with this this snapshot. +==================== +*/ +void CG_ExecuteNewServerCommands( int latestSequence ) { + while ( cgs.serverCommandSequence < latestSequence ) { + if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) { + CG_ServerCommand(); + } + } +} diff --git a/code/cgame/cg_snapshot.c b/code/cgame/cg_snapshot.c new file mode 100644 index 0000000..dc3cc43 --- /dev/null +++ b/code/cgame/cg_snapshot.c @@ -0,0 +1,405 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_snapshot.c -- things that happen on snapshot transition, +// not necessarily every single rendered frame + +#include "cg_local.h" + + + +/* +================== +CG_ResetEntity +================== +*/ +static void CG_ResetEntity( centity_t *cent ) { + // if the previous snapshot this entity was updated in is at least + // an event window back in time then we can reset the previous event + if ( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) { + cent->previousEvent = 0; + } + + cent->trailTime = cg.snap->serverTime; + + VectorCopy (cent->currentState.origin, cent->lerpOrigin); + VectorCopy (cent->currentState.angles, cent->lerpAngles); + if ( cent->currentState.eType == ET_PLAYER ) { + CG_ResetPlayerEntity( cent ); + } +} + +/* +=============== +CG_TransitionEntity + +cent->nextState is moved to cent->currentState and events are fired +=============== +*/ +//unlagged - early transitioning +// used to be static, now needed to transition entities from within cg_ents.c +void CG_TransitionEntity( centity_t *cent ) { + cent->currentState = cent->nextState; + cent->currentValid = qtrue; + + // reset if the entity wasn't in the last frame or was teleported + if ( !cent->interpolate ) { + CG_ResetEntity( cent ); + } + + // clear the next state. if will be set by the next CG_SetNextSnap + cent->interpolate = qfalse; + + // check for events + CG_CheckEvents( cent ); +} + + +/* +================== +CG_SetInitialSnapshot + +This will only happen on the very first snapshot, or +on tourney restarts. All other times will use +CG_TransitionSnapshot instead. + +FIXME: Also called by map_restart? +================== +*/ +void CG_SetInitialSnapshot( snapshot_t *snap ) { + int i; + centity_t *cent; + entityState_t *state; + + cg.snap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse ); + + // sort out solid entities + CG_BuildSolidList(); + + CG_ExecuteNewServerCommands( snap->serverCommandSequence ); + + // set our local weapon selection pointer to + // what the server has indicated the current weapon is + CG_Respawn(); + + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + state = &cg.snap->entities[ i ]; + cent = &cg_entities[ state->number ]; + + memcpy(¢->currentState, state, sizeof(entityState_t)); + //cent->currentState = *state; + cent->interpolate = qfalse; + cent->currentValid = qtrue; + + CG_ResetEntity( cent ); + + // check for events + CG_CheckEvents( cent ); + } +} + + +/* +=================== +CG_TransitionSnapshot + +The transition point from snap to nextSnap has passed +=================== +*/ +static void CG_TransitionSnapshot( void ) { + centity_t *cent; + snapshot_t *oldFrame; + int i; + + if ( !cg.snap ) { + CG_Error( "CG_TransitionSnapshot: NULL cg.snap" ); + } + if ( !cg.nextSnap ) { + CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" ); + } + + // execute any server string commands before transitioning entities + CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence ); + + // if we had a map_restart, set everthing with initial + if ( !cg.snap ) { + } + + // clear the currentValid flag for all entities in the existing snapshot + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + cent->currentValid = qfalse; + } + + // move nextSnap to snap and do the transitions + oldFrame = cg.snap; + cg.snap = cg.nextSnap; + + BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse; + + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + CG_TransitionEntity( cent ); + + // remember time of snapshot this entity was last updated in + cent->snapShotTime = cg.snap->serverTime; + } + + cg.nextSnap = NULL; + + // check for playerstate transition events + if ( oldFrame ) { + playerState_t *ops, *ps; + + ops = &oldFrame->ps; + ps = &cg.snap->ps; + // teleporting checks are irrespective of prediction + if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) { + cg.thisFrameTeleport = qtrue; // will be cleared by prediction code + } + + // if we are not doing client side movement prediction for any + // reason, then the client events and view changes will be issued now + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) + || cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_TransitionPlayerState( ps, ops ); + } + } + +} + + +/* +=================== +CG_SetNextSnap + +A new snapshot has just been read in from the client system. +=================== +*/ +static void CG_SetNextSnap( snapshot_t *snap ) { + int num; + entityState_t *es; + centity_t *cent; + + cg.nextSnap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue; + + // check for extrapolation errors + for ( num = 0 ; num < snap->numEntities ; num++ ) { + es = &snap->entities[num]; + cent = &cg_entities[ es->number ]; + + memcpy(¢->nextState, es, sizeof(entityState_t)); + //cent->nextState = *es; + + // if this frame is a teleport, or the entity wasn't in the + // previous frame, don't interpolate + if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) { + cent->interpolate = qfalse; + } else { + cent->interpolate = qtrue; + } + } + + // if the next frame is a teleport for the playerstate, we + // can't interpolate during demos + if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) { + cg.nextFrameTeleport = qtrue; + } else { + cg.nextFrameTeleport = qfalse; + } + + // if changing follow mode, don't interpolate + if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) { + cg.nextFrameTeleport = qtrue; + } + + // if changing server restarts, don't interpolate + if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) { + cg.nextFrameTeleport = qtrue; + } + + // sort out solid entities + CG_BuildSolidList(); +} + + +/* +======================== +CG_ReadNextSnapshot + +This is the only place new snapshots are requested +This may increment cgs.processedSnapshotNum multiple +times if the client system fails to return a +valid snapshot. +======================== +*/ +static snapshot_t *CG_ReadNextSnapshot( void ) { + qboolean r; + snapshot_t *dest; + + if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) { + CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i", + cg.latestSnapshotNum, cgs.processedSnapshotNum ); + } + + while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) { + // decide which of the two slots to load it into + if ( cg.snap == &cg.activeSnapshots[0] ) { + dest = &cg.activeSnapshots[1]; + } else { + dest = &cg.activeSnapshots[0]; + } + + // try to read the snapshot from the client system + cgs.processedSnapshotNum++; + r = trap_GetSnapshot( cgs.processedSnapshotNum, dest ); + + // FIXME: why would trap_GetSnapshot return a snapshot with the same server time + if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) { + //continue; + } + + // if it succeeded, return + if ( r ) { + CG_AddLagometerSnapshotInfo( dest ); + return dest; + } + + // a GetSnapshot will return failure if the snapshot + // never arrived, or is so old that its entities + // have been shoved off the end of the circular + // buffer in the client system. + + // record as a dropped packet + CG_AddLagometerSnapshotInfo( NULL ); + + // If there are additional snapshots, continue trying to + // read them. + } + + // nothing left to read + return NULL; +} + + +/* +============ +CG_ProcessSnapshots + +We are trying to set up a renderable view, so determine +what the simulated time is, and try to get snapshots +both before and after that time if available. + +If we don't have a valid cg.snap after exiting this function, +then a 3D game view cannot be rendered. This should only happen +right after the initial connection. After cg.snap has been valid +once, it will never turn invalid. + +Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot +hasn't arrived yet (it becomes an extrapolating situation instead +of an interpolating one) + +============ +*/ +void CG_ProcessSnapshots( void ) { + snapshot_t *snap; + int n; + + // see what the latest snapshot the client system has is + trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); + if ( n != cg.latestSnapshotNum ) { + if ( n < cg.latestSnapshotNum ) { + // this should never happen + CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" ); + } + cg.latestSnapshotNum = n; + } + + // If we have yet to receive a snapshot, check for it. + // Once we have gotten the first snapshot, cg.snap will + // always have valid data for the rest of the game + while ( !cg.snap ) { + snap = CG_ReadNextSnapshot(); + if ( !snap ) { + // we can't continue until we get a snapshot + return; + } + + // set our weapon selection to what + // the playerstate is currently using + if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { + CG_SetInitialSnapshot( snap ); + } + } + + // loop until we either have a valid nextSnap with a serverTime + // greater than cg.time to interpolate towards, or we run + // out of available snapshots + do { + // if we don't have a nextframe, try and read a new one in + if ( !cg.nextSnap ) { + snap = CG_ReadNextSnapshot(); + + // if we still don't have a nextframe, we will just have to + // extrapolate + if ( !snap ) { + break; + } + + CG_SetNextSnap( snap ); + + + // if time went backwards, we have a level restart + if ( cg.nextSnap->serverTime < cg.snap->serverTime ) { + CG_Error( "CG_ProcessSnapshots: Server time went backwards" ); + } + } + + // if our time is < nextFrame's, we have a nice interpolating state + if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) { + break; + } + + // we have passed the transition from nextFrame to frame + CG_TransitionSnapshot(); + } while ( 1 ); + + // assert our valid conditions upon exiting + if ( cg.snap == NULL ) { + CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" ); + } + if ( cg.time < cg.snap->serverTime ) { + // this can happen right after a vid_restart + cg.time = cg.snap->serverTime; + } + if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) { + CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); + } + +} + diff --git a/code/cgame/cg_syscalls.asm b/code/cgame/cg_syscalls.asm new file mode 100644 index 0000000..0874b47 --- /dev/null +++ b/code/cgame/cg_syscalls.asm @@ -0,0 +1,106 @@ +code + +equ trap_Print -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_VariableStringBuffer -7 +equ trap_Argc -8 +equ trap_Argv -9 +equ trap_Args -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_AddCommand -16 +equ trap_SendClientCommand -17 +equ trap_UpdateScreen -18 +equ trap_CM_LoadMap -19 +equ trap_CM_NumInlineModels -20 +equ trap_CM_InlineModel -21 +equ trap_CM_LoadModel -22 +equ trap_CM_TempBoxModel -23 +equ trap_CM_PointContents -24 +equ trap_CM_TransformedPointContents -25 +equ trap_CM_BoxTrace -26 +equ trap_CM_TransformedBoxTrace -27 +equ trap_CM_MarkFragments -28 +equ trap_S_StartSound -29 +equ trap_S_StartLocalSound -30 +equ trap_S_ClearLoopingSounds -31 +equ trap_S_AddLoopingSound -32 +equ trap_S_UpdateEntityPosition -33 +equ trap_S_Respatialize -34 +equ trap_S_RegisterSound -35 +equ trap_S_StartBackgroundTrack -36 +equ trap_R_LoadWorldMap -37 +equ trap_R_RegisterModel -38 +equ trap_R_RegisterSkin -39 +equ trap_R_RegisterShader -40 +equ trap_R_ClearScene -41 +equ trap_R_AddRefEntityToScene -42 +equ trap_R_AddPolyToScene -43 +equ trap_R_AddLightToScene -44 +equ trap_R_RenderScene -45 +equ trap_R_SetColor -46 +equ trap_R_DrawStretchPic -47 +equ trap_R_ModelBounds -48 +equ trap_R_LerpTag -49 +equ trap_GetGlconfig -50 +equ trap_GetGameState -51 +equ trap_GetCurrentSnapshotNumber -52 +equ trap_GetSnapshot -53 +equ trap_GetServerCommand -54 +equ trap_GetCurrentCmdNumber -55 +equ trap_GetUserCmd -56 +equ trap_SetUserCmdValue -57 +equ trap_R_RegisterShaderNoMip -58 +equ trap_MemoryRemaining -59 +equ trap_R_RegisterFont -60 +equ trap_Key_IsDown -61 +equ trap_Key_GetCatcher -62 +equ trap_Key_SetCatcher -63 +equ trap_Key_GetKey -64 +equ trap_PC_AddGlobalDefine -65 +equ trap_PC_LoadSource -66 +equ trap_PC_FreeSource -67 +equ trap_PC_ReadToken -68 +equ trap_PC_SourceFileAndLine -69 +equ trap_S_StopBackgroundTrack -70 +equ trap_RealTime -71 +equ trap_SnapVector -72 +equ trap_RemoveCommand -73 +equ trap_R_LightForPoint -74 +equ trap_CIN_PlayCinematic -75 +equ trap_CIN_StopCinematic -76 +equ trap_CIN_RunCinematic -77 +equ trap_CIN_DrawCinematic -78 +equ trap_CIN_SetExtents -79 +equ trap_R_RemapShader -80 +equ trap_S_AddRealLoopingSound -81 +equ trap_S_StopLoopingSound -82 +equ trap_CM_TempCapsuleModel -83 +equ trap_CM_CapsuleTrace -84 +equ trap_CM_TransformedCapsuleTrace -85 +equ trap_R_AddAdditiveLightToScene -86 +equ trap_GetEntityToken -87 +equ trap_R_AddPolysToScene -88 +equ trap_R_inPVS -89 +equ trap_FS_Seek -90 + +equ memset -101 +equ memcpy -102 +equ strncpy -103 +equ sin -104 +equ cos -105 +equ atan2 -106 +equ sqrt -107 +equ floor -108 +equ ceil -109 +equ testPrintInt -110 +equ testPrintFloat -111 +equ acos -112 + diff --git a/code/cgame/cg_syscalls.c b/code/cgame/cg_syscalls.c new file mode 100644 index 0000000..4823d67 --- /dev/null +++ b/code/cgame/cg_syscalls.c @@ -0,0 +1,446 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_syscalls.c -- this file is only included when building a dll +// cg_syscalls.asm is included instead when building a qvm +#ifdef Q3_VM +#error "Do not use in VM build" +#endif + +#include "cg_local.h" + +static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1; + + +void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) { + syscall = syscallptr; +} + + +int PASSFLOAT( float x ) { + float floatTemp; + floatTemp = x; + return *(int *)&floatTemp; +} + +void trap_Print( const char *fmt ) { + syscall( CG_PRINT, fmt ); +} + +void trap_Error( const char *fmt ) { + syscall( CG_ERROR, fmt ); + exit(CG_ERROR); //Will never occour but makes compiler happy +} + +int trap_Milliseconds( void ) { + return syscall( CG_MILLISECONDS ); +} + +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) { + syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); +} + +void trap_Cvar_Update( vmCvar_t *vmCvar ) { + syscall( CG_CVAR_UPDATE, vmCvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) { + syscall( CG_CVAR_SET, var_name, value ); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) { + syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); +} + +int trap_Argc( void ) { + return syscall( CG_ARGC ); +} + +void trap_Argv( int n, char *buffer, int bufferLength ) { + syscall( CG_ARGV, n, buffer, bufferLength ); +} + +void trap_Args( char *buffer, int bufferLength ) { + syscall( CG_ARGS, buffer, bufferLength ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { + return syscall( CG_FS_FOPENFILE, qpath, f, mode ); +} + +void trap_FS_Read( void *buffer, int len, fileHandle_t f ) { + syscall( CG_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) { + syscall( CG_FS_WRITE, buffer, len, f ); +} + +void trap_FS_FCloseFile( fileHandle_t f ) { + syscall( CG_FS_FCLOSEFILE, f ); +} + +int trap_FS_Seek( fileHandle_t f, long offset, int origin ) { + return syscall( CG_FS_SEEK, f, offset, origin ); +} + +void trap_SendConsoleCommand( const char *text ) { + syscall( CG_SENDCONSOLECOMMAND, text ); +} + +void trap_AddCommand( const char *cmdName ) { + syscall( CG_ADDCOMMAND, cmdName ); +} + +void trap_RemoveCommand( const char *cmdName ) { + syscall( CG_REMOVECOMMAND, cmdName ); +} + +void trap_SendClientCommand( const char *s ) { + syscall( CG_SENDCLIENTCOMMAND, s ); +} + +void trap_UpdateScreen( void ) { + syscall( CG_UPDATESCREEN ); +} + +void trap_CM_LoadMap( const char *mapname ) { + syscall( CG_CM_LOADMAP, mapname ); +} + +int trap_CM_NumInlineModels( void ) { + return syscall( CG_CM_NUMINLINEMODELS ); +} + +clipHandle_t trap_CM_InlineModel( int index ) { + return syscall( CG_CM_INLINEMODEL, index ); +} + +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) { + return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); +} + +clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs ) { + return syscall( CG_CM_TEMPCAPSULEMODEL, mins, maxs ); +} + +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) { + return syscall( CG_CM_POINTCONTENTS, p, model ); +} + +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { + return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); +} + +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ) { + syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ) { + syscall( CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ) { + syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ) { + syscall( CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ) { + return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer ); +} + +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) { + syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); +} + +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { + syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); +} + +void trap_S_ClearLoopingSounds( qboolean killall ) { + syscall( CG_S_CLEARLOOPINGSOUNDS, killall ); +} + +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { + syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { + syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_StopLoopingSound( int entityNum ) { + syscall( CG_S_STOPLOOPINGSOUND, entityNum ); +} + +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { + syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); +} + +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) { + syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); +} + +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) { + return syscall( CG_S_REGISTERSOUND, sample, compressed ); +} + +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ) { + syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop ); +} + +void trap_R_LoadWorldMap( const char *mapname ) { + syscall( CG_R_LOADWORLDMAP, mapname ); +} + +qhandle_t trap_R_RegisterModel( const char *name ) { + return syscall( CG_R_REGISTERMODEL, name ); +} + +qhandle_t trap_R_RegisterSkin( const char *name ) { + return syscall( CG_R_REGISTERSKIN, name ); +} + +qhandle_t trap_R_RegisterShader( const char *name ) { + return syscall( CG_R_REGISTERSHADER, name ); +} + +qhandle_t trap_R_RegisterShaderNoMip( const char *name ) { + return syscall( CG_R_REGISTERSHADERNOMIP, name ); +} + +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) { + syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); +} + +void trap_R_ClearScene( void ) { + syscall( CG_R_CLEARSCENE ); +} + +void trap_R_AddRefEntityToScene( const refEntity_t *re ) { + syscall( CG_R_ADDREFENTITYTOSCENE, re ); +} + +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { + syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); +} + +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ) { + syscall( CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num ); +} + +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) { + return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir ); +} + +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + syscall( CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_RenderScene( const refdef_t *fd ) { + syscall( CG_R_RENDERSCENE, fd ); +} + +void trap_R_SetColor( const float *rgba ) { + syscall( CG_R_SETCOLOR, rgba ); +} + +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ) { + syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); +} + +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { + syscall( CG_R_MODELBOUNDS, model, mins, maxs ); +} + +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ) { + return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); +} + +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) { + syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset ); +} + +void trap_GetGlconfig( glconfig_t *glconfig ) { + syscall( CG_GETGLCONFIG, glconfig ); +} + +void trap_GetGameState( gameState_t *gamestate ) { + syscall( CG_GETGAMESTATE, gamestate ); +} + +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { + syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); +} + +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { + return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); +} + +qboolean trap_GetServerCommand( int serverCommandNumber ) { + return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); +} + +int trap_GetCurrentCmdNumber( void ) { + return syscall( CG_GETCURRENTCMDNUMBER ); +} + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { + return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); +} + +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) { + syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) ); +} + +void testPrintInt( char *string, int i ) { + syscall( CG_TESTPRINTINT, string, i ); +} + +void testPrintFloat( char *string, float f ) { + syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); +} + +int trap_MemoryRemaining( void ) { + return syscall( CG_MEMORY_REMAINING ); +} + +qboolean trap_Key_IsDown( int keynum ) { + return syscall( CG_KEY_ISDOWN, keynum ); +} + +int trap_Key_GetCatcher( void ) { + return syscall( CG_KEY_GETCATCHER ); +} + +void trap_Key_SetCatcher( int catcher ) { + syscall( CG_KEY_SETCATCHER, catcher ); +} + +int trap_Key_GetKey( const char *binding ) { + return syscall( CG_KEY_GETKEY, binding ); +} + +int trap_PC_AddGlobalDefine( char *define ) { + return syscall( CG_PC_ADD_GLOBAL_DEFINE, define ); +} + +int trap_PC_LoadSource( const char *filename ) { + return syscall( CG_PC_LOAD_SOURCE, filename ); +} + +int trap_PC_FreeSource( int handle ) { + return syscall( CG_PC_FREE_SOURCE, handle ); +} + +int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) { + return syscall( CG_PC_READ_TOKEN, handle, pc_token ); +} + +int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) { + return syscall( CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line ); +} + +void trap_S_StopBackgroundTrack( void ) { + syscall( CG_S_STOPBACKGROUNDTRACK ); +} + +int trap_RealTime(qtime_t *qtime) { + return syscall( CG_REAL_TIME, qtime ); +} + +void trap_SnapVector( float *v ) { + syscall( CG_SNAPVECTOR, v ); +} + +// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits) { + return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); +} + +// stops playing the cinematic and ends it. should always return FMV_EOF +// cinematics must be stopped in reverse order of when they are started +e_status trap_CIN_StopCinematic(int handle) { + return syscall(CG_CIN_STOPCINEMATIC, handle); +} + + +// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. +e_status trap_CIN_RunCinematic (int handle) { + return syscall(CG_CIN_RUNCINEMATIC, handle); +} + + +// draws the current frame +void trap_CIN_DrawCinematic (int handle) { + syscall(CG_CIN_DRAWCINEMATIC, handle); +} + + +// allows you to resize the animation dynamically +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) { + syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); +} + +/* +qboolean trap_loadCamera( const char *name ) { + return syscall( CG_LOADCAMERA, name ); +} + +void trap_startCamera(int time) { + syscall(CG_STARTCAMERA, time); +} + +qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles) { + return syscall( CG_GETCAMERAINFO, time, origin, angles ); +} +*/ + +qboolean trap_GetEntityToken( char *buffer, int bufferSize ) { + return syscall( CG_GET_ENTITY_TOKEN, buffer, bufferSize ); +} + +qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 ) { + return syscall( CG_R_INPVS, p1, p2 ); +} diff --git a/code/cgame/cg_unlagged.c b/code/cgame/cg_unlagged.c new file mode 100644 index 0000000..f7fb69f --- /dev/null +++ b/code/cgame/cg_unlagged.c @@ -0,0 +1,477 @@ +/* +=========================================================================== +Copyright (C) 2006 Neil Toronto. + +This file is part of the Unlagged source code. + +Unlagged source code 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. + +Unlagged source code 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 Unlagged source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +//#include "cg_local.h" + +#include "cg_local.h" + +// we'll need these prototypes +void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ); +void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); + +// and this as well +//Must be in sync with g_weapon.c +#define MACHINEGUN_SPREAD 200 +#define CHAINGUN_SPREAD 600 + +/* +======================= +CG_PredictWeaponEffects + +Draws predicted effects for the railgun, shotgun, and machinegun. The +lightning gun is done in CG_LightningBolt, since it was just a matter +of setting the right origin and angles. +======================= +*/ +void CG_PredictWeaponEffects( centity_t *cent ) { + vec3_t muzzlePoint, forward, right, up; + entityState_t *ent = ¢->currentState; + + // if the client isn't us, forget it + if ( cent->currentState.number != cg.predictedPlayerState.clientNum ) { + return; + } + + // if it's not switched on server-side, forget it + if ( !cgs.delagHitscan ) { + return; + } + + // get the muzzle point + VectorCopy( cg.predictedPlayerState.origin, muzzlePoint ); + muzzlePoint[2] += cg.predictedPlayerState.viewheight; + + // get forward, right, and up + AngleVectors( cg.predictedPlayerState.viewangles, forward, right, up ); + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + + // was it a rail attack? + if ( ent->weapon == WP_RAILGUN ) { + // do we have it on for the rail gun? + if ( cg_delag.integer & 1 || cg_delag.integer & 16 ) { + trace_t trace; + vec3_t endPoint; + + // trace forward + VectorMA( muzzlePoint, 8192, forward, endPoint ); + + // THIS IS FOR DEBUGGING! + // you definitely *will* want something like this to test the backward reconciliation + // to make sure it's working *exactly* right + /*if ( cg_debugDelag.integer ) { + * Sago: There are some problems with some unlagged code. People will just have to trust it + // trace forward + CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cent->currentState.number, CONTENTS_BODY|CONTENTS_SOLID ); + + // did we hit another player? + if ( trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY) ) { + // if we have two snapshots (we're interpolating) + if ( cg.nextSnap ) { + centity_t *c = &cg_entities[trace.entityNum]; + vec3_t origin1, origin2; + + // figure the two origins used for interpolation + BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime, origin1 ); + BG_EvaluateTrajectory( &c->nextState.pos, cg.nextSnap->serverTime, origin2 ); + + // print some debugging stuff exactly like what the server does + + // it starts with "Int:" to let you know the target was interpolated + CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", + cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime, + c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); + CG_Printf("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", + cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); + } + else { + // we haven't got a next snapshot + // the client clock has either drifted ahead (seems to happen once per server frame + // when you play locally) or the client is using timenudge + // in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated + centity_t *c = &cg_entities[trace.entityNum]; + vec3_t origin1, origin2; + + c->currentState.pos.trTime = TR_LINEAR_STOP; + c->currentState.pos.trTime = cg.snap->serverTime; + c->currentState.pos.trDuration = 1000 / sv_fps.integer; + + BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime, origin1 ); + BG_EvaluateTrajectory( &c->currentState.pos, cg.snap->serverTime + 1000 / sv_fps.integer, origin2 ); + + // print some debugging stuff exactly like what the server does + + // it starts with "Ext:" to let you know the target was extrapolated + CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n", + cg.oldTime, cg.snap->serverTime, cg.snap->serverTime, + c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]); + CG_Printf("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n", + cg.frameInterpolation, origin1[0], origin1[1], origin1[2], origin2[0], origin2[1], origin2[2]); + } + } + }*/ + + // find the rail's end point + CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cg.predictedPlayerState.clientNum, CONTENTS_SOLID ); + + // do the magic-number adjustment + VectorMA( muzzlePoint, 4, right, muzzlePoint ); + VectorMA( muzzlePoint, -1, up, muzzlePoint ); + + if(!cg.renderingThirdPerson) { + if(cg_drawGun.integer == 2) + VectorMA(muzzlePoint, 8, cg.refdef.viewaxis[1], muzzlePoint); + else if(cg_drawGun.integer == 3) + VectorMA(muzzlePoint, 4, cg.refdef.viewaxis[1], muzzlePoint); + } + + // draw a rail trail + CG_RailTrail( &cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos ); + //Com_Printf( "Predicted rail trail\n" ); + + // explosion at end if not SURF_NOIMPACT + if ( !(trace.surfaceFlags & SURF_NOIMPACT) ) { + // predict an explosion + CG_MissileHitWall( ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos, trace.plane.normal, IMPACTSOUND_DEFAULT ); + } + } + } + // was it a shotgun attack? + else if ( ent->weapon == WP_SHOTGUN ) { + // do we have it on for the shotgun? + if ( cg_delag.integer & 1 || cg_delag.integer & 4 ) { + int contents; + vec3_t endPoint, v; + + // do everything like the server does + + SnapVector( muzzlePoint ); + + VectorScale( forward, 4096, endPoint ); + SnapVector( endPoint ); + + VectorSubtract( endPoint, muzzlePoint, v ); + VectorNormalize( v ); + VectorScale( v, 32, v ); + VectorAdd( muzzlePoint, v, v ); + + if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) { + // ragepro can't alpha fade, so don't even bother with smoke + vec3_t up; + + contents = trap_CM_PointContents( muzzlePoint, 0 ); + if ( !( contents & CONTENTS_WATER ) ) { + VectorSet( up, 0, 0, 8 ); + CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); + } + } + + // do the shotgun pellets + CG_ShotgunPattern( muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum ); + //Com_Printf( "Predicted shotgun pattern\n" ); + } + } + // was it a machinegun attack? + else if ( ent->weapon == WP_MACHINEGUN ) { + // do we have it on for the machinegun? + if ( cg_delag.integer & 1 || cg_delag.integer & 2 ) { + // the server will use this exact time (it'll be serverTime on that end) + int seed = cg.oldTime % 256; + float r, u; + trace_t tr; + qboolean flesh; + int fleshEntityNum = 0; + vec3_t endPoint; + + // do everything exactly like the server does + + r = Q_random(&seed) * M_PI * 2.0f; + u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; + r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16; + + VectorMA( muzzlePoint, 8192*16, forward, endPoint ); + VectorMA( endPoint, r, right, endPoint ); + VectorMA( endPoint, u, up, endPoint ); + + CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT ); + + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return; + } + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzlePoint ); + + // do bullet impact + if ( tr.entityNum < MAX_CLIENTS ) { + flesh = qtrue; + fleshEntityNum = tr.entityNum; + } else { + flesh = qfalse; + } + + // do the bullet impact + CG_Bullet( tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum ); + //Com_Printf( "Predicted bullet\n" ); + } + } + // was it a chaingun attack? + else if ( ent->weapon == WP_CHAINGUN ) { + // do we have it on for the machinegun? + if ( cg_delag.integer & 1 || cg_delag.integer & 2 ) { + // the server will use this exact time (it'll be serverTime on that end) + int seed = cg.oldTime % 256; + float r, u; + trace_t tr; + qboolean flesh; + int fleshEntityNum = 0; + vec3_t endPoint; + + // do everything exactly like the server does + + r = Q_random(&seed) * M_PI * 2.0f; + u = sin(r) * Q_crandom(&seed) * CHAINGUN_SPREAD * 16; + r = cos(r) * Q_crandom(&seed) * CHAINGUN_SPREAD * 16; + + VectorMA( muzzlePoint, 8192*16, forward, endPoint ); + VectorMA( endPoint, r, right, endPoint ); + VectorMA( endPoint, u, up, endPoint ); + + CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT ); + + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return; + } + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzlePoint ); + + // do bullet impact + if ( tr.entityNum < MAX_CLIENTS ) { + flesh = qtrue; + fleshEntityNum = tr.entityNum; + } else { + flesh = qfalse; + } + + // do the bullet impact + CG_Bullet( tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum ); + //Com_Printf( "Predicted bullet\n" ); + } + } +} + +/* +================= +CG_AddBoundingBox + +Draws a bounding box around a player. Called from CG_Player. +================= +*/ +/*void CG_AddBoundingBox( centity_t *cent ) { + polyVert_t verts[4]; + clientInfo_t *ci; + int i; + vec3_t mins = {-15, -15, -24}; + vec3_t maxs = {15, 15, 32}; + float extx, exty, extz; + vec3_t corners[8]; + qhandle_t bboxShader, bboxShader_nocull; + + if ( !cg_drawBBox.integer ) { + return; + } + + // don't draw it if it's us in first-person + if ( cent->currentState.number == cg.predictedPlayerState.clientNum && + !cg.renderingThirdPerson ) { + return; + } + + // don't draw it for dead players + if ( cent->currentState.eFlags & EF_DEAD ) { + return; + } + + // get the shader handles + bboxShader = trap_R_RegisterShader( "bbox" ); + bboxShader_nocull = trap_R_RegisterShader( "bbox_nocull" ); + + // if they don't exist, forget it + if ( !bboxShader || !bboxShader_nocull ) { + return; + } + + // get the player's client info + ci = &cgs.clientinfo[cent->currentState.clientNum]; + + // if it's us + if ( cent->currentState.number == cg.predictedPlayerState.clientNum ) { + // use the view height + maxs[2] = cg.predictedPlayerState.viewheight + 6; + } + else { + int x, zd, zu; + + // otherwise grab the encoded bounding box + x = (cent->currentState.solid & 255); + zd = ((cent->currentState.solid>>8) & 255); + zu = ((cent->currentState.solid>>16) & 255) - 32; + + mins[0] = mins[1] = -x; + maxs[0] = maxs[1] = x; + mins[2] = -zd; + maxs[2] = zu; + } + + // get the extents (size) + extx = maxs[0] - mins[0]; + exty = maxs[1] - mins[1]; + extz = maxs[2] - mins[2]; + + + // set the polygon's texture coordinates + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[3].st[0] = 1; + verts[3].st[1] = 0; + + // set the polygon's vertex colors + if ( ci->team == TEAM_RED ) { + for ( i = 0; i < 4; i++ ) { + verts[i].modulate[0] = 160; + verts[i].modulate[1] = 0; + verts[i].modulate[2] = 0; + verts[i].modulate[3] = 255; + } + } + else if ( ci->team == TEAM_BLUE ) { + for ( i = 0; i < 4; i++ ) { + verts[i].modulate[0] = 0; + verts[i].modulate[1] = 0; + verts[i].modulate[2] = 192; + verts[i].modulate[3] = 255; + } + } + else { + for ( i = 0; i < 4; i++ ) { + verts[i].modulate[0] = 0; + verts[i].modulate[1] = 128; + verts[i].modulate[2] = 0; + verts[i].modulate[3] = 255; + } + } + + VectorAdd( cent->lerpOrigin, maxs, corners[3] ); + + VectorCopy( corners[3], corners[2] ); + corners[2][0] -= extx; + + VectorCopy( corners[2], corners[1] ); + corners[1][1] -= exty; + + VectorCopy( corners[1], corners[0] ); + corners[0][0] += extx; + + for ( i = 0; i < 4; i++ ) { + VectorCopy( corners[i], corners[i + 4] ); + corners[i + 4][2] -= extz; + } + + // top + VectorCopy( corners[0], verts[0].xyz ); + VectorCopy( corners[1], verts[1].xyz ); + VectorCopy( corners[2], verts[2].xyz ); + VectorCopy( corners[3], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader, 4, verts ); + + // bottom + VectorCopy( corners[7], verts[0].xyz ); + VectorCopy( corners[6], verts[1].xyz ); + VectorCopy( corners[5], verts[2].xyz ); + VectorCopy( corners[4], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader, 4, verts ); + + // top side + VectorCopy( corners[3], verts[0].xyz ); + VectorCopy( corners[2], verts[1].xyz ); + VectorCopy( corners[6], verts[2].xyz ); + VectorCopy( corners[7], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); + + // left side + VectorCopy( corners[2], verts[0].xyz ); + VectorCopy( corners[1], verts[1].xyz ); + VectorCopy( corners[5], verts[2].xyz ); + VectorCopy( corners[6], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); + + // right side + VectorCopy( corners[0], verts[0].xyz ); + VectorCopy( corners[3], verts[1].xyz ); + VectorCopy( corners[7], verts[2].xyz ); + VectorCopy( corners[4], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); + + // bottom side + VectorCopy( corners[1], verts[0].xyz ); + VectorCopy( corners[0], verts[1].xyz ); + VectorCopy( corners[4], verts[2].xyz ); + VectorCopy( corners[5], verts[3].xyz ); + trap_R_AddPolyToScene( bboxShader_nocull, 4, verts ); +}*/ + +/* +================ +CG_Cvar_ClampInt + +Clamps a cvar between two integer values, returns qtrue if it had to. +================ +*/ +qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max ) { + if ( vmCvar->integer > max ) { + CG_Printf( "Allowed values are %d to %d.\n", min, max ); + + Com_sprintf( vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max ); + vmCvar->value = max; + vmCvar->integer = max; + + trap_Cvar_Set( name, vmCvar->string ); + return qtrue; + } + + if ( vmCvar->integer < min ) { + CG_Printf( "Allowed values are %d to %d.\n", min, max ); + + Com_sprintf( vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min ); + vmCvar->value = min; + vmCvar->integer = min; + + trap_Cvar_Set( name, vmCvar->string ); + return qtrue; + } + + return qfalse; +} diff --git a/code/cgame/cg_view.c b/code/cgame/cg_view.c new file mode 100644 index 0000000..ec76dc7 --- /dev/null +++ b/code/cgame/cg_view.c @@ -0,0 +1,889 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_view.c -- setup all the parameters (position, angle, etc) +// for a 3D rendering +#include "cg_local.h" + + +/* +============================================================================= + + MODEL TESTING + +The viewthing and gun positioning tools from Q2 have been integrated and +enhanced into a single model testing facility. + +Model viewing can begin with either "testmodel " or "testgun ". + +The names must be the full pathname after the basedir, like +"models/weapons/v_launch/tris.md3" or "players/male/tris.md3" + +Testmodel will create a fake entity 100 units in front of the current view +position, directly facing the viewer. It will remain immobile, so you can +move around it to view it from different angles. + +Testgun will cause the model to follow the player around and supress the real +view weapon model. The default frame 0 of most guns is completely off screen, +so you will probably have to cycle a couple frames to see it. + +"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the +frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in +q3default.cfg. + +If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let +you adjust the positioning. + +Note that none of the model testing features update while the game is paused, so +it may be convenient to test with deathmatch set to 1 so that bringing down the +console doesn't pause the game. + +============================================================================= +*/ + +/* +================= +CG_TestModel_f + +Creates an entity in front of the current position, which +can then be moved around +================= +*/ +void CG_TestModel_f (void) { + vec3_t angles; + + memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) ); + if ( trap_Argc() < 2 ) { + return; + } + + Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH ); + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + + if ( trap_Argc() == 3 ) { + cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) ); + cg.testModelEntity.frame = 1; + cg.testModelEntity.oldframe = 0; + } + if (! cg.testModelEntity.hModel ) { + CG_Printf( "Can't register model\n" ); + return; + } + + VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin ); + + angles[PITCH] = 0; + angles[YAW] = 180 + cg.refdefViewAngles[1]; + angles[ROLL] = 0; + + AnglesToAxis( angles, cg.testModelEntity.axis ); + cg.testGun = qfalse; +} + +/* +================= +CG_TestGun_f + +Replaces the current view weapon with the given model +================= +*/ +void CG_TestGun_f (void) { + CG_TestModel_f(); + cg.testGun = qtrue; + cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; +} + + +void CG_TestModelNextFrame_f (void) { + cg.testModelEntity.frame++; + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelPrevFrame_f (void) { + cg.testModelEntity.frame--; + if ( cg.testModelEntity.frame < 0 ) { + cg.testModelEntity.frame = 0; + } + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelNextSkin_f (void) { + cg.testModelEntity.skinNum++; + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +void CG_TestModelPrevSkin_f (void) { + cg.testModelEntity.skinNum--; + if ( cg.testModelEntity.skinNum < 0 ) { + cg.testModelEntity.skinNum = 0; + } + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +static void CG_AddTestModel (void) { + int i; + + // re-register the model, because the level may have changed + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + if (! cg.testModelEntity.hModel ) { + CG_Printf ("Can't register model\n"); + return; + } + + // if testing a gun, set the origin reletive to the view origin + if ( cg.testGun ) { + VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); + VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] ); + VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] ); + VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] ); + + // allow the position to be adjusted + for (i=0 ; i<3 ; i++) { + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value; + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value; + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value; + } + } + + trap_R_AddRefEntityToScene( &cg.testModelEntity ); +} + + + +//============================================================================ + + +/* +================= +CG_CalcVrect + +Sets the coordinates of the rendered window +================= +*/ +static void CG_CalcVrect (void) { + int size; + + // the intermission should allways be full screen + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + size = 100; + } else { + // bound normal viewsize + if (cg_viewsize.integer < 30) { + trap_Cvar_Set ("cg_viewsize","30"); + size = 30; + } else if (cg_viewsize.integer > 100) { + trap_Cvar_Set ("cg_viewsize","100"); + size = 100; + } else { + size = cg_viewsize.integer; + } + + } + cg.refdef.width = cgs.glconfig.vidWidth*size/100; + cg.refdef.width &= ~1; + + cg.refdef.height = cgs.glconfig.vidHeight*size/100; + cg.refdef.height &= ~1; + + cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2; + cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2; +} + +//============================================================================== + + +/* +=============== +CG_OffsetThirdPersonView + +=============== +*/ +#define FOCUS_DISTANCE 512 +static void CG_OffsetThirdPersonView( void ) { + vec3_t forward, right, up; + vec3_t view; + vec3_t focusAngles; + trace_t trace; + static vec3_t mins = { -4, -4, -4 }; + static vec3_t maxs = { 4, 4, 4 }; + vec3_t focusPoint; + float focusDist; + float forwardScale, sideScale; + + cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; + + VectorCopy( cg.refdefViewAngles, focusAngles ); + + // if dead, look at killer + if ( (cg.predictedPlayerState.stats[STAT_HEALTH] <= 0) && + (cgs.gametype !=GT_ELIMINATION && cgs.gametype !=GT_CTF_ELIMINATION && cgs.gametype !=GT_LMS) ) { + focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; + cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; + } + + if ( focusAngles[PITCH] > 45 ) { + focusAngles[PITCH] = 45; // don't go too far overhead + } + AngleVectors( focusAngles, forward, NULL, NULL ); + + VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint ); + + VectorCopy( cg.refdef.vieworg, view ); + + view[2] += 8; + + cg.refdefViewAngles[PITCH] *= 0.5; + + AngleVectors( cg.refdefViewAngles, forward, right, up ); + + forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI ); + sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI ); + VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view ); + VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view ); + + // trace a ray from the origin to the viewpoint to make sure the view isn't + // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything + + if (!cg_cameraMode.integer) { + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + + if ( trace.fraction != 1.0 ) { + VectorCopy( trace.endpos, view ); + view[2] += (1.0 - trace.fraction) * 32; + // try another trace to this position, because a tunnel may have the ceiling + // close enogh that this is poking out + + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + VectorCopy( trace.endpos, view ); + } + } + + + VectorCopy( view, cg.refdef.vieworg ); + + // select pitch to look at focus point from vieword + VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint ); + focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] ); + if ( focusDist < 1 ) { + focusDist = 1; // should never happen + } + cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist ); + cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value; +} + + +// this causes a compiler bug on mac MrC compiler +static void CG_StepOffset( void ) { + int timeDelta; + + // smooth out stair climbing + timeDelta = cg.time - cg.stepTime; + if ( timeDelta < STEP_TIME ) { + cg.refdef.vieworg[2] -= cg.stepChange + * (STEP_TIME - timeDelta) / STEP_TIME; + } +} + +/* +=============== +CG_OffsetFirstPersonView + +=============== +*/ +static void CG_OffsetFirstPersonView( void ) { + float *origin; + float *angles; + float bob; + float ratio; + float delta; + float speed; + float f; + vec3_t predictedVelocity; + int timeDelta; + + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + return; + } + + origin = cg.refdef.vieworg; + angles = cg.refdefViewAngles; + + // if dead, fix the angle and don't add any kick + if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { + angles[ROLL] = 40; + angles[PITCH] = -15; + angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; + origin[2] += cg.predictedPlayerState.viewheight; + return; + } + + // add angles based on weapon kick + VectorAdd (angles, cg.kick_angles, angles); + + // add angles based on damage kick + if ( cg.damageTime && cgs.gametype!=GT_ELIMINATION && cgs.gametype!=GT_CTF_ELIMINATION && cgs.gametype!=GT_LMS) { + ratio = cg.time - cg.damageTime; + if ( ratio < DAMAGE_DEFLECT_TIME ) { + ratio /= DAMAGE_DEFLECT_TIME; + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } else { + ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; + if ( ratio > 0 ) { + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } + } + } + + // add pitch based on fall kick +#if 0 + ratio = ( cg.time - cg.landTime) / FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[PITCH] += ratio * cg.fall_value; +#endif + + // add angles based on velocity + VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity ); + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]); + angles[PITCH] += delta * cg_runpitch.value; + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]); + angles[ROLL] -= delta * cg_runroll.value; + + // add angles based on bob + + // make sure the bob is visible even at low speeds + speed = cg.xyspeed > 200 ? cg.xyspeed : 200; + + delta = cg.bobfracsin * cg_bobpitch.value * speed; + if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) + delta *= 3; // crouching + angles[PITCH] += delta; + delta = cg.bobfracsin * cg_bobroll.value * speed; + if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) + delta *= 3; // crouching accentuates roll + if (cg.bobcycle & 1) + delta = -delta; + angles[ROLL] += delta; + +//=================================== + + // add view height + origin[2] += cg.predictedPlayerState.viewheight; + + // smooth out duck height changes + timeDelta = cg.time - cg.duckTime; + if ( timeDelta < DUCK_TIME) { + cg.refdef.vieworg[2] -= cg.duckChange + * (DUCK_TIME - timeDelta) / DUCK_TIME; + } + + // add bob height + bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value; + if (bob > 6) { + bob = 6; + } + + origin[2] += bob; + + + // add fall height + delta = cg.time - cg.landTime; + if ( delta < LAND_DEFLECT_TIME ) { + f = delta / LAND_DEFLECT_TIME; + cg.refdef.vieworg[2] += cg.landChange * f; + } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { + delta -= LAND_DEFLECT_TIME; + f = 1.0 - ( delta / LAND_RETURN_TIME ); + cg.refdef.vieworg[2] += cg.landChange * f; + } + + // add step offset + CG_StepOffset(); + + // add kick offset + + VectorAdd (origin, cg.kick_origin, origin); + + // pivot the eye based on a neck length +#if 0 + { +#define NECK_LENGTH 8 + vec3_t forward, up; + + cg.refdef.vieworg[2] -= NECK_LENGTH; + AngleVectors( cg.refdefViewAngles, forward, NULL, up ); + VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg ); + VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg ); + } +#endif +} + +//====================================================================== + +void CG_ZoomDown_f( void ) { + if ( cg.zoomed ) { + return; + } + cg.zoomed = qtrue; + cg.zoomTime = cg.time; +} + +void CG_ZoomUp_f( void ) { + if ( !cg.zoomed ) { + return; + } + cg.zoomed = qfalse; + cg.zoomTime = cg.time; +} + + +/* +==================== +CG_CalcFov + +Fixed fov at intermissions, otherwise account for fov variable and zooms. +==================== +*/ +#define WAVE_AMPLITUDE 1 +#define WAVE_FREQUENCY 0.4 + +static int CG_CalcFov( void ) { + float x; + float phase; + float v; + int contents; + float fov_x, fov_y; + float zoomFov; + float f; + int inwater; + + if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + // if in intermission, use a fixed value + fov_x = 90; + } else { + // user selectable + if ( cgs.dmflags & DF_FIXED_FOV ) { + // dmflag to prevent wide fov for all clients + fov_x = 90; + } else { + fov_x = cg_fov.value; + if ( fov_x < 1 ) { + fov_x = 1; + } else if ( fov_x > 160 ) { + fov_x = 160; + } + if( (cgs.videoflags & VF_LOCK_CVARS_BASIC) && fov_x>140 ) + fov_x = 140; + + } + + if ( cgs.dmflags & DF_FIXED_FOV ) { + // dmflag to prevent wide fov for all clients + zoomFov = 22.5; + } else { + // account for zooms + zoomFov = cg_zoomFov.value; + if ( zoomFov < 1 ) { + zoomFov = 1; + } else if ( zoomFov > 160 ) { + zoomFov = 160; + } + + if( (cgs.videoflags & VF_LOCK_CVARS_BASIC) && zoomFov>140 ) + zoomFov = 140; + } + + if ( cg.zoomed ) { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + if ( f > 1.0 ) { + fov_x = zoomFov; + } else { + fov_x = fov_x + f * ( zoomFov - fov_x ); + } + } else { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + if ( f > 1.0 ) { + fov_x = fov_x; + } else { + fov_x = zoomFov + f * ( fov_x - zoomFov ); + } + } + } + + x = cg.refdef.width / tan( fov_x / 360 * M_PI ); + fov_y = atan2( cg.refdef.height, x ); + fov_y = fov_y * 360 / M_PI; + + // warp if underwater + contents = CG_PointContents( cg.refdef.vieworg, -1 ); + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){ + phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; + v = WAVE_AMPLITUDE * sin( phase ); + fov_x += v; + fov_y -= v; + inwater = qtrue; + } + else { + inwater = qfalse; + } + + + // set it + cg.refdef.fov_x = fov_x; + cg.refdef.fov_y = fov_y; + + if ( !cg.zoomed ) { + cg.zoomSensitivity = 1; + } else { + cg.zoomSensitivity = cg.refdef.fov_y / 75.0; + } + + return inwater; +} + + + +/* +=============== +CG_DamageBlendBlob + +=============== +*/ +static void CG_DamageBlendBlob( void ) { + int t; + int maxTime; + refEntity_t ent; + + if ( !cg.damageValue ) { + return; + } + + //if (cg.cameraMode) { + // return; + //} + + // ragePro systems can't fade blends, so don't obscure the screen + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { + return; + } + + maxTime = DAMAGE_TIME; + t = cg.time - cg.damageTime; + if ( t <= 0 || t >= maxTime ) { + return; + } + + + memset( &ent, 0, sizeof( ent ) ); + ent.reType = RT_SPRITE; + ent.renderfx = RF_FIRST_PERSON; + + VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin ); + VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin ); + VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin ); + + ent.radius = cg.damageValue * 3; + ent.customShader = cgs.media.viewBloodShader; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) ); + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_CalcViewValues + +Sets cg.refdef view values +=============== +*/ +static int CG_CalcViewValues( void ) { + playerState_t *ps; + + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + + // strings for in game rendering + // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) ); + // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) ); + + // calculate size of 3D view + CG_CalcVrect(); + + ps = &cg.predictedPlayerState; +/* + if (cg.cameraMode) { + vec3_t origin, angles; + if (trap_getCameraInfo(cg.time, &origin, &angles)) { + VectorCopy(origin, cg.refdef.vieworg); + angles[ROLL] = 0; + VectorCopy(angles, cg.refdefViewAngles); + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + return CG_CalcFov(); + } else { + cg.cameraMode = qfalse; + } + } +*/ + // intermission view + if ( ps->pm_type == PM_INTERMISSION ) { + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + return CG_CalcFov(); + } + + cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; + cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); + + cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] + + ps->velocity[1] * ps->velocity[1] ); + + + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + + if (cg_cameraOrbit.integer) { + if (cg.time > cg.nextOrbitTime) { + cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer; + cg_thirdPersonAngle.value += cg_cameraOrbit.value; + } + } + // add error decay + if ( cg_errorDecay.value > 0 ) { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + if ( f > 0 && f < 1 ) { + VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); + } else { + cg.predictedErrorTime = 0; + } + } + + if ( cg.renderingThirdPerson ) { + // back away from character + CG_OffsetThirdPersonView(); + } else { + // offset for local bobbing and kicks + CG_OffsetFirstPersonView(); + } + + // position eye reletive to origin + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + + if ( cg.hyperspace ) { + cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; + } + + // field of view + return CG_CalcFov(); +} + + +/* +===================== +CG_PowerupTimerSounds +===================== +*/ +static void CG_PowerupTimerSounds( void ) { + int i; + int t; + + // powerup timers going away + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + t = cg.snap->ps.powerups[i]; + if ( t <= cg.time ) { + continue; + } + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + continue; + } + if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) { + trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound ); + } + } +} + +/* +===================== +CG_AddBufferedSound +===================== +*/ +void CG_AddBufferedSound( sfxHandle_t sfx ) { + if ( !sfx ) + return; + cg.soundBuffer[cg.soundBufferIn] = sfx; + cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER; + if (cg.soundBufferIn == cg.soundBufferOut) { + cg.soundBufferOut++; + } +} + +/* +===================== +CG_PlayBufferedSounds +===================== +*/ +static void CG_PlayBufferedSounds( void ) { + if ( cg.soundTime < cg.time ) { + if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) { + trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER); + cg.soundBuffer[cg.soundBufferOut] = 0; + cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER; + cg.soundTime = cg.time + 750; + } + } +} + +//========================================================================= + +/* +================= +CG_DrawActiveFrame + +Generates and draws a game scene and status information at the given time. +================= +*/ +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { + int inwater; + + cg.time = serverTime; + cg.demoPlayback = demoPlayback; + + // update cvars + CG_UpdateCvars(); + + // if we are only updating the screen as a loading + // pacifier, don't even try to read snapshots + if ( cg.infoScreenText[0] != 0 ) { + CG_DrawInformation(); + return; + } + + // any looped sounds will be respecified as entities + // are added to the render list + trap_S_ClearLoopingSounds(qfalse); + + // clear all the render lists + trap_R_ClearScene(); + + // set up cg.snap and possibly cg.nextSnap + CG_ProcessSnapshots(); + + // if we haven't received any snapshots yet, all + // we can draw is the information screen + if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { + CG_DrawInformation(); + return; + } + + // let the client system know what our weapon and zoom settings are + trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); + + // this counter will be bumped for every valid scene we generate + cg.clientFrame++; + + // update cg.predictedPlayerState + CG_PredictPlayerState(); + + // decide on third person view + cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); + + // build cg.refdef + inwater = CG_CalcViewValues(); + + // first person blend blobs, done after AnglesToAxis + if ( !cg.renderingThirdPerson ) { + CG_DamageBlendBlob(); + } + + // build the render lists + if ( !cg.hyperspace ) { + CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct + CG_AddMarks(); + CG_AddParticles (); + CG_AddLocalEntities(); + } + CG_AddViewWeapon( &cg.predictedPlayerState ); + + // add buffered sounds + CG_PlayBufferedSounds(); + + // play buffered voice chats + CG_PlayBufferedVoiceChats(); + + // finish up the rest of the refdef + if ( cg.testModelEntity.hModel ) { + CG_AddTestModel(); + } + cg.refdef.time = cg.time; + memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); + + // warning sounds when powerup is wearing off + CG_PowerupTimerSounds(); + + // update audio positions + trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); + + // make sure the lagometerSample and frame timing isn't done twice when in stereo + if ( stereoView != STEREO_RIGHT ) { + cg.frametime = cg.time - cg.oldTime; + if ( cg.frametime < 0 ) { + cg.frametime = 0; + } + cg.oldTime = cg.time; + CG_AddLagometerFrameInfo(); + } + if (cg_timescale.value != cg_timescaleFadeEnd.value) { + if (cg_timescale.value < cg_timescaleFadeEnd.value) { + cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; + if (cg_timescale.value > cg_timescaleFadeEnd.value) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + else { + cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; + if (cg_timescale.value < cg_timescaleFadeEnd.value) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + if (cg_timescaleFadeSpeed.value) { + trap_Cvar_Set("timescale", va("%f", cg_timescale.value)); + } + } + + // actually issue the rendering calls + CG_DrawActive( stereoView ); + + if ( cg_stats.integer ) { + CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); + } + + +} + diff --git a/code/cgame/cg_weapons.c b/code/cgame/cg_weapons.c new file mode 100644 index 0000000..a75707e --- /dev/null +++ b/code/cgame/cg_weapons.c @@ -0,0 +1,3654 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_weapons.c -- events and effects dealing with weapons +#include "cg_local.h" + +/* +========================== +CG_MachineGunEjectBrass +========================== +*/ +static void CG_MachineGunEjectBrass( centity_t *cent ) { + localEntity_t *le; + refEntity_t *re; + vec3_t velocity, xvelocity; + vec3_t offset, xoffset; + float waterScale = 1.0f; + vec3_t v[3]; + + if ( cg_brassTime.integer <= 0 ) { + return; + } + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + velocity[0] = 0; + velocity[1] = -50 + 40 * crandom(); + velocity[2] = 100 + 50 * crandom(); + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); + + le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time - (rand()&15); + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 8; + offset[1] = -4; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + + VectorCopy( re->origin, le->pos.trBase ); + + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + AxisCopy( axisDefault, re->axis ); + re->hModel = cgs.media.machinegunBrassModel; + + le->bounceFactor = 0.4 * waterScale; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 2; + le->angles.trDelta[1] = 1; + le->angles.trDelta[2] = 0; + + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_BRASS; + le->leMarkType = LEMT_NONE; +} + + + +/* +========================== +CG_ShotgunEjectBrass +========================== +*/ +static void CG_ShotgunEjectBrass( centity_t *cent ) { + localEntity_t *le; + refEntity_t *re; + vec3_t velocity, xvelocity; + vec3_t offset, xoffset; + vec3_t v[3]; + int i; + + if ( cg_brassTime.integer <= 0 ) { + return; + } + + for ( i = 0; i < 2; i++ ) { + float waterScale = 1.0f; + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + velocity[0] = 60 + 60 * crandom(); + if ( i == 0 ) { + velocity[1] = 40 + 10 * crandom(); + } else { + velocity[1] = -40 + 10 * crandom(); + } + velocity[2] = 100 + 50 * crandom(); + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); + + le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time; + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 8; + offset[1] = 0; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + VectorCopy( re->origin, le->pos.trBase ); + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + AxisCopy( axisDefault, re->axis ); + re->hModel = cgs.media.shotgunBrassModel; + le->bounceFactor = 0.3f; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 1; + le->angles.trDelta[1] = 0.5; + le->angles.trDelta[2] = 0; + + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_SHELL; // LEILEI shell noises + le->leMarkType = LEMT_NONE; + } +} + + +//#ifdef MISSIONPACK +/* +========================== +CG_NailgunEjectBrass +========================== +*/ +static void CG_NailgunEjectBrass( centity_t *cent ) { + localEntity_t *smoke; + vec3_t origin; + vec3_t v[3]; + vec3_t offset; + vec3_t xoffset; + vec3_t up; + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 0; + offset[1] = -12; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, origin ); + + VectorSet( up, 0, 0, 64 ); + + smoke = CG_SmokePuff( origin, up, 32, 1, 1, 1, 0.33f, 700, cg.time, 0, 0, cgs.media.smokePuffShader ); + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; +} +//#endif + + +/* +========================== +CG_RailTrail +========================== +*/ +void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) { + vec3_t axis[36], move, move2, next_move, vec, temp; + float len; + int i, j, skip; + + localEntity_t *le; + refEntity_t *re; + +#define RADIUS 4 +#define ROTATION 1 +#define SPACING 5 + + start[2] -= 4; + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + le->leType = LE_FADE_RGB; + le->startTime = cg.time; + le->endTime = cg.time + cg_railTrailTime.value; + le->lifeRate = 1.0 / (le->endTime - le->startTime); + + re->shaderTime = cg.time / 1000.0f; + re->reType = RT_RAIL_CORE; + re->customShader = cgs.media.railCoreShader; + + VectorCopy(start, re->origin); + VectorCopy(end, re->oldorigin); + + re->shaderRGBA[0] = ci->color1[0] * 255; + re->shaderRGBA[1] = ci->color1[1] * 255; + re->shaderRGBA[2] = ci->color1[2] * 255; + re->shaderRGBA[3] = 255; + + le->color[0] = ci->color1[0] * 0.75; + le->color[1] = ci->color1[1] * 0.75; + le->color[2] = ci->color1[2] * 0.75; + le->color[3] = 1.0f; + + AxisClear( re->axis ); + + if (cg_oldRail.integer) + { + // nudge down a bit so it isn't exactly in center + re->origin[2] -= 8; + re->oldorigin[2] -= 8; + return; + } + + VectorCopy (start, move); + VectorSubtract (end, start, vec); + len = VectorNormalize (vec); + PerpendicularVector(temp, vec); + for (i = 0 ; i < 36; i++) + { + RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10 + } + + VectorMA(move, 20, vec, move); + VectorCopy(move, next_move); + VectorScale (vec, SPACING, vec); + + skip = -1; + + j = 18; + for (i = 0; i < len; i += SPACING) + { + if (i != skip) + { + skip = i + SPACING; + le = CG_AllocLocalEntity(); + re = &le->refEntity; + le->leFlags = LEF_PUFF_DONT_SCALE; + le->leType = LE_MOVE_SCALE_FADE; + le->startTime = cg.time; + le->endTime = cg.time + (i>>1) + 600; + le->lifeRate = 1.0 / (le->endTime - le->startTime); + + re->shaderTime = cg.time / 1000.0f; + re->reType = RT_SPRITE; + re->radius = 1.1f; + re->customShader = cgs.media.railRingsShader; + + re->shaderRGBA[0] = ci->color2[0] * 255; + re->shaderRGBA[1] = ci->color2[1] * 255; + re->shaderRGBA[2] = ci->color2[2] * 255; + re->shaderRGBA[3] = 255; + + le->color[0] = ci->color2[0] * 0.75; + le->color[1] = ci->color2[1] * 0.75; + le->color[2] = ci->color2[2] * 0.75; + le->color[3] = 1.0f; + + le->pos.trType = TR_LINEAR; + le->pos.trTime = cg.time; + + VectorCopy( move, move2); + VectorMA(move2, RADIUS , axis[j], move2); + VectorCopy(move2, le->pos.trBase); + + le->pos.trDelta[0] = axis[j][0]*6; + le->pos.trDelta[1] = axis[j][1]*6; + le->pos.trDelta[2] = axis[j][2]*6; + } + + VectorAdd (move, vec, move); + + j = (j + ROTATION) % 36; + } +} + +/* +========================== +CG_OldRocketTrail (for the crappy old rocket trail.) +========================== +*/ +static void CG_OldRocketTrail( centity_t *ent, const weaponInfo_t *wi ) { + int step; + vec3_t origin, lastPos; + int t; + int startTime, contents; + int lastContents; + entityState_t *es; + vec3_t up; + localEntity_t *smoke; + + if ( cg_noProjectileTrail.integer ) { + return; + } + + up[0] = 0; + up[1] = 0; + up[2] = 0; + + step = 50; + + es = &ent->currentState; + startTime = ent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + contents = CG_PointContents( origin, -1 ); + + // if object (e.g. grenade) is stationary, don't toss up smoke + if ( es->pos.trType == TR_STATIONARY ) { + ent->trailTime = cg.time; + return; + } + + BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); + lastContents = CG_PointContents( lastPos, -1 ); + + ent->trailTime = cg.time; + + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + if ( contents & lastContents & CONTENTS_WATER ) { + CG_BubbleTrail( lastPos, origin, 8 ); + } + return; + } + + for ( ; t <= ent->trailTime ; t += step ) { + BG_EvaluateTrajectory( &es->pos, t, lastPos ); + + smoke = CG_SmokePuff( lastPos, up, + wi->trailRadius, + 1, 1, 1, 0.33f, + wi->wiTrailTime, + t, + 0, + 0, + cgs.media.smokePuffShader ); + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; + } + +} + +/* +========================== +CG_LeiSmokeTrail +========================== +*/ + +static void CG_LeiSmokeTrail( centity_t *ent, const weaponInfo_t *wi ) { + int step; + vec3_t origin, lastPos; + int t; + int startTime, contents; + int lastContents; + entityState_t *es; + vec3_t up; + localEntity_t *smoke; + int therando; + int theradio; + + if ( cg_noProjectileTrail.integer ) { + return; + } + + up[0] = 5 - 10 * crandom(); + up[1] = 5 - 10 * crandom(); + up[2] = 8 - 5 * crandom(); + + step = 18; + + es = &ent->currentState; + startTime = ent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + contents = CG_PointContents( origin, -1 ); + + // if object (e.g. grenade) is stationary, don't toss up smoke + if ( es->pos.trType == TR_STATIONARY ) { + ent->trailTime = cg.time; + return; + } + + BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); + lastContents = CG_PointContents( lastPos, -1 ); + + ent->trailTime = cg.time; + + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + if ( contents & lastContents & CONTENTS_WATER ) { + CG_BubbleTrail( lastPos, origin, 8 ); + } + return; + } + + for ( ; t <= ent->trailTime ; t += step ) { + BG_EvaluateTrajectory( &es->pos, t, lastPos ); + therando = crandom() * 4; + + theradio = wi->trailRadius * (rand() * 0.7); // what is this doing here + if (therando == 3) smoke = CG_SmokePuff( lastPos, up, 27, 1, 1, 1, 0.9f, wi->wiTrailTime, t, 0, 0, cgs.media.lsmkShader1 ); + else if (therando == 1) smoke = CG_SmokePuff( lastPos, up, 27, 1, 1, 1, 0.9f, wi->wiTrailTime, t, 0, 0, cgs.media.lsmkShader2 ); + else if (therando == 2) smoke = CG_SmokePuff( lastPos, up, 27, 1, 1, 1, 0.9f, wi->wiTrailTime, t, 0, 0, cgs.media.lsmkShader3 ); + else smoke = CG_SmokePuff( lastPos, up, 27, 1, 1, 1, 0.9f, wi->wiTrailTime, t, 0, 0, cgs.media.lsmkShader4 ); + // use the optimized local entity add + smoke->leType = LE_MOVE_SCALE_FADE; + //smoke->trType = TR_GRAVITY; + } + +} + + +static void CG_LeiPlasmaTrail( centity_t *ent, const weaponInfo_t *wi ) { + int step; + vec3_t origin, lastPos; + int t; + int startTime, contents; + int lastContents; + entityState_t *es; + vec3_t up; + localEntity_t *smoke; + + if ( cg_noProjectileTrail.integer ) { + return; + } + + up[0] = 0; + up[1] = 0; + up[2] = 0; + + step = 16; + + es = &ent->currentState; + startTime = ent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + contents = CG_PointContents( origin, -1 ); + + // if object (e.g. grenade) is stationary, don't toss up smoke + if ( es->pos.trType == TR_STATIONARY ) { + ent->trailTime = cg.time; + return; + } + + BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); + lastContents = CG_PointContents( lastPos, -1 ); + + ent->trailTime = cg.time; + + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + return; + } + + for ( ; t <= ent->trailTime ; t += step ) { + BG_EvaluateTrajectory( &es->pos, t, lastPos ); + + smoke = CG_SmokePuff( lastPos, up, 27, 1, 1, 1, 0.9f, wi->wiTrailTime, t, 0, 0, cgs.media.lsmkShader1 ); + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; + //smoke->trType = TR_GRAVITY; + } + +} + + +//#ifdef MISSIONPACK +/* +========================== +CG_NailTrail +========================== +*/ +static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) { + int step; + vec3_t origin, lastPos; + int t; + int startTime, contents; + int lastContents; + entityState_t *es; + vec3_t up; + localEntity_t *smoke; + + if ( cg_noProjectileTrail.integer ) { + return; + } + + up[0] = 0; + up[1] = 0; + up[2] = 0; + + step = 50; + + es = &ent->currentState; + startTime = ent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + contents = CG_PointContents( origin, -1 ); + + // if object (e.g. grenade) is stationary, don't toss up smoke + if ( es->pos.trType == TR_STATIONARY ) { + ent->trailTime = cg.time; + return; + } + + BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); + lastContents = CG_PointContents( lastPos, -1 ); + + ent->trailTime = cg.time; + + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + if ( contents & lastContents & CONTENTS_WATER ) { + CG_BubbleTrail( lastPos, origin, 8 ); + } + return; + } + + for ( ; t <= ent->trailTime ; t += step ) { + BG_EvaluateTrajectory( &es->pos, t, lastPos ); + + smoke = CG_SmokePuff( lastPos, up, + wi->trailRadius, + 1, 1, 1, 0.33f, + wi->wiTrailTime, + t, + 0, + 0, + cgs.media.nailPuffShader ); + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; + } + +} +//#endif + +/* +========================== +CG_NailTrail +========================== +*/ +static void CG_OldPlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) { + localEntity_t *le; + refEntity_t *re; + entityState_t *es; + vec3_t velocity, xvelocity, origin; + vec3_t offset, xoffset; + vec3_t v[3]; + int t, startTime, step; + + float waterScale = 1.0f; + + if ( cg_noProjectileTrail.integer || cg_oldPlasma.integer ) { + return; + } + + step = 50; + + es = ¢->currentState; + startTime = cent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + velocity[0] = 60 - 120 * crandom(); + velocity[1] = 40 - 80 * crandom(); + velocity[2] = 100 - 200 * crandom(); + + le->leType = LE_MOVE_SCALE_FADE; + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_NONE; + le->leMarkType = LEMT_NONE; + + le->startTime = cg.time; + le->endTime = le->startTime + 600; + + le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time; + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 2; + offset[1] = 2; + offset[2] = 2; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + + VectorAdd( origin, xoffset, re->origin ); + VectorCopy( re->origin, le->pos.trBase ); + + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + AxisCopy( axisDefault, re->axis ); + re->shaderTime = cg.time / 1000.0f; + re->reType = RT_SPRITE; + re->radius = 0.25f; + re->customShader = cgs.media.railRingsShader; + le->bounceFactor = 0.3f; + + + re->shaderRGBA[0] = wi->flashDlightColor[0] * 63; + re->shaderRGBA[1] = wi->flashDlightColor[1] * 63; + re->shaderRGBA[2] = wi->flashDlightColor[2] * 63; + re->shaderRGBA[3] = 63; + + le->color[0] = wi->flashDlightColor[0] * 0.2; + le->color[1] = wi->flashDlightColor[1] * 0.2; + le->color[2] = wi->flashDlightColor[2] * 0.2; + le->color[3] = 0.25f; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 1; + le->angles.trDelta[1] = 0.5; + le->angles.trDelta[2] = 0; + +} +/* +========================== +CG_GrappleTrail +========================== +*/ +void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) { + vec3_t origin; + entityState_t *es; + vec3_t forward, up; + refEntity_t beam; + + es = &ent->currentState; + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + ent->trailTime = cg.time; + + memset( &beam, 0, sizeof( beam ) ); + //FIXME adjust for muzzle position + VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin ); + beam.origin[2] += 26; + AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up ); + VectorMA( beam.origin, -6, up, beam.origin ); + VectorCopy( origin, beam.oldorigin ); + + if (Distance( beam.origin, beam.oldorigin ) < 64 ) + return; // Don't draw if close + + beam.reType = RT_RAIL_CORE; + beam.customShader = cgs.media.grappleShader; + + AxisClear( beam.axis ); + beam.shaderRGBA[0] = 0xff; + beam.shaderRGBA[1] = 0xff; + beam.shaderRGBA[2] = 0xff; + beam.shaderRGBA[3] = 0xff; + trap_R_AddRefEntityToScene( &beam ); +} + +/* +========================== +CG_GrenadeTrail +========================== +*/ +// LEILEI enhancment +static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) { + + if (cg_leiEnhancement.integer) { + CG_LeiSmokeTrail( ent, wi ); + } + else + { + CG_OldRocketTrail( ent, wi ); + } +} + +static void CG_PlasmaTrail( centity_t *ent, const weaponInfo_t *wi ) { + + if (cg_leiEnhancement.integer) { + CG_LeiPlasmaTrail( ent, wi ); + } + else + { + CG_OldPlasmaTrail( ent, wi ); + } +} + + +static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) { + CG_RocketTrail( ent, wi ); +} + + + + + + +/* +================= +CG_RegisterWeapon + +The server says this item is used on this level +================= +*/ +void CG_RegisterWeapon( int weaponNum ) { + weaponInfo_t *weaponInfo; + gitem_t *item, *ammo; + char path[MAX_QPATH]; + vec3_t mins, maxs; + int i; + + weaponInfo = &cg_weapons[weaponNum]; + + if ( weaponNum == 0 ) { + return; + } + + if ( weaponInfo->registered ) { + return; + } + + memset( weaponInfo, 0, sizeof( *weaponInfo ) ); + weaponInfo->registered = qtrue; + + for ( item = bg_itemlist + 1 ; item->classname ; item++ ) { + if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) { + weaponInfo->item = item; + break; + } + } + if ( !item->classname ) { + CG_Error( "Couldn't find weapon %i", weaponNum ); + } + CG_RegisterItemVisuals( item - bg_itemlist ); + + // load cmodel before model so filecache works + weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] ); + + // calc midpoint for rotation + trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); + for ( i = 0 ; i < 3 ; i++ ) { + weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] ); + } + + weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon ); + weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon ); + + for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) { + if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) { + break; + } + } + if ( ammo->classname && ammo->world_model[0] ) { + weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] ); + } + + Q_strncpyz( path, item->world_model[0], MAX_QPATH ); + COM_StripExtension(path, path, sizeof(path)); + strcat( path, "_flash.md3" ); + weaponInfo->flashModel = trap_R_RegisterModel( path ); + + Q_strncpyz( path, item->world_model[0], MAX_QPATH ); + COM_StripExtension(path, path, sizeof(path)); + strcat( path, "_barrel.md3" ); + weaponInfo->barrelModel = trap_R_RegisterModel( path ); + + Q_strncpyz( path, item->world_model[0], MAX_QPATH ); + COM_StripExtension(path, path, sizeof(path)); + strcat( path, "_hand.md3" ); + weaponInfo->handsModel = trap_R_RegisterModel( path ); + + if ( !weaponInfo->handsModel ) { + weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); + } + + weaponInfo->loopFireSound = qfalse; + + switch ( weaponNum ) { + case WP_GAUNTLET: + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); + break; + + case WP_LIGHTNING: + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse ); + weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse ); + + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); + cgs.media.lightningShader = trap_R_RegisterShader( "lightningBoltNew"); + cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" ); + cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse ); + cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse ); + cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse ); + + break; + + case WP_GRAPPLING_HOOK: + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/hook/hook.md3" ); + weaponInfo->missileTrailFunc = CG_GrappleTrail; + weaponInfo->missileDlight = 0; + weaponInfo->wiTrailTime = 2000; + weaponInfo->trailRadius = 64; + MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); + cgs.media.grappleShader = trap_R_RegisterShader( "grappleRope"); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grapple/grapfire.wav", qfalse ); + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/grapple/grappull.wav", qfalse ); + //cgs.media.lightningShader = trap_R_RegisterShader( "lightningBoltNew"); + break; + +//#ifdef MISSIONPACK + case WP_CHAINGUN: + weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/vulcan/wvulfire.wav", qfalse ); + weaponInfo->loopFireSound = qtrue; + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf1b.wav", qfalse ); + weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf2b.wav", qfalse ); + weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf3b.wav", qfalse ); + weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf4b.wav", qfalse ); + weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; + cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); + break; +//#endif + + case WP_MACHINEGUN: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); + weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); + weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); + weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); + weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; + cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); + break; + + case WP_SHOTGUN: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse ); + weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass; + break; + + case WP_ROCKET_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" ); + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); + weaponInfo->missileTrailFunc = CG_RocketTrail; + weaponInfo->missileDlight = 200; + weaponInfo->wiTrailTime = 2000; + weaponInfo->trailRadius = 64; + + MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 ); + + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); + cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" ); + break; + +//#ifdef MISSIONPACK + case WP_PROX_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/proxmine.md3" ); + weaponInfo->missileTrailFunc = CG_GrenadeTrail; + weaponInfo->wiTrailTime = 700; + weaponInfo->trailRadius = 32; + MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/proxmine/wstbfire.wav", qfalse ); + cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" ); + break; +//#endif + + case WP_GRENADE_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); + weaponInfo->missileTrailFunc = CG_GrenadeTrail; + weaponInfo->wiTrailTime = 700; + weaponInfo->trailRadius = 32; + MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse ); + cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" ); + break; + +//#ifdef MISSIONPACK + case WP_NAILGUN: + weaponInfo->ejectBrassFunc = CG_NailgunEjectBrass; + weaponInfo->missileTrailFunc = CG_NailTrail; +// weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/nailgun/wnalflit.wav", qfalse ); + weaponInfo->trailRadius = 16; + weaponInfo->wiTrailTime = 250; + weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/nail.md3" ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/nailgun/wnalfire.wav", qfalse ); + break; +//#endif + + case WP_PLASMAGUN: +// weaponInfo->missileModel = cgs.media.invulnerabilityPowerupModel; + weaponInfo->missileTrailFunc = CG_PlasmaTrail; + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); + cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); + cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); + break; + + case WP_RAILGUN: + weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse ); + cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" ); + cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); + cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" ); + break; + + case WP_BFG: + weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse ); + cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" ); + weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" ); + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); + break; + + default: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); + break; + } +} + +/* +================= +CG_RegisterItemVisuals + +The server says this item is used on this level +================= +*/ +void CG_RegisterItemVisuals( int itemNum ) { + itemInfo_t *itemInfo; + gitem_t *item; + + if ( itemNum < 0 || itemNum >= bg_numItems ) { + CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 ); + } + + itemInfo = &cg_items[ itemNum ]; + if ( itemInfo->registered ) { + return; + } + + item = &bg_itemlist[ itemNum ]; + + memset( itemInfo, 0, sizeof( &itemInfo ) ); + itemInfo->registered = qtrue; + + itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] ); + + itemInfo->icon = trap_R_RegisterShader( item->icon ); + + if ( item->giType == IT_WEAPON ) { + CG_RegisterWeapon( item->giTag ); + } + + // + // powerups have an accompanying ring or sphere + // + if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH || + item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) { + if ( item->world_model[1] ) { + itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] ); + } + } +} + + +/* +======================================================================================== + +VIEW WEAPON + +======================================================================================== +*/ + +/* +================= +CG_MapTorsoToWeaponFrame + +================= +*/ +static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) { + + // change weapon + if ( frame >= ci->animations[TORSO_DROP].firstFrame + && frame < ci->animations[TORSO_DROP].firstFrame + 9 ) { + return frame - ci->animations[TORSO_DROP].firstFrame + 6; + } + + // stand attack + if ( frame >= ci->animations[TORSO_ATTACK].firstFrame + && frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) { + return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame; + } + + // stand attack 2 + if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame + && frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) { + return 1 + frame - ci->animations[TORSO_ATTACK2].firstFrame; + } + + return 0; +} + + +/* +============== +CG_CalculateWeaponPosition +============== +*/ +static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { + float scale; + int delta; + float fracsin; + + VectorCopy( cg.refdef.vieworg, origin ); + VectorCopy( cg.refdefViewAngles, angles ); + + // on odd legs, invert some angles + if ( cg.bobcycle & 1 ) { + scale = -cg.xyspeed; + } else { + scale = cg.xyspeed; + } + + // gun angles from bobbing + angles[ROLL] += scale * cg.bobfracsin * 0.005; + angles[YAW] += scale * cg.bobfracsin * 0.01; + angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005; + + // drop the weapon when landing + delta = cg.time - cg.landTime; + if ( delta < LAND_DEFLECT_TIME ) { + origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; + } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { + origin[2] += cg.landChange*0.25 * + (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME; + } + +#if 0 + // drop the weapon when stair climbing + delta = cg.time - cg.stepTime; + if ( delta < STEP_TIME/2 ) { + origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2); + } else if ( delta < STEP_TIME ) { + origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2); + } +#endif + + // idle drift + scale = cg.xyspeed + 40; + fracsin = sin( cg.time * 0.001 ); + angles[ROLL] += scale * fracsin * 0.01; + angles[YAW] += scale * fracsin * 0.01; + angles[PITCH] += scale * fracsin * 0.01; +} + + +/* +=============== +CG_LightningBolt + +Origin will be the exact tag point, which is slightly +different than the muzzle point used for determining hits. +The cent should be the non-predicted cent if it is from the player, +so the endpoint will reflect the simulated strike (lagging the predicted +angle) +=============== +*/ +static void CG_LightningBolt( centity_t *cent, vec3_t origin ) { + trace_t trace; + refEntity_t beam; + vec3_t forward; + vec3_t muzzlePoint, endPoint; + + if (cent->currentState.weapon != WP_LIGHTNING) { + return; + } + + memset( &beam, 0, sizeof( beam ) ); + +//unlagged - attack prediction #1 + // if the entity is us, unlagged is on server-side, and we've got it on for the lightning gun + if ( (cent->currentState.number == cg.predictedPlayerState.clientNum) && cgs.delagHitscan && + ( cg_delag.integer & 1 || cg_delag.integer & 8 ) ) { + // always shoot straight forward from our current position + AngleVectors( cg.predictedPlayerState.viewangles, forward, NULL, NULL ); + VectorCopy( cg.predictedPlayerState.origin, muzzlePoint ); + } + else +//unlagged - attack prediction #1 + + // CPMA "true" lightning + if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) { + vec3_t angle; + int i; + +//unlagged - true lightning + // might as well fix up true lightning while we're at it + vec3_t viewangles; + VectorCopy( cg.predictedPlayerState.viewangles, viewangles ); +//unlagged - true lightning + + for (i = 0; i < 3; i++) { + float a = cent->lerpAngles[i] - cg.refdefViewAngles[i]; + if (a > 180) { + a -= 360; + } + if (a < -180) { + a += 360; + } + + angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value); + if (angle[i] < 0) { + angle[i] += 360; + } + if (angle[i] > 360) { + angle[i] -= 360; + } + } + + AngleVectors(angle, forward, NULL, NULL ); +//unlagged - true lightning +// VectorCopy(cent->lerpOrigin, muzzlePoint ); +// VectorCopy(cg.refdef.vieworg, muzzlePoint ); + // *this* is the correct origin for true lightning + VectorCopy(cg.predictedPlayerState.origin, muzzlePoint ); +//unlagged - true lightning + } else { + // !CPMA + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); + VectorCopy(cent->lerpOrigin, muzzlePoint ); + } + + // FIXME: crouch + muzzlePoint[2] += DEFAULT_VIEWHEIGHT; + + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + + // project forward by the lightning range + VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); + + // see if it hit a wall + CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, + cent->currentState.number, MASK_SHOT ); + + // this is the endpoint + VectorCopy( trace.endpos, beam.oldorigin ); + + // use the provided origin, even though it may be slightly + // different than the muzzle origin + VectorCopy( origin, beam.origin ); + + beam.reType = RT_LIGHTNING; + beam.customShader = cgs.media.lightningShader; + trap_R_AddRefEntityToScene( &beam ); + + // add the impact flare if it hit something + if ( trace.fraction < 1.0 ) { + vec3_t angles; + vec3_t dir; + + VectorSubtract( beam.oldorigin, beam.origin, dir ); + VectorNormalize( dir ); + + memset( &beam, 0, sizeof( beam ) ); + beam.hModel = cgs.media.lightningExplosionModel; + + VectorMA( trace.endpos, -16, dir, beam.origin ); + + // make a random orientation + angles[0] = rand() % 360; + angles[1] = rand() % 360; + angles[2] = rand() % 360; + AnglesToAxis( angles, beam.axis ); + trap_R_AddRefEntityToScene( &beam ); + } +} +/* + +static void CG_LightningBolt( centity_t *cent, vec3_t origin ) { + trace_t trace; + refEntity_t beam; + vec3_t forward; + vec3_t muzzlePoint, endPoint; + + if ( cent->currentState.weapon != WP_LIGHTNING ) { + return; + } + + memset( &beam, 0, sizeof( beam ) ); + + // find muzzle point for this frame + VectorCopy( cent->lerpOrigin, muzzlePoint ); + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); + + // FIXME: crouch + muzzlePoint[2] += DEFAULT_VIEWHEIGHT; + + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + + // project forward by the lightning range + VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); + + // see if it hit a wall + CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, + cent->currentState.number, MASK_SHOT ); + + // this is the endpoint + VectorCopy( trace.endpos, beam.oldorigin ); + + // use the provided origin, even though it may be slightly + // different than the muzzle origin + VectorCopy( origin, beam.origin ); + + beam.reType = RT_LIGHTNING; + beam.customShader = cgs.media.lightningShader; + trap_R_AddRefEntityToScene( &beam ); + + // add the impact flare if it hit something + if ( trace.fraction < 1.0 ) { + vec3_t angles; + vec3_t dir; + + VectorSubtract( beam.oldorigin, beam.origin, dir ); + VectorNormalize( dir ); + + memset( &beam, 0, sizeof( beam ) ); + beam.hModel = cgs.media.lightningExplosionModel; + + VectorMA( trace.endpos, -16, dir, beam.origin ); + + // make a random orientation + angles[0] = rand() % 360; + angles[1] = rand() % 360; + angles[2] = rand() % 360; + AnglesToAxis( angles, beam.axis ); + trap_R_AddRefEntityToScene( &beam ); + } +} +*/ + +/* +=============== +CG_SpawnRailTrail + +Origin will be the exact tag point, which is slightly +different than the muzzle point used for determining hits. +=============== +*/ +static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) { + clientInfo_t *ci; + + if ( cent->currentState.weapon != WP_RAILGUN ) { + return; + } + if ( !cent->pe.railgunFlash ) { + return; + } + cent->pe.railgunFlash = qtrue; + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + CG_RailTrail( ci, origin, cent->pe.railgunImpact ); +} + + +/* +====================== +CG_MachinegunSpinAngle +====================== +*/ +#define SPIN_SPEED 0.9 +#define COAST_TIME 1000 +static float CG_MachinegunSpinAngle( centity_t *cent ) { + int delta; + float angle; + float speed; + + delta = cg.time - cent->pe.barrelTime; + if ( cent->pe.barrelSpinning ) { + angle = cent->pe.barrelAngle + delta * SPIN_SPEED; + } else { + if ( delta > COAST_TIME ) { + delta = COAST_TIME; + } + + speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); + angle = cent->pe.barrelAngle + delta * speed; + } + + if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) { + cent->pe.barrelTime = cg.time; + cent->pe.barrelAngle = AngleMod( angle ); + cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING); +//#ifdef MISSIONPACK + if ( cent->currentState.weapon == WP_CHAINGUN && !cent->pe.barrelSpinning ) { + trap_S_StartSound( NULL, cent->currentState.number, CHAN_WEAPON, trap_S_RegisterSound( "sound/weapons/vulcan/wvulwind.wav", qfalse ) ); + } +//#endif + } + + return angle; +} + + +/* +======================== +CG_AddWeaponWithPowerups +======================== +*/ +static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) { + // add powerup effects + if ( powerups & ( 1 << PW_INVIS ) ) { + if( (cgs.dmflags & DF_INVIS) == 0) { + gun->customShader = cgs.media.invisShader; + trap_R_AddRefEntityToScene( gun ); + } + } else { + trap_R_AddRefEntityToScene( gun ); + + if ( powerups & ( 1 << PW_BATTLESUIT ) ) { + gun->customShader = cgs.media.battleWeaponShader; + trap_R_AddRefEntityToScene( gun ); + } + if ( powerups & ( 1 << PW_QUAD ) ) { + gun->customShader = cgs.media.quadWeaponShader; + trap_R_AddRefEntityToScene( gun ); + } + } +} + + +/* +============= +CG_AddPlayerWeapon + +Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) +The main player will have this called for BOTH cases, so effects like light and +sound should only be done on the world model case. +============= +*/ +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) { + refEntity_t gun; + refEntity_t barrel; + refEntity_t flash; + vec3_t angles; + weapon_t weaponNum; + weaponInfo_t *weapon; + centity_t *nonPredictedCent; + orientation_t lerped; + + weaponNum = cent->currentState.weapon; + + CG_RegisterWeapon( weaponNum ); + weapon = &cg_weapons[weaponNum]; + + // add the weapon + memset( &gun, 0, sizeof( gun ) ); + VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); + gun.shadowPlane = parent->shadowPlane; + gun.renderfx = parent->renderfx; + + // set custom shading for railgun refire rate + if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) { + if ( cg.predictedPlayerState.weapon == WP_RAILGUN + && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) { + float f; + + f = (float)cg.predictedPlayerState.weaponTime / 1500; + gun.shaderRGBA[1] = 0; + gun.shaderRGBA[0] = + gun.shaderRGBA[2] = 255 * ( 1.0 - f ); + } else { + gun.shaderRGBA[0] = 255; + gun.shaderRGBA[1] = 255; + gun.shaderRGBA[2] = 255; + gun.shaderRGBA[3] = 255; + } + } + + gun.hModel = weapon->weaponModel; + if (!gun.hModel) { + return; + } + + if ( !ps ) { + // add weapon ready sound + cent->pe.lightningFiring = qfalse; + if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) { + // lightning gun and guantlet make a different sound when fire is held down + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound ); + cent->pe.lightningFiring = qtrue; + } else if ( weapon->readySound ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); + } + } + + trap_R_LerpTag(&lerped, parent->hModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, "tag_weapon"); + VectorCopy(parent->origin, gun.origin); + + VectorMA(gun.origin, lerped.origin[0], parent->axis[0], gun.origin); + + // Make weapon appear left-handed for 2 and centered for 3 + if(ps && cg_drawGun.integer == 2) + VectorMA(gun.origin, -lerped.origin[1], parent->axis[1], gun.origin); + else if(!ps || cg_drawGun.integer != 3) + VectorMA(gun.origin, lerped.origin[1], parent->axis[1], gun.origin); + + VectorMA(gun.origin, lerped.origin[2], parent->axis[2], gun.origin); + + MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, gun.axis); + gun.backlerp = parent->backlerp; + + CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); + + // add the spinning barrel + if ( weapon->barrelModel ) { + memset( &barrel, 0, sizeof( barrel ) ); + VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); + barrel.shadowPlane = parent->shadowPlane; + barrel.renderfx = parent->renderfx; + + barrel.hModel = weapon->barrelModel; + angles[YAW] = 0; + angles[PITCH] = 0; + angles[ROLL] = CG_MachinegunSpinAngle( cent ); + AnglesToAxis( angles, barrel.axis ); + + CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); + + CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); + } + + // make sure we aren't looking at cg.predictedPlayerEntity for LG + nonPredictedCent = &cg_entities[cent->currentState.clientNum]; + + // if the index of the nonPredictedCent is not the same as the clientNum + // then this is a fake player (like on teh single player podiums), so + // go ahead and use the cent + if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) { + nonPredictedCent = cent; + } + + // add the flash + if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) + && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) + { + // continuous flash + } else { + // impulse flash + if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { + return; + } + } + + memset( &flash, 0, sizeof( flash ) ); + VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); + flash.shadowPlane = parent->shadowPlane; + flash.renderfx = parent->renderfx; + + flash.hModel = weapon->flashModel; + if (!flash.hModel) { + return; + } + angles[YAW] = 0; + angles[PITCH] = 0; + angles[ROLL] = crandom() * 10; + AnglesToAxis( angles, flash.axis ); + + // colorize the railgun blast + if ( weaponNum == WP_RAILGUN ) { + clientInfo_t *ci; + + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + flash.shaderRGBA[0] = 255 * ci->color1[0]; + flash.shaderRGBA[1] = 255 * ci->color1[1]; + flash.shaderRGBA[2] = 255 * ci->color1[2]; + } + + CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); + trap_R_AddRefEntityToScene( &flash ); + + if ( ps || cg.renderingThirdPerson || + cent->currentState.number != cg.predictedPlayerState.clientNum ) { + // add lightning bolt + CG_LightningBolt( nonPredictedCent, flash.origin ); + + // add rail trail + CG_SpawnRailTrail( cent, flash.origin ); + + if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) { + trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0], + weapon->flashDlightColor[1], weapon->flashDlightColor[2] ); + } + } +} + +/* +============== +CG_AddViewWeapon + +Add the weapon, and flash for the player's view +============== +*/ +void CG_AddViewWeapon( playerState_t *ps ) { + refEntity_t hand; + centity_t *cent; + clientInfo_t *ci; + float fovOffset; + vec3_t angles; + weaponInfo_t *weapon; + + if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { + return; + } + + if ( ps->pm_type == PM_INTERMISSION ) { + return; + } + + // no gun if in third person view or a camera is active + //if ( cg.renderingThirdPerson || cg.cameraMode) { + if ( cg.renderingThirdPerson ) { + return; + } + + + // allow the gun to be completely removed + if ( !cg_drawGun.integer ) { + vec3_t origin; + + if ( cg.predictedPlayerState.eFlags & EF_FIRING ) { + // special hack for lightning gun... + VectorCopy( cg.refdef.vieworg, origin ); + VectorMA( origin, -8, cg.refdef.viewaxis[2], origin ); + CG_LightningBolt( &cg_entities[ps->clientNum], origin ); + } + return; + } + + // don't draw if testing a gun model + if ( cg.testGun ) { + return; + } + + // drop gun lower at higher fov + if ( cg_fov.integer > 90 ) { + fovOffset = -0.2 * ( cg_fov.integer - 90 ); + } else { + fovOffset = 0; + } + + cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; + CG_RegisterWeapon( ps->weapon ); + weapon = &cg_weapons[ ps->weapon ]; + + memset (&hand, 0, sizeof(hand)); + + // set up gun position + CG_CalculateWeaponPosition( hand.origin, angles ); + + VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin ); + VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin ); + VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin ); + + AnglesToAxis( angles, hand.axis ); + + // map torso animations to weapon animations + if ( cg_gun_frame.integer ) { + // development tool + hand.frame = hand.oldframe = cg_gun_frame.integer; + hand.backlerp = 0; + } else { + // get clientinfo for animation map + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame ); + hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame ); + hand.backlerp = cent->pe.torso.backlerp; + } + + hand.hModel = weapon->handsModel; + hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; + + // add everything onto the hand + CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity, ps->persistant[PERS_TEAM] ); +} + +/* +============================================================================== + +WEAPON SELECTION + +============================================================================== +*/ + +/* +=================== +CG_DrawWeaponSelect +=================== +*/ +void CG_DrawWeaponSelect( void ) { + int i; + int bits; + int count; + float *color; + vec4_t realColor; + + + + // don't display if dead + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return; + } + + color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); + + //Elimination: Always show weapon bar + if(cg_alwaysWeaponBar.integer) { + realColor[0] = 1.0; + realColor[1] = 1.0; + realColor[2] = 1.0; + realColor[3] = 1.0; + color = realColor; + } + + if ( !color ) { + return; + } + trap_R_SetColor( color ); + + // showing weapon select clears pickup item display, but not the blend blob + cg.itemPickupTime = 0; + + // count the number of weapons owned + bits = cg.snap->ps.stats[ STAT_WEAPONS ]; + count = 0; + for ( i = 1 ; i < MAX_WEAPONS ; i++ ) { + if ( bits & ( 1 << i ) ) { + count++; + } + } + + switch(cg_weaponBarStyle.integer){ + case 0: + CG_DrawWeaponBar0(count,bits); + break; + case 1: + CG_DrawWeaponBar1(count,bits); + break; + case 2: + CG_DrawWeaponBar2(count,bits, color); + break; + case 3: + CG_DrawWeaponBar3(count,bits, color); + break; + case 4: + CG_DrawWeaponBar4(count,bits, color); + break; + case 5: + CG_DrawWeaponBar5(count,bits, color); + break; + case 6: + CG_DrawWeaponBar6(count,bits, color); + break; + case 7: + CG_DrawWeaponBar7(count,bits, color); + break; + } + trap_R_SetColor(NULL); + return; +} + +/* +=============== +CG_DrawWeaponBar0 +=============== +*/ + +void CG_DrawWeaponBar0(int count, int bits){ + + int y = 380; + int x = 320 - count * 20; + int i; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + CG_RegisterWeapon( i ); + // draw weapon icon + CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); + + // draw selection marker + if ( i == cg.weaponSelect ) { + CG_DrawPic( x-4, y-4, 40, 40, cgs.media.selectShader ); + } + + // no ammo cross on top + if ( !cg.snap->ps.ammo[ i ] ) { + CG_DrawPic( x, y, 32, 32, cgs.media.noammoShader ); + } + + x += 40; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar1 +=============== +*/ + +void CG_DrawWeaponBar1(int count, int bits){ + + int y = 380; + int x = 320 - count * 20; + int i; + int ammo; + int br; + int max; + float red[4]; + float yellow[4]; + float green[4]; + + red[0] = 1.0f; + red[1] = 0; + red[2] = 0; + red[3] = 1.0f; + + yellow[0] = 1.0f; + yellow[1] = 0.6f; + yellow[2] = 0; + yellow[3] = 1.0f; + + green[0] = 0; + green[1] = 1.0f; + green[2] = 0; + green[3] = 1.0f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + ammo=cg.snap->ps.ammo[i]; + + switch(i) { + case WP_MACHINEGUN: max = 100; break; + case WP_SHOTGUN: max = 10; break; + case WP_GRENADE_LAUNCHER: max = 10; break; + case WP_ROCKET_LAUNCHER: max = 10; break; + case WP_LIGHTNING: max = 100; break; + case WP_RAILGUN: max = 10; break; + case WP_PLASMAGUN: max = 50; break; + case WP_BFG: max = 10; break; + case WP_NAILGUN: max = 10; break; + case WP_PROX_LAUNCHER: max = 5; break; + case WP_CHAINGUN: max = 100; break; + default: max = 1; break; + } + + ammo = (ammo*100)/max; + if(ammo >=100) + ammo=100; + + br=ammo*32/100; + + if(i!=WP_GAUNTLET && i!=WP_GRAPPLING_HOOK){ + if(ammo <= 20) + CG_FillRect( x, y+38, br,4, red); + if(ammo > 20 && ammo <= 50) + CG_FillRect( x, y+38, br, 4, yellow); + if(ammo > 50) + CG_FillRect( x, y+38, br, 4, green); + } + + CG_RegisterWeapon( i ); + // draw weapon icon + CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon ); + + // draw selection marker + if ( i == cg.weaponSelect ) { + CG_DrawPic( x-4, y-4, 40, 40, cgs.media.selectShader ); + } + + // no ammo cross on top + if ( !cg.snap->ps.ammo[ i ] ) { + CG_DrawPic( x, y, 32, 32, cgs.media.noammoShader ); + } + + x += 40; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar2 +=============== +*/ + +void CG_DrawWeaponBar2(int count, int bits, float *color){ + + int y = 200 + count * 12; + int x = 0; + int i; + int w; + char *s; + float red[4]; + float yellow[4]; + float blue[4]; + + red[0] = 1.0f; + red[1] = 0; + red[2] = 0; + red[3] = 0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + blue[0] = 0; + blue[1] = 0; + blue[2] = 1.0f; + blue[3] = 0.4f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + if(cg.snap->ps.ammo[i]){ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y, 50, 24, blue ); + CG_DrawRect( x, y, 50, 24, 2, yellow); + } + else{ + CG_FillRect( x, y,50, 24, blue ); + } + } + else{ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y, 50, 24, red ); + CG_DrawRect( x, y, 50, 24, 2, yellow); + } + else{ + CG_FillRect( x, y,50, 24, red ); + } + } + + CG_RegisterWeapon( i ); + // draw weapon icon + CG_DrawPic( x+2, y+4, 16, 16, cg_weapons[i].weaponIcon ); + + /** Draw Weapon Ammo **/ + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 32, y+4, s, color); + } + + y -= 24; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar3 +=============== +*/ + +void CG_DrawWeaponBar3(int count, int bits, float *color){ + + int y = 200 + count * 12; + int x = 0; + int i; + int ammo; + int max; + int br; + int w; + char *s; + float red[4]; + float yellow[4]; + float green[4]; + float blue[4]; + + red[0] = 1.0f; + red[1] = 0; + red[2] = 0; + red[3] = 0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + green[0] = 0; + green[1] = 1.0f; + green[2] = 0; + green[3] = 1.0f; + + blue[0] = 0; + blue[1] = 0; + blue[2] = 1.0f; + blue[3] = 0.4f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + ammo=cg.snap->ps.ammo[i]; + + switch(i) { + case WP_MACHINEGUN: max = 100; break; + case WP_SHOTGUN: max = 10; break; + case WP_GRENADE_LAUNCHER: max = 10; break; + case WP_ROCKET_LAUNCHER: max = 10; break; + case WP_LIGHTNING: max = 100; break; + case WP_RAILGUN: max = 10; break; + case WP_PLASMAGUN: max = 50; break; + case WP_BFG: max = 10; break; + case WP_NAILGUN: max = 10; break; + case WP_PROX_LAUNCHER: max = 5; break; + case WP_CHAINGUN: max = 100; break; + default: max = 1; break; + } + + ammo = (ammo*100)/max; + if(ammo >=100) + ammo=100; + + br=ammo*20/100; + + if(i!=WP_GAUNTLET && i!=WP_GRAPPLING_HOOK){ + if(ammo <= 20) + CG_FillRect( 51, y+2+20-br, 4,br, red); + if(ammo > 20 && ammo <= 50) + CG_FillRect( 51, y+2+20-br, 4,br, yellow); + if(ammo > 50) + CG_FillRect( 51, y+2+20-br, 4,br, green); + } + + if(cg.snap->ps.ammo[i]){ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y, 50, 24, blue ); + CG_DrawRect( x, y, 50, 24, 2, yellow); + } + else{ + CG_FillRect( x, y,50, 24, blue ); + } + } + else{ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y, 50, 24, red ); + CG_DrawRect( x, y, 50, 24, 2, yellow); + } + else{ + CG_FillRect( x, y,50, 24, red ); + } + } + CG_RegisterWeapon( i ); + // draw weapon icon + CG_DrawPic( x+2, y+4, 16, 16, cg_weapons[i].weaponIcon ); + + /** Draw Weapon Ammo **/ + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 32, y+4, s, color); + } + + y -= 24; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar4 +=============== +*/ + +void CG_DrawWeaponBar4(int count, int bits, float *color){ + + int y = 200 + count * 12; + int x = 0; + int i; + float ammo; + int max; + int w; + char *s; + float boxColor[4]; + float yellow[4]; + + boxColor[1]=0; + boxColor[3]=0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + ammo=cg.snap->ps.ammo[i]; + + switch(i) { + case WP_MACHINEGUN: max = 100; break; + case WP_SHOTGUN: max = 10; break; + case WP_GRENADE_LAUNCHER: max = 10; break; + case WP_ROCKET_LAUNCHER: max = 10; break; + case WP_LIGHTNING: max = 100; break; + case WP_RAILGUN: max = 10; break; + case WP_PLASMAGUN: max = 50; break; + case WP_BFG: max = 10; break; + case WP_NAILGUN: max = 10; break; + case WP_PROX_LAUNCHER: max = 5; break; + case WP_CHAINGUN: max = 100; break; + default: max = 1; break; + } + + ammo = (ammo*100)/max; + + if((ammo >=100) || (ammo < 0)) + ammo=100; + + boxColor[2]=(ammo/100.0f)*1.0f; + boxColor[0]=1.0f-(ammo/100.0f)*1.0f; + + if ( i == cg.weaponSelect) { + CG_FillRect( x, y, 50, 24, boxColor ); + CG_DrawRect( x, y, 50, 24, 2, yellow); + } + else{ + CG_FillRect( x, y,50, 24, boxColor ); + } + CG_RegisterWeapon( i ); + // draw weapon icon + CG_DrawPic( x+2, y+4, 16, 16, cg_weapons[i].weaponIcon ); + + /** Draw Weapon Ammo **/ + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 32, y+4, s, color); + } + + y -= 24; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar5 +=============== +*/ + +void CG_DrawWeaponBar5(int count, int bits, float *color){ + + int y = 380; + int x = 320 - count * 15; + int i; + int w; + char *s; + float red[4]; + float yellow[4]; + float blue[4]; + + red[0] = 1.0f; + red[1] = 0; + red[2] = 0; + red[3] = 0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + blue[0] = 0; + blue[1] = 0; + blue[2] = 1.0f; + blue[3] = 0.4f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + if(cg.snap->ps.ammo[i]){ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y , 30 , 38, blue ); + CG_DrawRect( x, y, 30 ,38 ,2, yellow); + } + else{ + CG_FillRect( x, y,30, 38, blue ); + } + } + else{ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y , 30 , 38, red ); + CG_DrawRect( x , y, 30,38,2, yellow); + } + else{ + CG_FillRect( x, y,30, 38, red ); + } + } + CG_RegisterWeapon( i ); + CG_DrawPic( x+7, y+2, 16, 16, cg_weapons[i].weaponIcon ); + + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 15, y+20, s, color); + } + + x += 30; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar6 +=============== +*/ + +void CG_DrawWeaponBar6(int count, int bits, float *color){ + + int y = 380; + int x = 320 - count * 15; + int i; + int ammo; + int max; + int br; + int w; + char *s; + float red[4]; + float yellow[4]; + float green[4]; + float blue[4]; + + red[0] = 1.0f; + red[1] = 0; + red[2] = 0; + red[3] = 0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + green[0] = 0; + green[1] = 1.0f; + green[2] = 0; + green[3] = 1.0f; + + blue[0] = 0; + blue[1] = 0; + blue[2] = 1.0f; + blue[3] = 0.4f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + ammo=cg.snap->ps.ammo[i]; + + switch(i) { + case WP_MACHINEGUN: max = 100; break; + case WP_SHOTGUN: max = 10; break; + case WP_GRENADE_LAUNCHER: max = 10; break; + case WP_ROCKET_LAUNCHER: max = 10; break; + case WP_LIGHTNING: max = 100; break; + case WP_RAILGUN: max = 10; break; + case WP_PLASMAGUN: max = 50; break; + case WP_BFG: max = 10; break; + case WP_NAILGUN: max = 10; break; + case WP_PROX_LAUNCHER: max = 5; break; + case WP_CHAINGUN: max = 100; break; + default: max = 1; break; + } + + ammo = (ammo*100)/max; + + if(ammo >=100) + ammo=100; + + br=ammo*26/100; + + if(i!=WP_GAUNTLET && i!=WP_GRAPPLING_HOOK){ + if(ammo <= 20) + CG_FillRect( x+2, y +40, br, 4, red); + if(ammo > 20 && ammo <= 50) + CG_FillRect( x+2, y+40, br, 4, yellow); + if(ammo > 50) + CG_FillRect( x+2, y+40, br, 4, green); + } + + if(cg.snap->ps.ammo[i]){ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y , 30 , 38, blue ); + CG_DrawRect( x, y, 30 ,38 ,2, yellow); + } + else{ + CG_FillRect( x, y,30, 38, blue ); + } + } + else{ + if ( i == cg.weaponSelect) { + CG_FillRect( x, y , 30 , 38, red ); + CG_DrawRect( x , y, 30,38,2, yellow); + } + else{ + CG_FillRect( x, y,30, 38, red ); + } + } + CG_RegisterWeapon( i ); + CG_DrawPic( x+7, y+2, 16, 16, cg_weapons[i].weaponIcon ); + + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 15, y+20, s, color); + } + + x += 30; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + +/* +=============== +CG_DrawWeaponBar7 +=============== +*/ + +void CG_DrawWeaponBar7(int count, int bits, float *color){ + + int y = 380; + int x = 320 - count * 15; + int i; + float ammo; + float max; + int w; + char *s; + float yellow[4]; + float boxColor[4]; + + boxColor[1]=0; + boxColor[3]=0.4f; + + yellow[0] = 1.0f; + yellow[1] = 1.0f; + yellow[2] = 0; + yellow[3] = 1.0f; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + //Sago: Do mad change of grapple placement: + if(i==10) + continue; + if(i==0) + i=10; + if ( !( bits & ( 1 << i ) ) ) { + if(i==10) + i=0; + continue; + } + + ammo=cg.snap->ps.ammo[i]; + + switch(i) { + case WP_MACHINEGUN: max = 100; break; + case WP_SHOTGUN: max = 10; break; + case WP_GRENADE_LAUNCHER: max = 10; break; + case WP_ROCKET_LAUNCHER: max = 10; break; + case WP_LIGHTNING: max = 100; break; + case WP_RAILGUN: max = 10; break; + case WP_PLASMAGUN: max = 50; break; + case WP_BFG: max = 10; break; + case WP_NAILGUN: max = 10; break; + case WP_PROX_LAUNCHER: max = 5; break; + case WP_CHAINGUN: max = 100; break; + default: max = 1; break; + } + + ammo = (ammo*100)/max; + + if((ammo >=100) || (ammo < 0)) + ammo=100; + + boxColor[2]=(ammo/100.0f)*1.0f; + boxColor[0]=1.0f-(ammo/100.0f)*1.0f; + + if ( i == cg.weaponSelect) { + CG_FillRect( x, y , 30 , 38, boxColor ); + CG_DrawRect( x, y, 30 ,38 ,2, yellow); + } + else{ + CG_FillRect( x, y,30, 38, boxColor ); + } + CG_RegisterWeapon( i ); + CG_DrawPic( x+7, y+2, 16, 16, cg_weapons[i].weaponIcon ); + + if(cg.snap->ps.ammo[ i ]!=-1){ + s = va("%i", cg.snap->ps.ammo[ i ] ); + w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH; + CG_DrawSmallStringColor(x - w/2 + 15, y+20, s, color); + } + + x += 30; + //Sago: Undo mad change of weapons + if(i==10) + i=0; + } +} + + +/* +=============== +CG_WeaponSelectable +=============== +*/ +static qboolean CG_WeaponSelectable( int i ) { + if ( !cg.snap->ps.ammo[i] ) { + return qfalse; + } + if ( ! (cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i ) ) ) { + return qfalse; + } + + return qtrue; +} + +/* +=============== +CG_NextWeapon_f +=============== +*/ +void CG_NextWeapon_f( void ) { + int i; + int original; + + if ( !cg.snap ) { + return; + } + if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { + return; + } + + cg.weaponSelectTime = cg.time; + original = cg.weaponSelect; + //Part of mad hook select code: + if(cg.weaponSelect == WP_GRAPPLING_HOOK) + cg.weaponSelect = 0; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + cg.weaponSelect++; + if ( cg.weaponSelect == MAX_WEAPONS ) { + cg.weaponSelect = 0; + } + if ( cg.weaponSelect == WP_GAUNTLET ) { + continue; // never cycle to gauntlet + } + //Sago: Mad change of grapple order + if( cg.weaponSelect == WP_GRAPPLING_HOOK) { + continue; + } + if( cg.weaponSelect == 0) + cg.weaponSelect = WP_GRAPPLING_HOOK; + if ( cg.weaponSelect == WP_GRAPPLING_HOOK && !cg_cyclegrapple.integer ) { + cg.weaponSelect = 0; + continue; // never cycle to grapple unless the client wants it + } + if ( CG_WeaponSelectable( cg.weaponSelect ) ) { + break; + } + if( cg.weaponSelect == WP_GRAPPLING_HOOK) + cg.weaponSelect = 0; + } + if ( i == MAX_WEAPONS ) { + cg.weaponSelect = original; + } +} + +/* +=============== +CG_PrevWeapon_f +=============== +*/ +void CG_PrevWeapon_f( void ) { + int i; + int original; + + if ( !cg.snap ) { + return; + } + if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { + return; + } + + cg.weaponSelectTime = cg.time; + original = cg.weaponSelect; + //Part of mad hook select code: + if(cg.weaponSelect == WP_GRAPPLING_HOOK) + cg.weaponSelect = 0; + + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + cg.weaponSelect--; + if ( cg.weaponSelect == -1 ) { + cg.weaponSelect = MAX_WEAPONS - 1; + } + if ( cg.weaponSelect == WP_GAUNTLET ) { + continue; // never cycle to gauntlet + } + //Sago: Mad change of grapple order + if( cg.weaponSelect == WP_GRAPPLING_HOOK) { + continue; + } + if( cg.weaponSelect == 0) + cg.weaponSelect = WP_GRAPPLING_HOOK; + if ( cg.weaponSelect == WP_GRAPPLING_HOOK && !cg_cyclegrapple.integer ) { + cg.weaponSelect = 0; + continue; // never cycle to grapple unless the client wants it + } + if ( CG_WeaponSelectable( cg.weaponSelect ) ) { + break; + } + if( cg.weaponSelect == WP_GRAPPLING_HOOK) + cg.weaponSelect = 0; + } + if ( i == MAX_WEAPONS ) { + cg.weaponSelect = original; + } +} + +/* +=============== +CG_Weapon_f +=============== +*/ +void CG_Weapon_f( void ) { + int num; + + if ( !cg.snap ) { + return; + } + if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { + return; + } + + num = atoi( CG_Argv( 1 ) ); + + if ( num < 1 || num > MAX_WEAPONS-1 ) { + return; + } + + cg.weaponSelectTime = cg.time; + + if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) { + return; // don't have the weapon + } + + cg.weaponSelect = num; +} + +/* +=================== +CG_OutOfAmmoChange + +The current weapon has just run out of ammo +=================== +*/ +void CG_OutOfAmmoChange( void ) { + int i; + + cg.weaponSelectTime = cg.time; + + for ( i = MAX_WEAPONS-1 ; i > 0 ; i-- ) { + if ( CG_WeaponSelectable( i ) && i != WP_GRAPPLING_HOOK ) { + cg.weaponSelect = i; + break; + } + } +} + + + +/* +=================================================================================================== + +WEAPON EVENTS + +=================================================================================================== +*/ + +/* +================ +CG_FireWeapon + +Caused by an EV_FIRE_WEAPON event +================ +*/ +void CG_FireWeapon( centity_t *cent ) { + entityState_t *ent; + int c; + weaponInfo_t *weap; + + if((cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_CTF_ELIMINATION) && cgs.roundStartTime>=cg.time) + return; //if we havn't started in ELIMINATION then do not fire + + ent = ¢->currentState; + if ( ent->weapon == WP_NONE ) { + return; + } + if ( ent->weapon >= WP_NUM_WEAPONS ) { + CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); + return; + } + weap = &cg_weapons[ ent->weapon ]; + + // mark the entity as muzzle flashing, so when it is added it will + // append the flash to the weapon model + cent->muzzleFlashTime = cg.time; + + // lightning gun only does this this on initial press + if ( ent->weapon == WP_LIGHTNING ) { + if ( cent->pe.lightningFiring ) { + return; + } + } + + // play quad sound if needed + if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) { + trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound ); + } + + // play a sound + for ( c = 0 ; c < 4 ; c++ ) { + if ( !weap->flashSound[c] ) { + break; + } + } + if ( c > 0 ) { + c = rand() % c; + if ( weap->flashSound[c] ) + { + trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] ); + } + } + + // do brass ejection + if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { + weap->ejectBrassFunc( cent ); + } + +//unlagged - attack prediction #1 + CG_PredictWeaponEffects( cent ); +//unlagged - attack prediction #1 +} + + +/* +========================== +CG_Explosionia LEILEI +========================== + +static void CG_Explosionia ( centity_t *cent ) { + localEntity_t *le; + ec3_t velocity, xvelocity; + vec3_t offset, xoffset; + float waterScale = 1.0f; + vec3_t v[3]; + + if ( cg_brassTime.integer <= 0 ) { + return; + } + + le = CG_AllocLocalEntity(); + + + velocity[0] = -50 + 100 * crandom(); + velocity[1] = -50 + 100 * crandom(); + velocity[2] = -50 + 100 * crandom(); + + le->leType = LE_FALL_SCALE_FADE; + le->startTime = cg.time; + le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); + + //le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time - (rand()&15); + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 8; + offset[1] = -4; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + + VectorCopy( re->origin, le->pos.trBase ); + + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + le->bounceFactor = 0.4 * waterScale; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 2; + le->angles.trDelta[1] = 1; + le->angles.trDelta[2] = 0; + le = CG_SmokePuff( le->origin, le->velocity, + 30, // radius + 1, 1, 1, 1, // color + 2000, // trailTime + cg.time, // startTime + 0, // fadeInTime + 0, // flags + cgs.media.lbumShader1 ); + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_NONE; + le->leMarkType = LEMT_NONE; +} + +*/ + +/* +================= +CG_MissileHitWall + +Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing +================= +*/ +void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) { + qhandle_t mod; + qhandle_t mark; + qhandle_t shader; + sfxHandle_t sfx; + float radius; + float light; + vec3_t lightColor; + localEntity_t *le; + int r; + qboolean alphaFade; + qboolean isSprite; + int duration; + vec3_t sprOrg; + vec3_t sprVel; + + mark = 0; + radius = 32; + sfx = 0; + mod = 0; + shader = 0; + light = 0; + lightColor[0] = 1; + lightColor[1] = 1; + lightColor[2] = 0; + + // set defaults + isSprite = qfalse; + duration = 600; + + switch ( weapon ) { + default: +//#ifdef MISSIONPACK + case WP_NAILGUN: + if( soundType == IMPACTSOUND_FLESH ) { + sfx = cgs.media.sfx_nghitflesh; + } else if( soundType == IMPACTSOUND_METAL ) { + sfx = cgs.media.sfx_nghitmetal; + } else { + sfx = cgs.media.sfx_nghit; + } + mark = cgs.media.holeMarkShader; + radius = 12; + break; +//#endif + case WP_LIGHTNING: + // no explosion at LG impact, it is added with the beam + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.sfx_lghit2; + } else if ( r == 2 ) { + sfx = cgs.media.sfx_lghit1; + } else { + sfx = cgs.media.sfx_lghit3; + } + mark = cgs.media.holeMarkShader; + radius = 12; + break; +//#ifdef MISSIONPACK + case WP_PROX_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.grenadeExplosionShader; + sfx = cgs.media.sfx_proxexp; + mark = cgs.media.burnMarkShader; + radius = 64; + light = 300; + isSprite = qtrue; + // LEILEI START enhancement + if (cg_leiEnhancement.integer) { + // some more fireball, fireball, fireball, fire fire! + VectorMA( origin, 24, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + lightColor[0] = 0.7; // subtler explosion colors + lightColor[1] = 0.6; + lightColor[2] = 0.4; + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 2, sprVel ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 42, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 700, 10, 108 ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 82, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 400, 11, 158 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 182, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 600, 47, 88 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 110, 72, 28 ); + mod = 0; // turns off the sprite (unfortunately, disables dlight) + } + // LEILEI END enhancement + + break; +//#endif + case WP_GRENADE_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.grenadeExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 64; + light = 300; + isSprite = qtrue; + // LEILEI START enhancement + if (cg_leiEnhancement.integer) { + // some more fireball, fireball, fireball, fire fire! + VectorMA( origin, 24, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + lightColor[0] = 0.7; // subtler explosion colors + lightColor[1] = 0.6; + lightColor[2] = 0.4; + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 2, sprVel ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 42, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 700, 10, 108 ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 82, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 400, 11, 158 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 182, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 600, 47, 88 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 110, 72, 28 ); + mod = 0; // turns off the sprite (unfortunately, disables dlight) + } + // LEILEI END enhancement + break; + case WP_ROCKET_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.rocketExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 64; + light = 300; + isSprite = qtrue; + duration = 1000; + lightColor[0] = 1; + lightColor[1] = 0.75; + lightColor[2] = 0.0; + if (!cg_oldRocket.integer) { + // explosion sprite animation + VectorMA( origin, 24, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 ); + } + // LEILEI START enhancement + if (cg_leiEnhancement.integer) { + // some more fireball, fireball, fireball, fire fire! + VectorMA( origin, 24, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + lightColor[0] = 0.7; // subtler explosion colors + lightColor[1] = 0.6; + lightColor[2] = 0.4; + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 2, sprVel ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 42, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 700, 10, 108 ); + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 82, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 400, 11, 158 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 182, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 600, 47, 88 ); + VectorMA( origin, -5, dir, sprOrg ); + VectorScale( dir, 64, sprVel ); + CG_ParticleExplosion( "explode1", sprOrg, sprVel, 110, 72, 28 ); + mod = 0; // turns off the sprite (unfortunately, disables dlight) + } + // LEILEI END enhancement + break; + case WP_RAILGUN: + mod = cgs.media.ringFlashModel; + shader = cgs.media.railExplosionShader; + sfx = cgs.media.sfx_plasmaexp; + mark = cgs.media.energyMarkShader; + radius = 24; + break; + case WP_PLASMAGUN: + mod = cgs.media.ringFlashModel; + shader = cgs.media.plasmaExplosionShader; + sfx = cgs.media.sfx_plasmaexp; + mark = cgs.media.energyMarkShader; + radius = 16; + break; + case WP_BFG: + mod = cgs.media.dishFlashModel; + shader = cgs.media.bfgExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 32; + isSprite = qtrue; + break; + case WP_SHOTGUN: + mod = cgs.media.bulletFlashModel; + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; +#if 0 +//Some problems here + if (cg_leiEnhancement.integer) { + if( soundType == IMPACTSOUND_FLESH ) { + mark = cgs.media.lbldShader2; + } else if( soundType == IMPACTSOUND_METAL ) { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkmetal1; + } else if ( r == 2 ) { mark = cgs.media.lmarkmetal2; + } else if ( r == 1 ) { mark = cgs.media.lmarkmetal3; + } else { mark = cgs.media.lmarkmetal4; } + } else { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkbullet1; + } else if ( r == 2 ) { mark = cgs.media.lmarkbullet2; + } else if ( r == 1 ) { mark = cgs.media.lmarkbullet3; + } else { mark = cgs.media.lmarkbullet4; + } } + } +#endif + sfx = 0; + radius = 4; + break; + +//#ifdef MISSIONPACK + case WP_CHAINGUN: + mod = cgs.media.bulletFlashModel; + if( soundType == IMPACTSOUND_FLESH ) { + sfx = cgs.media.sfx_chghitflesh; + } else if( soundType == IMPACTSOUND_METAL ) { + sfx = cgs.media.sfx_chghitmetal; + } else { + sfx = cgs.media.sfx_chghit; + } + + mark = cgs.media.bulletMarkShader; +#if 0 +//Some problems here + if (cg_leiEnhancement.integer) { + + if( soundType == IMPACTSOUND_FLESH ) { + mark = cgs.media.lbldShader2; + } else if( soundType == IMPACTSOUND_METAL ) { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkmetal1; + } else if ( r == 2 ) { mark = cgs.media.lmarkmetal2; + } else if ( r == 1 ) { mark = cgs.media.lmarkmetal3; + } else { mark = cgs.media.lmarkmetal4; } + } else { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkbullet1; + } else if ( r == 2 ) { mark = cgs.media.lmarkbullet2; + } else if ( r == 1 ) { mark = cgs.media.lmarkbullet3; + } else { mark = cgs.media.lmarkbullet4; } + } + } +#endif + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.sfx_ric1; + } else if ( r == 2 ) { + sfx = cgs.media.sfx_ric2; + } else { + sfx = cgs.media.sfx_ric3; + } + + radius = 8; + break; +//#endif + + case WP_MACHINEGUN: + mod = cgs.media.bulletFlashModel; + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; +#if 0 +//Some problems here + if (cg_leiEnhancement.integer) { + if( soundType == IMPACTSOUND_FLESH ) { + mark = cgs.media.lbldShader2; + } else if( soundType == IMPACTSOUND_METAL ) { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkmetal1; + } else if ( r == 2 ) { mark = cgs.media.lmarkmetal2; + } else if ( r == 1 ) { mark = cgs.media.lmarkmetal3; + } else { mark = cgs.media.lmarkmetal4; } + } else { + r = rand() & 4; if ( r < 3 ) { mark = cgs.media.lmarkbullet1; + } else if ( r == 2 ) { mark = cgs.media.lmarkbullet2; + } else if ( r == 1 ) { mark = cgs.media.lmarkbullet3; + } else { mark = cgs.media.lmarkbullet4; + } + VectorMA( origin, 4, dir, sprOrg ); + VectorScale( dir, 82, sprVel ); + + } + } +#endif + r = rand() & 3; + if ( r == 0 ) { + sfx = cgs.media.sfx_ric1; + } else if ( r == 1 ) { + sfx = cgs.media.sfx_ric2; + } else { + sfx = cgs.media.sfx_ric3; + } + + radius = 8; + break; + } + + if ( sfx ) { + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx ); + } + + // + // create the explosion + // + if ( mod ) { + le = CG_MakeExplosion( origin, dir, + mod, shader, + duration, isSprite ); + le->light = light; + VectorCopy( lightColor, le->lightColor ); + if ( weapon == WP_RAILGUN ) { + // colorize with client color + VectorCopy( cgs.clientinfo[clientNum].color1, le->color ); + le->refEntity.shaderRGBA[0] = le->color[0] * 0xff; + le->refEntity.shaderRGBA[1] = le->color[1] * 0xff; + le->refEntity.shaderRGBA[2] = le->color[2] * 0xff; + le->refEntity.shaderRGBA[3] = 0xff; + } + } + + // + // impact mark + // + alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color + if ( weapon == WP_RAILGUN ) { + float *color; + + // colorize with client color + color = cgs.clientinfo[clientNum].color1; + CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse ); + } else { + CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse ); + } +} + + +/* +================= +CG_MissileHitPlayer +================= +*/ +void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) { +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + CG_SmokePuff( origin, dir, 22, 1, 1, 1, 1.0f, 900, cg.time, 0, 0, cgs.media.lbldShader1 ); + CG_SpurtBlood( origin, dir, 1); +// CG_SpurtBlood( origin, dir, 4); +// CG_SpurtBlood( origin, dir, -12); + } + + else + CG_Bleed( origin, entityNum ); + + // some weapons will make an explosion with the blood, while + // others will just make the blood + switch ( weapon ) { + case WP_GRENADE_LAUNCHER: + case WP_ROCKET_LAUNCHER: +//#ifdef MISSIONPACK + case WP_NAILGUN: + case WP_CHAINGUN: + case WP_PROX_LAUNCHER: +//#endif + CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH ); + break; + default: + break; + } +} + + + +/* +============================================================================ + +SHOTGUN TRACING + +============================================================================ +*/ + +/* +================ +CG_ShotgunPellet +================ +*/ +static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) { + trace_t tr; + int sourceContentType, destContentType; + +// LEILEI ENHACNEMENT + localEntity_t *smoke; + vec3_t kapow; + + + + CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT ); + + sourceContentType = CG_PointContents( start, 0 ); + destContentType = CG_PointContents( tr.endpos, 0 ); + + // FIXME: should probably move this cruft into CG_BubbleTrail + if ( sourceContentType == destContentType ) { + if ( sourceContentType & CONTENTS_WATER ) { + CG_BubbleTrail( start, tr.endpos, 32 ); + } + } else if ( sourceContentType & CONTENTS_WATER ) { + trace_t trace; + + trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( start, trace.endpos, 32 ); + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + // Water Splash + VectorCopy( trace.plane.normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 22); + kapow[1] = kapow[1] * (crandom() * 22); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + smoke = CG_SmokePuff( trace.endpos, kapow, 14, 1, 1, 1, 1.0f, 400, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 6, 1, 1, 1, 1.0f, 200, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 10, 1, 1, 1, 1.0f, 300, cg.time, 0, 0, cgs.media.lsplShader ); + + } +// END LEIHANCMENET + } else if ( destContentType & CONTENTS_WATER ) { + trace_t trace; + + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( tr.endpos, trace.endpos, 32 ); + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + // Water Splash + VectorCopy( trace.plane.normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 22); + kapow[1] = kapow[1] * (crandom() * 22); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + smoke = CG_SmokePuff( trace.endpos, kapow, 14, 1, 1, 1, 1.0f, 400, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 6, 1, 1, 1, 1.0f, 200, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 10, 1, 1, 1, 1.0f, 300, cg.time, 0, 0, cgs.media.lsplShader ); + } +// END LEIHANCMENET + } + + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return; + } + + if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) { + CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum ); + } else { + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + // SURF_NOIMPACT will not make a flame puff or a mark + return; + } + if ( tr.surfaceFlags & SURF_METALSTEPS ) { + CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL ); +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + VectorCopy( tr.plane.normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 65 + 37); + kapow[1] = kapow[1] * (crandom() * 65 + 37); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + CG_LeiSparks(tr.endpos, tr.plane.normal, 800, 0, 0, 7); + CG_LeiSparks(tr.endpos, tr.plane.normal, 800, 0, 0, 3); + CG_LeiSparks(tr.endpos, tr.plane.normal, 800, 0, 0, 1); + + } +// END LEIHANCMENET + } else { + CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT ); + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + VectorCopy( tr.plane.normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 65 + 37); + kapow[1] = kapow[1] * (crandom() * 65 + 37); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + CG_LeiSparks(tr.endpos, tr.plane.normal, 800, 0, 0, 7); + CG_LeiSparks(tr.endpos, tr.plane.normal, 800, 0, 0, 2); + + smoke = CG_SmokePuff( tr.endpos, kapow, 21, 1, 1, 1, 0.9f, 1200, cg.time, 0, 0, cgs.media.lsmkShader2 ); + //smoke = CG_SmokePuff( tr.endpos, kapow, 21, 1, 1, 1, 0.9f, 1200, cg.time, 0, 0, cgs.media.lbumShader1 ); +#if 0 + CG_LeiPuff(tr.endpos, kapow, 500, 0, 0, 177, 6); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 127, 12); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 77, 16); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 127, 12); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 77, 16); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 127, 12); + CG_LeiPuff(tr.endpos, tr.plane.normal, 500, 0, 0, 77, 16); +#endif + } +// END LEIHANCMENET + } + } +} + +/* +================ +CG_ShotgunPattern + +Perform the same traces the server did to locate the +hit splashes +================ +*/ +//unlagged - attack prediction +// made this non-static for access from cg_unlagged.c +void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) { + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + + // derive the right and up vectors from the forward vector, because + // the client won't have any other information + VectorNormalize2( origin2, forward ); + PerpendicularVector( right, forward ); + CrossProduct( forward, right, up ); + + // generate the "random" spread pattern + for ( i = 0 ; i < 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); + + CG_ShotgunPellet( origin, end, otherEntNum ); + } +} + +/* +============== +CG_ShotgunFire +============== +*/ +void CG_ShotgunFire( entityState_t *es ) { + vec3_t v; + int contents; + + VectorSubtract( es->origin2, es->pos.trBase, v ); + VectorNormalize( v ); + VectorScale( v, 32, v ); + VectorAdd( es->pos.trBase, v, v ); + if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) { + // ragepro can't alpha fade, so don't even bother with smoke + vec3_t up; + vec3_t forward; + + contents = CG_PointContents( es->pos.trBase, 0 ); + if ( !( contents & CONTENTS_WATER ) ) { + VectorSet( up, 0, 0, 8 ); +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + // Shotgun puffy + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + CG_LeiSparks(v, forward, 1500, 0, 0, 7); + /* VectorSet( up, 4, 4, 4 ); + up[0] = up[0] * (crandom() * 22 + 44); up[1] = up[1] * (crandom() * 22 + 44); up[2] = up[2] * (crandom() * 22 + 44); + CG_SmokePuff( v, up, 14, 1, 1, 1, 0.4f, 900, cg.time, 0, 0, cgs.media.lsmkShader1 ); + up[0] = up[0] * (crandom() * 22 + 44); up[1] = up[1] * (crandom() * 22 + 44); up[2] = up[2] * (crandom() * 22 + 44); + CG_SmokePuff( v, up, 14, 1, 1, 1, 0.4f, 900, cg.time, 0, 0, cgs.media.lsmkShader2 ); + up[0] = up[0] * (crandom() * 22 + 44); up[1] = up[1] * (crandom() * 22 + 44); up[2] = up[2] * (crandom() * 22 + 44); + CG_SmokePuff( v, up, 14, 1, 1, 1, 0.4f, 900, cg.time, 0, 0, cgs.media.lsmkShader3 ); + up[0] = up[0] * (crandom() * 22 + 44); up[1] = up[1] * (crandom() * 22 + 44); up[2] = up[2] * (crandom() * 22 + 44); + CG_SmokePuff( v, up, 14, 1, 1, 1, 0.4f, 900, cg.time, 0, 0, cgs.media.lsmkShader4 ); + */ + } + else + +// END LEIHANCMENET + +CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); + + } + } + CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); +} + +/* +============================================================================ + +BULLETS + +============================================================================ +*/ + + +/* +=============== +CG_Tracer +=============== +*/ +void CG_Tracer( vec3_t source, vec3_t dest ) { + vec3_t forward, right; + polyVert_t verts[4]; + vec3_t line; + float len, begin, end; + vec3_t start, finish; + vec3_t midpoint; + + // tracer + VectorSubtract( dest, source, forward ); + len = VectorNormalize( forward ); + + // start at least a little ways from the muzzle + if ( len < 100 ) { + return; + } + begin = 50 + random() * (len - 60); + end = begin + cg_tracerLength.value; + if ( end > len ) { + end = len; + } + VectorMA( source, begin, forward, start ); + VectorMA( source, end, forward, finish ); + + line[0] = DotProduct( forward, cg.refdef.viewaxis[1] ); + line[1] = DotProduct( forward, cg.refdef.viewaxis[2] ); + + VectorScale( cg.refdef.viewaxis[1], line[1], right ); + VectorMA( right, -line[0], cg.refdef.viewaxis[2], right ); + VectorNormalize( right ); + + VectorMA( finish, cg_tracerWidth.value, right, verts[0].xyz ); + verts[0].st[0] = 0; + verts[0].st[1] = 1; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + VectorMA( finish, -cg_tracerWidth.value, right, verts[1].xyz ); + verts[1].st[0] = 1; + verts[1].st[1] = 0; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + VectorMA( start, -cg_tracerWidth.value, right, verts[2].xyz ); + verts[2].st[0] = 1; + verts[2].st[1] = 1; + verts[2].modulate[0] = 255; + verts[2].modulate[1] = 255; + verts[2].modulate[2] = 255; + verts[2].modulate[3] = 255; + + VectorMA( start, cg_tracerWidth.value, right, verts[3].xyz ); + verts[3].st[0] = 0; + verts[3].st[1] = 0; + verts[3].modulate[0] = 255; + verts[3].modulate[1] = 255; + verts[3].modulate[2] = 255; + verts[3].modulate[3] = 255; + + trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts ); + + midpoint[0] = ( start[0] + finish[0] ) * 0.5; + midpoint[1] = ( start[1] + finish[1] ) * 0.5; + midpoint[2] = ( start[2] + finish[2] ) * 0.5; + + // add the tracer sound + trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound ); + +} + + +/* +====================== +CG_CalcMuzzlePoint +====================== +*/ +static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) { + vec3_t forward; + centity_t *cent; + int anim; + + if ( entityNum == cg.snap->ps.clientNum ) { + VectorCopy( cg.snap->ps.origin, muzzle ); + muzzle[2] += cg.snap->ps.viewheight; + AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL ); + VectorMA( muzzle, 14, forward, muzzle ); + return qtrue; + } + + cent = &cg_entities[entityNum]; + if ( !cent->currentValid ) { + return qfalse; + } + + VectorCopy( cent->currentState.pos.trBase, muzzle ); + + AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL ); + anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + if ( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) { + muzzle[2] += CROUCH_VIEWHEIGHT; + } else { + muzzle[2] += DEFAULT_VIEWHEIGHT; + } + + VectorMA( muzzle, 14, forward, muzzle ); + + return qtrue; + +} + +/* +====================== +CG_Bullet + +Renders bullet effects. +====================== +*/ +void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) { + trace_t trace; + int sourceContentType, destContentType; + vec3_t start; +// LEILEI ENHACNEMENT + localEntity_t *smoke; + vec3_t kapew; + vec3_t kapow; + + + + + // if the shooter is currently valid, calc a source point and possibly + // do trail effects + if ( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) { + if ( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) { + sourceContentType = CG_PointContents( start, 0 ); + destContentType = CG_PointContents( end, 0 ); + + // do a complete bubble trail if necessary + if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) { + CG_BubbleTrail( start, end, 32 ); + } + // bubble trail from water into air + else if ( ( sourceContentType & CONTENTS_WATER ) ) { + trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( start, trace.endpos, 32 ); + + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + // Water Splash + VectorCopy( trace.plane.normal, kapow ); + kapow[0] = kapow[0] * (crandom() * 22); + kapow[1] = kapow[1] * (crandom() * 22); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + smoke = CG_SmokePuff( trace.endpos, kapow, 14, 1, 1, 1, 1.0f, 400, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 6, 1, 1, 1, 1.0f, 200, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 10, 1, 1, 1, 1.0f, 300, cg.time, 0, 0, cgs.media.lsplShader ); + // CG_LeiSplash2(trace.endpos, kapow, 900, 0, 0, 444); + + } +// END LEIHANCMENET + + + } + // bubble trail from air into water + else if ( ( destContentType & CONTENTS_WATER ) ) { + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( trace.endpos, end, 32 ); + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + // Water Splash + VectorCopy( trace.plane.normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 22); + kapow[1] = kapow[1] * (crandom() * 22); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + smoke = CG_SmokePuff( trace.endpos, kapow, 14, 1, 1, 1, 1.0f, 400, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 6, 1, 1, 1, 1.0f, 200, cg.time, 0, 0, cgs.media.lsplShader ); + smoke = CG_SmokePuff( trace.endpos, kapow, 10, 1, 1, 1, 1.0f, 300, cg.time, 0, 0, cgs.media.lsplShader ); + //CG_LeiSplash2(trace.endpos, kapow, 500, 0, 0, 1); + } +// END LEIHANCMENET + } + + // draw a tracer + if ( random() < cg_tracerChance.value ) { + CG_Tracer( start, end ); + } + } + } + + // impact splash and mark + if ( flesh ) { +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + + + // Blood Hack + VectorCopy( normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 65 + 37); + kapow[1] = kapow[1] * (crandom() * 65 + 37); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + VectorCopy( kapow, kapew ); + + kapew[0] = kapew[0] * (crandom() * 2 + 37); + kapew[1] = kapew[1] * (crandom() * 2 + 37); + kapew[2] = kapew[2] * (crandom() * 2 + 37); + + CG_SmokePuff( end, kapow, 6, 1, 1, 1, 1.0f, 600, cg.time, 0, 0, cgs.media.lbldShader1 ); +// CG_SpurtBlood( end, kapow, 2); + CG_SpurtBlood( end, kapew, 1); + //CG_Particle_Bleed(cgs.media.lbldShader1,kapew,'0 0 0', 0, 100); +// CG_Particle_Bleed(cgs.media.lbldShader1,kapew,kapow, 0, 100); +// CG_Particle_BloodCloud(self,end,'0 0 0'); + +if (cg_leiSuperGoreyAwesome.integer) { + CG_SpurtBlood( end, kapow, -2); + } + } + + else + CG_Bleed( end, fleshEntityNum ); + } else { + CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT ); + +// LEILEI ENHANCEMENT + if (cg_leiEnhancement.integer) { + + // Smoke puff + VectorCopy( normal, kapow ); + + kapow[0] = kapow[0] * (crandom() * 65 + 37); + kapow[1] = kapow[1] * (crandom() * 65 + 37); + kapow[2] = kapow[2] * (crandom() * 65 + 37); + VectorCopy( kapow, kapew ); + + kapew[0] = kapew[0] * (crandom() * 65 + 37); + kapew[1] = kapew[1] * (crandom() * 65 + 37); + kapew[2] = kapew[2] * (crandom() * 65 + 37); + + + smoke = CG_SmokePuff( end, kapow, 14, 1, 1, 1, 1.0f, 600, cg.time, 0, 0, cgs.media.lsmkShader1 ); + // CG_LeiSparks(end, normal, 600, 0, 0, 177); + // CG_LeiSparks(end, normal, 600, 0, 0, 155); + // CG_LeiSparks(end, normal, 600, 0, 0, 444); + // CG_LeiSparks(trace.endpos, trace.plane.normal, 800, 0, 0, 7); + // CG_LeiSparks(trace.endpos, trace.plane.normal, 800, 0, 0, 3); + // CG_LeiSparks(trace.endpos, trace.plane.normal, 800, 0, 0, 1); + + } +// END LEIHANCMENET + } + +} diff --git a/code/client/keycodes.h b/code/client/keycodes.h new file mode 100644 index 0000000..c6e6412 --- /dev/null +++ b/code/client/keycodes.h @@ -0,0 +1,276 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#ifndef __KEYCODES_H__ +#define __KEYCODES_H__ + +// +// these are the key numbers that should be passed to KeyEvent +// + +// normal keys should be passed as lowercased ascii + +typedef enum { + K_TAB = 9, + K_ENTER = 13, + K_ESCAPE = 27, + K_SPACE = 32, + + K_BACKSPACE = 127, + + K_COMMAND = 128, + K_CAPSLOCK, + K_POWER, + K_PAUSE, + + K_UPARROW, + K_DOWNARROW, + K_LEFTARROW, + K_RIGHTARROW, + + K_ALT, + K_CTRL, + K_SHIFT, + K_INS, + K_DEL, + K_PGDN, + K_PGUP, + K_HOME, + K_END, + + K_F1, + K_F2, + K_F3, + K_F4, + K_F5, + K_F6, + K_F7, + K_F8, + K_F9, + K_F10, + K_F11, + K_F12, + K_F13, + K_F14, + K_F15, + + K_KP_HOME, + K_KP_UPARROW, + K_KP_PGUP, + K_KP_LEFTARROW, + K_KP_5, + K_KP_RIGHTARROW, + K_KP_END, + K_KP_DOWNARROW, + K_KP_PGDN, + K_KP_ENTER, + K_KP_INS, + K_KP_DEL, + K_KP_SLASH, + K_KP_MINUS, + K_KP_PLUS, + K_KP_NUMLOCK, + K_KP_STAR, + K_KP_EQUALS, + + K_MOUSE1, + K_MOUSE2, + K_MOUSE3, + K_MOUSE4, + K_MOUSE5, + + K_MWHEELDOWN, + K_MWHEELUP, + + K_JOY1, + K_JOY2, + K_JOY3, + K_JOY4, + K_JOY5, + K_JOY6, + K_JOY7, + K_JOY8, + K_JOY9, + K_JOY10, + K_JOY11, + K_JOY12, + K_JOY13, + K_JOY14, + K_JOY15, + K_JOY16, + K_JOY17, + K_JOY18, + K_JOY19, + K_JOY20, + K_JOY21, + K_JOY22, + K_JOY23, + K_JOY24, + K_JOY25, + K_JOY26, + K_JOY27, + K_JOY28, + K_JOY29, + K_JOY30, + K_JOY31, + K_JOY32, + + K_AUX1, + K_AUX2, + K_AUX3, + K_AUX4, + K_AUX5, + K_AUX6, + K_AUX7, + K_AUX8, + K_AUX9, + K_AUX10, + K_AUX11, + K_AUX12, + K_AUX13, + K_AUX14, + K_AUX15, + K_AUX16, + + K_WORLD_0, + K_WORLD_1, + K_WORLD_2, + K_WORLD_3, + K_WORLD_4, + K_WORLD_5, + K_WORLD_6, + K_WORLD_7, + K_WORLD_8, + K_WORLD_9, + K_WORLD_10, + K_WORLD_11, + K_WORLD_12, + K_WORLD_13, + K_WORLD_14, + K_WORLD_15, + K_WORLD_16, + K_WORLD_17, + K_WORLD_18, + K_WORLD_19, + K_WORLD_20, + K_WORLD_21, + K_WORLD_22, + K_WORLD_23, + K_WORLD_24, + K_WORLD_25, + K_WORLD_26, + K_WORLD_27, + K_WORLD_28, + K_WORLD_29, + K_WORLD_30, + K_WORLD_31, + K_WORLD_32, + K_WORLD_33, + K_WORLD_34, + K_WORLD_35, + K_WORLD_36, + K_WORLD_37, + K_WORLD_38, + K_WORLD_39, + K_WORLD_40, + K_WORLD_41, + K_WORLD_42, + K_WORLD_43, + K_WORLD_44, + K_WORLD_45, + K_WORLD_46, + K_WORLD_47, + K_WORLD_48, + K_WORLD_49, + K_WORLD_50, + K_WORLD_51, + K_WORLD_52, + K_WORLD_53, + K_WORLD_54, + K_WORLD_55, + K_WORLD_56, + K_WORLD_57, + K_WORLD_58, + K_WORLD_59, + K_WORLD_60, + K_WORLD_61, + K_WORLD_62, + K_WORLD_63, + K_WORLD_64, + K_WORLD_65, + K_WORLD_66, + K_WORLD_67, + K_WORLD_68, + K_WORLD_69, + K_WORLD_70, + K_WORLD_71, + K_WORLD_72, + K_WORLD_73, + K_WORLD_74, + K_WORLD_75, + K_WORLD_76, + K_WORLD_77, + K_WORLD_78, + K_WORLD_79, + K_WORLD_80, + K_WORLD_81, + K_WORLD_82, + K_WORLD_83, + K_WORLD_84, + K_WORLD_85, + K_WORLD_86, + K_WORLD_87, + K_WORLD_88, + K_WORLD_89, + K_WORLD_90, + K_WORLD_91, + K_WORLD_92, + K_WORLD_93, + K_WORLD_94, + K_WORLD_95, + + K_SUPER, + K_COMPOSE, + K_MODE, + K_HELP, + K_PRINT, + K_SYSREQ, + K_SCROLLOCK, + K_BREAK, + K_MENU, + K_EURO, + K_UNDO, + + MAX_KEYS +} keyNum_t; + +// MAX_KEYS replaces K_LAST_KEY, however some mods may have used K_LAST_KEY +// in detecting binds, so we leave it defined to the old hardcoded value +// of maxiumum keys to prevent mods from crashing older versions of the engine +#define K_LAST_KEY 256 + +// The menu code needs to get both key and char events, but +// to avoid duplicating the paths, the char events are just +// distinguished by or'ing in K_CHAR_FLAG (ugly) +#define K_CHAR_FLAG 1024 + +#endif diff --git a/code/game/ai_chat.c b/code/game/ai_chat.c new file mode 100644 index 0000000..cf21d5e --- /dev/null +++ b/code/game/ai_chat.c @@ -0,0 +1,1218 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_chat.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_chat.c $ + * + *****************************************************************************/ + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +// +#include "chars.h" //characteristics +#include "inv.h" //indexes into the inventory +#include "syn.h" //synonyms +#include "match.h" //string matching types and vars + +// for the voice chats +#ifdef MISSIONPACK // bk001205 +#include "../../ui/menudef.h" +#endif + +#define TIME_BETWEENCHATTING 25 + + +/* +================== +BotNumActivePlayers +================== +*/ +int BotNumActivePlayers(void) { + int i, num; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + num = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + num++; + } + return num; +} + +/* +================== +BotIsFirstInRankings +================== +*/ +int BotIsFirstInRankings(bot_state_t *bs) { + int i, score; + char buf[MAX_INFO_STRING]; + static int maxclients; + playerState_t ps; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + score = bs->cur_ps.persistant[PERS_SCORE]; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + BotAI_GetClientState(i, &ps); + if (score < ps.persistant[PERS_SCORE]) return qfalse; + } + return qtrue; +} + +/* +================== +BotIsLastInRankings +================== +*/ +int BotIsLastInRankings(bot_state_t *bs) { + int i, score; + char buf[MAX_INFO_STRING]; + static int maxclients; + playerState_t ps; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + score = bs->cur_ps.persistant[PERS_SCORE]; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + BotAI_GetClientState(i, &ps); + if (score > ps.persistant[PERS_SCORE]) return qfalse; + } + return qtrue; +} + +/* +================== +BotFirstClientInRankings +================== +*/ +char *BotFirstClientInRankings(void) { + int i, bestscore, bestclient; + char buf[MAX_INFO_STRING]; + static char name[32]; + static int maxclients; + playerState_t ps; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + bestscore = -999999; + bestclient = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + BotAI_GetClientState(i, &ps); + if (ps.persistant[PERS_SCORE] > bestscore) { + bestscore = ps.persistant[PERS_SCORE]; + bestclient = i; + } + } + EasyClientName(bestclient, name, 32); + return name; +} + +/* +================== +BotLastClientInRankings +================== +*/ +char *BotLastClientInRankings(void) { + int i, worstscore, bestclient; + char buf[MAX_INFO_STRING]; + static char name[32]; + static int maxclients; + playerState_t ps; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + worstscore = 999999; + bestclient = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + BotAI_GetClientState(i, &ps); + if (ps.persistant[PERS_SCORE] < worstscore) { + worstscore = ps.persistant[PERS_SCORE]; + bestclient = i; + } + } + EasyClientName(bestclient, name, 32); + return name; +} + +/* +================== +BotRandomOpponentName +================== +*/ +char *BotRandomOpponentName(bot_state_t *bs) { + int i, count; + char buf[MAX_INFO_STRING]; + int opponents[MAX_CLIENTS], numopponents; + static int maxclients; + static char name[32]; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + numopponents = 0; + opponents[0] = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) continue; + // + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + //skip team mates + if (BotSameTeam(bs, i)) continue; + // + opponents[numopponents] = i; + numopponents++; + } + count = random() * numopponents; + for (i = 0; i < numopponents; i++) { + count--; + if (count <= 0) { + EasyClientName(opponents[i], name, sizeof(name)); + return name; + } + } + EasyClientName(opponents[0], name, sizeof(name)); + return name; +} + +/* +================== +BotMapTitle +================== +*/ + +char *BotMapTitle(void) { + char info[1024]; + static char mapname[128]; + + trap_GetServerinfo(info, sizeof(info)); + + strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1); + mapname[sizeof(mapname)-1] = '\0'; + + return mapname; +} + + +/* +================== +BotWeaponNameForMeansOfDeath +================== +*/ + +char *BotWeaponNameForMeansOfDeath(int mod) { + switch(mod) { + case MOD_SHOTGUN: return "Shotgun"; + case MOD_GAUNTLET: return "Gauntlet"; + case MOD_MACHINEGUN: return "Machinegun"; + case MOD_GRENADE: + case MOD_GRENADE_SPLASH: return "Grenade Launcher"; + case MOD_ROCKET: + case MOD_ROCKET_SPLASH: return "Rocket Launcher"; + case MOD_PLASMA: + case MOD_PLASMA_SPLASH: return "Plasmagun"; + case MOD_RAILGUN: return "Railgun"; + case MOD_LIGHTNING: return "Lightning Gun"; + case MOD_BFG: + case MOD_BFG_SPLASH: return "BFG10K"; + case MOD_NAIL: return "Nailgun"; + case MOD_CHAINGUN: return "Chaingun"; + case MOD_PROXIMITY_MINE: return "Proximity Launcher"; + case MOD_KAMIKAZE: return "Kamikaze"; + case MOD_JUICED: return "Prox mine"; + case MOD_GRAPPLE: return "Grapple"; + default: return "[unknown weapon]"; + } +} + +/* +================== +BotRandomWeaponName +================== +*/ +char *BotRandomWeaponName(void) { + int rnd; + + rnd = random() * 11.9; + switch(rnd) { + case 0: return "Gauntlet"; + case 1: return "Shotgun"; + case 2: return "Machinegun"; + case 3: return "Grenade Launcher"; + case 4: return "Rocket Launcher"; + case 5: return "Plasmagun"; + case 6: return "Railgun"; + case 7: return "Lightning Gun"; + case 8: return "Nailgun"; + case 9: return "Chaingun"; + case 10: return "Proximity Launcher"; + default: return "BFG10K"; + } +} + +/* +================== +BotVisibleEnemies +================== +*/ +int BotVisibleEnemies(bot_state_t *bs) { + float vis; + int i; + aas_entityinfo_t entinfo; + + for (i = 0; i < MAX_CLIENTS; i++) { + + if (i == bs->client) continue; + // + BotEntityInfo(i, &entinfo); + // + if (!entinfo.valid) continue; + //if the enemy isn't dead and the enemy isn't the bot self + if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue; + //if the enemy is invisible and not shooting + if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) { + continue; + } + //if on the same team + if (BotSameTeam(bs, i)) continue; + //check if the enemy is visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis > 0) return qtrue; + } + return qfalse; +} + +/* +================== +BotValidChatPosition +================== +*/ +int BotValidChatPosition(bot_state_t *bs) { + vec3_t point, start, end, mins, maxs; + bsp_trace_t trace; + + //if the bot is dead all positions are valid + if (BotIsDead(bs)) return qtrue; + if (BotIsObserver(bs)) return qtrue; + //never start chatting with a powerup + if (bs->inventory[INVENTORY_QUAD] || + bs->inventory[INVENTORY_ENVIRONMENTSUIT] || + bs->inventory[INVENTORY_HASTE] || + bs->inventory[INVENTORY_INVISIBILITY] || + bs->inventory[INVENTORY_REGEN] || + bs->inventory[INVENTORY_FLIGHT]) return qfalse; + //must be on the ground + //if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) return qfalse; + //do not chat if in lava or slime + VectorCopy(bs->origin, point); + point[2] -= 24; + if (trap_PointContents(point,bs->entitynum) & (CONTENTS_LAVA|CONTENTS_SLIME)) return qfalse; + //do not chat if under water + VectorCopy(bs->origin, point); + point[2] += 32; + if (trap_PointContents(point,bs->entitynum) & MASK_WATER) return qfalse; + //must be standing on the world entity + VectorCopy(bs->origin, start); + VectorCopy(bs->origin, end); + start[2] += 1; + end[2] -= 10; + trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, mins, maxs); + BotAI_Trace(&trace, start, mins, maxs, end, bs->client, MASK_SOLID); + if (trace.ent != ENTITYNUM_WORLD) return qfalse; + //the bot is in a position where it can chat + return qtrue; +} + +/* +================== +BotChat_EnterGame +================== +*/ +int BotChat_EnterGame(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1); + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + if (!BotValidChatPosition(bs)) return qfalse; + BotAI_BotInitialChat(bs, "game_enter", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_ExitGame +================== +*/ +int BotChat_ExitGame(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENTEREXITGAME, 0, 1); + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + // + BotAI_BotInitialChat(bs, "game_exit", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_StartLevel +================== +*/ +int BotChat_StartLevel(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (BotIsObserver(bs)) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + //don't chat in teamplay + if (TeamPlayIsOn()) { + trap_EA_Command(bs->client, "vtaunt"); + return qfalse; + } + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1); + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + BotAI_BotInitialChat(bs, "level_start", + EasyClientName(bs->client, name, 32), // 0 + NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_EndLevel +================== +*/ +int BotChat_EndLevel(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (BotIsObserver(bs)) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + // teamplay + if (TeamPlayIsOn()) + { + if (BotIsFirstInRankings(bs)) { + trap_EA_Command(bs->client, "vtaunt"); + } + return qtrue; + } + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_STARTENDLEVEL, 0, 1); + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + // + if (BotIsFirstInRankings(bs)) { + BotAI_BotInitialChat(bs, "level_end_victory", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + "[invalid var]", // 2 + BotLastClientInRankings(), // 3 + BotMapTitle(), // 4 + NULL); + } + else if (BotIsLastInRankings(bs)) { + BotAI_BotInitialChat(bs, "level_end_lose", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + BotFirstClientInRankings(), // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + NULL); + } + else { + BotAI_BotInitialChat(bs, "level_end", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + BotFirstClientInRankings(), // 2 + BotLastClientInRankings(), // 3 + BotMapTitle(), // 4 + NULL); + } + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_Death +================== +*/ +int BotChat_Death(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_DEATH, 0, 1); + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chatting is off + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + // + if (bs->lastkilledby >= 0 && bs->lastkilledby < MAX_CLIENTS) + EasyClientName(bs->lastkilledby, name, 32); + else + strcpy(name, "[world]"); + // + if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledby)) { + if (bs->lastkilledby == bs->client) return qfalse; + BotAI_BotInitialChat(bs, "death_teammate", name, NULL); + bs->chatto = CHAT_TEAM; + } + else + { + //teamplay + if (TeamPlayIsOn()) { + trap_EA_Command(bs->client, "vtaunt"); + return qtrue; + } + // + if (bs->botdeathtype == MOD_WATER) + BotAI_BotInitialChat(bs, "death_drown", BotRandomOpponentName(bs), NULL); + else if (bs->botdeathtype == MOD_SLIME) + BotAI_BotInitialChat(bs, "death_slime", BotRandomOpponentName(bs), NULL); + else if (bs->botdeathtype == MOD_LAVA) + BotAI_BotInitialChat(bs, "death_lava", BotRandomOpponentName(bs), NULL); + else if (bs->botdeathtype == MOD_FALLING) + BotAI_BotInitialChat(bs, "death_cratered", BotRandomOpponentName(bs), NULL); + else if (bs->botsuicide || //all other suicides by own weapon + bs->botdeathtype == MOD_CRUSH || + bs->botdeathtype == MOD_SUICIDE || + bs->botdeathtype == MOD_TARGET_LASER || + bs->botdeathtype == MOD_TRIGGER_HURT || + bs->botdeathtype == MOD_UNKNOWN) + BotAI_BotInitialChat(bs, "death_suicide", BotRandomOpponentName(bs), NULL); + else if (bs->botdeathtype == MOD_TELEFRAG) + BotAI_BotInitialChat(bs, "death_telefrag", name, NULL); + else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "death_kamikaze")) + BotAI_BotInitialChat(bs, "death_kamikaze", name, NULL); + else { + if ((bs->botdeathtype == MOD_GAUNTLET || + bs->botdeathtype == MOD_RAILGUN || + bs->botdeathtype == MOD_BFG || + bs->botdeathtype == MOD_BFG_SPLASH) && random() < 0.5) { + + if (bs->botdeathtype == MOD_GAUNTLET) + BotAI_BotInitialChat(bs, "death_gauntlet", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + else if (bs->botdeathtype == MOD_RAILGUN) + BotAI_BotInitialChat(bs, "death_rail", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + else + BotAI_BotInitialChat(bs, "death_bfg", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + } + //choose between insult and praise + else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) { + BotAI_BotInitialChat(bs, "death_insult", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + } + else { + BotAI_BotInitialChat(bs, "death_praise", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + } + } + bs->chatto = CHAT_ALL; + } + bs->lastchat_time = FloatTime(); + return qtrue; +} + +/* +================== +BotChat_Kill +================== +*/ +int BotChat_Kill(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_KILL, 0, 1); + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chat is off + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (bs->lastkilledplayer == bs->client) return qfalse; + if (BotNumActivePlayers() <= 1) return qfalse; + if (!BotValidChatPosition(bs)) return qfalse; + // + if (BotVisibleEnemies(bs)) return qfalse; + // + EasyClientName(bs->lastkilledplayer, name, 32); + // + bs->chatto = CHAT_ALL; + if (TeamPlayIsOn() && BotSameTeam(bs, bs->lastkilledplayer)) { + BotAI_BotInitialChat(bs, "kill_teammate", name, NULL); + bs->chatto = CHAT_TEAM; + } + else + { + //don't chat in teamplay + if (TeamPlayIsOn()) { + trap_EA_Command(bs->client, "vtaunt"); + return qfalse; // don't wait + } + // + if (bs->enemydeathtype == MOD_GAUNTLET) { + BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL); + } + else if (bs->enemydeathtype == MOD_RAILGUN) { + BotAI_BotInitialChat(bs, "kill_rail", name, NULL); + } + else if (bs->enemydeathtype == MOD_TELEFRAG) { + BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL); + } + else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "kill_kamikaze")) + BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL); + //choose between insult and praise + else if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_INSULT, 0, 1)) { + BotAI_BotInitialChat(bs, "kill_insult", name, NULL); + } + else { + BotAI_BotInitialChat(bs, "kill_praise", name, NULL); + } + } + bs->lastchat_time = FloatTime(); + return qtrue; +} + +/* +================== +BotChat_EnemySuicide +================== +*/ +int BotChat_EnemySuicide(bot_state_t *bs) { + char name[32]; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + if (BotNumActivePlayers() <= 1) return qfalse; + // + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_ENEMYSUICIDE, 0, 1); + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chat is off + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + } + if (!BotValidChatPosition(bs)) return qfalse; + // + if (BotVisibleEnemies(bs)) return qfalse; + // + if (bs->enemy >= 0) EasyClientName(bs->enemy, name, 32); + else strcpy(name, ""); + BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_HitTalking +================== +*/ +int BotChat_HitTalking(bot_state_t *bs) { + char name[32], *weap; + int lasthurt_client; + float rnd; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + if (BotNumActivePlayers() <= 1) return qfalse; + lasthurt_client = g_entities[bs->client].client->lasthurt_client; + if (!lasthurt_client) return qfalse; + if (lasthurt_client == bs->client) return qfalse; + // + if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse; + // + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITTALKING, 0, 1); + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chat is off + if (!bot_fastchat.integer) { + if (random() > rnd * 0.5) return qfalse; + } + if (!BotValidChatPosition(bs)) return qfalse; + // + ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name)); + weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod); + // + BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_HitNoDeath +================== +*/ +int BotChat_HitNoDeath(bot_state_t *bs) { + char name[32], *weap; + float rnd; + int lasthurt_client; + aas_entityinfo_t entinfo; + + lasthurt_client = g_entities[bs->client].client->lasthurt_client; + if (!lasthurt_client) return qfalse; + if (lasthurt_client == bs->client) return qfalse; + // + if (lasthurt_client < 0 || lasthurt_client >= MAX_CLIENTS) return qfalse; + // + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + if (BotNumActivePlayers() <= 1) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNODEATH, 0, 1); + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chat is off + if (!bot_fastchat.integer) { + if (random() > rnd * 0.5) return qfalse; + } + if (!BotValidChatPosition(bs)) return qfalse; + // + if (BotVisibleEnemies(bs)) return qfalse; + // + BotEntityInfo(bs->enemy, &entinfo); + if (EntityIsShooting(&entinfo)) return qfalse; + // + ClientName(lasthurt_client, name, sizeof(name)); + weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_mod); + // + BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_HitNoKill +================== +*/ +int BotChat_HitNoKill(bot_state_t *bs) { + char name[32], *weap; + float rnd; + aas_entityinfo_t entinfo; + + if (bot_nochat.integer) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + if (BotNumActivePlayers() <= 1) return qfalse; + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_HITNOKILL, 0, 1); + //don't chat in teamplay + if (TeamPlayIsOn()) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //if fast chat is off + if (!bot_fastchat.integer) { + if (random() > rnd * 0.5) return qfalse; + } + if (!BotValidChatPosition(bs)) return qfalse; + // + if (BotVisibleEnemies(bs)) return qfalse; + // + BotEntityInfo(bs->enemy, &entinfo); + if (EntityIsShooting(&entinfo)) return qfalse; + // + ClientName(bs->enemy, name, sizeof(name)); + weap = BotWeaponNameForMeansOfDeath(g_entities[bs->enemy].client->lasthurt_mod); + // + BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL); + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChat_Random +================== +*/ +int BotChat_Random(bot_state_t *bs) { + float rnd; + char name[32]; + + if (bot_nochat.integer) return qfalse; + if (BotIsObserver(bs)) return qfalse; + if (bs->lastchat_time > FloatTime() - TIME_BETWEENCHATTING) return qfalse; + // don't chat in tournament mode + if (gametype == GT_TOURNAMENT) return qfalse; + //don't chat when doing something important :) + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_RUSHBASE) return qfalse; + // + rnd = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_RANDOM, 0, 1); + if (random() > bs->thinktime * 0.1) return qfalse; + if (!bot_fastchat.integer) { + if (random() > rnd) return qfalse; + if (random() > 0.25) return qfalse; + } + if (BotNumActivePlayers() <= 1) return qfalse; + // + if (!BotValidChatPosition(bs)) return qfalse; + // + if (BotVisibleEnemies(bs)) return qfalse; + // + if (bs->lastkilledplayer == bs->client) { + Q_strncpyz(name, BotRandomOpponentName(bs),sizeof(name)); + } + else { + EasyClientName(bs->lastkilledplayer, name, sizeof(name)); + } + if (TeamPlayIsOn()) { + trap_EA_Command(bs->client, "vtaunt"); + return qfalse; // don't wait + } + // + if (random() < trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_MISC, 0, 1)) { + BotAI_BotInitialChat(bs, "random_misc", + BotRandomOpponentName(bs), // 0 + name, // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + BotRandomWeaponName(), // 5 + NULL); + } + else { + BotAI_BotInitialChat(bs, "random_insult", + BotRandomOpponentName(bs), // 0 + name, // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + BotRandomWeaponName(), // 5 + NULL); + } + bs->lastchat_time = FloatTime(); + bs->chatto = CHAT_ALL; + return qtrue; +} + +/* +================== +BotChatTime +================== +*/ +float BotChatTime(bot_state_t *bs) { + int cpm; + + cpm = trap_Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000); + + return 2.0; //(float) trap_BotChatLength(bs->cs) * 30 / cpm; +} + +/* +================== +BotChatTest +================== +*/ +void BotChatTest(bot_state_t *bs) { + + char name[32]; + char *weap; + int num, i; + + if (bot_nochat.integer) return; + + num = trap_BotNumInitialChats(bs->cs, "game_enter"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "game_enter", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "game_exit"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "game_exit", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "level_start"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "level_start", + EasyClientName(bs->client, name, 32), // 0 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "level_end_victory"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "level_end_victory", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + BotFirstClientInRankings(), // 2 + BotLastClientInRankings(), // 3 + BotMapTitle(), // 4 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "level_end_lose"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "level_end_lose", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + BotFirstClientInRankings(), // 2 + BotLastClientInRankings(), // 3 + BotMapTitle(), // 4 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "level_end"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "level_end", + EasyClientName(bs->client, name, 32), // 0 + BotRandomOpponentName(bs), // 1 + BotFirstClientInRankings(), // 2 + BotLastClientInRankings(), // 3 + BotMapTitle(), // 4 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + EasyClientName(bs->lastkilledby, name, sizeof(name)); + num = trap_BotNumInitialChats(bs->cs, "death_drown"); + for (i = 0; i < num; i++) + { + // + BotAI_BotInitialChat(bs, "death_drown", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_slime"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_slime", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_lava"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_lava", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_cratered"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_cratered", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_suicide"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_suicide", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_telefrag"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_telefrag", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_gauntlet"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_gauntlet", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_rail"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_rail", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_bfg"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_bfg", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_insult"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_insult", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "death_praise"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "death_praise", + name, // 0 + BotWeaponNameForMeansOfDeath(bs->botdeathtype), // 1 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + // + EasyClientName(bs->lastkilledplayer, name, 32); + // + num = trap_BotNumInitialChats(bs->cs, "kill_gauntlet"); + for (i = 0; i < num; i++) + { + // + BotAI_BotInitialChat(bs, "kill_gauntlet", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "kill_rail"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "kill_rail", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "kill_telefrag"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "kill_telefrag", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "kill_insult"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "kill_insult", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "kill_praise"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "kill_praise", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "enemy_suicide"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "enemy_suicide", name, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + ClientName(g_entities[bs->client].client->lasthurt_client, name, sizeof(name)); + weap = BotWeaponNameForMeansOfDeath(g_entities[bs->client].client->lasthurt_client); + num = trap_BotNumInitialChats(bs->cs, "hit_talking"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "hit_talking", name, weap, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "hit_nodeath"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "hit_nodeath", name, weap, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "hit_nokill"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "hit_nokill", name, weap, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + // + if (bs->lastkilledplayer == bs->client) { + Q_strncpyz(name, BotRandomOpponentName(bs), sizeof(name)); + } + else { + EasyClientName(bs->lastkilledplayer, name, sizeof(name)); + } + // + num = trap_BotNumInitialChats(bs->cs, "random_misc"); + for (i = 0; i < num; i++) + { + // + BotAI_BotInitialChat(bs, "random_misc", + BotRandomOpponentName(bs), // 0 + name, // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + BotRandomWeaponName(), // 5 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } + num = trap_BotNumInitialChats(bs->cs, "random_insult"); + for (i = 0; i < num; i++) + { + BotAI_BotInitialChat(bs, "random_insult", + BotRandomOpponentName(bs), // 0 + name, // 1 + "[invalid var]", // 2 + "[invalid var]", // 3 + BotMapTitle(), // 4 + BotRandomWeaponName(), // 5 + NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_ALL); + } +} diff --git a/code/game/ai_chat.h b/code/game/ai_chat.h new file mode 100644 index 0000000..e458554 --- /dev/null +++ b/code/game/ai_chat.h @@ -0,0 +1,61 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_chat.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +// +int BotChat_EnterGame(bot_state_t *bs); +// +int BotChat_ExitGame(bot_state_t *bs); +// +int BotChat_StartLevel(bot_state_t *bs); +// +int BotChat_EndLevel(bot_state_t *bs); +// +int BotChat_HitTalking(bot_state_t *bs); +// +int BotChat_HitNoDeath(bot_state_t *bs); +// +int BotChat_HitNoKill(bot_state_t *bs); +// +int BotChat_Death(bot_state_t *bs); +// +int BotChat_Kill(bot_state_t *bs); +// +int BotChat_EnemySuicide(bot_state_t *bs); +// +int BotChat_Random(bot_state_t *bs); +// time the selected chat takes to type in +float BotChatTime(bot_state_t *bs); +// returns true if the bot can chat at the current position +int BotValidChatPosition(bot_state_t *bs); +// test the initial bot chats +void BotChatTest(bot_state_t *bs); + diff --git a/code/game/ai_cmd.c b/code/game/ai_cmd.c new file mode 100644 index 0000000..8b4bb87 --- /dev/null +++ b/code/game/ai_cmd.c @@ -0,0 +1,2097 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_cmd.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_cmd.c $ + * + *****************************************************************************/ + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_team.h" +// +#include "chars.h" //characteristics +#include "inv.h" //indexes into the inventory +#include "syn.h" //synonyms +#include "match.h" //string matching types and vars + +// for the voice chats +#include "../../ui/menudef.h" + +int notleader[MAX_CLIENTS]; + +#ifdef DEBUG +/* +================== +BotPrintTeamGoal +================== +*/ +void BotPrintTeamGoal(bot_state_t *bs) { + char netname[MAX_NETNAME]; + float t; + + ClientName(bs->client, netname, sizeof(netname)); + t = bs->teamgoal_time - FloatTime(); + switch(bs->ltgtype) { + case LTG_TEAMHELP: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna help a team mate for %1.0f secs\n", netname, t); + break; + } + case LTG_TEAMACCOMPANY: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna accompany a team mate for %1.0f secs\n", netname, t); + break; + } + case LTG_GETFLAG: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna get the flag for %1.0f secs\n", netname, t); + break; + } + case LTG_RUSHBASE: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna rush to the base for %1.0f secs\n", netname, t); + break; + } + case LTG_RETURNFLAG: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna try to return the flag for %1.0f secs\n", netname, t); + break; + } + case LTG_ATTACKENEMYBASE: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna attack the enemy base for %1.0f secs\n", netname, t); + break; + } + case LTG_HARVEST: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna harvest for %1.0f secs\n", netname, t); + break; + } + case LTG_DEFENDKEYAREA: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna defend a key area for %1.0f secs\n", netname, t); + break; + } + case LTG_GETITEM: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna get an item for %1.0f secs\n", netname, t); + break; + } + case LTG_KILL: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna kill someone for %1.0f secs\n", netname, t); + break; + } + case LTG_CAMP: + case LTG_CAMPORDER: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna camp for %1.0f secs\n", netname, t); + break; + } + case LTG_PATROL: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna patrol for %1.0f secs\n", netname, t); + break; + } + case LTG_POINTA: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna take care of point A for %1.0f secs\n", netname, t); + break; + } + case LTG_POINTB: + { + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna take care of point B for %1.0f secs\n", netname, t); + break; + } + default: + { + if (bs->ctfroam_time > FloatTime()) { + t = bs->ctfroam_time - FloatTime(); + BotAI_Print(PRT_MESSAGE, "%s: I'm gonna roam for %1.0f secs\n", netname, t); + } + else { + BotAI_Print(PRT_MESSAGE, "%s: I've got a regular goal\n", netname); + } + } + } +} +#endif //DEBUG + +/* +================== +BotGetItemTeamGoal + +FIXME: add stuff like "upper rocket launcher" +"the rl near the railgun", "lower grenade launcher" etc. +================== +*/ +int BotGetItemTeamGoal(char *goalname, bot_goal_t *goal) { + int i; + + if (!strlen(goalname)) return qfalse; + i = -1; + do { + i = trap_BotGetLevelItemGoal(i, goalname, goal); + if (i > 0) { + //do NOT defend dropped items + if (goal->flags & GFL_DROPPED) + continue; + return qtrue; + } + } while(i > 0); + return qfalse; +} + +/* +================== +BotGetMessageTeamGoal +================== +*/ +int BotGetMessageTeamGoal(bot_state_t *bs, char *goalname, bot_goal_t *goal) { + bot_waypoint_t *cp; + + if (BotGetItemTeamGoal(goalname, goal)) return qtrue; + + cp = BotFindWayPoint(bs->checkpoints, goalname); + if (cp) { + memcpy(goal, &cp->goal, sizeof(bot_goal_t)); + return qtrue; + } + return qfalse; +} + +/* +================== +BotGetTime +================== +*/ +float BotGetTime(bot_match_t *match) { + bot_match_t timematch; + char timestring[MAX_MESSAGE_SIZE]; + float t; + + //if the matched string has a time + if (match->subtype & ST_TIME) { + //get the time string + trap_BotMatchVariable(match, TIME, timestring, MAX_MESSAGE_SIZE); + //match it to find out if the time is in seconds or minutes + if (trap_BotFindMatch(timestring, &timematch, MTCONTEXT_TIME)) { + if (timematch.type == MSG_FOREVER) { + t = 99999999.0f; + } + else if (timematch.type == MSG_FORAWHILE) { + t = 10 * 60; // 10 minutes + } + else if (timematch.type == MSG_FORALONGTIME) { + t = 30 * 60; // 30 minutes + } + else { + trap_BotMatchVariable(&timematch, TIME, timestring, MAX_MESSAGE_SIZE); + if (timematch.type == MSG_MINUTES) t = atof(timestring) * 60; + else if (timematch.type == MSG_SECONDS) t = atof(timestring); + else t = 0; + } + //if there's a valid time + if (t > 0) return FloatTime() + t; + } + } + return 0; +} + +/* +================== +FindClientByName +================== +*/ +int FindClientByName(char *name) { + int i; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + ClientName(i, buf, sizeof(buf)); + if (!Q_stricmp(buf, name)) return i; + } + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + ClientName(i, buf, sizeof(buf)); + if (stristr(buf, name)) return i; + } + return -1; +} + +/* +================== +FindEnemyByName +================== +*/ +int FindEnemyByName(bot_state_t *bs, char *name) { + int i; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (BotSameTeam(bs, i)) continue; + ClientName(i, buf, sizeof(buf)); + if (!Q_stricmp(buf, name)) return i; + } + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (BotSameTeam(bs, i)) continue; + ClientName(i, buf, sizeof(buf)); + if (stristr(buf, name)) return i; + } + return -1; +} + +/* +================== +NumPlayersOnSameTeam +================== +*/ +int NumPlayersOnSameTeam(bot_state_t *bs) { + int i, num; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + num = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, MAX_INFO_STRING); + if (strlen(buf)) { + if (BotSameTeam(bs, i+1)) num++; + } + } + return num; +} + +/* +================== +TeamPlayIsOn +================== +*/ +int BotGetPatrolWaypoints(bot_state_t *bs, bot_match_t *match) { + char keyarea[MAX_MESSAGE_SIZE]; + int patrolflags; + bot_waypoint_t *wp, *newwp, *newpatrolpoints; + bot_match_t keyareamatch; + bot_goal_t goal; + + newpatrolpoints = NULL; + patrolflags = 0; + // + trap_BotMatchVariable(match, KEYAREA, keyarea, MAX_MESSAGE_SIZE); + // + while(1) { + if (!trap_BotFindMatch(keyarea, &keyareamatch, MTCONTEXT_PATROLKEYAREA)) { + trap_EA_SayTeam(bs->client, "what do you say?"); + BotFreeWaypoints(newpatrolpoints); + bs->patrolpoints = NULL; + return qfalse; + } + trap_BotMatchVariable(&keyareamatch, KEYAREA, keyarea, MAX_MESSAGE_SIZE); + if (!BotGetMessageTeamGoal(bs, keyarea, &goal)) { + //BotAI_BotInitialChat(bs, "cannotfind", keyarea, NULL); + //trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotFreeWaypoints(newpatrolpoints); + bs->patrolpoints = NULL; + return qfalse; + } + //create a new waypoint + newwp = BotCreateWayPoint(keyarea, goal.origin, goal.areanum); + if (!newwp) + break; + //add the waypoint to the patrol points + newwp->next = NULL; + for (wp = newpatrolpoints; wp && wp->next; wp = wp->next); + if (!wp) { + newpatrolpoints = newwp; + newwp->prev = NULL; + } + else { + wp->next = newwp; + newwp->prev = wp; + } + // + if (keyareamatch.subtype & ST_BACK) { + patrolflags = PATROL_LOOP; + break; + } + else if (keyareamatch.subtype & ST_REVERSE) { + patrolflags = PATROL_REVERSE; + break; + } + else if (keyareamatch.subtype & ST_MORE) { + trap_BotMatchVariable(&keyareamatch, MORE, keyarea, MAX_MESSAGE_SIZE); + } + else { + break; + } + } + // + if (!newpatrolpoints || !newpatrolpoints->next) { + trap_EA_SayTeam(bs->client, "I need more key points to patrol\n"); + BotFreeWaypoints(newpatrolpoints); + newpatrolpoints = NULL; + return qfalse; + } + // + BotFreeWaypoints(bs->patrolpoints); + bs->patrolpoints = newpatrolpoints; + // + bs->curpatrolpoint = bs->patrolpoints; + bs->patrolflags = patrolflags; + // + return qtrue; +} + +/* +================== +BotAddressedToBot +================== +*/ +int BotAddressedToBot(bot_state_t *bs, bot_match_t *match) { + char addressedto[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + char name[MAX_MESSAGE_SIZE]; + char botname[128]; + int client; + bot_match_t addresseematch; + + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientOnSameTeamFromName(bs, netname); + if (client < 0) return qfalse; + //if the message is addressed to someone + if (match->subtype & ST_ADDRESSED) { + trap_BotMatchVariable(match, ADDRESSEE, addressedto, sizeof(addressedto)); + //the name of this bot + ClientName(bs->client, botname, 128); + // + while(trap_BotFindMatch(addressedto, &addresseematch, MTCONTEXT_ADDRESSEE)) { + if (addresseematch.type == MSG_EVERYONE) { + return qtrue; + } + else if (addresseematch.type == MSG_MULTIPLENAMES) { + trap_BotMatchVariable(&addresseematch, TEAMMATE, name, sizeof(name)); + if (strlen(name)) { + if (stristr(botname, name)) return qtrue; + if (stristr(bs->subteam, name)) return qtrue; + } + trap_BotMatchVariable(&addresseematch, MORE, addressedto, MAX_MESSAGE_SIZE); + } + else { + trap_BotMatchVariable(&addresseematch, TEAMMATE, name, MAX_MESSAGE_SIZE); + if (strlen(name)) { + if (stristr(botname, name)) return qtrue; + if (stristr(bs->subteam, name)) return qtrue; + } + break; + } + } + //Com_sprintf(buf, sizeof(buf), "not addressed to me but %s", addressedto); + //trap_EA_Say(bs->client, buf); + return qfalse; + } + else { + bot_match_t tellmatch; + + tellmatch.type = 0; + //if this message wasn't directed solely to this bot + if (!trap_BotFindMatch(match->string, &tellmatch, MTCONTEXT_REPLYCHAT) || + tellmatch.type != MSG_CHATTELL) { + //make sure not everyone reacts to this message + if (random() > (float ) 1.0 / (NumPlayersOnSameTeam(bs)-1)) return qfalse; + } + } + return qtrue; +} + +/* +================== +BotGPSToPosition +================== +*/ +int BotGPSToPosition(char *buf, vec3_t position) { + int i, j = 0; + int num, sign; + + for (i = 0; i < 3; i++) { + num = 0; + while(buf[j] == ' ') j++; + if (buf[j] == '-') { + j++; + sign = -1; + } + else { + sign = 1; + } + while (buf[j]) { + if (buf[j] >= '0' && buf[j] <= '9') { + num = num * 10 + buf[j] - '0'; + j++; + } + else { + j++; + break; + } + } + BotAI_Print(PRT_MESSAGE, "%d\n", sign * num); + position[i] = (float) sign * num; + } + return qtrue; +} + +/* +================== +BotMatch_HelpAccompany +================== +*/ +void BotMatch_HelpAccompany(bot_state_t *bs, bot_match_t *match) { + int client, other, areanum; + char teammate[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + char itemname[MAX_MESSAGE_SIZE]; + bot_match_t teammatematch; + aas_entityinfo_t entinfo; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the team mate name + trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); + //get the client to help + if (trap_BotFindMatch(teammate, &teammatematch, MTCONTEXT_TEAMMATE) && + //if someone asks for him or herself + teammatematch.type == MSG_ME) { + //get the netname + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + other = qfalse; + } + else { + //asked for someone else + client = FindClientByName(teammate); + //if this is the bot self + if (client == bs->client) { + other = qfalse; + } + else if (!BotSameTeam(bs, client)) { + //FIXME: say "I don't help the enemy" + return; + } + else { + other = qtrue; + } + } + //if the bot doesn't know who to help (FindClientByName returned -1) + if (client < 0) { + if (other) BotAI_BotInitialChat(bs, "whois", teammate, NULL); + else BotAI_BotInitialChat(bs, "whois", netname, NULL); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + //don't help or accompany yourself + if (client == bs->client) { + return; + } + // + bs->teamgoal.entitynum = -1; + BotEntityInfo(client, &entinfo); + //if info is valid (in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum) {// && trap_AAS_AreaReachability(areanum)) { + bs->teamgoal.entitynum = client; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + } + } + //if no teamgoal yet + if (bs->teamgoal.entitynum < 0) { + //if near an item + if (match->subtype & ST_NEARITEM) { + //get the match variable + trap_BotMatchVariable(match, ITEM, itemname, sizeof(itemname)); + // + if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + } + } + // + if (bs->teamgoal.entitynum < 0) { + if (other) BotAI_BotInitialChat(bs, "whereis", teammate, NULL); + else BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TEAM); + return; + } + //the team mate + bs->teammate = client; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = ClientFromName(netname); + //the team mate who ordered + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //last time the team mate was assumed visible + bs->teammatevisible_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the ltg type + if (match->type == MSG_HELP) { + bs->ltgtype = LTG_TEAMHELP; + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_HELP_TIME; + } + else { + bs->ltgtype = LTG_TEAMACCOMPANY; + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + bs->formation_dist = 3.5 * 32; //3.5 meter + bs->arrive_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); + } +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_DefendKeyArea +================== +*/ +void BotMatch_DefendKeyArea(bot_state_t *bs, bot_match_t *match) { + char itemname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the match variable + trap_BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); + // + if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = ClientFromName(netname); + //the team mate who ordered + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the team goal time + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + //away from defending + bs->defendaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_TakeA +For Double Domination +================== +*/ +void BotMatch_TakeA(bot_state_t *bs, bot_match_t *match) { +// char itemname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the match variable + /*trap_BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); + // + if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + }*/ + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = ClientFromName(netname); + //the team mate who ordered + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_POINTA; + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the team goal time + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + DD_POINTA; + //away from defending + bs->defendaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_TakeB +For Double Domination +================== +*/ +void BotMatch_TakeB(bot_state_t *bs, bot_match_t *match) { +// char itemname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the match variable + /*trap_BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); + // + if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + //return; + }*/ + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = ClientFromName(netname); + //the team mate who ordered + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_POINTB; + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the team goal time + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + DD_POINTA; + //away from defending + bs->defendaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_GetItem +================== +*/ +void BotMatch_GetItem(bot_state_t *bs, bot_match_t *match) { + char itemname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the match variable + trap_BotMatchVariable(match, ITEM, itemname, sizeof(itemname)); + // + if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientOnSameTeamFromName(bs, netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_GETITEM; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_GETITEM_TIME; + // + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_Camp +================== +*/ +void BotMatch_Camp(bot_state_t *bs, bot_match_t *match) { + int client, areanum; + char netname[MAX_MESSAGE_SIZE]; + char itemname[MAX_MESSAGE_SIZE]; + aas_entityinfo_t entinfo; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + //asked for someone else + client = FindClientByName(netname); + //if there's no valid client with this name + if (client < 0) { + BotAI_BotInitialChat(bs, "whois", netname, NULL); + trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + //get the match variable + trap_BotMatchVariable(match, KEYAREA, itemname, sizeof(itemname)); + //in CTF it could be the base + if (match->subtype & ST_THERE) { + //camp at the spot the bot is currently standing + bs->teamgoal.entitynum = bs->entitynum; + bs->teamgoal.areanum = bs->areanum; + VectorCopy(bs->origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + } + else if (match->subtype & ST_HERE) { + //if this is the bot self + if (client == bs->client) return; + // + bs->teamgoal.entitynum = -1; + BotEntityInfo(client, &entinfo); + //if info is valid (in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum) {// && trap_AAS_AreaReachability(areanum)) { + //NOTE: just assume the bot knows where the person is + //if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) { + bs->teamgoal.entitynum = client; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + //} + } + } + //if the other is not visible + if (bs->teamgoal.entitynum < 0) { + BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + } + else if (!BotGetMessageTeamGoal(bs, itemname, &bs->teamgoal)) { + //BotAI_BotInitialChat(bs, "cannotfind", itemname, NULL); + //client = ClientFromName(netname); + //trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_CAMPORDER; + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the team goal time + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME; + //not arrived yet + bs->arrive_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_Patrol +================== +*/ +void BotMatch_Patrol(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the patrol waypoints + if (!BotGetPatrolWaypoints(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_PATROL; + //get the team goal time + bs->teamgoal_time = BotGetTime(match); + //set the team goal time if not set already + if (!bs->teamgoal_time) bs->teamgoal_time = FloatTime() + TEAM_PATROL_TIME; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_GetFlag +================== +*/ +void BotMatch_GetFlag(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (!ctf_redflag.areanum || !ctf_blueflag.areanum) + return; + } + else if (gametype == GT_1FCTF) { + if (!ctf_neutralflag.areanum || !ctf_redflag.areanum || !ctf_blueflag.areanum) + return; + } + else { + return; + } + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_GETFLAG; + //set the team goal time + bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; + // get an alternate route in ctf + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + } + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_AttackEnemyBase +================== +*/ +void BotMatch_AttackEnemyBase(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (gametype == GT_CTF|| gametype == GT_CTF_ELIMINATION) { + BotMatch_GetFlag(bs, match); + } + else if (gametype == GT_1FCTF || gametype == GT_OBELISK || gametype == GT_HARVESTER) { + if (!redobelisk.areanum || !blueobelisk.areanum) + return; + } + else { + return; + } + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_ATTACKENEMYBASE; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME; + bs->attackaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_Harvest +================== +*/ +void BotMatch_Harvest(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (gametype == GT_HARVESTER) { + if (!neutralobelisk.areanum || !redobelisk.areanum || !blueobelisk.areanum) + return; + } + else { + return; + } + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_HARVEST; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME; + bs->harvestaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_RushBase +================== +*/ +void BotMatch_RushBase(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (gametype == GT_CTF|| gametype == GT_CTF_ELIMINATION) { + if (!ctf_redflag.areanum || !ctf_blueflag.areanum) + return; + } + else if (gametype == GT_1FCTF || gametype == GT_HARVESTER) { + if (!redobelisk.areanum || !blueobelisk.areanum) + return; + } + else { + return; + } + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_RUSHBASE; + //set the team goal time + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + // + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_TaskPreference +================== +*/ +void BotMatch_TaskPreference(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_NETNAME]; + char teammatename[MAX_MESSAGE_SIZE]; + int teammate, preference; + + ClientName(bs->client, netname, sizeof(netname)); + if (Q_stricmp(netname, bs->teamleader) != 0) return; + + trap_BotMatchVariable(match, NETNAME, teammatename, sizeof(teammatename)); + teammate = ClientFromName(teammatename); + if (teammate < 0) return; + + preference = BotGetTeamMateTaskPreference(bs, teammate); + switch(match->subtype) + { + case ST_DEFENDER: + { + preference &= ~TEAMTP_ATTACKER; + preference |= TEAMTP_DEFENDER; + break; + } + case ST_ATTACKER: + { + preference &= ~TEAMTP_DEFENDER; + preference |= TEAMTP_ATTACKER; + break; + } + case ST_ROAMER: + { + preference &= ~(TEAMTP_ATTACKER|TEAMTP_DEFENDER); + break; + } + } + BotSetTeamMateTaskPreference(bs, teammate, preference); + // + EasyClientName(teammate, teammatename, sizeof(teammatename)); + BotAI_BotInitialChat(bs, "keepinmind", teammatename, NULL); + trap_BotEnterChat(bs->cs, teammate, CHAT_TELL); + BotVoiceChatOnly(bs, teammate, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); +} + +/* +================== +BotMatch_ReturnFlag +================== +*/ +void BotMatch_ReturnFlag(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + //if not in CTF mode + if (gametype != GT_CTF && gametype != GT_CTF_ELIMINATION && gametype != GT_1FCTF) + return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) + return; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + // + client = FindClientByName(netname); + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_RETURNFLAG; + //set the team goal time + bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME; + bs->rushbaseaway_time = 0; + // + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_JoinSubteam +================== +*/ +void BotMatch_JoinSubteam(bot_state_t *bs, bot_match_t *match) { + char teammate[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //get the sub team name + trap_BotMatchVariable(match, TEAMNAME, teammate, sizeof(teammate)); + //set the sub team name + strncpy(bs->subteam, teammate, 32); + bs->subteam[31] = '\0'; + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "joinedteam", teammate, NULL); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); +} + +/* +================== +BotMatch_LeaveSubteam +================== +*/ +void BotMatch_LeaveSubteam(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + if (strlen(bs->subteam)) + { + BotAI_BotInitialChat(bs, "leftteam", bs->subteam, NULL); + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + } //end if + strcpy(bs->subteam, ""); +} + +/* +================== +BotMatch_LeaveSubteam +================== +*/ +void BotMatch_WhichTeam(bot_state_t *bs, bot_match_t *match) { + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + + // + if (strlen(bs->subteam)) { + BotAI_BotInitialChat(bs, "inteam", bs->subteam, NULL); + } + else { + BotAI_BotInitialChat(bs, "noteam", NULL); + } + trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); +} + +/* +================== +BotMatch_CheckPoint +================== +*/ +void BotMatch_CheckPoint(bot_state_t *bs, bot_match_t *match) { + int areanum, client; + char buf[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + vec3_t position; + bot_waypoint_t *cp; + + if (!TeamPlayIsOn()) return; + // + trap_BotMatchVariable(match, POSITION, buf, MAX_MESSAGE_SIZE); + VectorClear(position); + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + //BotGPSToPosition(buf, position); + sscanf(buf, "%f %f %f", &position[0], &position[1], &position[2]); + position[2] += 0.5; + areanum = BotPointAreaNum(position); + if (!areanum) { + if (BotAddressedToBot(bs, match)) { + BotAI_BotInitialChat(bs, "checkpoint_invalid", NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + } + return; + } + // + trap_BotMatchVariable(match, NAME, buf, MAX_MESSAGE_SIZE); + //check if there already exists a checkpoint with this name + cp = BotFindWayPoint(bs->checkpoints, buf); + if (cp) { + if (cp->next) cp->next->prev = cp->prev; + if (cp->prev) cp->prev->next = cp->next; + else bs->checkpoints = cp->next; + cp->inuse = qfalse; + } + //create a new check point + cp = BotCreateWayPoint(buf, position, areanum); + //add the check point to the bot's known chech points + cp->next = bs->checkpoints; + if (bs->checkpoints) bs->checkpoints->prev = cp; + bs->checkpoints = cp; + // + if (BotAddressedToBot(bs, match)) { + Com_sprintf(buf, sizeof(buf), "%1.0f %1.0f %1.0f", cp->goal.origin[0], + cp->goal.origin[1], + cp->goal.origin[2]); + + BotAI_BotInitialChat(bs, "checkpoint_confirm", cp->name, buf, NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + } +} + +/* +================== +BotMatch_FormationSpace +================== +*/ +void BotMatch_FormationSpace(bot_state_t *bs, bot_match_t *match) { + char buf[MAX_MESSAGE_SIZE]; + float space; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_BotMatchVariable(match, NUMBER, buf, MAX_MESSAGE_SIZE); + //if it's the distance in feet + if (match->subtype & ST_FEET) space = 0.3048 * 32 * atof(buf); + //else it's in meters + else space = 32 * atof(buf); + //check if the formation intervening space is valid + if (space < 48 || space > 500) space = 100; + bs->formation_dist = space; +} + +/* +================== +BotMatch_Dismiss +================== +*/ +void BotMatch_Dismiss(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + // + bs->decisionmaker = client; + // + bs->ltgtype = 0; + bs->lead_time = 0; + bs->lastgoal_ltgtype = 0; + // + BotAI_BotInitialChat(bs, "dismissed", NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); +} + +/* +================== +BotMatch_Suicide +================== +*/ +void BotMatch_Suicide(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + trap_EA_Command(bs->client, "kill"); + // + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + // + BotVoiceChat(bs, client, VOICECHAT_TAUNT); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); +} + +/* +================== +BotMatch_StartTeamLeaderShip +================== +*/ +void BotMatch_StartTeamLeaderShip(bot_state_t *bs, bot_match_t *match) { + int client; + char teammate[MAX_MESSAGE_SIZE]; + + if (!TeamPlayIsOn()) return; + //if chats for him or herself + if (match->subtype & ST_I) { + //get the team mate that will be the team leader + trap_BotMatchVariable(match, NETNAME, teammate, sizeof(teammate)); + strncpy(bs->teamleader, teammate, sizeof(bs->teamleader)); + bs->teamleader[sizeof(bs->teamleader)-1] = '\0'; + } + //chats for someone else + else { + //get the team mate that will be the team leader + trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); + client = FindClientByName(teammate); + if (client >= 0) ClientName(client, bs->teamleader, sizeof(bs->teamleader)); + } +} + +/* +================== +BotMatch_StopTeamLeaderShip +================== +*/ +void BotMatch_StopTeamLeaderShip(bot_state_t *bs, bot_match_t *match) { + int client; + char teammate[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + + if (!TeamPlayIsOn()) return; + //get the team mate that stops being the team leader + trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); + //if chats for him or herself + if (match->subtype & ST_I) { + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = FindClientByName(netname); + } + //chats for someone else + else { + client = FindClientByName(teammate); + } //end else + if (client >= 0) { + if (!Q_stricmp(bs->teamleader, ClientName(client, netname, sizeof(netname)))) { + bs->teamleader[0] = '\0'; + notleader[client] = qtrue; + } + } +} + +/* +================== +BotMatch_WhoIsTeamLeader +================== +*/ +void BotMatch_WhoIsTeamLeader(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + + if (!TeamPlayIsOn()) return; + + ClientName(bs->client, netname, sizeof(netname)); + //if this bot IS the team leader + if (!Q_stricmp(netname, bs->teamleader)) { + trap_EA_SayTeam(bs->client, "I'm the team leader\n"); + } +} + +/* +================== +BotMatch_WhatAreYouDoing +================== +*/ +void BotMatch_WhatAreYouDoing(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_MESSAGE_SIZE]; + char goalname[MAX_MESSAGE_SIZE]; + int client; + + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + // + switch(bs->ltgtype) { + case LTG_TEAMHELP: + { + EasyClientName(bs->teammate, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "helping", netname, NULL); + break; + } + case LTG_TEAMACCOMPANY: + { + EasyClientName(bs->teammate, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "accompanying", netname, NULL); + break; + } + case LTG_DEFENDKEYAREA: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + BotAI_BotInitialChat(bs, "defending", goalname, NULL); + break; + } + case LTG_GETITEM: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + BotAI_BotInitialChat(bs, "gettingitem", goalname, NULL); + break; + } + case LTG_KILL: + { + ClientName(bs->teamgoal.entitynum, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "killing", netname, NULL); + break; + } + case LTG_CAMP: + case LTG_CAMPORDER: + { + BotAI_BotInitialChat(bs, "camping", NULL); + break; + } + case LTG_PATROL: + { + BotAI_BotInitialChat(bs, "patrolling", NULL); + break; + } + case LTG_GETFLAG: + { + BotAI_BotInitialChat(bs, "capturingflag", NULL); + break; + } + case LTG_RUSHBASE: + { + BotAI_BotInitialChat(bs, "rushingbase", NULL); + break; + } + case LTG_RETURNFLAG: + { + BotAI_BotInitialChat(bs, "returningflag", NULL); + break; + } + case LTG_ATTACKENEMYBASE: + { + BotAI_BotInitialChat(bs, "attackingenemybase", NULL); + break; + } + case LTG_HARVEST: + { + BotAI_BotInitialChat(bs, "harvesting", NULL); + break; + } +//#endif + case LTG_POINTA: + { + BotAI_BotInitialChat(bs, "dd_pointa", NULL); + break; + } + case LTG_POINTB: + { + BotAI_BotInitialChat(bs, "dd_pointb", NULL); + break; + } + default: + { + BotAI_BotInitialChat(bs, "roaming", NULL); + break; + } + } + //chat what the bot is doing + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); +} + +/* +================== +BotMatch_WhatIsMyCommand +================== +*/ +void BotMatch_WhatIsMyCommand(bot_state_t *bs, bot_match_t *match) { + char netname[MAX_NETNAME]; + + ClientName(bs->client, netname, sizeof(netname)); + if (Q_stricmp(netname, bs->teamleader) != 0) return; + bs->forceorders = qtrue; +} + +/* +================== +BotNearestVisibleItem +================== +*/ +float BotNearestVisibleItem(bot_state_t *bs, char *itemname, bot_goal_t *goal) { + int i; + char name[64]; + bot_goal_t tmpgoal; + float dist, bestdist; + vec3_t dir; + bsp_trace_t trace; + + bestdist = 999999; + i = -1; + do { + i = trap_BotGetLevelItemGoal(i, itemname, &tmpgoal); + trap_BotGoalName(tmpgoal.number, name, sizeof(name)); + if (Q_stricmp(itemname, name) != 0) + continue; + VectorSubtract(tmpgoal.origin, bs->origin, dir); + dist = VectorLength(dir); + if (dist < bestdist) { + //trace from start to end + BotAI_Trace(&trace, bs->eye, NULL, NULL, tmpgoal.origin, bs->client, CONTENTS_SOLID|CONTENTS_PLAYERCLIP); + if (trace.fraction >= 1.0) { + bestdist = dist; + memcpy(goal, &tmpgoal, sizeof(bot_goal_t)); + } + } + } while(i > 0); + return bestdist; +} + +/* +================== +BotMatch_WhereAreYou +================== +*/ +void BotMatch_WhereAreYou(bot_state_t *bs, bot_match_t *match) { + float dist, bestdist; + int i, bestitem, redtt, bluett, client; + bot_goal_t goal; + char netname[MAX_MESSAGE_SIZE]; + char *nearbyitems[] = { + "Shotgun", + "Grenade Launcher", + "Rocket Launcher", + "Plasmagun", + "Railgun", + "Lightning Gun", + "BFG10K", + "Quad Damage", + "Regeneration", + "Battle Suit", + "Speed", + "Invisibility", + "Flight", + "Armor", + "Heavy Armor", + "Red Flag", + "Blue Flag", + "Nailgun", + "Prox Launcher", + "Chaingun", + "Scout", + "Guard", + "Doubler", + "Ammo Regen", + "Neutral Flag", + "Red Obelisk", + "Blue Obelisk", + "Neutral Obelisk", + NULL + }; + // + if (!TeamPlayIsOn()) + return; + + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) + return; + + bestitem = -1; + bestdist = 999999; + for (i = 0; nearbyitems[i]; i++) { + dist = BotNearestVisibleItem(bs, nearbyitems[i], &goal); + if (dist < bestdist) { + bestdist = dist; + bestitem = i; + } + } + if (bestitem != -1) { + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION + || gametype == GT_1FCTF + ) { + redtt = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, ctf_redflag.areanum, TFL_DEFAULT); + bluett = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, ctf_blueflag.areanum, TFL_DEFAULT); + if (redtt < (redtt + bluett) * 0.4) { + BotAI_BotInitialChat(bs, "teamlocation", nearbyitems[bestitem], "red", NULL); + } + else if (bluett < (redtt + bluett) * 0.4) { + BotAI_BotInitialChat(bs, "teamlocation", nearbyitems[bestitem], "blue", NULL); + } + else { + BotAI_BotInitialChat(bs, "location", nearbyitems[bestitem], NULL); + } + } + else if (gametype == GT_OBELISK || gametype == GT_HARVESTER) { + redtt = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, redobelisk.areanum, TFL_DEFAULT); + bluett = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, blueobelisk.areanum, TFL_DEFAULT); + if (redtt < (redtt + bluett) * 0.4) { + BotAI_BotInitialChat(bs, "teamlocation", nearbyitems[bestitem], "red", NULL); + } + else if (bluett < (redtt + bluett) * 0.4) { + BotAI_BotInitialChat(bs, "teamlocation", nearbyitems[bestitem], "blue", NULL); + } + else { + BotAI_BotInitialChat(bs, "location", nearbyitems[bestitem], NULL); + } + } + else { + BotAI_BotInitialChat(bs, "location", nearbyitems[bestitem], NULL); + } + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + } +} + +/* +================== +BotMatch_LeadTheWay +================== +*/ +void BotMatch_LeadTheWay(bot_state_t *bs, bot_match_t *match) { + aas_entityinfo_t entinfo; + char netname[MAX_MESSAGE_SIZE], teammate[MAX_MESSAGE_SIZE]; + int client, areanum, other; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + //if someone asks for someone else + if (match->subtype & ST_SOMEONE) { + //get the team mate name + trap_BotMatchVariable(match, TEAMMATE, teammate, sizeof(teammate)); + client = FindClientByName(teammate); + //if this is the bot self + if (client == bs->client) { + other = qfalse; + } + else if (!BotSameTeam(bs, client)) { + //FIXME: say "I don't help the enemy" + return; + } + else { + other = qtrue; + } + } + else { + //get the netname + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + other = qfalse; + } + //if the bot doesn't know who to help (FindClientByName returned -1) + if (client < 0) { + BotAI_BotInitialChat(bs, "whois", netname, NULL); + trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + // + bs->lead_teamgoal.entitynum = -1; + BotEntityInfo(client, &entinfo); + //if info is valid (in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum) { // && trap_AAS_AreaReachability(areanum)) { + bs->lead_teamgoal.entitynum = client; + bs->lead_teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->lead_teamgoal.origin); + VectorSet(bs->lead_teamgoal.mins, -8, -8, -8); + VectorSet(bs->lead_teamgoal.maxs, 8, 8, 8); + } + } + + if (bs->teamgoal.entitynum < 0) { + if (other) BotAI_BotInitialChat(bs, "whereis", teammate, NULL); + else BotAI_BotInitialChat(bs, "whereareyou", netname, NULL); + trap_BotEnterChat(bs->cs, bs->client, CHAT_TEAM); + return; + } + bs->lead_teammate = client; + bs->lead_time = FloatTime() + TEAM_LEAD_TIME; + bs->leadvisible_time = 0; + bs->leadmessage_time = -(FloatTime() + 2 * random()); +} + +/* +================== +BotMatch_Kill +================== +*/ +void BotMatch_Kill(bot_state_t *bs, bot_match_t *match) { + char enemy[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + int client; + + if (!TeamPlayIsOn()) return; + //if not addressed to this bot + if (!BotAddressedToBot(bs, match)) return; + + trap_BotMatchVariable(match, ENEMY, enemy, sizeof(enemy)); + // + client = FindEnemyByName(bs, enemy); + if (client < 0) { + BotAI_BotInitialChat(bs, "whois", enemy, NULL); + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = ClientFromName(netname); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + bs->teamgoal.entitynum = client; + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_KILL; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_KILL_SOMEONE; + // + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotMatch_CTF +================== +*/ +void BotMatch_CTF(bot_state_t *bs, bot_match_t *match) { + + char flag[128], netname[MAX_NETNAME]; + + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + trap_BotMatchVariable(match, FLAG, flag, sizeof(flag)); + if (match->subtype & ST_GOTFLAG) { + if (!Q_stricmp(flag, "red")) { + bs->redflagstatus = 1; + if (BotTeam(bs) == TEAM_BLUE) { + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + bs->flagcarrier = ClientFromName(netname); + } + } + else { + bs->blueflagstatus = 1; + if (BotTeam(bs) == TEAM_RED) { + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + bs->flagcarrier = ClientFromName(netname); + } + } + bs->flagstatuschanged = 1; + bs->lastflagcapture_time = FloatTime(); + } + else if (match->subtype & ST_CAPTUREDFLAG) { + bs->redflagstatus = 0; + bs->blueflagstatus = 0; + bs->flagcarrier = 0; + bs->flagstatuschanged = 1; + } + else if (match->subtype & ST_RETURNEDFLAG) { + if (!Q_stricmp(flag, "red")) bs->redflagstatus = 0; + else bs->blueflagstatus = 0; + bs->flagstatuschanged = 1; + } + } + else if (gametype == GT_1FCTF) { + if (match->subtype & ST_1FCTFGOTFLAG) { + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + bs->flagcarrier = ClientFromName(netname); + } + } +} + +void BotMatch_EnterGame(bot_state_t *bs, bot_match_t *match) { + int client; + char netname[MAX_NETNAME]; + + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = FindClientByName(netname); + if (client >= 0) { + notleader[client] = qfalse; + } + //NOTE: eliza chats will catch this + //Com_sprintf(buf, sizeof(buf), "heya %s", netname); + //EA_Say(bs->client, buf); +} + +void BotMatch_NewLeader(bot_state_t *bs, bot_match_t *match) { + int client; + char netname[MAX_NETNAME]; + + trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname)); + client = FindClientByName(netname); + if (!BotSameTeam(bs, client)) + return; + Q_strncpyz(bs->teamleader, netname, sizeof(bs->teamleader)); +} + +/* +================== +BotMatchMessage +================== +*/ +int BotMatchMessage(bot_state_t *bs, char *message) { + bot_match_t match; + + match.type = 0; + //if it is an unknown message + if (!trap_BotFindMatch(message, &match, MTCONTEXT_MISC + |MTCONTEXT_INITIALTEAMCHAT + |MTCONTEXT_CTF + |MTCONTEXT_DD)) { + return qfalse; + } + //react to the found message + switch(match.type) + { + case MSG_HELP: //someone calling for help + case MSG_ACCOMPANY: //someone calling for company + { + BotMatch_HelpAccompany(bs, &match); + break; + } + case MSG_DEFENDKEYAREA: //teamplay defend a key area + { + BotMatch_DefendKeyArea(bs, &match); + break; + } + case MSG_CAMP: //camp somewhere + { + BotMatch_Camp(bs, &match); + break; + } + case MSG_PATROL: //patrol between several key areas + { + BotMatch_Patrol(bs, &match); + break; + } + //CTF & 1FCTF + case MSG_GETFLAG: //ctf get the enemy flag + { + BotMatch_GetFlag(bs, &match); + break; + } + //CTF & 1FCTF & Obelisk & Harvester + case MSG_ATTACKENEMYBASE: + { + BotMatch_AttackEnemyBase(bs, &match); + break; + } + //Harvester + case MSG_HARVEST: + { + BotMatch_Harvest(bs, &match); + break; + } + //CTF & 1FCTF & Harvester + case MSG_RUSHBASE: //ctf rush to the base + { + BotMatch_RushBase(bs, &match); + break; + } + //CTF & 1FCTF + case MSG_RETURNFLAG: + { + BotMatch_ReturnFlag(bs, &match); + break; + } + //CTF & 1FCTF & Obelisk & Harvester + case MSG_TASKPREFERENCE: + { + BotMatch_TaskPreference(bs, &match); + break; + } + //CTF & 1FCTF + case MSG_CTF: + { + BotMatch_CTF(bs, &match); + break; + } + case MSG_GETITEM: + { + BotMatch_GetItem(bs, &match); + break; + } + case MSG_JOINSUBTEAM: //join a sub team + { + BotMatch_JoinSubteam(bs, &match); + break; + } + case MSG_LEAVESUBTEAM: //leave a sub team + { + BotMatch_LeaveSubteam(bs, &match); + break; + } + case MSG_WHICHTEAM: + { + BotMatch_WhichTeam(bs, &match); + break; + } + case MSG_CHECKPOINT: //remember a check point + { + BotMatch_CheckPoint(bs, &match); + break; + } + case MSG_CREATENEWFORMATION: //start the creation of a new formation + { + trap_EA_SayTeam(bs->client, "the part of my brain to create formations has been damaged"); + break; + } + case MSG_FORMATIONPOSITION: //tell someone his/her position in the formation + { + trap_EA_SayTeam(bs->client, "the part of my brain to create formations has been damaged"); + break; + } + case MSG_FORMATIONSPACE: //set the formation space + { + BotMatch_FormationSpace(bs, &match); + break; + } + case MSG_DOFORMATION: //form a certain formation + { + break; + } + case MSG_DISMISS: //dismiss someone + { + BotMatch_Dismiss(bs, &match); + break; + } + case MSG_STARTTEAMLEADERSHIP: //someone will become the team leader + { + BotMatch_StartTeamLeaderShip(bs, &match); + break; + } + case MSG_STOPTEAMLEADERSHIP: //someone will stop being the team leader + { + BotMatch_StopTeamLeaderShip(bs, &match); + break; + } + case MSG_WHOISTEAMLAEDER: + { + BotMatch_WhoIsTeamLeader(bs, &match); + break; + } + case MSG_WHATAREYOUDOING: //ask a bot what he/she is doing + { + BotMatch_WhatAreYouDoing(bs, &match); + break; + } + case MSG_WHATISMYCOMMAND: + { + BotMatch_WhatIsMyCommand(bs, &match); + break; + } + case MSG_WHEREAREYOU: + { + BotMatch_WhereAreYou(bs, &match); + break; + } + case MSG_LEADTHEWAY: + { + BotMatch_LeadTheWay(bs, &match); + break; + } + case MSG_KILL: + { + BotMatch_Kill(bs, &match); + break; + } + case MSG_ENTERGAME: //someone entered the game + { + BotMatch_EnterGame(bs, &match); + break; + } + case MSG_NEWLEADER: + { + BotMatch_NewLeader(bs, &match); + break; + } + case MSG_WAIT: + { + break; + } + case MSG_SUICIDE: + { + BotMatch_Suicide(bs, &match); + break; + } + case MSG_TAKEA: + { + BotMatch_TakeA(bs, &match); + break; + } + case MSG_TAKEB: + { + BotMatch_TakeB(bs, &match); + break; + } + default: + { + BotAI_Print(PRT_MESSAGE, "unknown match type\n"); + break; + } + } + return qtrue; +} diff --git a/code/game/ai_cmd.h b/code/game/ai_cmd.h new file mode 100644 index 0000000..dd10bc1 --- /dev/null +++ b/code/game/ai_cmd.h @@ -0,0 +1,37 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_cmd.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +extern int notleader[MAX_CLIENTS]; + +int BotMatchMessage(bot_state_t *bs, char *message); +void BotPrintTeamGoal(bot_state_t *bs); + diff --git a/code/game/ai_dmnet.c b/code/game/ai_dmnet.c new file mode 100644 index 0000000..3ce2b65 --- /dev/null +++ b/code/game/ai_dmnet.c @@ -0,0 +1,2698 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_dmnet.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_dmnet.c $ + * + *****************************************************************************/ + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_team.h" +//data file headers +#include "chars.h" //characteristics +#include "inv.h" //indexes into the inventory +#include "syn.h" //synonyms +#include "match.h" //string matching types and vars + +// for the voice chats +#include "../../ui/menudef.h" + +//goal flag, see ../botlib/be_ai_goal.h for the other GFL_* +#define GFL_AIR 128 + +int numnodeswitches; +char nodeswitch[MAX_NODESWITCHES+1][144]; + +#define LOOKAHEAD_DISTANCE 300 + +extern bot_goal_t dom_points_bot[MAX_DOMINATION_POINTS]; + +/* +================== +BotResetNodeSwitches +================== +*/ +void BotResetNodeSwitches(void) { + numnodeswitches = 0; +} + +/* +================== +BotDumpNodeSwitches +================== +*/ +void BotDumpNodeSwitches(bot_state_t *bs) { + int i; + char netname[MAX_NETNAME]; + + ClientName(bs->client, netname, sizeof(netname)); + BotAI_Print(PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, FloatTime(), MAX_NODESWITCHES); + for (i = 0; i < numnodeswitches; i++) { + BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[i]); + } + BotAI_Print(PRT_FATAL, ""); +} + +/* +================== +BotRecordNodeSwitch +================== +*/ +void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str, char *s) { + char netname[MAX_NETNAME]; + + ClientName(bs->client, netname, sizeof(netname)); + Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s from %s\n", netname, FloatTime(), node, str, s); +#ifdef DEBUG + if (0) { + BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]); + } +#endif //DEBUG + numnodeswitches++; +} + +/* +================== +BotGetAirGoal +================== +*/ +int BotGetAirGoal(bot_state_t *bs, bot_goal_t *goal) { + bsp_trace_t bsptrace; + vec3_t end, mins = {-15, -15, -2}, maxs = {15, 15, 2}; + int areanum; + + //trace up until we hit solid + VectorCopy(bs->origin, end); + end[2] += 1000; + BotAI_Trace(&bsptrace, bs->origin, mins, maxs, end, bs->entitynum, CONTENTS_SOLID|CONTENTS_PLAYERCLIP); + //trace down until we hit water + VectorCopy(bsptrace.endpos, end); + BotAI_Trace(&bsptrace, end, mins, maxs, bs->origin, bs->entitynum, CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA); + //if we found the water surface + if (bsptrace.fraction > 0) { + areanum = BotPointAreaNum(bsptrace.endpos); + if (areanum) { + VectorCopy(bsptrace.endpos, goal->origin); + goal->origin[2] -= 2; + goal->areanum = areanum; + goal->mins[0] = -15; + goal->mins[1] = -15; + goal->mins[2] = -1; + goal->maxs[0] = 15; + goal->maxs[1] = 15; + goal->maxs[2] = 1; + goal->flags = GFL_AIR; + goal->number = 0; + goal->iteminfo = 0; + goal->entitynum = 0; + return qtrue; + } + } + return qfalse; +} + +/* +================== +BotGoForAir +================== +*/ +int BotGoForAir(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) { + bot_goal_t goal; + + //if the bot needs air + if (bs->lastair_time < FloatTime() - 6) { + // +#ifdef DEBUG + //BotAI_Print(PRT_MESSAGE, "going for air\n"); +#endif //DEBUG + //if we can find an air goal + if (BotGetAirGoal(bs, &goal)) { + trap_BotPushGoal(bs->gs, &goal); + return qtrue; + } + else { + //get a nearby goal outside the water + while(trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range)) { + trap_BotGetTopGoal(bs->gs, &goal); + //if the goal is not in water + if (!(trap_AAS_PointContents(goal.origin) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA))) { + return qtrue; + } + trap_BotPopGoal(bs->gs); + } + trap_BotResetAvoidGoals(bs->gs); + } + } + return qfalse; +} + +/* +================== +BotNearbyGoal +================== +*/ +int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) { + int ret; + + //check if the bot should go for air + if (BotGoForAir(bs, tfl, ltg, range)) return qtrue; + // if the bot is carrying a flag or cubes + if (BotCTFCarryingFlag(bs) +#ifdef MISSIONPACK + || Bot1FCTFCarryingFlag(bs) || BotHarvesterCarryingCubes(bs) +#endif + ) { + //if the bot is just a few secs away from the base + if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, + bs->teamgoal.areanum, TFL_DEFAULT) < 300) { + //make the range really small + range = 50; + } + } + // + ret = trap_BotChooseNBGItem(bs->gs, bs->origin, bs->inventory, tfl, ltg, range); + /* + if (ret) + { + char buf[128]; + //get the goal at the top of the stack + trap_BotGetTopGoal(bs->gs, &goal); + trap_BotGoalName(goal.number, buf, sizeof(buf)); + BotAI_Print(PRT_MESSAGE, "%1.1f: new nearby goal %s\n", FloatTime(), buf); + } + */ + return ret; +} + +/* +================== +BotReachedGoal +================== +*/ +int BotReachedGoal(bot_state_t *bs, bot_goal_t *goal) { + if (goal->flags & GFL_ITEM) { + //if touching the goal + if (trap_BotTouchingGoal(bs->origin, goal)) { + if (!(goal->flags & GFL_DROPPED)) { + trap_BotSetAvoidGoalTime(bs->gs, goal->number, -1); + } + return qtrue; + } + //if the goal isn't there + if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) { + /* + float avoidtime; + int t; + + avoidtime = trap_BotAvoidGoalTime(bs->gs, goal->number); + if (avoidtime > 0) { + t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal->areanum, bs->tfl); + if ((float) t * 0.009 < avoidtime) + return qtrue; + } + */ + return qtrue; + } + //if in the goal area and below or above the goal and not swimming + if (bs->areanum == goal->areanum) { + if (bs->origin[0] > goal->origin[0] + goal->mins[0] && bs->origin[0] < goal->origin[0] + goal->maxs[0]) { + if (bs->origin[1] > goal->origin[1] + goal->mins[1] && bs->origin[1] < goal->origin[1] + goal->maxs[1]) { + if (!trap_AAS_Swimming(bs->origin)) { + return qtrue; + } + } + } + } + } + else if (goal->flags & GFL_AIR) { + //if touching the goal + if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue; + //if the bot got air + if (bs->lastair_time > FloatTime() - 1) return qtrue; + } + else { + //if touching the goal + if (trap_BotTouchingGoal(bs->origin, goal)) return qtrue; + } + return qfalse; +} + +/* +================== +BotGetItemLongTermGoal +================== +*/ +int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) { + //if the bot has no goal + if (!trap_BotGetTopGoal(bs->gs, goal)) { + //BotAI_Print(PRT_MESSAGE, "no ltg on stack\n"); + bs->ltg_time = 0; + } + //if the bot touches the current goal + else if (BotReachedGoal(bs, goal)) { + BotChooseWeapon(bs); + bs->ltg_time = 0; + } + //if it is time to find a new long term goal + if (bs->ltg_time < FloatTime()) { + //pop the current goal from the stack + trap_BotPopGoal(bs->gs); + //BotAI_Print(PRT_MESSAGE, "%s: choosing new ltg\n", ClientName(bs->client, netname, sizeof(netname))); + //choose a new goal + //BotAI_Print(PRT_MESSAGE, "%6.1f client %d: BotChooseLTGItem\n", FloatTime(), bs->client); + if (trap_BotChooseLTGItem(bs->gs, bs->origin, bs->inventory, tfl)) { + /* + char buf[128]; + //get the goal at the top of the stack + trap_BotGetTopGoal(bs->gs, goal); + trap_BotGoalName(goal->number, buf, sizeof(buf)); + BotAI_Print(PRT_MESSAGE, "%1.1f: new long term goal %s\n", FloatTime(), buf); + */ + bs->ltg_time = FloatTime() + 20; + } + else {//the bot gets sorta stuck with all the avoid timings, shouldn't happen though + // +#ifdef DEBUG + char netname[128]; + + BotAI_Print(PRT_MESSAGE, "%s: no valid ltg (probably stuck)\n", ClientName(bs->client, netname, sizeof(netname))); +#endif + //trap_BotDumpAvoidGoals(bs->gs); + //reset the avoid goals and the avoid reach + trap_BotResetAvoidGoals(bs->gs); + trap_BotResetAvoidReach(bs->ms); + } + //get the goal at the top of the stack + return trap_BotGetTopGoal(bs->gs, goal); + } + return qtrue; +} + +/* +================== +BotGetLongTermGoal + +we could also create a seperate AI node for every long term goal type +however this saves us a lot of code +================== +*/ +int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) { + vec3_t target, dir, dir2; + char netname[MAX_NETNAME]; + char buf[MAX_MESSAGE_SIZE]; + int areanum; + float croucher; + aas_entityinfo_t entinfo, botinfo; + bot_waypoint_t *wp; + + if (bs->ltgtype == LTG_TEAMHELP && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "help_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); + bs->teammessage_time = 0; + } + //if trying to help the team mate for more than a minute + if (bs->teamgoal_time < FloatTime()) + bs->ltgtype = 0; + //if the team mate IS visible for quite some time + if (bs->teammatevisible_time < FloatTime() - 10) bs->ltgtype = 0; + //get entity information of the companion + BotEntityInfo(bs->teammate, &entinfo); + //if the team mate is visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) { + //if close just stand still there + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(100)) { + trap_BotResetAvoidReach(bs->ms); + return qfalse; + } + } + else { + //last time the bot was NOT visible + bs->teammatevisible_time = FloatTime(); + } + //if the entity information is valid (entity in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum && trap_AAS_AreaReachability(areanum)) { + //update team goal + bs->teamgoal.entitynum = bs->teammate; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + } + } + memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + return qtrue; + } + //if the bot accompanies someone + if (bs->ltgtype == LTG_TEAMACCOMPANY && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "accompany_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); + bs->teammessage_time = 0; + } + //if accompanying the companion for 3 minutes + if (bs->teamgoal_time < FloatTime()) { + BotAI_BotInitialChat(bs, "accompany_stop", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->ltgtype = 0; + } + //get entity information of the companion + BotEntityInfo(bs->teammate, &entinfo); + //if the companion is visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->teammate)) { + //update visible time + bs->teammatevisible_time = FloatTime(); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(bs->formation_dist)) { + // + // if the client being followed bumps into this bot then + // the bot should back up + BotEntityInfo(bs->entitynum, &botinfo); + // if the followed client is not standing ontop of the bot + if (botinfo.origin[2] + botinfo.maxs[2] > entinfo.origin[2] + entinfo.mins[2]) { + // if the bounding boxes touch each other + if (botinfo.origin[0] + botinfo.maxs[0] > entinfo.origin[0] + entinfo.mins[0] - 4&& + botinfo.origin[0] + botinfo.mins[0] < entinfo.origin[0] + entinfo.maxs[0] + 4) { + if (botinfo.origin[1] + botinfo.maxs[1] > entinfo.origin[1] + entinfo.mins[1] - 4 && + botinfo.origin[1] + botinfo.mins[1] < entinfo.origin[1] + entinfo.maxs[1] + 4) { + if (botinfo.origin[2] + botinfo.maxs[2] > entinfo.origin[2] + entinfo.mins[2] - 4 && + botinfo.origin[2] + botinfo.mins[2] < entinfo.origin[2] + entinfo.maxs[2] + 4) { + // if the followed client looks in the direction of this bot + AngleVectors(entinfo.angles, dir, NULL, NULL); + dir[2] = 0; + VectorNormalize(dir); + //VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir); + VectorSubtract(bs->origin, entinfo.origin, dir2); + VectorNormalize(dir2); + if (DotProduct(dir, dir2) > 0.7) { + // back up + BotSetupForMovement(bs); + trap_BotMoveInDirection(bs->ms, dir2, 400, MOVE_WALK); + } + } + } + } + } + //check if the bot wants to crouch + //don't crouch if crouched less than 5 seconds ago + if (bs->attackcrouch_time < FloatTime() - 5) { + croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1); + if (random() < bs->thinktime * croucher) { + bs->attackcrouch_time = FloatTime() + 5 + croucher * 15; + } + } + //don't crouch when swimming + if (trap_AAS_Swimming(bs->origin)) bs->attackcrouch_time = FloatTime() - 1; + //if not arrived yet or arived some time ago + if (bs->arrive_time < FloatTime() - 2) { + //if not arrived yet + if (!bs->arrive_time) { + trap_EA_Gesture(bs->client); + BotAI_BotInitialChat(bs, "accompany_arrive", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->arrive_time = FloatTime(); + } + //if the bot wants to crouch + else if (bs->attackcrouch_time > FloatTime()) { + trap_EA_Crouch(bs->client); + } + //else do some model taunts + else if (random() < bs->thinktime * 0.05) { + //do a gesture :) + trap_EA_Gesture(bs->client); + } + } + //if just arrived look at the companion + if (bs->arrive_time > FloatTime() - 2) { + VectorSubtract(entinfo.origin, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + //else look strategically around for enemies + else if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + //check if the bot wants to go for air + if (BotGoForAir(bs, bs->tfl, &bs->teamgoal, 400)) { + trap_BotResetLastAvoidReach(bs->ms); + //get the goal at the top of the stack + //trap_BotGetTopGoal(bs->gs, &tmpgoal); + //trap_BotGoalName(tmpgoal.number, buf, 144); + //BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf); + //time the bot gets to pick up the nearby goal item + bs->nbg_time = FloatTime() + 8; + AIEnter_Seek_NBG(bs, "BotLongTermGoal: go for air"); + return qfalse; + } + // + trap_BotResetAvoidReach(bs->ms); + return qfalse; + } + } + //if the entity information is valid (entity in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum && trap_AAS_AreaReachability(areanum)) { + //update team goal + bs->teamgoal.entitynum = bs->teammate; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + } + } + //the goal the bot should go for + memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + //if the companion is NOT visible for too long + if (bs->teammatevisible_time < FloatTime() - 60) { + BotAI_BotInitialChat(bs, "accompany_cannotfind", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->ltgtype = 0; + // just to make sure the bot won't spam this message + bs->teammatevisible_time = FloatTime(); + } + return qtrue; + } + // + if (bs->ltgtype == LTG_DEFENDKEYAREA) { + if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, + bs->teamgoal.areanum, TFL_DEFAULT) > bs->defendaway_range) { + bs->defendaway_time = 0; + } + } + //For double domination + if (bs->ltgtype == LTG_POINTA && + bs->defendaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "dd_start_pointa", buf, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + //BotVoiceChatOnly(bs, -1, VOICECHAT_ONDEFENSE); + bs->teammessage_time = 0; + } + //set the bot goal + memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); + //if very close... go away for some time + VectorSubtract(goal->origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(70)) { + trap_BotResetAvoidReach(bs->ms); + bs->defendaway_time = FloatTime() + 3 + 3 * random(); + if (BotHasPersistantPowerupAndWeapon(bs)) { + bs->defendaway_range = 100; + } + else { + bs->defendaway_range = 350; + } + } + return qtrue; + } + if (bs->ltgtype == LTG_POINTB && + bs->defendaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "dd_start_pointb", buf, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + //BotVoiceChatOnly(bs, -1, VOICECHAT_ONDEFENSE); + bs->teammessage_time = 0; + } + //set the bot goal + memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); + //if very close... go away for some time + VectorSubtract(goal->origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(70)) { + trap_BotResetAvoidReach(bs->ms); + bs->defendaway_time = FloatTime() + 3 + 3 * random(); + if (BotHasPersistantPowerupAndWeapon(bs)) { + bs->defendaway_range = 100; + } + else { + bs->defendaway_range = 350; + } + } + return qtrue; + } + //if (bs->ltgtype == LTG_DOMHOLD && + // bs->defendaway_time < FloatTime()) { + //check for bot typing status message + /*if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "dd_start_pointb", buf, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + //BotVoiceChatOnly(bs, -1, VOICECHAT_ONDEFENSE); + bs->teammessage_time = 0; + }*/ + //set the bot goal + // memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + //if very close... go away for some time + // VectorSubtract(goal->origin, bs->origin, dir); + // if (VectorLengthSquared(dir) < Square(30)) { + /*trap_BotResetAvoidReach(bs->ms); + bs->defendaway_time = FloatTime() + 3 + 3 * random(); + if (BotHasPersistantPowerupAndWeapon(bs)) { + bs->defendaway_range = 100; + } + else { + bs->defendaway_range = 350; + }*/ + // memcpy(&bs->teamgoal, &dom_points_bot[((rand()) % (level.domination_points_count))], sizeof(bot_goal_t)); + // BotAlternateRoute(bs, &bs->teamgoal); + // BotSetTeamStatus(bs); + + //} + //return qtrue; + + // } + //if defending a key area + if (bs->ltgtype == LTG_DEFENDKEYAREA && !retreat && + bs->defendaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "defend_start", buf, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONDEFENSE); + bs->teammessage_time = 0; + } + //set the bot goal + memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + //stop after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "defend_stop", buf, NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + bs->ltgtype = 0; + } + //if very close... go away for some time + VectorSubtract(goal->origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(70)) { + trap_BotResetAvoidReach(bs->ms); + bs->defendaway_time = FloatTime() + 3 + 3 * random(); + if (BotHasPersistantPowerupAndWeapon(bs)) { + bs->defendaway_range = 100; + } + else { + bs->defendaway_range = 350; + } + } + return qtrue; + } + //going to kill someone + if (bs->ltgtype == LTG_KILL && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "kill_start", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + bs->teammessage_time = 0; + } + // + if (bs->lastkilledplayer == bs->teamgoal.entitynum) { + EasyClientName(bs->teamgoal.entitynum, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "kill_done", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + bs->lastkilledplayer = -1; + bs->ltgtype = 0; + } + // + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + //just roam around + return BotGetItemLongTermGoal(bs, tfl, goal); + } + //get an item + if (bs->ltgtype == LTG_GETITEM && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "getitem_start", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); + bs->teammessage_time = 0; + } + //set the bot goal + memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + //stop after some time + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + // + if (trap_BotItemGoalInVisButNotVisible(bs->entitynum, bs->eye, bs->viewangles, goal)) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "getitem_notthere", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + bs->ltgtype = 0; + } + else if (BotReachedGoal(bs, goal)) { + trap_BotGoalName(bs->teamgoal.number, buf, sizeof(buf)); + BotAI_BotInitialChat(bs, "getitem_gotit", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + bs->ltgtype = 0; + } + return qtrue; + } + //if camping somewhere + if ((bs->ltgtype == LTG_CAMP || bs->ltgtype == LTG_CAMPORDER) && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + if (bs->ltgtype == LTG_CAMPORDER) { + BotAI_BotInitialChat(bs, "camp_start", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); + } + bs->teammessage_time = 0; + } + //set the bot goal + memcpy(goal, &bs->teamgoal, sizeof(bot_goal_t)); + // + if (bs->teamgoal_time < FloatTime()) { + if (bs->ltgtype == LTG_CAMPORDER) { + BotAI_BotInitialChat(bs, "camp_stop", NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + } + bs->ltgtype = 0; + } + //if really near the camp spot + VectorSubtract(goal->origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(60)) + { + //if not arrived yet + if (!bs->arrive_time) { + if (bs->ltgtype == LTG_CAMPORDER) { + BotAI_BotInitialChat(bs, "camp_arrive", EasyClientName(bs->teammate, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_INPOSITION); + } + bs->arrive_time = FloatTime(); + } + //look strategically around for enemies + if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + //check if the bot wants to crouch + //don't crouch if crouched less than 5 seconds ago + if (bs->attackcrouch_time < FloatTime() - 5) { + croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1); + if (random() < bs->thinktime * croucher) { + bs->attackcrouch_time = FloatTime() + 5 + croucher * 15; + } + } + //if the bot wants to crouch + if (bs->attackcrouch_time > FloatTime()) { + trap_EA_Crouch(bs->client); + } + //don't crouch when swimming + if (trap_AAS_Swimming(bs->origin)) bs->attackcrouch_time = FloatTime() - 1; + //make sure the bot is not gonna drown + if (trap_PointContents(bs->eye,bs->entitynum) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) { + if (bs->ltgtype == LTG_CAMPORDER) { + BotAI_BotInitialChat(bs, "camp_stop", NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + // + if (bs->lastgoal_ltgtype == LTG_CAMPORDER) { + bs->lastgoal_ltgtype = 0; + } + } + bs->ltgtype = 0; + } + // + if (bs->camp_range > 0) { + //FIXME: move around a bit + } + // + trap_BotResetAvoidReach(bs->ms); + return qfalse; + } + return qtrue; + } + //patrolling along several waypoints + if (bs->ltgtype == LTG_PATROL && !retreat) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + strcpy(buf, ""); + for (wp = bs->patrolpoints; wp; wp = wp->next) { + strcat(buf, wp->name); + if (wp->next) strcat(buf, " to "); + } + BotAI_BotInitialChat(bs, "patrol_start", buf, NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + BotVoiceChatOnly(bs, bs->decisionmaker, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); + bs->teammessage_time = 0; + } + // + if (!bs->curpatrolpoint) { + bs->ltgtype = 0; + return qfalse; + } + //if the bot touches the current goal + if (trap_BotTouchingGoal(bs->origin, &bs->curpatrolpoint->goal)) { + if (bs->patrolflags & PATROL_BACK) { + if (bs->curpatrolpoint->prev) { + bs->curpatrolpoint = bs->curpatrolpoint->prev; + } + else { + bs->curpatrolpoint = bs->curpatrolpoint->next; + bs->patrolflags &= ~PATROL_BACK; + } + } + else { + if (bs->curpatrolpoint->next) { + bs->curpatrolpoint = bs->curpatrolpoint->next; + } + else { + bs->curpatrolpoint = bs->curpatrolpoint->prev; + bs->patrolflags |= PATROL_BACK; + } + } + } + //stop after 5 minutes + if (bs->teamgoal_time < FloatTime()) { + BotAI_BotInitialChat(bs, "patrol_stop", NULL); + trap_BotEnterChat(bs->cs, bs->decisionmaker, CHAT_TELL); + bs->ltgtype = 0; + } + if (!bs->curpatrolpoint) { + bs->ltgtype = 0; + return qfalse; + } + memcpy(goal, &bs->curpatrolpoint->goal, sizeof(bot_goal_t)); + return qtrue; + } +#ifdef CTF + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //if going for enemy flag + if (bs->ltgtype == LTG_GETFLAG) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "captureflag_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONGETFLAG); + bs->teammessage_time = 0; + } + // + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //if touching the flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + // make sure the bot knows the flag isn't there anymore + switch(BotTeam(bs)) { + case TEAM_RED: bs->blueflagstatus = 1; break; + case TEAM_BLUE: bs->redflagstatus = 1; break; + } + bs->ltgtype = 0; + } + //stop after 3 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + BotAlternateRoute(bs, goal); + return qtrue; + } + //if rushing to the base + if (bs->ltgtype == LTG_RUSHBASE && bs->rushbaseaway_time < FloatTime()) { + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //if not carrying the flag anymore + if (!BotCTFCarryingFlag(bs)) bs->ltgtype = 0; + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) bs->ltgtype = 0; + //if touching the base flag the bot should loose the enemy flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + //if the bot is still carrying the enemy flag then the + //base flag is gone, now just walk near the base a bit + if (BotCTFCarryingFlag(bs)) { + trap_BotResetAvoidReach(bs->ms); + bs->rushbaseaway_time = FloatTime() + 5 + 10 * random(); + //FIXME: add chat to tell the others to get back the flag + } + else { + bs->ltgtype = 0; + } + } + BotAlternateRoute(bs, goal); + return qtrue; + } + //returning flag + if (bs->ltgtype == LTG_RETURNFLAG) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "returnflag_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONRETURNFLAG); + bs->teammessage_time = 0; + } + // + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //if touching the flag + if (trap_BotTouchingGoal(bs->origin, goal)) bs->ltgtype = 0; + //stop after 3 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + BotAlternateRoute(bs, goal); + return qtrue; + } + } +#endif //CTF + else if (gametype == GT_1FCTF) { + if (bs->ltgtype == LTG_GETFLAG) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "captureflag_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONGETFLAG); + bs->teammessage_time = 0; + } + memcpy(goal, &ctf_neutralflag, sizeof(bot_goal_t)); + //if touching the flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->ltgtype = 0; + } + //stop after 3 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + return qtrue; + } + //if rushing to the base + if (bs->ltgtype == LTG_RUSHBASE) { + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //if not carrying the flag anymore + if (!Bot1FCTFCarryingFlag(bs)) { + bs->ltgtype = 0; + } + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + //if touching the base flag the bot should loose the enemy flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->ltgtype = 0; + } + BotAlternateRoute(bs, goal); + return qtrue; + } + //attack the enemy base + if (bs->ltgtype == LTG_ATTACKENEMYBASE && + bs->attackaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "attackenemybase_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONOFFENSE); + bs->teammessage_time = 0; + } + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &ctf_blueflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &ctf_redflag, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + //if touching the base flag the bot should loose the enemy flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->attackaway_time = FloatTime() + 2 + 5 * random(); + } + return qtrue; + } + //returning flag + if (bs->ltgtype == LTG_RETURNFLAG) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "returnflag_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONRETURNFLAG); + bs->teammessage_time = 0; + } + // + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + //just roam around + return BotGetItemLongTermGoal(bs, tfl, goal); + } + } + else if (gametype == GT_OBELISK) { + if (bs->ltgtype == LTG_ATTACKENEMYBASE && + bs->attackaway_time < FloatTime()) { + + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "attackenemybase_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONOFFENSE); + bs->teammessage_time = 0; + } + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &blueobelisk, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &redobelisk, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //if the bot no longer wants to attack the obelisk + if (BotFeelingBad(bs) > 50) { + return BotGetItemLongTermGoal(bs, tfl, goal); + } + //if touching the obelisk + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->attackaway_time = FloatTime() + 3 + 5 * random(); + } + // or very close to the obelisk + VectorSubtract(bs->origin, goal->origin, dir); + if (VectorLengthSquared(dir) < Square(60)) { + bs->attackaway_time = FloatTime() + 3 + 5 * random(); + } + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + BotAlternateRoute(bs, goal); + //just move towards the obelisk + return qtrue; + } + } + else if (gametype == GT_HARVESTER) { + //if rushing to the base + if (bs->ltgtype == LTG_RUSHBASE) { + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &blueobelisk, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &redobelisk, sizeof(bot_goal_t)); break; + default: BotGoHarvest(bs); return qfalse; + } + //if not carrying any cubes + if (!BotHarvesterCarryingCubes(bs)) { + BotGoHarvest(bs); + return qfalse; + } + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + BotGoHarvest(bs); + return qfalse; + } + //if touching the base flag the bot should loose the enemy flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + BotGoHarvest(bs); + return qfalse; + } + BotAlternateRoute(bs, goal); + return qtrue; + } + //attack the enemy base + if (bs->ltgtype == LTG_ATTACKENEMYBASE && + bs->attackaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "attackenemybase_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONOFFENSE); + bs->teammessage_time = 0; + } + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(goal, &blueobelisk, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(goal, &redobelisk, sizeof(bot_goal_t)); break; + default: bs->ltgtype = 0; return qfalse; + } + //quit rushing after 2 minutes + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + //if touching the base flag the bot should loose the enemy flag + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->attackaway_time = FloatTime() + 2 + 5 * random(); + } + return qtrue; + } + //harvest cubes + if (bs->ltgtype == LTG_HARVEST && + bs->harvestaway_time < FloatTime()) { + //check for bot typing status message + if (bs->teammessage_time && bs->teammessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "harvest_start", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONOFFENSE); + bs->teammessage_time = 0; + } + memcpy(goal, &neutralobelisk, sizeof(bot_goal_t)); + // + if (bs->teamgoal_time < FloatTime()) { + bs->ltgtype = 0; + } + // + if (trap_BotTouchingGoal(bs->origin, goal)) { + bs->harvestaway_time = FloatTime() + 4 + 3 * random(); + } + return qtrue; + } + } +//#endif + //normal goal stuff + return BotGetItemLongTermGoal(bs, tfl, goal); +} + +/* +================== +BotLongTermGoal +================== +*/ +int BotLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) { + aas_entityinfo_t entinfo; + char teammate[MAX_MESSAGE_SIZE]; + float squaredist; + int areanum; + vec3_t dir; + + //FIXME: also have air long term goals? + // + //if the bot is leading someone and not retreating + if (bs->lead_time > 0 && !retreat) { + if (bs->lead_time < FloatTime()) { + BotAI_BotInitialChat(bs, "lead_stop", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->lead_time = 0; + return BotGetLongTermGoal(bs, tfl, retreat, goal); + } + // + if (bs->leadmessage_time < 0 && -bs->leadmessage_time < FloatTime()) { + BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->leadmessage_time = FloatTime(); + } + //get entity information of the companion + BotEntityInfo(bs->lead_teammate, &entinfo); + // + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum && trap_AAS_AreaReachability(areanum)) { + //update team goal + bs->lead_teamgoal.entitynum = bs->lead_teammate; + bs->lead_teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->lead_teamgoal.origin); + VectorSet(bs->lead_teamgoal.mins, -8, -8, -8); + VectorSet(bs->lead_teamgoal.maxs, 8, 8, 8); + } + } + //if the team mate is visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->lead_teammate)) { + bs->leadvisible_time = FloatTime(); + } + //if the team mate is not visible for 1 seconds + if (bs->leadvisible_time < FloatTime() - 1) { + bs->leadbackup_time = FloatTime() + 2; + } + //distance towards the team mate + VectorSubtract(bs->origin, bs->lead_teamgoal.origin, dir); + squaredist = VectorLengthSquared(dir); + //if backing up towards the team mate + if (bs->leadbackup_time > FloatTime()) { + if (bs->leadmessage_time < FloatTime() - 20) { + BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->leadmessage_time = FloatTime(); + } + //if very close to the team mate + if (squaredist < Square(100)) { + bs->leadbackup_time = 0; + } + //the bot should go back to the team mate + memcpy(goal, &bs->lead_teamgoal, sizeof(bot_goal_t)); + return qtrue; + } + else { + //if quite distant from the team mate + if (squaredist > Square(500)) { + if (bs->leadmessage_time < FloatTime() - 20) { + BotAI_BotInitialChat(bs, "followme", EasyClientName(bs->lead_teammate, teammate, sizeof(teammate)), NULL); + trap_BotEnterChat(bs->cs, bs->teammate, CHAT_TELL); + bs->leadmessage_time = FloatTime(); + } + //look at the team mate + VectorSubtract(entinfo.origin, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + //just wait for the team mate + return qfalse; + } + } + } + return BotGetLongTermGoal(bs, tfl, retreat, goal); +} + +/* +================== +AIEnter_Intermission +================== +*/ +void AIEnter_Intermission(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "intermission", "", s); + //reset the bot state + BotResetState(bs); + //check for end level chat + if (BotChat_EndLevel(bs)) { + trap_BotEnterChat(bs->cs, 0, bs->chatto); + } + bs->ainode = AINode_Intermission; +} + +/* +================== +AINode_Intermission +================== +*/ +int AINode_Intermission(bot_state_t *bs) { + //if the intermission ended + if (!BotIntermission(bs)) { + if (BotChat_StartLevel(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + } + else { + bs->stand_time = FloatTime() + 2; + } + AIEnter_Stand(bs, "intermission: chat"); + } + return qtrue; +} + +/* +================== +AIEnter_Observer +================== +*/ +void AIEnter_Observer(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "observer", "", s); + //reset the bot state + BotResetState(bs); + bs->ainode = AINode_Observer; +} + +/* +================== +AINode_Observer +================== +*/ +int AINode_Observer(bot_state_t *bs) { + //if the bot left observer mode + if (!BotIsObserver(bs)) { + AIEnter_Stand(bs, "observer: left observer"); + } + return qtrue; +} + +/* +================== +AIEnter_Stand +================== +*/ +void AIEnter_Stand(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "stand", "", s); + bs->standfindenemy_time = FloatTime() + 1; + bs->ainode = AINode_Stand; +} + +/* +================== +AINode_Stand +================== +*/ +int AINode_Stand(bot_state_t *bs) { + + //if the bot's health decreased + if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) { + if (BotChat_HitTalking(bs)) { + bs->standfindenemy_time = FloatTime() + BotChatTime(bs) + 0.1; + bs->stand_time = FloatTime() + BotChatTime(bs) + 0.1; + } + } + if (bs->standfindenemy_time < FloatTime()) { + if (BotFindEnemy(bs, -1)) { + AIEnter_Battle_Fight(bs, "stand: found enemy"); + return qfalse; + } + bs->standfindenemy_time = FloatTime() + 1; + } + // put up chat icon + trap_EA_Talk(bs->client); + // when done standing + if (bs->stand_time < FloatTime()) { + trap_BotEnterChat(bs->cs, 0, bs->chatto); + AIEnter_Seek_LTG(bs, "stand: time out"); + return qfalse; + } + // + return qtrue; +} + +/* +================== +AIEnter_Respawn +================== +*/ +void AIEnter_Respawn(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "respawn", "", s); + //reset some states + trap_BotResetMoveState(bs->ms); + trap_BotResetGoalState(bs->gs); + trap_BotResetAvoidGoals(bs->gs); + trap_BotResetAvoidReach(bs->ms); + //if the bot wants to chat + if (BotChat_Death(bs)) { + bs->respawn_time = FloatTime() + BotChatTime(bs); + bs->respawnchat_time = FloatTime(); + } + else { + bs->respawn_time = FloatTime() + 1 + random(); + bs->respawnchat_time = 0; + } + //set respawn state + bs->respawn_wait = qfalse; + bs->ainode = AINode_Respawn; +} + +/* +================== +AINode_Respawn +================== +*/ +int AINode_Respawn(bot_state_t *bs) { + // if waiting for the actual respawn + if (bs->respawn_wait) { + if (!BotIsDead(bs)) { + AIEnter_Seek_LTG(bs, "respawn: respawned"); + } + else { + trap_EA_Respawn(bs->client); + } + } + else if (bs->respawn_time < FloatTime()) { + // wait until respawned + bs->respawn_wait = qtrue; + // elementary action respawn + trap_EA_Respawn(bs->client); + // + if (bs->respawnchat_time) { + trap_BotEnterChat(bs->cs, 0, bs->chatto); + bs->enemy = -1; + } + } + if (bs->respawnchat_time && bs->respawnchat_time < FloatTime() - 0.5) { + trap_EA_Talk(bs->client); + } + // + return qtrue; +} + +/* +================== +BotSelectActivateWeapon +================== +*/ +int BotSelectActivateWeapon(bot_state_t *bs) { + // + if (bs->inventory[INVENTORY_MACHINEGUN] > 0 && bs->inventory[INVENTORY_BULLETS] > 0) + return WEAPONINDEX_MACHINEGUN; + else if (bs->inventory[INVENTORY_SHOTGUN] > 0 && bs->inventory[INVENTORY_SHELLS] > 0) + return WEAPONINDEX_SHOTGUN; + else if (bs->inventory[INVENTORY_PLASMAGUN] > 0 && bs->inventory[INVENTORY_CELLS] > 0) + return WEAPONINDEX_PLASMAGUN; + else if (bs->inventory[INVENTORY_LIGHTNING] > 0 && bs->inventory[INVENTORY_LIGHTNINGAMMO] > 0) + return WEAPONINDEX_LIGHTNING; + else if (bs->inventory[INVENTORY_CHAINGUN] > 0 && bs->inventory[INVENTORY_BELT] > 0) + return WEAPONINDEX_CHAINGUN; + else if (bs->inventory[INVENTORY_NAILGUN] > 0 && bs->inventory[INVENTORY_NAILS] > 0) + return WEAPONINDEX_NAILGUN; + else if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && bs->inventory[INVENTORY_MINES] > 0) + return WEAPONINDEX_PROXLAUNCHER; + else if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 && bs->inventory[INVENTORY_GRENADES] > 0) + return WEAPONINDEX_GRENADE_LAUNCHER; + else if (bs->inventory[INVENTORY_RAILGUN] > 0 && bs->inventory[INVENTORY_SLUGS] > 0) + return WEAPONINDEX_RAILGUN; + else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0) + return WEAPONINDEX_ROCKET_LAUNCHER; + else if (bs->inventory[INVENTORY_BFG10K] > 0 && bs->inventory[INVENTORY_BFGAMMO] > 0) + return WEAPONINDEX_BFG; + else { + return -1; + } +} + +/* +================== +BotClearPath + + try to deactivate obstacles like proximity mines on the bot's path +================== +*/ +void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) { + int i, bestmine; + float dist, bestdist; + vec3_t target, dir; + bsp_trace_t bsptrace; + entityState_t state; + + // if there is a dead body wearing kamikze nearby + if (bs->kamikazebody) { + // if the bot's view angles and weapon are not used for movement + if ( !(moveresult->flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_MOVEMENTWEAPON)) ) { + // + BotAI_GetEntityState(bs->kamikazebody, &state); + VectorCopy(state.pos.trBase, target); + target[2] += 8; + VectorSubtract(target, bs->eye, dir); + vectoangles(dir, moveresult->ideal_viewangles); + // + moveresult->weapon = BotSelectActivateWeapon(bs); + if (moveresult->weapon == -1) { + // FIXME: run away! + moveresult->weapon = 0; + } + if (moveresult->weapon) { + // + moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW; + // if holding the right weapon + if (bs->cur_ps.weapon == moveresult->weapon) { + // if the bot is pretty close with it's aim + if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) { + // + BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT); + // if the mine is visible from the current position + if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) { + // shoot at the mine + trap_EA_Attack(bs->client); + } + } + } + } + } + } + if (moveresult->flags & MOVERESULT_BLOCKEDBYAVOIDSPOT) { + bs->blockedbyavoidspot_time = FloatTime() + 5; + } + // if blocked by an avoid spot and the view angles and weapon are used for movement + if (bs->blockedbyavoidspot_time > FloatTime() && + !(moveresult->flags & (MOVERESULT_MOVEMENTVIEW | MOVERESULT_MOVEMENTWEAPON)) ) { + bestdist = 300; + bestmine = -1; + for (i = 0; i < bs->numproxmines; i++) { + BotAI_GetEntityState(bs->proxmines[i], &state); + VectorSubtract(state.pos.trBase, bs->origin, dir); + dist = VectorLength(dir); + if (dist < bestdist) { + bestdist = dist; + bestmine = i; + } + } + if (bestmine != -1) { + // + // state->generic1 == TEAM_RED || state->generic1 == TEAM_BLUE + // + // deactivate prox mines in the bot's path by shooting + // rockets or plasma cells etc. at them + BotAI_GetEntityState(bs->proxmines[bestmine], &state); + VectorCopy(state.pos.trBase, target); + target[2] += 2; + VectorSubtract(target, bs->eye, dir); + vectoangles(dir, moveresult->ideal_viewangles); + // if the bot has a weapon that does splash damage + if (bs->inventory[INVENTORY_PLASMAGUN] > 0 && bs->inventory[INVENTORY_CELLS] > 0) + moveresult->weapon = WEAPONINDEX_PLASMAGUN; + else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0) + moveresult->weapon = WEAPONINDEX_ROCKET_LAUNCHER; + else if (bs->inventory[INVENTORY_BFG10K] > 0 && bs->inventory[INVENTORY_BFGAMMO] > 0) + moveresult->weapon = WEAPONINDEX_BFG; + else { + moveresult->weapon = 0; + } + if (moveresult->weapon) { + // + moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW; + // if holding the right weapon + if (bs->cur_ps.weapon == moveresult->weapon) { + // if the bot is pretty close with it's aim + if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) { + // + BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT); + // if the mine is visible from the current position + if (bsptrace.fraction >= 1.0 || bsptrace.ent == state.number) { + // shoot at the mine + trap_EA_Attack(bs->client); + } + } + } + } + } + } +} + +/* +================== +AIEnter_Seek_ActivateEntity +================== +*/ +void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "activate entity", "", s); + bs->ainode = AINode_Seek_ActivateEntity; +} + +/* +================== +AINode_Seek_Activate_Entity +================== +*/ +int AINode_Seek_ActivateEntity(bot_state_t *bs) { + bot_goal_t *goal; + vec3_t target, dir, ideal_viewangles; + bot_moveresult_t moveresult; + int targetvisible; + bsp_trace_t bsptrace; + aas_entityinfo_t entinfo; + + if (BotIsObserver(bs)) { + BotClearActivateGoalStack(bs); + AIEnter_Observer(bs, "active entity: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + BotClearActivateGoalStack(bs); + AIEnter_Intermission(bs, "activate entity: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + BotClearActivateGoalStack(bs); + AIEnter_Respawn(bs, "activate entity: bot dead"); + return qfalse; + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + // if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // map specific code + BotMapScripts(bs); + // no enemy + bs->enemy = -1; + // if the bot has no activate goal + if (!bs->activatestack) { + BotClearActivateGoalStack(bs); + AIEnter_Seek_NBG(bs, "activate entity: no goal"); + return qfalse; + } + // + goal = &bs->activatestack->goal; + // initialize target being visible to false + targetvisible = qfalse; + // if the bot has to shoot at a target to activate something + if (bs->activatestack->shoot) { + // + BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->activatestack->target, bs->entitynum, MASK_SHOT); + // if the shootable entity is visible from the current position + if (bsptrace.fraction >= 1.0 || bsptrace.ent == goal->entitynum) { + targetvisible = qtrue; + // if holding the right weapon + if (bs->cur_ps.weapon == bs->activatestack->weapon) { + VectorSubtract(bs->activatestack->target, bs->eye, dir); + vectoangles(dir, ideal_viewangles); + // if the bot is pretty close with it's aim + if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) { + trap_EA_Attack(bs->client); + } + } + } + } + // if the shoot target is visible + if (targetvisible) { + // get the entity info of the entity the bot is shooting at + BotEntityInfo(goal->entitynum, &entinfo); + // if the entity the bot shoots at moved + if (!VectorCompare(bs->activatestack->origin, entinfo.origin)) { +#ifdef DEBUG + BotAI_Print(PRT_MESSAGE, "hit shootable button or trigger\n"); +#endif //DEBUG + bs->activatestack->time = 0; + } + // if the activate goal has been activated or the bot takes too long + if (bs->activatestack->time < FloatTime()) { + BotPopFromActivateGoalStack(bs); + // if there are more activate goals on the stack + if (bs->activatestack) { + bs->activatestack->time = FloatTime() + 10; + return qfalse; + } + AIEnter_Seek_NBG(bs, "activate entity: time out"); + return qfalse; + } + memset(&moveresult, 0, sizeof(bot_moveresult_t)); + } + else { + // if the bot has no goal + if (!goal) { + bs->activatestack->time = 0; + } + // if the bot does not have a shoot goal + else if (!bs->activatestack->shoot) { + //if the bot touches the current goal + if (trap_BotTouchingGoal(bs->origin, goal)) { +#ifdef DEBUG + BotAI_Print(PRT_MESSAGE, "touched button or trigger\n"); +#endif //DEBUG + bs->activatestack->time = 0; + } + } + // if the activate goal has been activated or the bot takes too long + if (bs->activatestack->time < FloatTime()) { + BotPopFromActivateGoalStack(bs); + // if there are more activate goals on the stack + if (bs->activatestack) { + bs->activatestack->time = FloatTime() + 10; + return qfalse; + } + AIEnter_Seek_NBG(bs, "activate entity: activated"); + return qfalse; + } + //predict obstacles + if (BotAIPredictObstacles(bs, goal)) + return qfalse; + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + // + bs->activatestack->time = 0; + } + //check if the bot is blocked + BotAIBlocked(bs, &moveresult, qtrue); + } + // + BotClearPath(bs, &moveresult); + // if the bot has to shoot to activate + if (bs->activatestack->shoot) { + // if the view angles aren't yet used for the movement + if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEW)) { + VectorSubtract(bs->activatestack->target, bs->eye, dir); + vectoangles(dir, moveresult.ideal_viewangles); + moveresult.flags |= MOVERESULT_MOVEMENTVIEW; + } + // if there's no weapon yet used for the movement + if (!(moveresult.flags & MOVERESULT_MOVEMENTWEAPON)) { + moveresult.flags |= MOVERESULT_MOVEMENTWEAPON; + // + bs->activatestack->weapon = BotSelectActivateWeapon(bs); + if (bs->activatestack->weapon == -1) { + //FIXME: find a decent weapon first + bs->activatestack->weapon = 0; + } + moveresult.weapon = bs->activatestack->weapon; + } + } + // if the ideal view angles are set for movement + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + // if waiting for something + else if (moveresult.flags & MOVERESULT_WAITING) { + if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + } + else if (!(bs->flags & BFL_IDEALVIEWSET)) { + if (trap_BotMovementViewTarget(bs->ms, goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + else { + vectoangles(moveresult.movedir, bs->ideal_viewangles); + } + bs->ideal_viewangles[2] *= 0.5; + } + // if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) + bs->weaponnum = moveresult.weapon; + // if there is an enemy + if (BotFindEnemy(bs, -1)) { + if (BotWantsToRetreat(bs)) { + //keep the current long term goal and retreat + AIEnter_Battle_NBG(bs, "activate entity: found enemy"); + } + else { + trap_BotResetLastAvoidReach(bs->ms); + //empty the goal stack + trap_BotEmptyGoalStack(bs->gs); + //go fight + AIEnter_Battle_Fight(bs, "activate entity: found enemy"); + } + BotClearActivateGoalStack(bs); + } + return qtrue; +} + +/* +================== +AIEnter_Seek_NBG +================== +*/ +void AIEnter_Seek_NBG(bot_state_t *bs, char *s) { + bot_goal_t goal; + char buf[144]; + + if (trap_BotGetTopGoal(bs->gs, &goal)) { + trap_BotGoalName(goal.number, buf, 144); + BotRecordNodeSwitch(bs, "seek NBG", buf, s); + } + else { + BotRecordNodeSwitch(bs, "seek NBG", "no goal", s); + } + bs->ainode = AINode_Seek_NBG; +} + +/* +================== +AINode_Seek_NBG +================== +*/ +int AINode_Seek_NBG(bot_state_t *bs) { + bot_goal_t goal; + vec3_t target, dir; + bot_moveresult_t moveresult; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "seek nbg: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "seek nbg: intermision"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "seek nbg: bot dead"); + return qfalse; + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // + if (BotCanAndWantsToRocketJump(bs)) { + bs->tfl |= TFL_ROCKETJUMP; + } + //map specific code + BotMapScripts(bs); + //no enemy + bs->enemy = -1; + //if the bot has no goal + if (!trap_BotGetTopGoal(bs->gs, &goal)) bs->nbg_time = 0; + //if the bot touches the current goal + else if (BotReachedGoal(bs, &goal)) { + BotChooseWeapon(bs); + bs->nbg_time = 0; + } + // + if (bs->nbg_time < FloatTime()) { + //pop the current goal from the stack + trap_BotPopGoal(bs->gs); + //check for new nearby items right away + //NOTE: we canNOT reset the check_time to zero because it would create an endless loop of node switches + bs->check_time = FloatTime() + 0.05; + //go back to seek ltg + AIEnter_Seek_LTG(bs, "seek nbg: time out"); + return qfalse; + } + //predict obstacles + if (BotAIPredictObstacles(bs, &goal)) + return qfalse; + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + bs->nbg_time = 0; + } + //check if the bot is blocked + BotAIBlocked(bs, &moveresult, qtrue); + // + BotClearPath(bs, &moveresult); + //if the viewangles are used for the movement + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + //if waiting for something + else if (moveresult.flags & MOVERESULT_WAITING) { + if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + } + else if (!(bs->flags & BFL_IDEALVIEWSET)) { + if (!trap_BotGetSecondGoal(bs->gs, &goal)) trap_BotGetTopGoal(bs->gs, &goal); + if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + //FIXME: look at cluster portals? + else vectoangles(moveresult.movedir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + //if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; + //if there is an enemy + if (BotFindEnemy(bs, -1)) { + if (BotWantsToRetreat(bs)) { + //keep the current long term goal and retreat + AIEnter_Battle_NBG(bs, "seek nbg: found enemy"); + } + else { + trap_BotResetLastAvoidReach(bs->ms); + //empty the goal stack + trap_BotEmptyGoalStack(bs->gs); + //go fight + AIEnter_Battle_Fight(bs, "seek nbg: found enemy"); + } + } + return qtrue; +} + +/* +================== +AIEnter_Seek_LTG +================== +*/ +void AIEnter_Seek_LTG(bot_state_t *bs, char *s) { + bot_goal_t goal; + char buf[144]; + + if (trap_BotGetTopGoal(bs->gs, &goal)) { + trap_BotGoalName(goal.number, buf, 144); + BotRecordNodeSwitch(bs, "seek LTG", buf, s); + } + else { + BotRecordNodeSwitch(bs, "seek LTG", "no goal", s); + } + bs->ainode = AINode_Seek_LTG; +} + +/* +================== +AINode_Seek_LTG +================== +*/ +int AINode_Seek_LTG(bot_state_t *bs) +{ + bot_goal_t goal; + vec3_t target, dir; + bot_moveresult_t moveresult; + int range; + //char buf[128]; + //bot_goal_t tmpgoal; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "seek ltg: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "seek ltg: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "seek ltg: bot dead"); + return qfalse; + } + // + if (BotChat_Random(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "seek ltg: random chat"); + return qfalse; + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // + if (BotCanAndWantsToRocketJump(bs)) { + bs->tfl |= TFL_ROCKETJUMP; + } + //map specific code + BotMapScripts(bs); + //no enemy + bs->enemy = -1; + // + if (bs->killedenemy_time > FloatTime() - 2) { + if (random() < bs->thinktime * 1) { + trap_EA_Gesture(bs->client); + } + } + //if there is an enemy + if (BotFindEnemy(bs, -1)) { + if (BotWantsToRetreat(bs)) { + //keep the current long term goal and retreat + AIEnter_Battle_Retreat(bs, "seek ltg: found enemy"); + return qfalse; + } + else { + trap_BotResetLastAvoidReach(bs->ms); + //empty the goal stack + trap_BotEmptyGoalStack(bs->gs); + //go fight + AIEnter_Battle_Fight(bs, "seek ltg: found enemy"); + return qfalse; + } + } + // + BotTeamGoals(bs, qfalse); + //get the current long term goal + if (!BotLongTermGoal(bs, bs->tfl, qfalse, &goal)) { + return qtrue; + } + //check for nearby goals periodicly + if (bs->check_time < FloatTime()) { + bs->check_time = FloatTime() + 0.5; + //check if the bot wants to camp + BotWantsToCamp(bs); + // + if (bs->ltgtype == LTG_DEFENDKEYAREA) range = 400; + else range = 150; + // +#ifdef CTF + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //if carrying a flag the bot shouldn't be distracted too much + if (BotCTFCarryingFlag(bs)) + range = 50; + } +#endif //CTF + else if (gametype == GT_1FCTF) { + if (Bot1FCTFCarryingFlag(bs)) + range = 50; + } + else if (gametype == GT_HARVESTER) { + if (BotHarvesterCarryingCubes(bs)) + range = 80; + } + // + if (BotNearbyGoal(bs, bs->tfl, &goal, range)) { + trap_BotResetLastAvoidReach(bs->ms); + //get the goal at the top of the stack + //trap_BotGetTopGoal(bs->gs, &tmpgoal); + //trap_BotGoalName(tmpgoal.number, buf, 144); + //BotAI_Print(PRT_MESSAGE, "new nearby goal %s\n", buf); + //time the bot gets to pick up the nearby goal item + bs->nbg_time = FloatTime() + 4 + range * 0.01; + AIEnter_Seek_NBG(bs, "ltg seek: nbg"); + return qfalse; + } + } + //predict obstacles + if (BotAIPredictObstacles(bs, &goal)) + return qfalse; + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); + bs->ltg_time = 0; + } + // + BotAIBlocked(bs, &moveresult, qtrue); + // + BotClearPath(bs, &moveresult); + //if the viewangles are used for the movement + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + //if waiting for something + else if (moveresult.flags & MOVERESULT_WAITING) { + if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + } + else if (!(bs->flags & BFL_IDEALVIEWSET)) { + if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + //FIXME: look at cluster portals? + else if (VectorLengthSquared(moveresult.movedir)) { + vectoangles(moveresult.movedir, bs->ideal_viewangles); + } + else if (random() < bs->thinktime * 0.8) { + BotRoamGoal(bs, target); + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + bs->ideal_viewangles[2] *= 0.5; + } + bs->ideal_viewangles[2] *= 0.5; + } + //if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; + // + return qtrue; +} + +/* +================== +AIEnter_Battle_Fight +================== +*/ +void AIEnter_Battle_Fight(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "battle fight", "", s); + trap_BotResetLastAvoidReach(bs->ms); + bs->ainode = AINode_Battle_Fight; + bs->flags &= ~BFL_FIGHTSUICIDAL; +} + +/* +================== +AIEnter_Battle_SuicidalFight +================== +*/ +void AIEnter_Battle_SuicidalFight(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "battle fight", "", s); + trap_BotResetLastAvoidReach(bs->ms); + bs->ainode = AINode_Battle_Fight; + bs->flags |= BFL_FIGHTSUICIDAL; +} + +/* +================== +AINode_Battle_Fight +================== +*/ +int AINode_Battle_Fight(bot_state_t *bs) { + int areanum; + vec3_t target; + aas_entityinfo_t entinfo; + bot_moveresult_t moveresult; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "battle fight: observer"); + return qfalse; + } + + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "battle fight: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "battle fight: bot dead"); + return qfalse; + } + //if there is another better enemy + if (BotFindEnemy(bs, bs->enemy)) { +#ifdef DEBUG + BotAI_Print(PRT_MESSAGE, "found new better enemy\n"); +#endif + } + //if no enemy + if (bs->enemy < 0) { + AIEnter_Seek_LTG(bs, "battle fight: no enemy"); + return qfalse; + } + // + BotEntityInfo(bs->enemy, &entinfo); + //if the enemy is dead + if (bs->enemydeath_time) { + if (bs->enemydeath_time < FloatTime() - 1.0) { + bs->enemydeath_time = 0; + if (bs->enemysuicide) { + BotChat_EnemySuicide(bs); + } + if (bs->lastkilledplayer == bs->enemy && BotChat_Kill(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "battle fight: enemy dead"); + } + else { + bs->ltg_time = 0; + AIEnter_Seek_LTG(bs, "battle fight: enemy dead"); + } + return qfalse; + } + } + else { + if (EntityIsDead(&entinfo)) { + bs->enemydeath_time = FloatTime(); + } + } + //if the enemy is invisible and not shooting the bot looses track easily + if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) { + if (random() < 0.2) { + AIEnter_Seek_LTG(bs, "battle fight: invisible"); + return qfalse; + } + } + // + VectorCopy(entinfo.origin, target); + // if not a player enemy + if (bs->enemy >= MAX_CLIENTS) { + // if attacking an obelisk + if ( bs->enemy == redobelisk.entitynum || + bs->enemy == blueobelisk.entitynum ) { + target[2] += 16; + } + } + //update the reachability area and origin if possible + areanum = BotPointAreaNum(target); + if (areanum && trap_AAS_AreaReachability(areanum)) { + VectorCopy(target, bs->lastenemyorigin); + bs->lastenemyareanum = areanum; + } + //update the attack inventory values + BotUpdateBattleInventory(bs, bs->enemy); + //if the bot's health decreased + if (bs->lastframe_health > bs->inventory[INVENTORY_HEALTH]) { + if (BotChat_HitNoDeath(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "battle fight: chat health decreased"); + return qfalse; + } + } + //if the bot hit someone + if (bs->cur_ps.persistant[PERS_HITS] > bs->lasthitcount) { + if (BotChat_HitNoKill(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "battle fight: chat hit someone"); + return qfalse; + } + } + //if the enemy is not visible + if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { +#ifdef MISSIONPACK + if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { + AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); + return qfalse; + } +#endif + if (BotWantsToChase(bs)) { + AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight"); + return qfalse; + } + else { + AIEnter_Seek_LTG(bs, "battle fight: enemy out of sight"); + return qfalse; + } + } + //use holdable items + BotBattleUseItems(bs); + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // + if (BotCanAndWantsToRocketJump(bs)) { + bs->tfl |= TFL_ROCKETJUMP; + } + //choose the best weapon to fight with + BotChooseWeapon(bs); + //do attack movements + moveresult = BotAttackMove(bs, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); + bs->ltg_time = 0; + } + // + BotAIBlocked(bs, &moveresult, qfalse); + //aim at the enemy + BotAimAtEnemy(bs); + //attack the enemy if possible + BotCheckAttack(bs); + //if the bot wants to retreat + if (!(bs->flags & BFL_FIGHTSUICIDAL)) { + if (BotWantsToRetreat(bs)) { + AIEnter_Battle_Retreat(bs, "battle fight: wants to retreat"); + return qtrue; + } + } + return qtrue; +} + +/* +================== +AIEnter_Battle_Chase +================== +*/ +void AIEnter_Battle_Chase(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "battle chase", "", s); + bs->chase_time = FloatTime(); + bs->ainode = AINode_Battle_Chase; +} + +/* +================== +AINode_Battle_Chase +================== +*/ +int AINode_Battle_Chase(bot_state_t *bs) +{ + bot_goal_t goal; + vec3_t target, dir; + bot_moveresult_t moveresult; + float range; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "battle chase: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "battle chase: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "battle chase: bot dead"); + return qfalse; + } + //if no enemy + if (bs->enemy < 0) { + AIEnter_Seek_LTG(bs, "battle chase: no enemy"); + return qfalse; + } + //if the enemy is visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { + AIEnter_Battle_Fight(bs, "battle chase"); + return qfalse; + } + //if there is another enemy + if (BotFindEnemy(bs, -1)) { + AIEnter_Battle_Fight(bs, "battle chase: better enemy"); + return qfalse; + } + //there is no last enemy area + if (!bs->lastenemyareanum) { + AIEnter_Seek_LTG(bs, "battle chase: no enemy area"); + return qfalse; + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // + if (BotCanAndWantsToRocketJump(bs)) { + bs->tfl |= TFL_ROCKETJUMP; + } + //map specific code + BotMapScripts(bs); + //create the chase goal + goal.entitynum = bs->enemy; + goal.areanum = bs->lastenemyareanum; + VectorCopy(bs->lastenemyorigin, goal.origin); + VectorSet(goal.mins, -8, -8, -8); + VectorSet(goal.maxs, 8, 8, 8); + //if the last seen enemy spot is reached the enemy could not be found + if (trap_BotTouchingGoal(bs->origin, &goal)) bs->chase_time = 0; + //if there's no chase time left + if (!bs->chase_time || bs->chase_time < FloatTime() - 10) { + AIEnter_Seek_LTG(bs, "battle chase: time out"); + return qfalse; + } + //check for nearby goals periodicly + if (bs->check_time < FloatTime()) { + bs->check_time = FloatTime() + 1; + range = 150; + // + if (BotNearbyGoal(bs, bs->tfl, &goal, range)) { + //the bot gets 5 seconds to pick up the nearby goal item + bs->nbg_time = FloatTime() + 0.1 * range + 1; + trap_BotResetLastAvoidReach(bs->ms); + AIEnter_Battle_NBG(bs, "battle chase: nbg"); + return qfalse; + } + } + // + BotUpdateBattleInventory(bs, bs->enemy); + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); + bs->ltg_time = 0; + } + // + BotAIBlocked(bs, &moveresult, qfalse); + // + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEWSET|MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + else if (!(bs->flags & BFL_IDEALVIEWSET)) { + if (bs->chase_time > FloatTime() - 2) { + BotAimAtEnemy(bs); + } + else { + if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + else { + vectoangles(moveresult.movedir, bs->ideal_viewangles); + } + } + bs->ideal_viewangles[2] *= 0.5; + } + //if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; + //if the bot is in the area the enemy was last seen in + if (bs->areanum == bs->lastenemyareanum) bs->chase_time = 0; + //if the bot wants to retreat (the bot could have been damage during the chase) + if (BotWantsToRetreat(bs)) { + AIEnter_Battle_Retreat(bs, "battle chase: wants to retreat"); + return qtrue; + } + return qtrue; +} + +/* +================== +AIEnter_Battle_Retreat +================== +*/ +void AIEnter_Battle_Retreat(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "battle retreat", "", s); + bs->ainode = AINode_Battle_Retreat; +} + +/* +================== +AINode_Battle_Retreat +================== +*/ +int AINode_Battle_Retreat(bot_state_t *bs) { + bot_goal_t goal; + aas_entityinfo_t entinfo; + bot_moveresult_t moveresult; + vec3_t target, dir; + float attack_skill, range; + int areanum; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "battle retreat: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "battle retreat: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "battle retreat: bot dead"); + return qfalse; + } + //if no enemy + if (bs->enemy < 0) { + AIEnter_Seek_LTG(bs, "battle retreat: no enemy"); + return qfalse; + } + // + BotEntityInfo(bs->enemy, &entinfo); + if (EntityIsDead(&entinfo)) { + AIEnter_Seek_LTG(bs, "battle retreat: enemy dead"); + return qfalse; + } + //if there is another better enemy + if (BotFindEnemy(bs, bs->enemy)) { +#ifdef DEBUG + BotAI_Print(PRT_MESSAGE, "found new better enemy\n"); +#endif + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + //map specific code + BotMapScripts(bs); + //update the attack inventory values + BotUpdateBattleInventory(bs, bs->enemy); + //if the bot doesn't want to retreat anymore... probably picked up some nice items + if (BotWantsToChase(bs)) { + //empty the goal stack, when chasing, only the enemy is the goal + trap_BotEmptyGoalStack(bs->gs); + //go chase the enemy + AIEnter_Battle_Chase(bs, "battle retreat: wants to chase"); + return qfalse; + } + //update the last time the enemy was visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { + bs->enemyvisible_time = FloatTime(); + VectorCopy(entinfo.origin, target); + // if not a player enemy + if (bs->enemy >= MAX_CLIENTS) { + // if attacking an obelisk + if ( bs->enemy == redobelisk.entitynum || + bs->enemy == blueobelisk.entitynum ) { + target[2] += 16; + } + } + //update the reachability area and origin if possible + areanum = BotPointAreaNum(target); + if (areanum && trap_AAS_AreaReachability(areanum)) { + VectorCopy(target, bs->lastenemyorigin); + bs->lastenemyareanum = areanum; + } + } + //if the enemy is NOT visible for 4 seconds + if (bs->enemyvisible_time < FloatTime() - 4) { + AIEnter_Seek_LTG(bs, "battle retreat: lost enemy"); + return qfalse; + } + //else if the enemy is NOT visible + else if (bs->enemyvisible_time < FloatTime()) { + //if there is another enemy + if (BotFindEnemy(bs, -1)) { + AIEnter_Battle_Fight(bs, "battle retreat: another enemy"); + return qfalse; + } + } + // + BotTeamGoals(bs, qtrue); + //use holdable items + BotBattleUseItems(bs); + //get the current long term goal while retreating + if (!BotLongTermGoal(bs, bs->tfl, qtrue, &goal)) { + AIEnter_Battle_SuicidalFight(bs, "battle retreat: no way out"); + return qfalse; + } + //check for nearby goals periodicly + if (bs->check_time < FloatTime()) { + bs->check_time = FloatTime() + 1; + range = 150; +#ifdef CTF + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //if carrying a flag the bot shouldn't be distracted too much + if (BotCTFCarryingFlag(bs)) + range = 50; + } +#endif //CTF + else if (gametype == GT_1FCTF) { + if (Bot1FCTFCarryingFlag(bs)) + range = 50; + } + else if (gametype == GT_HARVESTER) { + if (BotHarvesterCarryingCubes(bs)) + range = 80; + } + // + if (BotNearbyGoal(bs, bs->tfl, &goal, range)) { + trap_BotResetLastAvoidReach(bs->ms); + //time the bot gets to pick up the nearby goal item + bs->nbg_time = FloatTime() + range / 100 + 1; + AIEnter_Battle_NBG(bs, "battle retreat: nbg"); + return qfalse; + } + } + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); + bs->ltg_time = 0; + } + // + BotAIBlocked(bs, &moveresult, qfalse); + //choose the best weapon to fight with + BotChooseWeapon(bs); + //if the view is fixed for the movement + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET) + && !(bs->flags & BFL_IDEALVIEWSET) ) { + attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); + //if the bot is skilled anough + if (attack_skill > 0.3) { + BotAimAtEnemy(bs); + } + else { + if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + else { + vectoangles(moveresult.movedir, bs->ideal_viewangles); + } + bs->ideal_viewangles[2] *= 0.5; + } + } + //if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; + //attack the enemy if possible + BotCheckAttack(bs); + // + return qtrue; +} + +/* +================== +AIEnter_Battle_NBG +================== +*/ +void AIEnter_Battle_NBG(bot_state_t *bs, char *s) { + BotRecordNodeSwitch(bs, "battle NBG", "", s); + bs->ainode = AINode_Battle_NBG; +} + +/* +================== +AINode_Battle_NBG +================== +*/ +int AINode_Battle_NBG(bot_state_t *bs) { + int areanum; + bot_goal_t goal; + aas_entityinfo_t entinfo; + bot_moveresult_t moveresult; + float attack_skill; + vec3_t target, dir; + + if (BotIsObserver(bs)) { + AIEnter_Observer(bs, "battle nbg: observer"); + return qfalse; + } + //if in the intermission + if (BotIntermission(bs)) { + AIEnter_Intermission(bs, "battle nbg: intermission"); + return qfalse; + } + //respawn if dead + if (BotIsDead(bs)) { + AIEnter_Respawn(bs, "battle nbg: bot dead"); + return qfalse; + } + //if no enemy + if (bs->enemy < 0) { + AIEnter_Seek_NBG(bs, "battle nbg: no enemy"); + return qfalse; + } + // + BotEntityInfo(bs->enemy, &entinfo); + if (EntityIsDead(&entinfo)) { + AIEnter_Seek_NBG(bs, "battle nbg: enemy dead"); + return qfalse; + } + // + bs->tfl = TFL_DEFAULT; + if (bot_grapple.integer) bs->tfl |= TFL_GRAPPLEHOOK; + //if in lava or slime the bot should be able to get out + if (BotInLavaOrSlime(bs)) bs->tfl |= TFL_LAVA|TFL_SLIME; + // + if (BotCanAndWantsToRocketJump(bs)) { + bs->tfl |= TFL_ROCKETJUMP; + } + //map specific code + BotMapScripts(bs); + //update the last time the enemy was visible + if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { + bs->enemyvisible_time = FloatTime(); + VectorCopy(entinfo.origin, target); + // if not a player enemy + if (bs->enemy >= MAX_CLIENTS) { + // if attacking an obelisk + if ( bs->enemy == redobelisk.entitynum || + bs->enemy == blueobelisk.entitynum ) { + target[2] += 16; + } + } + //update the reachability area and origin if possible + areanum = BotPointAreaNum(target); + if (areanum && trap_AAS_AreaReachability(areanum)) { + VectorCopy(target, bs->lastenemyorigin); + bs->lastenemyareanum = areanum; + } + } + //if the bot has no goal or touches the current goal + if (!trap_BotGetTopGoal(bs->gs, &goal)) { + bs->nbg_time = 0; + } + else if (BotReachedGoal(bs, &goal)) { + bs->nbg_time = 0; + } + // + if (bs->nbg_time < FloatTime()) { + //pop the current goal from the stack + trap_BotPopGoal(bs->gs); + //if the bot still has a goal + if (trap_BotGetTopGoal(bs->gs, &goal)) + AIEnter_Battle_Retreat(bs, "battle nbg: time out"); + else + AIEnter_Battle_Fight(bs, "battle nbg: time out"); + // + return qfalse; + } + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, bs->tfl); + //if the movement failed + if (moveresult.failure) { + //reset the avoid reach, otherwise bot is stuck in current area + trap_BotResetAvoidReach(bs->ms); + //BotAI_Print(PRT_MESSAGE, "movement failure %d\n", moveresult.traveltype); + bs->nbg_time = 0; + } + // + BotAIBlocked(bs, &moveresult, qfalse); + //update the attack inventory values + BotUpdateBattleInventory(bs, bs->enemy); + //choose the best weapon to fight with + BotChooseWeapon(bs); + //if the view is fixed for the movement + if (moveresult.flags & (MOVERESULT_MOVEMENTVIEW|MOVERESULT_SWIMVIEW)) { + VectorCopy(moveresult.ideal_viewangles, bs->ideal_viewangles); + } + else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET) + && !(bs->flags & BFL_IDEALVIEWSET)) { + attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); + //if the bot is skilled anough and the enemy is visible + if (attack_skill > 0.3) { + //&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy) + BotAimAtEnemy(bs); + } + else { + if (trap_BotMovementViewTarget(bs->ms, &goal, bs->tfl, 300, target)) { + VectorSubtract(target, bs->origin, dir); + vectoangles(dir, bs->ideal_viewangles); + } + else { + vectoangles(moveresult.movedir, bs->ideal_viewangles); + } + bs->ideal_viewangles[2] *= 0.5; + } + } + //if the weapon is used for the bot movement + if (moveresult.flags & MOVERESULT_MOVEMENTWEAPON) bs->weaponnum = moveresult.weapon; + //attack the enemy if possible + BotCheckAttack(bs); + // + return qtrue; +} + diff --git a/code/game/ai_dmnet.h b/code/game/ai_dmnet.h new file mode 100644 index 0000000..05ed2ed --- /dev/null +++ b/code/game/ai_dmnet.h @@ -0,0 +1,61 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_dmnet.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +#define MAX_NODESWITCHES 50 + +void AIEnter_Intermission(bot_state_t *bs, char *s); +void AIEnter_Observer(bot_state_t *bs, char *s); +void AIEnter_Respawn(bot_state_t *bs, char *s); +void AIEnter_Stand(bot_state_t *bs, char *s); +void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s); +void AIEnter_Seek_NBG(bot_state_t *bs, char *s); +void AIEnter_Seek_LTG(bot_state_t *bs, char *s); +void AIEnter_Seek_Camp(bot_state_t *bs, char *s); +void AIEnter_Battle_Fight(bot_state_t *bs, char *s); +void AIEnter_Battle_Chase(bot_state_t *bs, char *s); +void AIEnter_Battle_Retreat(bot_state_t *bs, char *s); +void AIEnter_Battle_NBG(bot_state_t *bs, char *s); +int AINode_Intermission(bot_state_t *bs); +int AINode_Observer(bot_state_t *bs); +int AINode_Respawn(bot_state_t *bs); +int AINode_Stand(bot_state_t *bs); +int AINode_Seek_ActivateEntity(bot_state_t *bs); +int AINode_Seek_NBG(bot_state_t *bs); +int AINode_Seek_LTG(bot_state_t *bs); +int AINode_Battle_Fight(bot_state_t *bs); +int AINode_Battle_Chase(bot_state_t *bs); +int AINode_Battle_Retreat(bot_state_t *bs); +int AINode_Battle_NBG(bot_state_t *bs); + +void BotResetNodeSwitches(void); +void BotDumpNodeSwitches(bot_state_t *bs); + diff --git a/code/game/ai_dmq3.c b/code/game/ai_dmq3.c new file mode 100644 index 0000000..f8c4173 --- /dev/null +++ b/code/game/ai_dmq3.c @@ -0,0 +1,5580 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_dmq3.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_dmq3.c $ + * + *****************************************************************************/ + + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_team.h" +// +#include "chars.h" //characteristics +#include "inv.h" //indexes into the inventory +#include "syn.h" //synonyms +#include "match.h" //string matching types and vars + +// for the voice chats +#include "../../ui/menudef.h" // sos001205 - for q3_ui also + +// from aasfile.h +#define AREACONTENTS_MOVER 1024 +#define AREACONTENTS_MODELNUMSHIFT 24 +#define AREACONTENTS_MAXMODELNUM 0xFF +#define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT) + +#define IDEAL_ATTACKDIST 140 + +#define MAX_WAYPOINTS 128 + +#define MAX_EPAIRKEY 128 +// +bot_waypoint_t botai_waypoints[MAX_WAYPOINTS]; +bot_waypoint_t *botai_freewaypoints; + +//NOTE: not using a cvars which can be updated because the game should be reloaded anyway +int gametype; //game type +int maxclients; //maximum number of clients + +vmCvar_t bot_grapple; +vmCvar_t bot_rocketjump; +vmCvar_t bot_fastchat; +vmCvar_t bot_nochat; +vmCvar_t bot_testrchat; +vmCvar_t bot_challenge; +vmCvar_t bot_predictobstacles; +vmCvar_t g_spSkill; + +extern vmCvar_t bot_developer; + +vec3_t lastteleport_origin; //last teleport event origin +float lastteleport_time; //last teleport event time +int max_bspmodelindex; //maximum BSP model index + +//CTF flag goals +bot_goal_t ctf_redflag; +bot_goal_t ctf_blueflag; +//Domination goals: +bot_goal_t dom_points_bot[MAX_DOMINATION_POINTS]; +bot_goal_t ctf_neutralflag; +bot_goal_t redobelisk; +bot_goal_t blueobelisk; +bot_goal_t neutralobelisk; + +#define MAX_ALTROUTEGOALS 32 + +int altroutegoals_setup; +aas_altroutegoal_t red_altroutegoals[MAX_ALTROUTEGOALS]; +int red_numaltroutegoals; +aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS]; +int blue_numaltroutegoals; + +/* +================== +untrap_BotGetLevelItemGoal + *same as trap_BotGetLevelItemGoal, but respects the gametype flag! +================== + */ +int untrap_BotGetLevelItemGoal(int start, char *classname, void /* struct bot_goal_s */ *goal) { + static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "elimination", "ctf", "lms", "dd", "dom"}; + char allowedGametypes[MAX_EPAIRKEY]; + char *gametypeName; + + start = trap_BotGetLevelItemGoal(start,classname,goal); + while(start>-1) { + if(!trap_AAS_ValueForBSPEpairKey(start,"gametype",allowedGametypes,MAX_EPAIRKEY)) + return start; //No gametype flag + if( gametype >= GT_FFA && gametype < GT_MAX_GAME_TYPE ) { + gametypeName = gametypeNames[gametype]; + if(strstr( allowedGametypes, gametypeName )) + { + //In gametype strig + return start; + } + } + else + return start; + start = trap_BotGetLevelItemGoal(start,classname,goal); + } + return -1; +} + +/* +================== +BotSetUserInfo +================== +*/ +void BotSetUserInfo(bot_state_t *bs, char *key, char *value) { + char userinfo[MAX_INFO_STRING]; + + trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo)); + Info_SetValueForKey(userinfo, key, value); + trap_SetUserinfo(bs->client, userinfo); + ClientUserinfoChanged( bs->client ); +} + +/* +================== +BotCTFCarryingFlag +================== +*/ +int BotCTFCarryingFlag(bot_state_t *bs) { + if (gametype != GT_CTF && gametype!=GT_CTF_ELIMINATION) return CTF_FLAG_NONE; + + if (bs->inventory[INVENTORY_REDFLAG] > 0) return CTF_FLAG_RED; + else if (bs->inventory[INVENTORY_BLUEFLAG] > 0) return CTF_FLAG_BLUE; + return CTF_FLAG_NONE; +} + +/* +================== +BotTeam +================== +*/ +int BotTeam(bot_state_t *bs) { + if (bs->client < 0 || bs->client >= MAX_CLIENTS) { + return qfalse; + } + + if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) { + return TEAM_RED; + } else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) { + return TEAM_BLUE; + } + + return TEAM_FREE; +} + +/* +================== +BotOppositeTeam +================== +*/ +int BotOppositeTeam(bot_state_t *bs) { + switch(BotTeam(bs)) { + case TEAM_RED: return TEAM_BLUE; + case TEAM_BLUE: return TEAM_RED; + default: return TEAM_FREE; + } +} + +/* +================== +BotEnemyFlag +================== +*/ +bot_goal_t *BotEnemyFlag(bot_state_t *bs) { + if (BotTeam(bs) == TEAM_RED) { + return &ctf_blueflag; + } + else { + return &ctf_redflag; + } +} + +/* +================== +BotTeamFlag +================== +*/ +bot_goal_t *BotTeamFlag(bot_state_t *bs) { + if (BotTeam(bs) == TEAM_RED) { + return &ctf_redflag; + } + else { + return &ctf_blueflag; + } +} + + +/* +================== +EntityIsDead +================== +*/ +qboolean EntityIsDead(aas_entityinfo_t *entinfo) { + playerState_t ps; + + if (entinfo->number >= 0 && entinfo->number < MAX_CLIENTS) { + //retrieve the current client state + BotAI_GetClientState( entinfo->number, &ps ); + if (ps.pm_type != PM_NORMAL) return qtrue; + } + return qfalse; +} + +/* +================== +EntityCarriesFlag +================== +*/ +qboolean EntityCarriesFlag(aas_entityinfo_t *entinfo) { + if ( entinfo->powerups & ( 1 << PW_REDFLAG ) ) + return qtrue; + if ( entinfo->powerups & ( 1 << PW_BLUEFLAG ) ) + return qtrue; + if ( entinfo->powerups & ( 1 << PW_NEUTRALFLAG ) ) + return qtrue; + return qfalse; +} + +/* +================== +EntityIsInvisible +================== +*/ +qboolean EntityIsInvisible(aas_entityinfo_t *entinfo) { + // the flag is always visible + if (EntityCarriesFlag(entinfo)) { + return qfalse; + } + if (entinfo->powerups & (1 << PW_INVIS)) { + return qtrue; + } + return qfalse; +} + +/* +================== +EntityIsShooting +================== +*/ +qboolean EntityIsShooting(aas_entityinfo_t *entinfo) { + if (entinfo->flags & EF_FIRING) { + return qtrue; + } + return qfalse; +} + +/* +================== +EntityIsChatting +================== +*/ +qboolean EntityIsChatting(aas_entityinfo_t *entinfo) { + if (entinfo->flags & EF_TALK) { + return qtrue; + } + return qfalse; +} + +/* +================== +EntityHasQuad +================== +*/ +qboolean EntityHasQuad(aas_entityinfo_t *entinfo) { + if (entinfo->powerups & (1 << PW_QUAD)) { + return qtrue; + } + return qfalse; +} + +/* +================== +EntityHasKamikze +================== +*/ +qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo) { + if (entinfo->flags & EF_KAMIKAZE) { + return qtrue; + } + return qfalse; +} + +/* +================== +EntityCarriesCubes +================== +*/ +qboolean EntityCarriesCubes(aas_entityinfo_t *entinfo) { + entityState_t state; + + if (gametype != GT_HARVESTER) + return qfalse; + //FIXME: get this info from the aas_entityinfo_t ? + BotAI_GetEntityState(entinfo->number, &state); + if (state.generic1 > 0) + return qtrue; + return qfalse; +} + +/* +================== +Bot1FCTFCarryingFlag +================== +*/ +int Bot1FCTFCarryingFlag(bot_state_t *bs) { + if (gametype != GT_1FCTF) return qfalse; + + if (bs->inventory[INVENTORY_NEUTRALFLAG] > 0) return qtrue; + return qfalse; +} + +/* +================== +BotHarvesterCarryingCubes +================== +*/ +int BotHarvesterCarryingCubes(bot_state_t *bs) { + if (gametype != GT_HARVESTER) return qfalse; + + if (bs->inventory[INVENTORY_REDCUBE] > 0) return qtrue; + if (bs->inventory[INVENTORY_BLUECUBE] > 0) return qtrue; + return qfalse; +} +//#endif + +/* +================== +BotRememberLastOrderedTask +================== +*/ +void BotRememberLastOrderedTask(bot_state_t *bs) { + if (!bs->ordered) { + return; + } + bs->lastgoal_decisionmaker = bs->decisionmaker; + bs->lastgoal_ltgtype = bs->ltgtype; + memcpy(&bs->lastgoal_teamgoal, &bs->teamgoal, sizeof(bot_goal_t)); + bs->lastgoal_teammate = bs->teammate; +} + +/* +================== +BotSetTeamStatus +================== +*/ +void BotSetTeamStatus(bot_state_t *bs) { + int teamtask; + aas_entityinfo_t entinfo; + + teamtask = TEAMTASK_PATROL; + + switch(bs->ltgtype) { + case LTG_TEAMHELP: + break; + case LTG_TEAMACCOMPANY: + BotEntityInfo(bs->teammate, &entinfo); + if ( ( (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION || gametype == GT_1FCTF) && EntityCarriesFlag(&entinfo)) + || ( gametype == GT_HARVESTER && EntityCarriesCubes(&entinfo)) ) { + teamtask = TEAMTASK_ESCORT; + } + else { + teamtask = TEAMTASK_FOLLOW; + } + break; + case LTG_DEFENDKEYAREA: + teamtask = TEAMTASK_DEFENSE; + break; + case LTG_GETFLAG: + teamtask = TEAMTASK_OFFENSE; + break; + case LTG_RUSHBASE: + teamtask = TEAMTASK_DEFENSE; + break; + case LTG_RETURNFLAG: + teamtask = TEAMTASK_RETRIEVE; + break; + case LTG_CAMP: + case LTG_CAMPORDER: + teamtask = TEAMTASK_CAMP; + break; + case LTG_PATROL: + teamtask = TEAMTASK_PATROL; + break; + case LTG_GETITEM: + teamtask = TEAMTASK_PATROL; + break; + case LTG_KILL: + teamtask = TEAMTASK_PATROL; + break; + case LTG_HARVEST: + teamtask = TEAMTASK_OFFENSE; + break; + case LTG_ATTACKENEMYBASE: + teamtask = TEAMTASK_OFFENSE; + break; + case LTG_POINTA: + if(BotTeam(bs) == TEAM_BLUE) + teamtask = TEAMTASK_OFFENSE; + else + teamtask = TEAMTASK_DEFENSE; + case LTG_POINTB: + if(BotTeam(bs) == TEAM_RED) + teamtask = TEAMTASK_OFFENSE; + else + teamtask = TEAMTASK_DEFENSE; + default: + teamtask = TEAMTASK_PATROL; + break; + } + BotSetUserInfo(bs, "teamtask", va("%d", teamtask)); +} + +/* +================== +BotSetLastOrderedTask +================== +*/ +int BotSetLastOrderedTask(bot_state_t *bs) { + + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + // don't go back to returning the flag if it's at the base + if ( bs->lastgoal_ltgtype == LTG_RETURNFLAG ) { + if ( BotTeam(bs) == TEAM_RED ) { + if ( bs->redflagstatus == 0 ) { + bs->lastgoal_ltgtype = 0; + } + } + else { + if ( bs->blueflagstatus == 0 ) { + bs->lastgoal_ltgtype = 0; + } + } + } + } + + if ( bs->lastgoal_ltgtype ) { + bs->decisionmaker = bs->lastgoal_decisionmaker; + bs->ordered = qtrue; + bs->ltgtype = bs->lastgoal_ltgtype; + memcpy(&bs->teamgoal, &bs->lastgoal_teamgoal, sizeof(bot_goal_t)); + bs->teammate = bs->lastgoal_teammate; + bs->teamgoal_time = FloatTime() + 300; + BotSetTeamStatus(bs); + // + if ( gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if ( bs->ltgtype == LTG_GETFLAG ) { + bot_goal_t *tb, *eb; + int tt, et; + + tb = BotTeamFlag(bs); + eb = BotEnemyFlag(bs); + tt = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, tb->areanum, TFL_DEFAULT); + et = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, eb->areanum, TFL_DEFAULT); + // if the travel time towards the enemy base is larger than towards our base + if (et > tt) { + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + } + } + } + return qtrue; + } + return qfalse; +} + +/* +================== +BotRefuseOrder +================== +*/ +void BotRefuseOrder(bot_state_t *bs) { + if (!bs->ordered) + return; + // if the bot was ordered to do something + if ( bs->order_time && bs->order_time > FloatTime() - 10 ) { + trap_EA_Action(bs->client, ACTION_NEGATIVE); + BotVoiceChat(bs, bs->decisionmaker, VOICECHAT_NO); + bs->order_time = 0; + } +} + +/* +================== +BotCTFSeekGoals +================== +*/ +void BotCTFSeekGoals(bot_state_t *bs) { + float rnd, l1, l2; + int flagstatus, c; + vec3_t dir; + aas_entityinfo_t entinfo; + + //when carrying a flag in ctf the bot should rush to the base + if (BotCTFCarryingFlag(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + switch(BotTeam(bs)) { + case TEAM_RED: VectorSubtract(bs->origin, ctf_blueflag.origin, dir); break; + case TEAM_BLUE: VectorSubtract(bs->origin, ctf_redflag.origin, dir); break; + default: VectorSet(dir, 999, 999, 999); break; + } + // if the bot picked up the flag very close to the enemy base + if ( VectorLength(dir) < 128 ) { + // get an alternative route goal through the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + } else { + // don't use any alt route goal, just get the hell out of the base + bs->altroutegoal.areanum = 0; + } + BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_OFFENSE)); + BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG); + } + else if (bs->rushbaseaway_time > FloatTime()) { + if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus; + else flagstatus = bs->blueflagstatus; + //if the flag is back + if (flagstatus == 0) { + bs->rushbaseaway_time = 0; + } + } + return; + } + // if the bot decided to follow someone + if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) { + // if the team mate being accompanied no longer carries the flag + BotEntityInfo(bs->teammate, &entinfo); + if (!EntityCarriesFlag(&entinfo)) { + bs->ltgtype = 0; + } + } + // + if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus; + else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus; + //if our team has the enemy flag and our flag is at the base + if (flagstatus == 1) { + // + if (bs->owndecision_time < FloatTime()) { + //if Not defending the base already + if (!(bs->ltgtype == LTG_DEFENDKEYAREA && + (bs->teamgoal.number == ctf_redflag.number || + bs->teamgoal.number == ctf_blueflag.number))) { + //if there is a visible team mate flag carrier + c = BotTeamFlagCarrierVisible(bs); + if (c >= 0 && + // and not already following the team mate flag carrier + (bs->ltgtype != LTG_TEAMACCOMPANY || bs->teammate != c)) { + // + BotRefuseOrder(bs); + //follow the flag carrier + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //the team mate + bs->teammate = c; + //last time the team mate was visible + bs->teammatevisible_time = FloatTime(); + //no message + bs->teammessage_time = 0; + //no arrive message + bs->arrive_time = 1; + // + BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW); + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + bs->ltgtype = LTG_TEAMACCOMPANY; + bs->formation_dist = 3.5 * 32; //3.5 meter + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + } + } + return; + } + //if the enemy has our flag + else if (flagstatus == 2) { + // + if (bs->owndecision_time < FloatTime()) { + //if enemy flag carrier is visible + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) { + //FIXME: fight enemy flag carrier + } + //if not already doing something important + if (bs->ltgtype != LTG_GETFLAG && + bs->ltgtype != LTG_RETURNFLAG && + bs->ltgtype != LTG_TEAMHELP && + bs->ltgtype != LTG_TEAMACCOMPANY && + bs->ltgtype != LTG_CAMPORDER && + bs->ltgtype != LTG_PATROL && + bs->ltgtype != LTG_GETITEM) { + + BotRefuseOrder(bs); + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (random() < 0.5) { + //go for the enemy flag + bs->ltgtype = LTG_GETFLAG; + } + else { + bs->ltgtype = LTG_RETURNFLAG; + } + //no team message + bs->teammessage_time = 0; + //set the time the bot will stop getting the flag + bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + // + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + } + return; + } + //if both flags Not at their bases + else if (flagstatus == 3) { + // + if (bs->owndecision_time < FloatTime()) { + // if not trying to return the flag and not following the team flag carrier + if ( bs->ltgtype != LTG_RETURNFLAG && bs->ltgtype != LTG_TEAMACCOMPANY ) { + // + c = BotTeamFlagCarrierVisible(bs); + // if there is a visible team mate flag carrier + if (c >= 0) { + BotRefuseOrder(bs); + //follow the flag carrier + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //the team mate + bs->teammate = c; + //last time the team mate was visible + bs->teammatevisible_time = FloatTime(); + //no message + bs->teammessage_time = 0; + //no arrive message + bs->arrive_time = 1; + // + BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW); + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + bs->ltgtype = LTG_TEAMACCOMPANY; + bs->formation_dist = 3.5 * 32; //3.5 meter + // + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + else { + BotRefuseOrder(bs); + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //get the enemy flag + bs->teammessage_time = FloatTime() + 2 * random(); + //get the flag + bs->ltgtype = LTG_RETURNFLAG; + //set the time the bot will stop getting the flag + bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + // + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + } + } + return; + } + // don't just do something wait for the bot team leader to give orders + if (BotTeamLeader(bs)) { + return; + } + // if the bot is ordered to do something + if ( bs->lastgoal_ltgtype ) { + bs->teamgoal_time += 60; + } + // if the bot decided to do something on it's own and has a last ordered goal + if ( !bs->ordered && bs->lastgoal_ltgtype ) { + bs->ltgtype = 0; + } + //if already a CTF or team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_RUSHBASE || + bs->ltgtype == LTG_RETURNFLAG || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_GETITEM || + bs->ltgtype == LTG_MAKELOVE_UNDER || + bs->ltgtype == LTG_MAKELOVE_ONTOP) { + return; + } + // + if (BotSetLastOrderedTask(bs)) + return; + // + if (bs->owndecision_time > FloatTime()) + return;; + //if the bot is roaming + if (bs->ctfroam_time > FloatTime()) + return; + //if the bot has anough aggression to decide what to do + if (BotAggression(bs) < 50) + return; + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + // + if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) { + if (bs->teamtaskpreference & TEAMTP_ATTACKER) { + l1 = 0.7f; + } + else { + l1 = 0.2f; + } + l2 = 0.9f; + } + else { + l1 = 0.4f; + l2 = 0.7f; + } + //get the flag or defend the base + rnd = random(); + if (rnd < l1 && ctf_redflag.areanum && ctf_blueflag.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + bs->ltgtype = LTG_GETFLAG; + //set the time the bot will stop getting the flag + bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + BotSetTeamStatus(bs); + } + else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //set the time the bot stops defending the base + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + bs->defendaway_time = 0; + BotSetTeamStatus(bs); + } + else { + bs->ltgtype = 0; + //set the time the bot will stop roaming + bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; + BotSetTeamStatus(bs); + } + bs->owndecision_time = FloatTime() + 5; +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotCTFRetreatGoals +================== +*/ +void BotCTFRetreatGoals(bot_state_t *bs) { + //when carrying a flag in ctf the bot should rush to the base + if (BotCTFCarryingFlag(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + BotSetTeamStatus(bs); + } + } +} + +/* +================== +BotDomSeekGoals +================== + */ + +/*void BotDomSeekGoals(bot_state_t *bs) { + int index; + bs->ltgtype = LTG_DOMHOLD; //For debugging we are forcing roam + + index=0; + //dom_points_bot[i] + + if(bs->ltgtype == LTG_DOMHOLD) { + //index = 0; + index = ((rand()) % (level.domination_points_count)); + } + + //if(bs->ltgtype == LTG_DOMROAM) { + + //} + + memcpy(&bs->teamgoal, &dom_points_bot[index], sizeof(bot_goal_t)); + + BotAlternateRoute(bs, &bs->teamgoal); + + BotSetTeamStatus(bs); +}*/ + +/* +================== +BotDDSeekGoals +================== +*/ + +void BotDDSeekGoals(bot_state_t *bs) { + + /*if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_GETITEM) { + return; + }*/ + + if(bs->ltgtype == LTG_POINTA) + memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + if(bs->ltgtype == LTG_POINTB) + memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + + if(bs->ltgtype == LTG_POINTA || bs->ltgtype == LTG_POINTB) + return; + + if(rand()%2==0) + bs->ltgtype = LTG_POINTA; + else + bs->ltgtype = LTG_POINTB; + + if(bs->ltgtype == LTG_POINTA) { + memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + if(BotTeam(bs) == TEAM_BLUE) + BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_OFFENSE)); + else + BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_DEFENSE)); + } else + if(bs->ltgtype == LTG_POINTB) { + memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + if(BotTeam(bs) == TEAM_RED) + BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_OFFENSE)); + else + BotSetUserInfo(bs, "teamtask", va("%d", TEAMTASK_DEFENSE)); + } + + +} + +/* +================== +Bot1FCTFSeekGoals +================== +*/ +void Bot1FCTFSeekGoals(bot_state_t *bs) { + aas_entityinfo_t entinfo; + float rnd, l1, l2; + int c; + + //when carrying a flag in ctf the bot should rush to the base + if (Bot1FCTFCarryingFlag(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + // + BotSetTeamStatus(bs); + BotVoiceChat(bs, -1, VOICECHAT_IHAVEFLAG); + } + return; + } + // if the bot decided to follow someone + if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) { + // if the team mate being accompanied no longer carries the flag + BotEntityInfo(bs->teammate, &entinfo); + if (!EntityCarriesFlag(&entinfo)) { + bs->ltgtype = 0; + } + } + //our team has the flag + if (bs->neutralflagstatus == 1) { + if (bs->owndecision_time < FloatTime()) { + // if not already following someone + if (bs->ltgtype != LTG_TEAMACCOMPANY) { + //if there is a visible team mate flag carrier + c = BotTeamFlagCarrierVisible(bs); + if (c >= 0) { + BotRefuseOrder(bs); + //follow the flag carrier + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //the team mate + bs->teammate = c; + //last time the team mate was visible + bs->teammatevisible_time = FloatTime(); + //no message + bs->teammessage_time = 0; + //no arrive message + bs->arrive_time = 1; + // + BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW); + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + bs->ltgtype = LTG_TEAMACCOMPANY; + bs->formation_dist = 3.5 * 32; //3.5 meter + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + return; + } + } + //if already a CTF or team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_RUSHBASE || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_ATTACKENEMYBASE || + bs->ltgtype == LTG_GETITEM || + bs->ltgtype == LTG_MAKELOVE_UNDER || + bs->ltgtype == LTG_MAKELOVE_ONTOP) { + return; + } + //if not already attacking the enemy base + if (bs->ltgtype != LTG_ATTACKENEMYBASE) { + BotRefuseOrder(bs); + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_ATTACKENEMYBASE; + //set the time the bot will stop getting the flag + bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME; + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + } + return; + } + //enemy team has the flag + else if (bs->neutralflagstatus == 2) { + if (bs->owndecision_time < FloatTime()) { + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) { + //FIXME: attack enemy flag carrier + } + //if already a CTF or team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_GETITEM) { + return; + } + // if not already defending the base + if (bs->ltgtype != LTG_DEFENDKEYAREA) { + BotRefuseOrder(bs); + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //set the time the bot stops defending the base + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + bs->defendaway_time = 0; + BotSetTeamStatus(bs); + bs->owndecision_time = FloatTime() + 5; + } + } + return; + } + // don't just do something wait for the bot team leader to give orders + if (BotTeamLeader(bs)) { + return; + } + // if the bot is ordered to do something + if ( bs->lastgoal_ltgtype ) { + bs->teamgoal_time += 60; + } + // if the bot decided to do something on it's own and has a last ordered goal + if ( !bs->ordered && bs->lastgoal_ltgtype ) { + bs->ltgtype = 0; + } + //if already a CTF or team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_RUSHBASE || + bs->ltgtype == LTG_RETURNFLAG || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_ATTACKENEMYBASE || + bs->ltgtype == LTG_GETITEM || + bs->ltgtype == LTG_MAKELOVE_UNDER || + bs->ltgtype == LTG_MAKELOVE_ONTOP) { + return; + } + // + if (BotSetLastOrderedTask(bs)) + return; + // + if (bs->owndecision_time > FloatTime()) + return;; + //if the bot is roaming + if (bs->ctfroam_time > FloatTime()) + return; + //if the bot has anough aggression to decide what to do + if (BotAggression(bs) < 50) + return; + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + // + if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) { + if (bs->teamtaskpreference & TEAMTP_ATTACKER) { + l1 = 0.7f; + } + else { + l1 = 0.2f; + } + l2 = 0.9f; + } + else { + l1 = 0.4f; + l2 = 0.7f; + } + //get the flag or defend the base + rnd = random(); + if (rnd < l1 && ctf_neutralflag.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + bs->ltgtype = LTG_GETFLAG; + //set the time the bot will stop getting the flag + bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; + BotSetTeamStatus(bs); + } + else if (rnd < l2 && ctf_redflag.areanum && ctf_blueflag.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //set the time the bot stops defending the base + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + bs->defendaway_time = 0; + BotSetTeamStatus(bs); + } + else { + bs->ltgtype = 0; + //set the time the bot will stop roaming + bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; + BotSetTeamStatus(bs); + } + bs->owndecision_time = FloatTime() + 5; +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +Bot1FCTFRetreatGoals +================== +*/ +void Bot1FCTFRetreatGoals(bot_state_t *bs) { + //when carrying a flag in ctf the bot should rush to the enemy base + if (Bot1FCTFCarryingFlag(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + BotSetTeamStatus(bs); + } + } +} + +/* +================== +BotObeliskSeekGoals +================== +*/ +void BotObeliskSeekGoals(bot_state_t *bs) { + float rnd, l1, l2; + + // don't just do something wait for the bot team leader to give orders + if (BotTeamLeader(bs)) { + return; + } + // if the bot is ordered to do something + if ( bs->lastgoal_ltgtype ) { + bs->teamgoal_time += 60; + } + //if already a team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_RUSHBASE || + bs->ltgtype == LTG_RETURNFLAG || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_ATTACKENEMYBASE || + bs->ltgtype == LTG_GETITEM || + bs->ltgtype == LTG_MAKELOVE_UNDER || + bs->ltgtype == LTG_MAKELOVE_ONTOP) { + return; + } + // + if (BotSetLastOrderedTask(bs)) + return; + //if the bot is roaming + if (bs->ctfroam_time > FloatTime()) + return; + //if the bot has anough aggression to decide what to do + if (BotAggression(bs) < 50) + return; + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + // + if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) { + if (bs->teamtaskpreference & TEAMTP_ATTACKER) { + l1 = 0.7f; + } + else { + l1 = 0.2f; + } + l2 = 0.9f; + } + else { + l1 = 0.4f; + l2 = 0.7f; + } + //get the flag or defend the base + rnd = random(); + if (rnd < l1 && redobelisk.areanum && blueobelisk.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_ATTACKENEMYBASE; + //set the time the bot will stop attacking the enemy base + bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME; + //get an alternate route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + BotSetTeamStatus(bs); + } + else if (rnd < l2 && redobelisk.areanum && blueobelisk.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //set the time the bot stops defending the base + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + bs->defendaway_time = 0; + BotSetTeamStatus(bs); + } + else { + bs->ltgtype = 0; + //set the time the bot will stop roaming + bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; + BotSetTeamStatus(bs); + } +} + +/* +================== +BotGoHarvest +================== +*/ +void BotGoHarvest(bot_state_t *bs) { + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_HARVEST; + //set the time the bot will stop harvesting + bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME; + bs->harvestaway_time = 0; + BotSetTeamStatus(bs); +} + +/* +================== +BotObeliskRetreatGoals +================== +*/ +void BotObeliskRetreatGoals(bot_state_t *bs) { + //nothing special +} + +/* +================== +BotHarvesterSeekGoals +================== +*/ +void BotHarvesterSeekGoals(bot_state_t *bs) { + aas_entityinfo_t entinfo; + float rnd, l1, l2; + int c; + + //when carrying cubes in harvester the bot should rush to the base + if (BotHarvesterCarryingCubes(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + // + BotSetTeamStatus(bs); + } + return; + } + // don't just do something wait for the bot team leader to give orders + if (BotTeamLeader(bs)) { + return; + } + // if the bot decided to follow someone + if ( bs->ltgtype == LTG_TEAMACCOMPANY && !bs->ordered ) { + // if the team mate being accompanied no longer carries the flag + BotEntityInfo(bs->teammate, &entinfo); + if (!EntityCarriesCubes(&entinfo)) { + bs->ltgtype = 0; + } + } + // if the bot is ordered to do something + if ( bs->lastgoal_ltgtype ) { + bs->teamgoal_time += 60; + } + //if not yet doing something + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL || + bs->ltgtype == LTG_ATTACKENEMYBASE || + bs->ltgtype == LTG_HARVEST || + bs->ltgtype == LTG_GETITEM || + bs->ltgtype == LTG_MAKELOVE_UNDER || + bs->ltgtype == LTG_MAKELOVE_ONTOP) { + return; + } + // + if (BotSetLastOrderedTask(bs)) + return; + //if the bot is roaming + if (bs->ctfroam_time > FloatTime()) + return; + //if the bot has anough aggression to decide what to do + if (BotAggression(bs) < 50) + return; + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + // + c = BotEnemyCubeCarrierVisible(bs); + if (c >= 0) { + //FIXME: attack enemy cube carrier + } + if (bs->ltgtype != LTG_TEAMACCOMPANY) { + //if there is a visible team mate carrying cubes + c = BotTeamCubeCarrierVisible(bs); + if (c >= 0) { + //follow the team mate carrying cubes + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + //the team mate + bs->teammate = c; + //last time the team mate was visible + bs->teammatevisible_time = FloatTime(); + //no message + bs->teammessage_time = 0; + //no arrive message + bs->arrive_time = 1; + // + BotVoiceChat(bs, bs->teammate, VOICECHAT_ONFOLLOW); + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + bs->ltgtype = LTG_TEAMACCOMPANY; + bs->formation_dist = 3.5 * 32; //3.5 meter + BotSetTeamStatus(bs); + return; + } + } + // + if (bs->teamtaskpreference & (TEAMTP_ATTACKER|TEAMTP_DEFENDER)) { + if (bs->teamtaskpreference & TEAMTP_ATTACKER) { + l1 = 0.7f; + } + else { + l1 = 0.2f; + } + l2 = 0.9f; + } + else { + l1 = 0.4f; + l2 = 0.7f; + } + // + rnd = random(); + if (rnd < l1 && redobelisk.areanum && blueobelisk.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + BotGoHarvest(bs); + } + else if (rnd < l2 && redobelisk.areanum && blueobelisk.areanum) { + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + // + if (BotTeam(bs) == TEAM_RED) memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); + else memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //set the time the bot stops defending the base + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + bs->defendaway_time = 0; + BotSetTeamStatus(bs); + } + else { + bs->ltgtype = 0; + //set the time the bot will stop roaming + bs->ctfroam_time = FloatTime() + CTF_ROAM_TIME; + BotSetTeamStatus(bs); + } +} + +/* +================== +BotHarvesterRetreatGoals +================== +*/ +void BotHarvesterRetreatGoals(bot_state_t *bs) { + //when carrying cubes in harvester the bot should rush to the base + if (BotHarvesterCarryingCubes(bs)) { + //if not already rushing to the base + if (bs->ltgtype != LTG_RUSHBASE) { + BotRefuseOrder(bs); + bs->ltgtype = LTG_RUSHBASE; + bs->teamgoal_time = FloatTime() + CTF_RUSHBASE_TIME; + bs->rushbaseaway_time = 0; + bs->decisionmaker = bs->client; + bs->ordered = qfalse; + BotSetTeamStatus(bs); + } + return; + } +} +//#endif + +/* +================== +BotTeamGoals +================== +*/ +void BotTeamGoals(bot_state_t *bs, int retreat) { + + if ( retreat ) { + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION ) { + BotCTFRetreatGoals(bs); + } + else if (gametype == GT_1FCTF) { + Bot1FCTFRetreatGoals(bs); + } + else if (gametype == GT_OBELISK) { + BotObeliskRetreatGoals(bs); + } + else if (gametype == GT_HARVESTER) { + BotHarvesterRetreatGoals(bs); + } + } + else { + if (gametype == GT_CTF|| gametype == GT_CTF_ELIMINATION) { + //decide what to do in CTF mode + BotCTFSeekGoals(bs); + } + else if (gametype == GT_1FCTF) { + Bot1FCTFSeekGoals(bs); + } + else if (gametype == GT_OBELISK) { + BotObeliskSeekGoals(bs); + } + else if (gametype == GT_HARVESTER) { + BotHarvesterSeekGoals(bs); + } + } + + if(gametype == GT_DOUBLE_D) //Don't care about retreat + BotDDSeekGoals(bs); + + //if(gametype == GT_DOMINATION) //Don't care about retreat + // BotDomSeekGoals(bs); + + // reset the order time which is used to see if + // we decided to refuse an order + bs->order_time = 0; +} + +/* +================== +BotPointAreaNum +================== +*/ +int BotPointAreaNum(vec3_t origin) { + int areanum, numareas, areas[10]; + vec3_t end; + + areanum = trap_AAS_PointAreaNum(origin); + if (areanum) return areanum; + VectorCopy(origin, end); + end[2] += 10; + numareas = trap_AAS_TraceAreas(origin, end, areas, NULL, 10); + if (numareas > 0) return areas[0]; + return 0; +} + +/* +================== +ClientName +================== +*/ +char *ClientName(int client, char *name, int size) { + char buf[MAX_INFO_STRING]; + + if (client < 0 || client >= MAX_CLIENTS) { + BotAI_Print(PRT_ERROR, "ClientName: client out of range\n"); + return "[client out of range]"; + } + trap_GetConfigstring(CS_PLAYERS+client, buf, sizeof(buf)); + strncpy(name, Info_ValueForKey(buf, "n"), size-1); + name[size-1] = '\0'; + Q_CleanStr( name ); + return name; +} + +/* +================== +ClientSkin +================== +*/ +char *ClientSkin(int client, char *skin, int size) { + char buf[MAX_INFO_STRING]; + + if (client < 0 || client >= MAX_CLIENTS) { + BotAI_Print(PRT_ERROR, "ClientSkin: client out of range\n"); + return "[client out of range]"; + } + trap_GetConfigstring(CS_PLAYERS+client, buf, sizeof(buf)); + strncpy(skin, Info_ValueForKey(buf, "model"), size-1); + skin[size-1] = '\0'; + return skin; +} + +/* +================== +ClientFromName +================== +*/ +int ClientFromName(char *name) { + int i; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + Q_CleanStr( buf ); + if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i; + } + return -1; +} + +/* +================== +ClientOnSameTeamFromName +================== +*/ +int ClientOnSameTeamFromName(bot_state_t *bs, char *name) { + int i; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (!BotSameTeam(bs, i)) + continue; + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + Q_CleanStr( buf ); + if (!Q_stricmp(Info_ValueForKey(buf, "n"), name)) return i; + } + return -1; +} + +/* +================== +stristr +================== +*/ +char *stristr(char *str, char *charset) { + int i; + + while(*str) { + for (i = 0; charset[i] && str[i]; i++) { + if (toupper(charset[i]) != toupper(str[i])) break; + } + if (!charset[i]) return str; + str++; + } + return NULL; +} + +/* +================== +EasyClientName +================== +*/ +char *EasyClientName(int client, char *buf, int size) { + int i; + char *str1, *str2, *ptr, c; + char name[128]; + + ClientName(client, name, sizeof(name)); + for (i = 0; name[i]; i++) name[i] &= 127; + //remove all spaces + for (ptr = strstr(name, " "); ptr; ptr = strstr(name, " ")) { + memmove(ptr, ptr+1, strlen(ptr+1)+1); + } + //check for [x] and ]x[ clan names + str1 = strstr(name, "["); + str2 = strstr(name, "]"); + if (str1 && str2) { + if (str2 > str1) memmove(str1, str2+1, strlen(str2+1)+1); + else memmove(str2, str1+1, strlen(str1+1)+1); + } + //remove Mr prefix + if ((name[0] == 'm' || name[0] == 'M') && + (name[1] == 'r' || name[1] == 'R')) { + memmove(name, name+2, strlen(name+2)+1); + } + //only allow lower case alphabet characters + ptr = name; + while(*ptr) { + c = *ptr; + if ((c >= 'a' && c <= 'z') || + (c >= '0' && c <= '9') || c == '_') { + ptr++; + } + else if (c >= 'A' && c <= 'Z') { + *ptr += 'a' - 'A'; + ptr++; + } + else { + memmove(ptr, ptr+1, strlen(ptr + 1)+1); + } + } + strncpy(buf, name, size-1); + buf[size-1] = '\0'; + return buf; +} + +/* +================== +BotSynonymContext +================== +*/ +int BotSynonymContext(bot_state_t *bs) { + int context; + + context = CONTEXT_NORMAL|CONTEXT_NEARBYITEM|CONTEXT_NAMES; + // + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION + || gametype == GT_1FCTF + ) { + if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_CTFREDTEAM; + else context |= CONTEXT_CTFBLUETEAM; + } + else if (gametype == GT_OBELISK) { + if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_OBELISKREDTEAM; + else context |= CONTEXT_OBELISKBLUETEAM; + } + else if (gametype == GT_HARVESTER) { + if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_HARVESTERREDTEAM; + else context |= CONTEXT_HARVESTERBLUETEAM; + } + return context; +} + +/* +================== +BotChooseWeapon +================== +*/ +void BotChooseWeapon(bot_state_t *bs) { + int newweaponnum; + + if (bs->cur_ps.weaponstate == WEAPON_RAISING || + bs->cur_ps.weaponstate == WEAPON_DROPPING) { + trap_EA_SelectWeapon(bs->client, bs->weaponnum); + } + else { + if(g_instantgib.integer) + newweaponnum = WP_RAILGUN; + else if(g_rockets.integer) + newweaponnum = WP_ROCKET_LAUNCHER; + else + newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory); + if (bs->weaponnum != newweaponnum) bs->weaponchange_time = FloatTime(); + bs->weaponnum = newweaponnum; + //BotAI_Print(PRT_MESSAGE, "bs->weaponnum = %d\n", bs->weaponnum); + trap_EA_SelectWeapon(bs->client, bs->weaponnum); + } +} + +/* +================== +BotSetupForMovement +================== +*/ +void BotSetupForMovement(bot_state_t *bs) { + bot_initmove_t initmove; + + memset(&initmove, 0, sizeof(bot_initmove_t)); + VectorCopy(bs->cur_ps.origin, initmove.origin); + VectorCopy(bs->cur_ps.velocity, initmove.velocity); + VectorClear(initmove.viewoffset); + initmove.viewoffset[2] += bs->cur_ps.viewheight; + initmove.entitynum = bs->entitynum; + initmove.client = bs->client; + initmove.thinktime = bs->thinktime; + //set the onground flag + if (bs->cur_ps.groundEntityNum != ENTITYNUM_NONE) initmove.or_moveflags |= MFL_ONGROUND; + //set the teleported flag + if ((bs->cur_ps.pm_flags & PMF_TIME_KNOCKBACK) && (bs->cur_ps.pm_time > 0)) { + initmove.or_moveflags |= MFL_TELEPORTED; + } + //set the waterjump flag + if ((bs->cur_ps.pm_flags & PMF_TIME_WATERJUMP) && (bs->cur_ps.pm_time > 0)) { + initmove.or_moveflags |= MFL_WATERJUMP; + } + //set presence type + if (bs->cur_ps.pm_flags & PMF_DUCKED) initmove.presencetype = PRESENCE_CROUCH; + else initmove.presencetype = PRESENCE_NORMAL; + // + if (bs->walker > 0.5) initmove.or_moveflags |= MFL_WALK; + // + VectorCopy(bs->viewangles, initmove.viewangles); + // + trap_BotInitMoveState(bs->ms, &initmove); +} + +/* +================== +BotCheckItemPickup +================== +*/ +void BotCheckItemPickup(bot_state_t *bs, int *oldinventory) { + int offence, leader; + + if (gametype <= GT_TEAM && g_ffa_gt==0) + return; + + offence = -1; + // go into offence if picked up the kamikaze or invulnerability + if (!oldinventory[INVENTORY_KAMIKAZE] && bs->inventory[INVENTORY_KAMIKAZE] >= 1) { + offence = qtrue; + } + if (!oldinventory[INVENTORY_INVULNERABILITY] && bs->inventory[INVENTORY_INVULNERABILITY] >= 1) { + offence = qtrue; + } + // if not already wearing the kamikaze or invulnerability + if (!bs->inventory[INVENTORY_KAMIKAZE] && !bs->inventory[INVENTORY_INVULNERABILITY]) { + if (!oldinventory[INVENTORY_SCOUT] && bs->inventory[INVENTORY_SCOUT] >= 1) { + offence = qtrue; + } + if (!oldinventory[INVENTORY_GUARD] && bs->inventory[INVENTORY_GUARD] >= 1) { + offence = qtrue; + } + if (!oldinventory[INVENTORY_DOUBLER] && bs->inventory[INVENTORY_DOUBLER] >= 1) { + offence = qfalse; + } + if (!oldinventory[INVENTORY_AMMOREGEN] && bs->inventory[INVENTORY_AMMOREGEN] >= 1) { + offence = qfalse; + } + } + + if (offence >= 0) { + leader = ClientFromName(bs->teamleader); + if (offence) { + if (!(bs->teamtaskpreference & TEAMTP_ATTACKER)) { + // if we have a bot team leader + if (BotTeamLeader(bs)) { + // tell the leader we want to be on offence + BotVoiceChat(bs, leader, VOICECHAT_WANTONOFFENSE); + //BotAI_BotInitialChat(bs, "wantoffence", NULL); + //trap_BotEnterChat(bs->cs, leader, CHAT_TELL); + } + else if (g_spSkill.integer <= 3) { + if ( ( bs->ltgtype != LTG_GETFLAG ) && + ( bs->ltgtype != LTG_ATTACKENEMYBASE ) && + ( bs->ltgtype != LTG_HARVEST ) && + ( ( ( gametype != GT_CTF ) && + ( gametype != GT_CTF_ELIMINATION ) ) || + ( ( bs->redflagstatus == 0 ) && + ( bs->blueflagstatus == 0 ) ) ) && + ( ( gametype != GT_1FCTF ) || + ( bs->neutralflagstatus == 0 ) ) ) { + // tell the leader we want to be on offence + BotVoiceChat(bs, leader, VOICECHAT_WANTONOFFENSE); + //BotAI_BotInitialChat(bs, "wantoffence", NULL); + //trap_BotEnterChat(bs->cs, leader, CHAT_TELL); + } + bs->teamtaskpreference |= TEAMTP_ATTACKER; + } + } + bs->teamtaskpreference &= ~TEAMTP_DEFENDER; + } + else { + if (!(bs->teamtaskpreference & TEAMTP_DEFENDER)) { + // if we have a bot team leader + if (BotTeamLeader(bs)) { + // tell the leader we want to be on defense + BotVoiceChat(bs, -1, VOICECHAT_WANTONDEFENSE); + //BotAI_BotInitialChat(bs, "wantdefence", NULL); + //trap_BotEnterChat(bs->cs, leader, CHAT_TELL); + } + else if ( (g_spSkill.integer <= 3) && + ( bs->ltgtype != LTG_DEFENDKEYAREA ) && + ( ( ( gametype != GT_CTF ) && + ( gametype != GT_CTF_ELIMINATION ) ) || + ( ( bs->redflagstatus == 0 ) && + ( bs->blueflagstatus == 0 ) ) ) && + ( ( gametype != GT_1FCTF ) || + ( bs->neutralflagstatus == 0 ) ) ) { + + // tell the leader we want to be on defense + BotVoiceChat(bs, -1, VOICECHAT_WANTONDEFENSE); + //BotAI_BotInitialChat(bs, "wantdefence", NULL); + //trap_BotEnterChat(bs->cs, leader, CHAT_TELL); + } + bs->teamtaskpreference |= TEAMTP_DEFENDER; + } + bs->teamtaskpreference &= ~TEAMTP_ATTACKER; + } + } +//#endif +} + +/* +================== +BotUpdateInventory +================== +*/ +void BotUpdateInventory(bot_state_t *bs) { + int oldinventory[MAX_ITEMS]; + + memcpy(oldinventory, bs->inventory, sizeof(oldinventory)); + //armor + bs->inventory[INVENTORY_ARMOR] = bs->cur_ps.stats[STAT_ARMOR]; + //weapons + bs->inventory[INVENTORY_GAUNTLET] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GAUNTLET)) != 0; + bs->inventory[INVENTORY_SHOTGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_SHOTGUN)) != 0; + bs->inventory[INVENTORY_MACHINEGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_MACHINEGUN)) != 0; + bs->inventory[INVENTORY_GRENADELAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE_LAUNCHER)) != 0; + bs->inventory[INVENTORY_ROCKETLAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_ROCKET_LAUNCHER)) != 0; + bs->inventory[INVENTORY_LIGHTNING] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_LIGHTNING)) != 0; + bs->inventory[INVENTORY_RAILGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_RAILGUN)) != 0; + bs->inventory[INVENTORY_PLASMAGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PLASMAGUN)) != 0; + bs->inventory[INVENTORY_BFG10K] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_BFG)) != 0; + bs->inventory[INVENTORY_GRAPPLINGHOOK] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_GRAPPLING_HOOK)) != 0; + bs->inventory[INVENTORY_NAILGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_NAILGUN)) != 0;; + bs->inventory[INVENTORY_PROXLAUNCHER] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_PROX_LAUNCHER)) != 0;; + bs->inventory[INVENTORY_CHAINGUN] = (bs->cur_ps.stats[STAT_WEAPONS] & (1 << WP_CHAINGUN)) != 0;; + //ammo + bs->inventory[INVENTORY_SHELLS] = bs->cur_ps.ammo[WP_SHOTGUN]; + bs->inventory[INVENTORY_BULLETS] = bs->cur_ps.ammo[WP_MACHINEGUN]; + bs->inventory[INVENTORY_GRENADES] = bs->cur_ps.ammo[WP_GRENADE_LAUNCHER]; + bs->inventory[INVENTORY_CELLS] = bs->cur_ps.ammo[WP_PLASMAGUN]; + bs->inventory[INVENTORY_LIGHTNINGAMMO] = bs->cur_ps.ammo[WP_LIGHTNING]; + bs->inventory[INVENTORY_ROCKETS] = bs->cur_ps.ammo[WP_ROCKET_LAUNCHER]; + bs->inventory[INVENTORY_SLUGS] = bs->cur_ps.ammo[WP_RAILGUN]; + bs->inventory[INVENTORY_BFGAMMO] = bs->cur_ps.ammo[WP_BFG]; + bs->inventory[INVENTORY_NAILS] = bs->cur_ps.ammo[WP_NAILGUN]; + bs->inventory[INVENTORY_MINES] = bs->cur_ps.ammo[WP_PROX_LAUNCHER]; + bs->inventory[INVENTORY_BELT] = bs->cur_ps.ammo[WP_CHAINGUN]; + //powerups + bs->inventory[INVENTORY_HEALTH] = bs->cur_ps.stats[STAT_HEALTH]; + bs->inventory[INVENTORY_TELEPORTER] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_TELEPORTER; + bs->inventory[INVENTORY_MEDKIT] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_MEDKIT; + bs->inventory[INVENTORY_KAMIKAZE] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_KAMIKAZE; + bs->inventory[INVENTORY_PORTAL] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_PORTAL; + bs->inventory[INVENTORY_INVULNERABILITY] = bs->cur_ps.stats[STAT_HOLDABLE_ITEM] == MODELINDEX_INVULNERABILITY; + bs->inventory[INVENTORY_QUAD] = bs->cur_ps.powerups[PW_QUAD] != 0; + bs->inventory[INVENTORY_ENVIRONMENTSUIT] = bs->cur_ps.powerups[PW_BATTLESUIT] != 0; + bs->inventory[INVENTORY_HASTE] = bs->cur_ps.powerups[PW_HASTE] != 0; + bs->inventory[INVENTORY_INVISIBILITY] = bs->cur_ps.powerups[PW_INVIS] != 0; + bs->inventory[INVENTORY_REGEN] = bs->cur_ps.powerups[PW_REGEN] != 0; + bs->inventory[INVENTORY_FLIGHT] = bs->cur_ps.powerups[PW_FLIGHT] != 0; + bs->inventory[INVENTORY_SCOUT] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_SCOUT; + bs->inventory[INVENTORY_GUARD] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_GUARD; + bs->inventory[INVENTORY_DOUBLER] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_DOUBLER; + bs->inventory[INVENTORY_AMMOREGEN] = bs->cur_ps.stats[STAT_PERSISTANT_POWERUP] == MODELINDEX_AMMOREGEN; + bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0; + bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0; + bs->inventory[INVENTORY_NEUTRALFLAG] = bs->cur_ps.powerups[PW_NEUTRALFLAG] != 0; + if (BotTeam(bs) == TEAM_RED) { + bs->inventory[INVENTORY_REDCUBE] = bs->cur_ps.generic1; + bs->inventory[INVENTORY_BLUECUBE] = 0; + } + else { + bs->inventory[INVENTORY_REDCUBE] = 0; + bs->inventory[INVENTORY_BLUECUBE] = bs->cur_ps.generic1; + } + BotCheckItemPickup(bs, oldinventory); +} + +/* +================== +BotUpdateBattleInventory +================== +*/ +void BotUpdateBattleInventory(bot_state_t *bs, int enemy) { + vec3_t dir; + aas_entityinfo_t entinfo; + + BotEntityInfo(enemy, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + bs->inventory[ENEMY_HEIGHT] = (int) dir[2]; + dir[2] = 0; + bs->inventory[ENEMY_HORIZONTAL_DIST] = (int) VectorLength(dir); + //FIXME: add num visible enemies and num visible team mates to the inventory +} + +/* +================== +BotUseKamikaze +================== +*/ +#define KAMIKAZE_DIST 1024 + +void BotUseKamikaze(bot_state_t *bs) { + int c, teammates, enemies; + aas_entityinfo_t entinfo; + vec3_t dir, target; + bot_goal_t *goal; + bsp_trace_t trace; + + //if the bot has no kamikaze + if (bs->inventory[INVENTORY_KAMIKAZE] <= 0) + return; + if (bs->kamikaze_time > FloatTime()) + return; + bs->kamikaze_time = FloatTime() + 0.2; + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //never use kamikaze if the team flag carrier is visible + if (BotCTFCarryingFlag(bs)) + return; + c = BotTeamFlagCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) + return; + } + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_1FCTF) { + //never use kamikaze if the team flag carrier is visible + if (Bot1FCTFCarryingFlag(bs)) + return; + c = BotTeamFlagCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) + return; + } + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_OBELISK) { + switch(BotTeam(bs)) { + case TEAM_RED: goal = &blueobelisk; break; + default: goal = &redobelisk; break; + } + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + VectorSubtract(bs->origin, target, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST * 0.9)) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_HARVESTER) { + // + if (BotHarvesterCarryingCubes(bs)) + return; + //never use kamikaze if a team mate carrying cubes is visible + c = BotTeamCubeCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) + return; + } + c = BotEnemyCubeCarrierVisible(bs); + if (c >= 0) { + BotEntityInfo(c, &entinfo); + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) < Square(KAMIKAZE_DIST)) { + trap_EA_Use(bs->client); + return; + } + } + } + // + BotVisibleTeamMatesAndEnemies(bs, &teammates, &enemies, KAMIKAZE_DIST); + // + if (enemies > 2 && enemies > teammates+1) { + trap_EA_Use(bs->client); + return; + } +} + +/* +================== +BotUseInvulnerability +================== +*/ +void BotUseInvulnerability(bot_state_t *bs) { + int c; + vec3_t dir, target; + bot_goal_t *goal; + bsp_trace_t trace; + + //if the bot has no invulnerability + if (bs->inventory[INVENTORY_INVULNERABILITY] <= 0) + return; + if (bs->invulnerability_time > FloatTime()) + return; + bs->invulnerability_time = FloatTime() + 0.2; + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //never use kamikaze if the team flag carrier is visible + if (BotCTFCarryingFlag(bs)) + return; + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) + return; + //if near enemy flag and the flag is visible + switch(BotTeam(bs)) { + case TEAM_RED: goal = &ctf_blueflag; break; + default: goal = &ctf_redflag; break; + } + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + VectorSubtract(bs->origin, target, dir); + if (VectorLengthSquared(dir) < Square(200)) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_1FCTF) { + //never use kamikaze if the team flag carrier is visible + if (Bot1FCTFCarryingFlag(bs)) + return; + c = BotEnemyFlagCarrierVisible(bs); + if (c >= 0) + return; + //if near enemy flag and the flag is visible + switch(BotTeam(bs)) { + case TEAM_RED: goal = &ctf_blueflag; break; + default: goal = &ctf_redflag; break; + } + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + VectorSubtract(bs->origin, target, dir); + if (VectorLengthSquared(dir) < Square(200)) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_OBELISK) { + switch(BotTeam(bs)) { + case TEAM_RED: goal = &blueobelisk; break; + default: goal = &redobelisk; break; + } + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + VectorSubtract(bs->origin, target, dir); + if (VectorLengthSquared(dir) < Square(300)) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + trap_EA_Use(bs->client); + return; + } + } + } + else if (gametype == GT_HARVESTER) { + // + if (BotHarvesterCarryingCubes(bs)) + return; + c = BotEnemyCubeCarrierVisible(bs); + if (c >= 0) + return; + //if near enemy base and enemy base is visible + switch(BotTeam(bs)) { + case TEAM_RED: goal = &blueobelisk; break; + default: goal = &redobelisk; break; + } + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + VectorSubtract(bs->origin, target, dir); + if (VectorLengthSquared(dir) < Square(200)) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + trap_EA_Use(bs->client); + return; + } + } + } +} + +/* +================== +BotBattleUseItems +================== +*/ +void BotBattleUseItems(bot_state_t *bs) { + if (bs->inventory[INVENTORY_HEALTH] < 40) { + if (bs->inventory[INVENTORY_TELEPORTER] > 0) { + if (!BotCTFCarryingFlag(bs) + && !Bot1FCTFCarryingFlag(bs) + && !BotHarvesterCarryingCubes(bs) + ) { + trap_EA_Use(bs->client); + } + } + } + if (bs->inventory[INVENTORY_HEALTH] < 60) { + if (bs->inventory[INVENTORY_MEDKIT] > 0) { + trap_EA_Use(bs->client); + } + } + BotUseKamikaze(bs); + BotUseInvulnerability(bs); +} + +/* +================== +BotSetTeleportTime +================== +*/ +void BotSetTeleportTime(bot_state_t *bs) { + if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT) { + bs->teleport_time = FloatTime(); + } + bs->last_eFlags = bs->cur_ps.eFlags; +} + +/* +================== +BotIsDead +================== +*/ +qboolean BotIsDead(bot_state_t *bs) { + return (bs->cur_ps.pm_type == PM_DEAD); +} + +/* +================== +BotIsObserver +================== +*/ +qboolean BotIsObserver(bot_state_t *bs) { + char buf[MAX_INFO_STRING]; + if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue; + trap_GetConfigstring(CS_PLAYERS+bs->client, buf, sizeof(buf)); + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) return qtrue; + return qfalse; +} + +/* +================== +BotIntermission +================== +*/ +qboolean BotIntermission(bot_state_t *bs) { + //NOTE: we shouldn't be looking at the game code... + if (level.intermissiontime) return qtrue; + return (bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION); +} + +/* +================== +BotInLavaOrSlime +================== +*/ +qboolean BotInLavaOrSlime(bot_state_t *bs) { + vec3_t feet; + + VectorCopy(bs->origin, feet); + feet[2] -= 23; + return (trap_AAS_PointContents(feet) & (CONTENTS_LAVA|CONTENTS_SLIME)); +} + +/* +================== +BotCreateWayPoint +================== +*/ +bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum) { + bot_waypoint_t *wp; + vec3_t waypointmins = {-8, -8, -8}, waypointmaxs = {8, 8, 8}; + + wp = botai_freewaypoints; + if ( !wp ) { + BotAI_Print( PRT_WARNING, "BotCreateWayPoint: Out of waypoints\n" ); + return NULL; + } + botai_freewaypoints = botai_freewaypoints->next; + + Q_strncpyz( wp->name, name, sizeof(wp->name) ); + VectorCopy(origin, wp->goal.origin); + VectorCopy(waypointmins, wp->goal.mins); + VectorCopy(waypointmaxs, wp->goal.maxs); + wp->goal.areanum = areanum; + wp->next = NULL; + wp->prev = NULL; + return wp; +} + +/* +================== +BotFindWayPoint +================== +*/ +bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name) { + bot_waypoint_t *wp; + + for (wp = waypoints; wp; wp = wp->next) { + if (!Q_stricmp(wp->name, name)) return wp; + } + return NULL; +} + +/* +================== +BotFreeWaypoints +================== +*/ +void BotFreeWaypoints(bot_waypoint_t *wp) { + bot_waypoint_t *nextwp; + + for (; wp; wp = nextwp) { + nextwp = wp->next; + wp->next = botai_freewaypoints; + botai_freewaypoints = wp; + } +} + +/* +================== +BotInitWaypoints +================== +*/ +void BotInitWaypoints(void) { + int i; + + botai_freewaypoints = NULL; + for (i = 0; i < MAX_WAYPOINTS; i++) { + botai_waypoints[i].next = botai_freewaypoints; + botai_freewaypoints = &botai_waypoints[i]; + } +} + +/* +================== +TeamPlayIsOn +================== +*/ +int TeamPlayIsOn(void) { + return ( gametype >= GT_TEAM && g_ffa_gt!=1); +} + +/* +================== +BotAggression +================== +*/ +float BotAggression(bot_state_t *bs) { + //if the bot has quad + if (bs->inventory[INVENTORY_QUAD]) { + //if the bot is not holding the gauntlet or the enemy is really nearby + if (bs->weaponnum != WP_GAUNTLET || + bs->inventory[ENEMY_HORIZONTAL_DIST] < 80) { + return 70; + } + } + //if the enemy is located way higher than the bot + if (bs->inventory[ENEMY_HEIGHT] > 200) return 0; + //if the bot is very low on health + if (bs->inventory[INVENTORY_HEALTH] < 60) return 0; + //if the bot is low on health + if (bs->inventory[INVENTORY_HEALTH] < 80) { + //if the bot has insufficient armor + if (bs->inventory[INVENTORY_ARMOR] < 40) return 0; + } + //if the bot can use the bfg + if (bs->inventory[INVENTORY_BFG10K] > 0 && + bs->inventory[INVENTORY_BFGAMMO] > 7) return 100; + //if the bot can use the railgun + if (bs->inventory[INVENTORY_RAILGUN] > 0 && + bs->inventory[INVENTORY_SLUGS] > 5) return 95; + //if the bot can use the lightning gun + if (bs->inventory[INVENTORY_LIGHTNING] > 0 && + bs->inventory[INVENTORY_LIGHTNINGAMMO] > 50) return 90; + //if the bot can use the rocketlauncher + if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && + bs->inventory[INVENTORY_ROCKETS] > 5) return 90; + //if the bot can use the plasmagun + if (bs->inventory[INVENTORY_PLASMAGUN] > 0 && + bs->inventory[INVENTORY_CELLS] > 40) return 85; + //if the bot can use the grenade launcher + if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 && + bs->inventory[INVENTORY_GRENADES] > 10) return 80; + //if the bot can use the shotgun + if (bs->inventory[INVENTORY_SHOTGUN] > 0 && + bs->inventory[INVENTORY_SHELLS] > 10) return 50; + //otherwise the bot is not feeling too good + return 0; +} + +/* +================== +BotFeelingBad +================== +*/ +float BotFeelingBad(bot_state_t *bs) { + if (bs->weaponnum == WP_GAUNTLET) { + return 100; + } + if (bs->inventory[INVENTORY_HEALTH] < 40) { + return 100; + } + if (bs->weaponnum == WP_MACHINEGUN) { + return 90; + } + if (bs->inventory[INVENTORY_HEALTH] < 60) { + return 80; + } + return 0; +} + +/* +================== +BotWantsToRetreat +================== +*/ +int BotWantsToRetreat(bot_state_t *bs) { + aas_entityinfo_t entinfo; + + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //always retreat when carrying a CTF flag + if (BotCTFCarryingFlag(bs)) + return qtrue; + } + else if (gametype == GT_1FCTF) { + //if carrying the flag then always retreat + if (Bot1FCTFCarryingFlag(bs)) + return qtrue; + } + else if (gametype == GT_OBELISK) { + //the bots should be dedicated to attacking the enemy obelisk + if (bs->ltgtype == LTG_ATTACKENEMYBASE) { + if (bs->enemy != redobelisk.entitynum && + bs->enemy != blueobelisk.entitynum) { + return qtrue; + } + } + if (BotFeelingBad(bs) > 50) { + return qtrue; + } + return qfalse; + } + else if (gametype == GT_HARVESTER) { + //if carrying cubes then always retreat + if (BotHarvesterCarryingCubes(bs)) return qtrue; + } + // + if (bs->enemy >= 0) { + //if the enemy is carrying a flag + BotEntityInfo(bs->enemy, &entinfo); + // if the enemy is carrying a flag + if (EntityCarriesFlag(&entinfo)) return qfalse; +#ifdef MISSIONPACK + // if the enemy is carrying cubes + if (EntityCarriesCubes(&entinfo)) return qfalse; +#endif + } + //if the bot is getting the flag + if (bs->ltgtype == LTG_GETFLAG) + return qtrue; + // + if (BotAggression(bs) < 50) + return qtrue; + return qfalse; +} + +/* +================== +BotWantsToChase +================== +*/ +int BotWantsToChase(bot_state_t *bs) { + aas_entityinfo_t entinfo; + + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //never chase when carrying a CTF flag + if (BotCTFCarryingFlag(bs)) + return qfalse; + //always chase if the enemy is carrying a flag + BotEntityInfo(bs->enemy, &entinfo); + if (EntityCarriesFlag(&entinfo)) + return qtrue; + } + else if (gametype == GT_1FCTF) { + //never chase if carrying the flag + if (Bot1FCTFCarryingFlag(bs)) + return qfalse; + //always chase if the enemy is carrying a flag + BotEntityInfo(bs->enemy, &entinfo); + if (EntityCarriesFlag(&entinfo)) + return qtrue; + } + else if (gametype == GT_OBELISK) { + //the bots should be dedicated to attacking the enemy obelisk + if (bs->ltgtype == LTG_ATTACKENEMYBASE) { + if (bs->enemy != redobelisk.entitynum && + bs->enemy != blueobelisk.entitynum) { + return qfalse; + } + } + } + else if (gametype == GT_HARVESTER) { + //never chase if carrying cubes + if (BotHarvesterCarryingCubes(bs)) return qfalse; + + BotEntityInfo(bs->enemy, &entinfo); + // always chase if the enemy is carrying cubes + if (EntityCarriesCubes(&entinfo)) return qtrue; + } + //if the bot is getting the flag + if (bs->ltgtype == LTG_GETFLAG) + return qfalse; + // + if (BotAggression(bs) > 50) + return qtrue; + return qfalse; +} + +/* +================== +BotWantsToHelp +================== +*/ +int BotWantsToHelp(bot_state_t *bs) { + return qtrue; +} + +/* +================== +BotCanAndWantsToRocketJump +================== +*/ +int BotCanAndWantsToRocketJump(bot_state_t *bs) { + float rocketjumper; + + //if rocket jumping is disabled + if (!bot_rocketjump.integer) return qfalse; + //if no rocket launcher + if (bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0) return qfalse; + //if low on rockets + if (bs->inventory[INVENTORY_ROCKETS] < 3) return qfalse; + //Sago: Special rule - always happy to rocket jump in elimination, eCTF end LMS if + if ( (g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION || g_gametype.integer==GT_LMS ) + && g_elimination_selfdamage.integer==0) { + return qtrue; + } + //never rocket jump with the Quad + if (bs->inventory[INVENTORY_QUAD]) return qfalse; + //if low on health + if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse; + //if not full health + if (bs->inventory[INVENTORY_HEALTH] < 90) { + //if the bot has insufficient armor + if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse; + } + rocketjumper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WEAPONJUMPING, 0, 1); + if (rocketjumper < 0.5) return qfalse; + return qtrue; +} + +/* +================== +BotHasPersistantPowerupAndWeapon +================== +*/ +int BotHasPersistantPowerupAndWeapon(bot_state_t *bs) { + // if the bot does not have a persistant powerup + //Sago - FIXME - This causes problems if there are no persistant powerups +/* if (!bs->inventory[INVENTORY_SCOUT] && + !bs->inventory[INVENTORY_GUARD] && + !bs->inventory[INVENTORY_DOUBLER] && + !bs->inventory[INVENTORY_AMMOREGEN] ) { + return qfalse; + }*/ + //if the bot is very low on health + if (bs->inventory[INVENTORY_HEALTH] < 60) return qfalse; + //if the bot is low on health + if (bs->inventory[INVENTORY_HEALTH] < 80) { + //if the bot has insufficient armor + if (bs->inventory[INVENTORY_ARMOR] < 40) return qfalse; + } + //if the bot can use the bfg + if (bs->inventory[INVENTORY_BFG10K] > 0 && + bs->inventory[INVENTORY_BFGAMMO] > 7) return qtrue; + //if the bot can use the railgun + if (bs->inventory[INVENTORY_RAILGUN] > 0 && + bs->inventory[INVENTORY_SLUGS] > 5) return qtrue; + //if the bot can use the lightning gun + if (bs->inventory[INVENTORY_LIGHTNING] > 0 && + bs->inventory[INVENTORY_LIGHTNINGAMMO] > 50) return qtrue; + //if the bot can use the rocketlauncher + if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && + bs->inventory[INVENTORY_ROCKETS] > 5) return qtrue; + // + if (bs->inventory[INVENTORY_NAILGUN] > 0 && + bs->inventory[INVENTORY_NAILS] > 5) return qtrue; + // + if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && + bs->inventory[INVENTORY_MINES] > 5) return qtrue; + // + if (bs->inventory[INVENTORY_CHAINGUN] > 0 && + bs->inventory[INVENTORY_BELT] > 40) return qtrue; + //if the bot can use the plasmagun + if (bs->inventory[INVENTORY_PLASMAGUN] > 0 && + bs->inventory[INVENTORY_CELLS] > 20) return qtrue; + return qfalse; +} + +/* +================== +BotGoCamp +================== +*/ +void BotGoCamp(bot_state_t *bs, bot_goal_t *goal) { + float camper; + + bs->decisionmaker = bs->client; + //set message time to zero so bot will NOT show any message + bs->teammessage_time = 0; + //set the ltg type + bs->ltgtype = LTG_CAMP; + //set the team goal + memcpy(&bs->teamgoal, goal, sizeof(bot_goal_t)); + //get the team goal time + camper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1); + if (camper > 0.99) bs->teamgoal_time = FloatTime() + 99999; + else bs->teamgoal_time = FloatTime() + 120 + 180 * camper + random() * 15; + //set the last time the bot started camping + bs->camp_time = FloatTime(); + //the teammate that requested the camping + bs->teammate = 0; + //do NOT type arrive message + bs->arrive_time = 1; +} + +/* +================== +BotWantsToCamp +================== +*/ +int BotWantsToCamp(bot_state_t *bs) { + float camper; + int cs, traveltime, besttraveltime; + bot_goal_t goal, bestgoal; + + camper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CAMPER, 0, 1); + if (camper < 0.1) return qfalse; + //if the bot has a team goal + if (bs->ltgtype == LTG_TEAMHELP || + bs->ltgtype == LTG_TEAMACCOMPANY || + bs->ltgtype == LTG_DEFENDKEYAREA || + bs->ltgtype == LTG_GETFLAG || + bs->ltgtype == LTG_RUSHBASE || + bs->ltgtype == LTG_CAMP || + bs->ltgtype == LTG_CAMPORDER || + bs->ltgtype == LTG_PATROL) { + return qfalse; + } + //if camped recently + if (bs->camp_time > FloatTime() - 60 + 300 * (1-camper)) return qfalse; + // + if (random() > camper) { + bs->camp_time = FloatTime(); + return qfalse; + } + //if the bot isn't healthy anough + if (BotAggression(bs) < 50) return qfalse; + //the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo + if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS] < 10) && + (bs->inventory[INVENTORY_RAILGUN] <= 0 || bs->inventory[INVENTORY_SLUGS] < 10) && + (bs->inventory[INVENTORY_BFG10K] <= 0 || bs->inventory[INVENTORY_BFGAMMO] < 10)) { + return qfalse; + } + //find the closest camp spot + besttraveltime = 99999; + for (cs = trap_BotGetNextCampSpotGoal(0, &goal); cs; cs = trap_BotGetNextCampSpotGoal(cs, &goal)) { + traveltime = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, goal.areanum, TFL_DEFAULT); + if (traveltime && traveltime < besttraveltime) { + besttraveltime = traveltime; + memcpy(&bestgoal, &goal, sizeof(bot_goal_t)); + } + } + if (besttraveltime > 150) return qfalse; + //ok found a camp spot, go camp there + BotGoCamp(bs, &bestgoal); + bs->ordered = qfalse; + // + return qtrue; +} + +/* +================== +BotDontAvoid +================== +*/ +void BotDontAvoid(bot_state_t *bs, char *itemname) { + bot_goal_t goal; + int num; + + num = trap_BotGetLevelItemGoal(-1, itemname, &goal); + while(num >= 0) { + trap_BotRemoveFromAvoidGoals(bs->gs, goal.number); + num = trap_BotGetLevelItemGoal(num, itemname, &goal); + } +} + +/* +================== +BotGoForPowerups +================== +*/ +void BotGoForPowerups(bot_state_t *bs) { + + //don't avoid any of the powerups anymore + BotDontAvoid(bs, "Quad Damage"); + BotDontAvoid(bs, "Regeneration"); + BotDontAvoid(bs, "Battle Suit"); + BotDontAvoid(bs, "Speed"); + BotDontAvoid(bs, "Invisibility"); + //BotDontAvoid(bs, "Flight"); + //reset the long term goal time so the bot will go for the powerup + //NOTE: the long term goal type doesn't change + bs->ltg_time = 0; +} + +/* +================== +BotRoamGoal +================== +*/ +void BotRoamGoal(bot_state_t *bs, vec3_t goal) { + int pc, i; + float len, rnd; + vec3_t dir, bestorg, belowbestorg; + bsp_trace_t trace; + + for (i = 0; i < 10; i++) { + //start at the bot origin + VectorCopy(bs->origin, bestorg); + rnd = random(); + if (rnd > 0.25) { + //add a random value to the x-coordinate + if (random() < 0.5) bestorg[0] -= 800 * random() + 100; + else bestorg[0] += 800 * random() + 100; + } + if (rnd < 0.75) { + //add a random value to the y-coordinate + if (random() < 0.5) bestorg[1] -= 800 * random() + 100; + else bestorg[1] += 800 * random() + 100; + } + //add a random value to the z-coordinate (NOTE: 48 = maxjump?) + bestorg[2] += 2 * 48 * crandom(); + //trace a line from the origin to the roam target + BotAI_Trace(&trace, bs->origin, NULL, NULL, bestorg, bs->entitynum, MASK_SOLID); + //direction and length towards the roam target + VectorSubtract(trace.endpos, bs->origin, dir); + len = VectorNormalize(dir); + //if the roam target is far away anough + if (len > 200) { + //the roam target is in the given direction before walls + VectorScale(dir, len * trace.fraction - 40, dir); + VectorAdd(bs->origin, dir, bestorg); + //get the coordinates of the floor below the roam target + belowbestorg[0] = bestorg[0]; + belowbestorg[1] = bestorg[1]; + belowbestorg[2] = bestorg[2] - 800; + BotAI_Trace(&trace, bestorg, NULL, NULL, belowbestorg, bs->entitynum, MASK_SOLID); + // + if (!trace.startsolid) { + trace.endpos[2]++; + pc = trap_PointContents(trace.endpos, bs->entitynum); + if (!(pc & (CONTENTS_LAVA | CONTENTS_SLIME))) { + VectorCopy(bestorg, goal); + return; + } + } + } + } + VectorCopy(bestorg, goal); +} + +/* +================== +BotAttackMove +================== +*/ +bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) { + int movetype, i, attackentity; + float attack_skill, jumper, croucher, dist, strafechange_time; + float attack_dist, attack_range; + vec3_t forward, backward, sideward, hordir, up = {0, 0, 1}; + aas_entityinfo_t entinfo; + bot_moveresult_t moveresult; + bot_goal_t goal; + + attackentity = bs->enemy; + // + if (bs->attackchase_time > FloatTime()) { + //create the chase goal + goal.entitynum = attackentity; + goal.areanum = bs->lastenemyareanum; + VectorCopy(bs->lastenemyorigin, goal.origin); + VectorSet(goal.mins, -8, -8, -8); + VectorSet(goal.maxs, 8, 8, 8); + //initialize the movement state + BotSetupForMovement(bs); + //move towards the goal + trap_BotMoveToGoal(&moveresult, bs->ms, &goal, tfl); + return moveresult; + } + // + memset(&moveresult, 0, sizeof(bot_moveresult_t)); + // + attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); + jumper = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_JUMPER, 0, 1); + croucher = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CROUCHER, 0, 1); + //if the bot is really stupid + if (attack_skill < 0.2) return moveresult; + //initialize the movement state + BotSetupForMovement(bs); + //get the enemy entity info + BotEntityInfo(attackentity, &entinfo); + //direction towards the enemy + VectorSubtract(entinfo.origin, bs->origin, forward); + //the distance towards the enemy + dist = VectorNormalize(forward); + VectorNegate(forward, backward); + //walk, crouch or jump + movetype = MOVE_WALK; + // + if (bs->attackcrouch_time < FloatTime() - 1) { + if (random() < jumper) { + movetype = MOVE_JUMP; + } + //wait at least one second before crouching again + else if (bs->attackcrouch_time < FloatTime() - 1 && random() < croucher) { + bs->attackcrouch_time = FloatTime() + croucher * 5; + } + } + if (bs->attackcrouch_time > FloatTime()) movetype = MOVE_CROUCH; + //if the bot should jump + if (movetype == MOVE_JUMP) { + //if jumped last frame + if (bs->attackjump_time > FloatTime()) { + movetype = MOVE_WALK; + } + else { + bs->attackjump_time = FloatTime() + 1; + } + } + if (bs->cur_ps.weapon == WP_GAUNTLET) { + attack_dist = 0; + attack_range = 0; + } + else { + attack_dist = IDEAL_ATTACKDIST; + attack_range = 40; + } + //if the bot is stupid + if (attack_skill <= 0.4) { + //just walk to or away from the enemy + if (dist > attack_dist + attack_range) { + if (trap_BotMoveInDirection(bs->ms, forward, 400, movetype)) return moveresult; + } + if (dist < attack_dist - attack_range) { + if (trap_BotMoveInDirection(bs->ms, backward, 400, movetype)) return moveresult; + } + return moveresult; + } + //increase the strafe time + bs->attackstrafe_time += bs->thinktime; + //get the strafe change time + strafechange_time = 0.4 + (1 - attack_skill) * 0.2; + if (attack_skill > 0.7) strafechange_time += crandom() * 0.2; + //if the strafe direction should be changed + if (bs->attackstrafe_time > strafechange_time) { + //some magic number :) + if (random() > 0.935) { + //flip the strafe direction + bs->flags ^= BFL_STRAFERIGHT; + bs->attackstrafe_time = 0; + } + } + // + for (i = 0; i < 2; i++) { + hordir[0] = forward[0]; + hordir[1] = forward[1]; + hordir[2] = 0; + VectorNormalize(hordir); + //get the sideward vector + CrossProduct(hordir, up, sideward); + //reverse the vector depending on the strafe direction + if (bs->flags & BFL_STRAFERIGHT) VectorNegate(sideward, sideward); + //randomly go back a little + if (random() > 0.9) { + VectorAdd(sideward, backward, sideward); + } + else { + //walk forward or backward to get at the ideal attack distance + if (dist > attack_dist + attack_range) { + VectorAdd(sideward, forward, sideward); + } + else if (dist < attack_dist - attack_range) { + VectorAdd(sideward, backward, sideward); + } + } + //perform the movement + if (trap_BotMoveInDirection(bs->ms, sideward, 400, movetype)) + return moveresult; + //movement failed, flip the strafe direction + bs->flags ^= BFL_STRAFERIGHT; + bs->attackstrafe_time = 0; + } + //bot couldn't do any usefull movement +// bs->attackchase_time = AAS_Time() + 6; + return moveresult; +} + +/* +================== +BotSameTeam +================== +*/ +int BotSameTeam(bot_state_t *bs, int entnum) { + if (bs->client < 0 || bs->client >= MAX_CLIENTS) { + //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n"); + return qfalse; + } + if (entnum < 0 || entnum >= MAX_CLIENTS) { + //BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n"); + return qfalse; + } + if ( gametype >= GT_TEAM && g_ffa_gt!=1) { + /*Sago: I don't know why they decided to check the configstring instead of the real value. + For some reason bots sometimes gets a wrong config string when chaning gametypes. + Now we check the real value: */ + if(level.clients[bs->client].sess.sessionTeam==level.clients[entnum].sess.sessionTeam) return qtrue; + } + return qfalse; +} + +/* +================== +InFieldOfVision +================== +*/ +qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles) +{ + int i; + float diff, angle; + + for (i = 0; i < 2; i++) { + angle = AngleMod(viewangles[i]); + angles[i] = AngleMod(angles[i]); + diff = angles[i] - angle; + if (angles[i] > angle) { + if (diff > 180.0) diff -= 360.0; + } + else { + if (diff < -180.0) diff += 360.0; + } + if (diff > 0) { + if (diff > fov * 0.5) return qfalse; + } + else { + if (diff < -fov * 0.5) return qfalse; + } + } + return qtrue; +} + +/* +================== +BotEntityVisible + +returns visibility in the range [0, 1] taking fog and water surfaces into account +================== +*/ +float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent) { + int i, contents_mask, passent, hitent, infog, inwater, otherinfog, pc; + float squaredfogdist, waterfactor, vis, bestvis; + bsp_trace_t trace; + aas_entityinfo_t entinfo; + vec3_t dir, entangles, start, end, middle; + + //calculate middle of bounding box + BotEntityInfo(ent, &entinfo); + VectorAdd(entinfo.mins, entinfo.maxs, middle); + VectorScale(middle, 0.5, middle); + VectorAdd(entinfo.origin, middle, middle); + //check if entity is within field of vision + VectorSubtract(middle, eye, dir); + vectoangles(dir, entangles); + if (!InFieldOfVision(viewangles, fov, entangles)) return 0; + // + pc = trap_AAS_PointContents(eye); + infog = (pc & CONTENTS_FOG); + inwater = (pc & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)); + // + bestvis = 0; + for (i = 0; i < 3; i++) { + //if the point is not in potential visible sight + //if (!AAS_inPVS(eye, middle)) continue; + // + contents_mask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP; + passent = viewer; + hitent = ent; + VectorCopy(eye, start); + VectorCopy(middle, end); + //if the entity is in water, lava or slime + if (trap_AAS_PointContents(middle) & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)) { + contents_mask |= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER); + } + //if eye is in water, lava or slime + if (inwater) { + if (!(contents_mask & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER))) { + passent = ent; + hitent = viewer; + VectorCopy(middle, start); + VectorCopy(eye, end); + } + contents_mask ^= (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER); + } + //trace from start to end + BotAI_Trace(&trace, start, NULL, NULL, end, passent, contents_mask); + //if water was hit + waterfactor = 1.0; + if (trace.contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER)) { + //if the water surface is translucent + if (1) { + //trace through the water + contents_mask &= ~(CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER); + BotAI_Trace(&trace, trace.endpos, NULL, NULL, end, passent, contents_mask); + waterfactor = 0.5; + } + } + //if a full trace or the hitent was hit + if (trace.fraction >= 1 || trace.ent == hitent) { + //check for fog, assuming there's only one fog brush where + //either the viewer or the entity is in or both are in + otherinfog = (trap_AAS_PointContents(middle) & CONTENTS_FOG); + if (infog && otherinfog) { + VectorSubtract(trace.endpos, eye, dir); + squaredfogdist = VectorLengthSquared(dir); + } + else if (infog) { + VectorCopy(trace.endpos, start); + BotAI_Trace(&trace, start, NULL, NULL, eye, viewer, CONTENTS_FOG); + VectorSubtract(eye, trace.endpos, dir); + squaredfogdist = VectorLengthSquared(dir); + } + else if (otherinfog) { + VectorCopy(trace.endpos, end); + BotAI_Trace(&trace, eye, NULL, NULL, end, viewer, CONTENTS_FOG); + VectorSubtract(end, trace.endpos, dir); + squaredfogdist = VectorLengthSquared(dir); + } + else { + //if the entity and the viewer are not in fog assume there's no fog in between + squaredfogdist = 0; + } + //decrease visibility with the view distance through fog + vis = 1 / ((squaredfogdist * 0.001) < 1 ? 1 : (squaredfogdist * 0.001)); + //if entering water visibility is reduced + vis *= waterfactor; + // + if (vis > bestvis) bestvis = vis; + //if pretty much no fog + if (bestvis >= 0.95) return bestvis; + } + //check bottom and top of bounding box as well + if (i == 0) middle[2] += entinfo.mins[2]; + else if (i == 1) middle[2] += entinfo.maxs[2] - entinfo.mins[2]; + } + return bestvis; +} + +/* +================== +BotFindEnemy +================== +*/ +int BotFindEnemy(bot_state_t *bs, int curenemy) { + int i, healthdecrease; + float f, alertness, easyfragger, vis; + float squaredist, cursquaredist; + aas_entityinfo_t entinfo, curenemyinfo; + vec3_t dir, angles; + + alertness = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ALERTNESS, 0, 1); + easyfragger = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_EASY_FRAGGER, 0, 1); + //check if the health decreased + healthdecrease = bs->lasthealth > bs->inventory[INVENTORY_HEALTH]; + //remember the current health value + bs->lasthealth = bs->inventory[INVENTORY_HEALTH]; + // + if (curenemy >= 0) { + BotEntityInfo(curenemy, &curenemyinfo); + if (EntityCarriesFlag(&curenemyinfo)) return qfalse; + VectorSubtract(curenemyinfo.origin, bs->origin, dir); + cursquaredist = VectorLengthSquared(dir); + } + else { + cursquaredist = 0; + } + if (gametype == GT_OBELISK) { + vec3_t target; + bot_goal_t *goal; + bsp_trace_t trace; + + if (BotTeam(bs) == TEAM_RED) + goal = &blueobelisk; + else + goal = &redobelisk; + //if the obelisk is visible + VectorCopy(goal->origin, target); + target[2] += 1; + BotAI_Trace(&trace, bs->eye, NULL, NULL, target, bs->client, CONTENTS_SOLID); + if (trace.fraction >= 1 || trace.ent == goal->entitynum) { + if (goal->entitynum == bs->enemy) { + return qfalse; + } + bs->enemy = goal->entitynum; + bs->enemysight_time = FloatTime(); + bs->enemysuicide = qfalse; + bs->enemydeath_time = 0; + bs->enemyvisible_time = FloatTime(); + return qtrue; + } + } + // + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + + if (i == bs->client) continue; + //if it's the current enemy + if (i == curenemy) continue; + // + BotEntityInfo(i, &entinfo); + // + if (!entinfo.valid) continue; + //if the enemy isn't dead and the enemy isn't the bot self + if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue; + //if the enemy is invisible and not shooting + if (EntityIsInvisible(&entinfo) && !EntityIsShooting(&entinfo)) { + continue; + } +//Neil Torontos unlagged +//unlagged - misc + // this has nothing to do with lag compensation, but it's great for testing + if ( g_entities[i].flags & FL_NOTARGET ) continue; +//unlagged - misc + //if not an easy fragger don't shoot at chatting players + if (easyfragger < 0.5 && EntityIsChatting(&entinfo)) continue; + // + if (lastteleport_time > FloatTime() - 3) { + VectorSubtract(entinfo.origin, lastteleport_origin, dir); + if (VectorLengthSquared(dir) < Square(70)) continue; + } + //calculate the distance towards the enemy + VectorSubtract(entinfo.origin, bs->origin, dir); + squaredist = VectorLengthSquared(dir); + //if this entity is not carrying a flag + if (!EntityCarriesFlag(&entinfo)) + { + //if this enemy is further away than the current one + if (curenemy >= 0 && squaredist > cursquaredist) continue; + } //end if + //if the bot has no + if (squaredist > Square(900.0 + alertness * 4000.0)) continue; + //if on the same team + if (BotSameTeam(bs, i)) continue; + //if the bot's health decreased or the enemy is shooting + if (curenemy < 0 && (healthdecrease || EntityIsShooting(&entinfo))) + f = 360; + else + f = 90 + 90 - (90 - (squaredist > Square(810) ? Square(810) : squaredist) / (810 * 9)); + //check if the enemy is visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, f, i); + if (vis <= 0) continue; + //if the enemy is quite far away, not shooting and the bot is not damaged + if (curenemy < 0 && squaredist > Square(100) && !healthdecrease && !EntityIsShooting(&entinfo)) + { + //check if we can avoid this enemy + VectorSubtract(bs->origin, entinfo.origin, dir); + vectoangles(dir, angles); + //if the bot isn't in the fov of the enemy + if (!InFieldOfVision(entinfo.angles, 90, angles)) { + //update some stuff for this enemy + BotUpdateBattleInventory(bs, i); + //if the bot doesn't really want to fight + if (BotWantsToRetreat(bs)) continue; + } + } + //found an enemy + bs->enemy = entinfo.number; + if (curenemy >= 0) bs->enemysight_time = FloatTime() - 2; + else bs->enemysight_time = FloatTime(); + bs->enemysuicide = qfalse; + bs->enemydeath_time = 0; + bs->enemyvisible_time = FloatTime(); + return qtrue; + } + return qfalse; +} + +/* +================== +BotTeamFlagCarrierVisible +================== +*/ +int BotTeamFlagCarrierVisible(bot_state_t *bs) { + int i; + float vis; + aas_entityinfo_t entinfo; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) + continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) + continue; + //if this player is carrying a flag + if (!EntityCarriesFlag(&entinfo)) + continue; + //if the flag carrier is not on the same team + if (!BotSameTeam(bs, i)) + continue; + //if the flag carrier is not visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis <= 0) + continue; + // + return i; + } + return -1; +} + +/* +================== +BotTeamFlagCarrier +================== +*/ +int BotTeamFlagCarrier(bot_state_t *bs) { + int i; + aas_entityinfo_t entinfo; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) + continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) + continue; + //if this player is carrying a flag + if (!EntityCarriesFlag(&entinfo)) + continue; + //if the flag carrier is not on the same team + if (!BotSameTeam(bs, i)) + continue; + // + return i; + } + return -1; +} + +/* +================== +BotEnemyFlagCarrierVisible +================== +*/ +int BotEnemyFlagCarrierVisible(bot_state_t *bs) { + int i; + float vis; + aas_entityinfo_t entinfo; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) + continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) + continue; + //if this player is carrying a flag + if (!EntityCarriesFlag(&entinfo)) + continue; + //if the flag carrier is on the same team + if (BotSameTeam(bs, i)) + continue; + //if the flag carrier is not visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis <= 0) + continue; + // + return i; + } + return -1; +} + +/* +================== +BotVisibleTeamMatesAndEnemies +================== +*/ +void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range) { + int i; + float vis; + aas_entityinfo_t entinfo; + vec3_t dir; + + if (teammates) + *teammates = 0; + if (enemies) + *enemies = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) + continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) + continue; + //if this player is carrying a flag + if (!EntityCarriesFlag(&entinfo)) + continue; + //if not within range + VectorSubtract(entinfo.origin, bs->origin, dir); + if (VectorLengthSquared(dir) > Square(range)) + continue; + //if the flag carrier is not visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis <= 0) + continue; + //if the flag carrier is on the same team + if (BotSameTeam(bs, i)) { + if (teammates) + (*teammates)++; + } + else { + if (enemies) + (*enemies)++; + } + } +} + +/* +================== +BotTeamCubeCarrierVisible +================== +*/ +int BotTeamCubeCarrierVisible(bot_state_t *bs) { + int i; + float vis; + aas_entityinfo_t entinfo; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) continue; + //if this player is carrying a flag + if (!EntityCarriesCubes(&entinfo)) continue; + //if the flag carrier is not on the same team + if (!BotSameTeam(bs, i)) continue; + //if the flag carrier is not visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis <= 0) continue; + // + return i; + } + return -1; +} + +/* +================== +BotEnemyCubeCarrierVisible +================== +*/ +int BotEnemyCubeCarrierVisible(bot_state_t *bs) { + int i; + float vis; + aas_entityinfo_t entinfo; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + if (i == bs->client) + continue; + // + BotEntityInfo(i, &entinfo); + //if this player is active + if (!entinfo.valid) + continue; + //if this player is carrying a flag + if (!EntityCarriesCubes(&entinfo)) continue; + //if the flag carrier is on the same team + if (BotSameTeam(bs, i)) + continue; + //if the flag carrier is not visible + vis = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, i); + if (vis <= 0) + continue; + // + return i; + } + return -1; +} +//#endif + +/* +================== +BotAimAtEnemy +================== +*/ +void BotAimAtEnemy(bot_state_t *bs) { + int i, enemyvisible; + float dist, f, aim_skill, aim_accuracy, speed, reactiontime; + vec3_t dir, bestorigin, end, start, groundtarget, cmdmove, enemyvelocity; + vec3_t mins = {-4,-4,-4}, maxs = {4, 4, 4}; + weaponinfo_t wi; + aas_entityinfo_t entinfo; + bot_goal_t goal; + bsp_trace_t trace; + vec3_t target; + + //if the bot has no enemy + if (bs->enemy < 0) { + return; + } + //get the enemy entity information + BotEntityInfo(bs->enemy, &entinfo); + //if this is not a player (should be an obelisk) + if (bs->enemy >= MAX_CLIENTS) { + //if the obelisk is visible + VectorCopy(entinfo.origin, target); + // if attacking an obelisk + if ( bs->enemy == redobelisk.entitynum || + bs->enemy == blueobelisk.entitynum ) { + target[2] += 32; + } + //aim at the obelisk + VectorSubtract(target, bs->eye, dir); + vectoangles(dir, bs->ideal_viewangles); + //set the aim target before trying to attack + VectorCopy(target, bs->aimtarget); + return; + } + // + //BotAI_Print(PRT_MESSAGE, "client %d: aiming at client %d\n", bs->entitynum, bs->enemy); + // + aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL, 0, 1); + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1); + // + if (aim_skill > 0.95) { + //don't aim too early + reactiontime = 0.5 * trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); + if (bs->enemysight_time > FloatTime() - reactiontime) return; + if (bs->teleport_time > FloatTime() - reactiontime) return; + } + + //get the weapon information + trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi); + //get the weapon specific aim accuracy and or aim skill + if (wi.number == WP_MACHINEGUN) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN, 0, 1); + } + else if (wi.number == WP_SHOTGUN) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_SHOTGUN, 0, 1); + } + else if (wi.number == WP_GRENADE_LAUNCHER) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER, 0, 1); + aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER, 0, 1); + } + else if (wi.number == WP_ROCKET_LAUNCHER) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER, 0, 1); + aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER, 0, 1); + } + else if (wi.number == WP_LIGHTNING) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_LIGHTNING, 0, 1); + } + else if (wi.number == WP_RAILGUN) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_RAILGUN, 0, 1); + } + else if (wi.number == WP_PLASMAGUN) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN, 0, 1); + aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_PLASMAGUN, 0, 1); + } + else if (wi.number == WP_BFG) { + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY_BFG10K, 0, 1); + aim_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_SKILL_BFG10K, 0, 1); + } + // + if (aim_accuracy <= 0) aim_accuracy = 0.0001f; + //get the enemy entity information + BotEntityInfo(bs->enemy, &entinfo); + //if the enemy is invisible then shoot crappy most of the time + if (EntityIsInvisible(&entinfo)) { + if (random() > 0.1) aim_accuracy *= 0.4f; + } + // + VectorSubtract(entinfo.origin, entinfo.lastvisorigin, enemyvelocity); + VectorScale(enemyvelocity, 1 / entinfo.update_time, enemyvelocity); + //enemy origin and velocity is remembered every 0.5 seconds + if (bs->enemyposition_time < FloatTime()) { + // + bs->enemyposition_time = FloatTime() + 0.5; + VectorCopy(enemyvelocity, bs->enemyvelocity); + VectorCopy(entinfo.origin, bs->enemyorigin); + } + //if not extremely skilled + if (aim_skill < 0.9) { + VectorSubtract(entinfo.origin, bs->enemyorigin, dir); + //if the enemy moved a bit + if (VectorLengthSquared(dir) > Square(48)) { + //if the enemy changed direction + if (DotProduct(bs->enemyvelocity, enemyvelocity) < 0) { + //aim accuracy should be worse now + aim_accuracy *= 0.7f; + } + } + } + //check visibility of enemy + enemyvisible = BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy); + //if the enemy is visible + if (enemyvisible) { + // + VectorCopy(entinfo.origin, bestorigin); + bestorigin[2] += 8; + //get the start point shooting from + //NOTE: the x and y projectile start offsets are ignored + VectorCopy(bs->origin, start); + start[2] += bs->cur_ps.viewheight; + start[2] += wi.offset[2]; + // + BotAI_Trace(&trace, start, mins, maxs, bestorigin, bs->entitynum, MASK_SHOT); + //if the enemy is NOT hit + if (trace.fraction <= 1 && trace.ent != entinfo.number) { + bestorigin[2] += 16; + } + //if it is not an instant hit weapon the bot might want to predict the enemy + if (wi.speed) { + // + VectorSubtract(bestorigin, bs->origin, dir); + dist = VectorLength(dir); + VectorSubtract(entinfo.origin, bs->enemyorigin, dir); + //if the enemy is NOT pretty far away and strafing just small steps left and right + if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) { + //if skilled anough do exact prediction + if (aim_skill > 0.8 && + //if the weapon is ready to fire + bs->cur_ps.weaponstate == WEAPON_READY) { + aas_clientmove_t move; + vec3_t origin; + + VectorSubtract(entinfo.origin, bs->origin, dir); + //distance towards the enemy + dist = VectorLength(dir); + //direction the enemy is moving in + VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir); + // + VectorScale(dir, 1 / entinfo.update_time, dir); + // + VectorCopy(entinfo.origin, origin); + origin[2] += 1; + // + VectorClear(cmdmove); + //AAS_ClearShownDebugLines(); + trap_AAS_PredictClientMovement(&move, bs->enemy, origin, + PRESENCE_CROUCH, qfalse, + dir, cmdmove, 0, + dist * 10 / wi.speed, 0.1f, 0, 0, qfalse); + VectorCopy(move.endpos, bestorigin); + //BotAI_Print(PRT_MESSAGE, "%1.1f predicted speed = %f, frames = %f\n", FloatTime(), VectorLength(dir), dist * 10 / wi.speed); + } + //if not that skilled do linear prediction + else if (aim_skill > 0.4) { + VectorSubtract(entinfo.origin, bs->origin, dir); + //distance towards the enemy + dist = VectorLength(dir); + //direction the enemy is moving in + VectorSubtract(entinfo.origin, entinfo.lastvisorigin, dir); + dir[2] = 0; + // + speed = VectorNormalize(dir) / entinfo.update_time; + //botimport.Print(PRT_MESSAGE, "speed = %f, wi->speed = %f\n", speed, wi->speed); + //best spot to aim at + VectorMA(entinfo.origin, (dist / wi.speed) * speed, dir, bestorigin); + } + } + } + //if the projectile does radial damage + if (aim_skill > 0.6 && wi.proj.damagetype & DAMAGETYPE_RADIAL) { + //if the enemy isn't standing significantly higher than the bot + if (entinfo.origin[2] < bs->origin[2] + 16) { + //try to aim at the ground in front of the enemy + VectorCopy(entinfo.origin, end); + end[2] -= 64; + BotAI_Trace(&trace, entinfo.origin, NULL, NULL, end, entinfo.number, MASK_SHOT); + // + VectorCopy(bestorigin, groundtarget); + if (trace.startsolid) groundtarget[2] = entinfo.origin[2] - 16; + else groundtarget[2] = trace.endpos[2] - 8; + //trace a line from projectile start to ground target + BotAI_Trace(&trace, start, NULL, NULL, groundtarget, bs->entitynum, MASK_SHOT); + //if hitpoint is not vertically too far from the ground target + if (fabs(trace.endpos[2] - groundtarget[2]) < 50) { + VectorSubtract(trace.endpos, groundtarget, dir); + //if the hitpoint is near anough the ground target + if (VectorLengthSquared(dir) < Square(60)) { + VectorSubtract(trace.endpos, start, dir); + //if the hitpoint is far anough from the bot + if (VectorLengthSquared(dir) > Square(100)) { + //check if the bot is visible from the ground target + trace.endpos[2] += 1; + BotAI_Trace(&trace, trace.endpos, NULL, NULL, entinfo.origin, entinfo.number, MASK_SHOT); + if (trace.fraction >= 1) { + //botimport.Print(PRT_MESSAGE, "%1.1f aiming at ground\n", AAS_Time()); + VectorCopy(groundtarget, bestorigin); + } + } + } + } + } + } + bestorigin[0] += 20 * crandom() * (1 - aim_accuracy); + bestorigin[1] += 20 * crandom() * (1 - aim_accuracy); + bestorigin[2] += 10 * crandom() * (1 - aim_accuracy); + } + else { + // + VectorCopy(bs->lastenemyorigin, bestorigin); + bestorigin[2] += 8; + //if the bot is skilled anough + if (aim_skill > 0.5) { + //do prediction shots around corners + if (wi.number == WP_BFG || + wi.number == WP_ROCKET_LAUNCHER || + wi.number == WP_GRENADE_LAUNCHER) { + //create the chase goal + goal.entitynum = bs->client; + goal.areanum = bs->areanum; + VectorCopy(bs->eye, goal.origin); + VectorSet(goal.mins, -8, -8, -8); + VectorSet(goal.maxs, 8, 8, 8); + // + if (trap_BotPredictVisiblePosition(bs->lastenemyorigin, bs->lastenemyareanum, &goal, TFL_DEFAULT, target)) { + VectorSubtract(target, bs->eye, dir); + if (VectorLengthSquared(dir) > Square(80)) { + VectorCopy(target, bestorigin); + bestorigin[2] -= 20; + } + } + aim_accuracy = 1; + } + } + } + // + if (enemyvisible) { + BotAI_Trace(&trace, bs->eye, NULL, NULL, bestorigin, bs->entitynum, MASK_SHOT); + VectorCopy(trace.endpos, bs->aimtarget); + } + else { + VectorCopy(bestorigin, bs->aimtarget); + } + //get aim direction + VectorSubtract(bestorigin, bs->eye, dir); + // + if (wi.number == WP_MACHINEGUN || + wi.number == WP_SHOTGUN || + wi.number == WP_LIGHTNING || + wi.number == WP_RAILGUN) { + //distance towards the enemy + dist = VectorLength(dir); + if (dist > 150) dist = 150; + f = 0.6 + dist / 150 * 0.4; + aim_accuracy *= f; + } + //add some random stuff to the aim direction depending on the aim accuracy + if (aim_accuracy < 0.8) { + VectorNormalize(dir); + for (i = 0; i < 3; i++) dir[i] += 0.3 * crandom() * (1 - aim_accuracy); + } + //set the ideal view angles + vectoangles(dir, bs->ideal_viewangles); + //take the weapon spread into account for lower skilled bots + bs->ideal_viewangles[PITCH] += 6 * wi.vspread * crandom() * (1 - aim_accuracy); + bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]); + bs->ideal_viewangles[YAW] += 6 * wi.hspread * crandom() * (1 - aim_accuracy); + bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]); + //if the bots should be really challenging + if (bot_challenge.integer) { + //if the bot is really accurate and has the enemy in view for some time + if (aim_accuracy > 0.9 && bs->enemysight_time < FloatTime() - 1) { + //set the view angles directly + if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360; + VectorCopy(bs->ideal_viewangles, bs->viewangles); + trap_EA_View(bs->client, bs->viewangles); + } + } +} + +/* +================== +BotCheckAttack +================== +*/ +void BotCheckAttack(bot_state_t *bs) { + float points, reactiontime, fov, firethrottle; + int attackentity; + bsp_trace_t bsptrace; + //float selfpreservation; + vec3_t forward, right, start, end, dir, angles; + weaponinfo_t wi; + bsp_trace_t trace; + aas_entityinfo_t entinfo; + vec3_t mins = {-8, -8, -8}, maxs = {8, 8, 8}; + + attackentity = bs->enemy; + // + BotEntityInfo(attackentity, &entinfo); + // if not attacking a player + if (attackentity >= MAX_CLIENTS) { + // if attacking an obelisk + if ( entinfo.number == redobelisk.entitynum || + entinfo.number == blueobelisk.entitynum ) { + // if obelisk is respawning return + if ( g_entities[entinfo.number].activator && + g_entities[entinfo.number].activator->s.frame == 2 ) { + return; + } + } + } + // + reactiontime = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_REACTIONTIME, 0, 1); + if (bs->enemysight_time > FloatTime() - reactiontime) return; + if (bs->teleport_time > FloatTime() - reactiontime) return; + //if changing weapons + if (bs->weaponchange_time > FloatTime() - 0.1) return; + //check fire throttle characteristic + if (bs->firethrottlewait_time > FloatTime()) return; + firethrottle = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_FIRETHROTTLE, 0, 1); + if (bs->firethrottleshoot_time < FloatTime()) { + if (random() > firethrottle) { + bs->firethrottlewait_time = FloatTime() + firethrottle; + bs->firethrottleshoot_time = 0; + } + else { + bs->firethrottleshoot_time = FloatTime() + 1 - firethrottle; + bs->firethrottlewait_time = 0; + } + } + // + // + VectorSubtract(bs->aimtarget, bs->eye, dir); + // + if (bs->weaponnum == WP_GAUNTLET) { + if (VectorLengthSquared(dir) > Square(60)) { + return; + } + } + if (VectorLengthSquared(dir) < Square(100)) + fov = 120; + else + fov = 50; + // + vectoangles(dir, angles); + if (!InFieldOfVision(bs->viewangles, fov, angles)) + return; + BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, bs->aimtarget, bs->client, CONTENTS_SOLID|CONTENTS_PLAYERCLIP); + if (bsptrace.fraction < 1 && bsptrace.ent != attackentity) + return; + + //get the weapon info + trap_BotGetWeaponInfo(bs->ws, bs->weaponnum, &wi); + //get the start point shooting from + VectorCopy(bs->origin, start); + start[2] += bs->cur_ps.viewheight; + AngleVectors(bs->viewangles, forward, right, NULL); + start[0] += forward[0] * wi.offset[0] + right[0] * wi.offset[1]; + start[1] += forward[1] * wi.offset[0] + right[1] * wi.offset[1]; + start[2] += forward[2] * wi.offset[0] + right[2] * wi.offset[1] + wi.offset[2]; + //end point aiming at + VectorMA(start, 1000, forward, end); + //a little back to make sure not inside a very close enemy + VectorMA(start, -12, forward, start); + BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT); + //if the entity is a client + if (trace.ent >= 0 && trace.ent < MAX_CLIENTS) { + if (trace.ent != attackentity) { + //if a teammate is hit + if (BotSameTeam(bs, trace.ent)) + return; + } + } + //if won't hit the enemy or not attacking a player (obelisk) + if (trace.ent != attackentity || attackentity >= MAX_CLIENTS) { + //if the projectile does radial damage + if (wi.proj.damagetype & DAMAGETYPE_RADIAL) { + if (trace.fraction * 1000 < wi.proj.radius) { + points = (wi.proj.damage - 0.5 * trace.fraction * 1000) * 0.5; + if (points > 0) { + return; + } + } + //FIXME: check if a teammate gets radial damage + } + } + //if fire has to be release to activate weapon + if (wi.flags & WFL_FIRERELEASED) { + if (bs->flags & BFL_ATTACKED) { + trap_EA_Attack(bs->client); + } + } + else { + trap_EA_Attack(bs->client); + } + bs->flags ^= BFL_ATTACKED; +} + +/* +================== +BotMapScripts +================== +*/ +void BotMapScripts(bot_state_t *bs) { + char info[1024]; + char mapname[128]; + int i, shootbutton; + float aim_accuracy; + aas_entityinfo_t entinfo; + vec3_t dir; + + trap_GetServerinfo(info, sizeof(info)); + + strncpy(mapname, Info_ValueForKey( info, "mapname" ), sizeof(mapname)-1); + mapname[sizeof(mapname)-1] = '\0'; + + if (!Q_stricmp(mapname, "q3tourney6")) { + vec3_t mins = {700, 204, 672}, maxs = {964, 468, 680}; + vec3_t buttonorg = {304, 352, 920}; + //NOTE: NEVER use the func_bobbing in q3tourney6 + bs->tfl &= ~TFL_FUNCBOB; + //if the bot is below the bounding box + if (bs->origin[0] > mins[0] && bs->origin[0] < maxs[0]) { + if (bs->origin[1] > mins[1] && bs->origin[1] < maxs[1]) { + if (bs->origin[2] < mins[2]) { + return; + } + } + } + shootbutton = qfalse; + //if an enemy is below this bounding box then shoot the button + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + + if (i == bs->client) continue; + // + BotEntityInfo(i, &entinfo); + // + if (!entinfo.valid) continue; + //if the enemy isn't dead and the enemy isn't the bot self + if (EntityIsDead(&entinfo) || entinfo.number == bs->entitynum) continue; + // + if (entinfo.origin[0] > mins[0] && entinfo.origin[0] < maxs[0]) { + if (entinfo.origin[1] > mins[1] && entinfo.origin[1] < maxs[1]) { + if (entinfo.origin[2] < mins[2]) { + //if there's a team mate below the crusher + if (BotSameTeam(bs, i)) { + shootbutton = qfalse; + break; + } + else { + shootbutton = qtrue; + } + } + } + } + } + if (shootbutton) { + bs->flags |= BFL_IDEALVIEWSET; + VectorSubtract(buttonorg, bs->eye, dir); + vectoangles(dir, bs->ideal_viewangles); + aim_accuracy = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_AIM_ACCURACY, 0, 1); + bs->ideal_viewangles[PITCH] += 8 * crandom() * (1 - aim_accuracy); + bs->ideal_viewangles[PITCH] = AngleMod(bs->ideal_viewangles[PITCH]); + bs->ideal_viewangles[YAW] += 8 * crandom() * (1 - aim_accuracy); + bs->ideal_viewangles[YAW] = AngleMod(bs->ideal_viewangles[YAW]); + // + if (InFieldOfVision(bs->viewangles, 20, bs->ideal_viewangles)) { + trap_EA_Attack(bs->client); + } + } + } + else if (!Q_stricmp(mapname, "mpq3tourney6")) { + //NOTE: NEVER use the func_bobbing in mpq3tourney6 + bs->tfl &= ~TFL_FUNCBOB; + } +} + +/* +================== +BotSetMovedir +================== +*/ +// bk001205 - made these static +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}; + +void BotSetMovedir(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); + } +} + +/* +================== +BotModelMinsMaxs + +this is ugly +================== +*/ +int BotModelMinsMaxs(int modelindex, int eType, int contents, vec3_t mins, vec3_t maxs) { + gentity_t *ent; + int i; + + ent = &g_entities[0]; + for (i = 0; i < level.num_entities; i++, ent++) { + if ( !ent->inuse ) { + continue; + } + if ( eType && ent->s.eType != eType) { + continue; + } + if ( contents && ent->r.contents != contents) { + continue; + } + if (ent->s.modelindex == modelindex) { + if (mins) + VectorAdd(ent->r.currentOrigin, ent->r.mins, mins); + if (maxs) + VectorAdd(ent->r.currentOrigin, ent->r.maxs, maxs); + return i; + } + } + if (mins) + VectorClear(mins); + if (maxs) + VectorClear(maxs); + return 0; +} + +/* +================== +BotFuncButtonGoal +================== +*/ +int BotFuncButtonActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) { + int i, areas[10], numareas, modelindex, entitynum; + char model[128]; + float lip, dist, health, angle; + vec3_t size, start, end, mins, maxs, angles, points[10]; + vec3_t movedir, origin, goalorigin, bboxmins, bboxmaxs; + vec3_t extramins = {1, 1, 1}, extramaxs = {-1, -1, -1}; + bsp_trace_t bsptrace; + + activategoal->shoot = qfalse; + VectorClear(activategoal->target); + //create a bot goal towards the button + trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); + if (!*model) + return qfalse; + modelindex = atoi(model+1); + if (!modelindex) + return qfalse; + VectorClear(angles); + entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs); + //get the lip of the button + trap_AAS_FloatForBSPEpairKey(bspent, "lip", &lip); + if (!lip) lip = 4; + //get the move direction from the angle + trap_AAS_FloatForBSPEpairKey(bspent, "angle", &angle); + VectorSet(angles, 0, angle, 0); + BotSetMovedir(angles, movedir); + //button size + VectorSubtract(maxs, mins, size); + //button origin + VectorAdd(mins, maxs, origin); + VectorScale(origin, 0.5, origin); + //touch distance of the button + dist = fabs(movedir[0]) * size[0] + fabs(movedir[1]) * size[1] + fabs(movedir[2]) * size[2]; + dist *= 0.5; + // + trap_AAS_FloatForBSPEpairKey(bspent, "health", &health); + //if the button is shootable + if (health) { + //calculate the shoot target + VectorMA(origin, -dist, movedir, goalorigin); + // + VectorCopy(goalorigin, activategoal->target); + activategoal->shoot = qtrue; + // + BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, goalorigin, bs->entitynum, MASK_SHOT); + // if the button is visible from the current position + if (bsptrace.fraction >= 1.0 || bsptrace.ent == entitynum) { + // + activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable button + activategoal->goal.number = 0; + activategoal->goal.flags = 0; + VectorCopy(bs->origin, activategoal->goal.origin); + activategoal->goal.areanum = bs->areanum; + VectorSet(activategoal->goal.mins, -8, -8, -8); + VectorSet(activategoal->goal.maxs, 8, 8, 8); + // + return qtrue; + } + else { + //create a goal from where the button is visible and shoot at the button from there + //add bounding box size to the dist + trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs); + for (i = 0; i < 3; i++) { + if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]); + else dist += fabs(movedir[i]) * fabs(bboxmins[i]); + } + //calculate the goal origin + VectorMA(origin, -dist, movedir, goalorigin); + // + VectorCopy(goalorigin, start); + start[2] += 24; + VectorCopy(start, end); + end[2] -= 512; + numareas = trap_AAS_TraceAreas(start, end, areas, points, 10); + // + for (i = numareas-1; i >= 0; i--) { + if (trap_AAS_AreaReachability(areas[i])) { + break; + } + } + if (i < 0) { + // FIXME: trace forward and maybe in other directions to find a valid area + } + if (i >= 0) { + // + VectorCopy(points[i], activategoal->goal.origin); + activategoal->goal.areanum = areas[i]; + VectorSet(activategoal->goal.mins, 8, 8, 8); + VectorSet(activategoal->goal.maxs, -8, -8, -8); + // + for (i = 0; i < 3; i++) + { + if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]); + else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]); + } //end for + // + activategoal->goal.entitynum = entitynum; + activategoal->goal.number = 0; + activategoal->goal.flags = 0; + return qtrue; + } + } + return qfalse; + } + else { + //add bounding box size to the dist + trap_AAS_PresenceTypeBoundingBox(PRESENCE_CROUCH, bboxmins, bboxmaxs); + for (i = 0; i < 3; i++) { + if (movedir[i] < 0) dist += fabs(movedir[i]) * fabs(bboxmaxs[i]); + else dist += fabs(movedir[i]) * fabs(bboxmins[i]); + } + //calculate the goal origin + VectorMA(origin, -dist, movedir, goalorigin); + // + VectorCopy(goalorigin, start); + start[2] += 24; + VectorCopy(start, end); + end[2] -= 100; + numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); + // + for (i = 0; i < numareas; i++) { + if (trap_AAS_AreaReachability(areas[i])) { + break; + } + } + if (i < numareas) { + // + VectorCopy(origin, activategoal->goal.origin); + activategoal->goal.areanum = areas[i]; + VectorSubtract(mins, origin, activategoal->goal.mins); + VectorSubtract(maxs, origin, activategoal->goal.maxs); + // + for (i = 0; i < 3; i++) + { + if (movedir[i] < 0) activategoal->goal.maxs[i] += fabs(movedir[i]) * fabs(extramaxs[i]); + else activategoal->goal.mins[i] += fabs(movedir[i]) * fabs(extramins[i]); + } //end for + // + activategoal->goal.entitynum = entitynum; + activategoal->goal.number = 0; + activategoal->goal.flags = 0; + return qtrue; + } + } + return qfalse; +} + +/* +================== +BotFuncDoorGoal +================== +*/ +int BotFuncDoorActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) { + int modelindex, entitynum; + char model[MAX_INFO_STRING]; + vec3_t mins, maxs, origin, angles; + + //shoot at the shootable door + trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); + if (!*model) + return qfalse; + modelindex = atoi(model+1); + if (!modelindex) + return qfalse; + VectorClear(angles); + entitynum = BotModelMinsMaxs(modelindex, ET_MOVER, 0, mins, maxs); + //door origin + VectorAdd(mins, maxs, origin); + VectorScale(origin, 0.5, origin); + VectorCopy(origin, activategoal->target); + activategoal->shoot = qtrue; + // + activategoal->goal.entitynum = entitynum; //NOTE: this is the entity number of the shootable door + activategoal->goal.number = 0; + activategoal->goal.flags = 0; + VectorCopy(bs->origin, activategoal->goal.origin); + activategoal->goal.areanum = bs->areanum; + VectorSet(activategoal->goal.mins, -8, -8, -8); + VectorSet(activategoal->goal.maxs, 8, 8, 8); + return qtrue; +} + +/* +================== +BotTriggerMultipleGoal +================== +*/ +int BotTriggerMultipleActivateGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) { + int i, areas[10], numareas, modelindex, entitynum; + char model[128]; + vec3_t start, end, mins, maxs, angles; + vec3_t origin, goalorigin; + + activategoal->shoot = qfalse; + VectorClear(activategoal->target); + //create a bot goal towards the trigger + trap_AAS_ValueForBSPEpairKey(bspent, "model", model, sizeof(model)); + if (!*model) + return qfalse; + modelindex = atoi(model+1); + if (!modelindex) + return qfalse; + VectorClear(angles); + entitynum = BotModelMinsMaxs(modelindex, 0, CONTENTS_TRIGGER, mins, maxs); + //trigger origin + VectorAdd(mins, maxs, origin); + VectorScale(origin, 0.5, origin); + VectorCopy(origin, goalorigin); + // + VectorCopy(goalorigin, start); + start[2] += 24; + VectorCopy(start, end); + end[2] -= 100; + numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); + // + for (i = 0; i < numareas; i++) { + if (trap_AAS_AreaReachability(areas[i])) { + break; + } + } + if (i < numareas) { + VectorCopy(origin, activategoal->goal.origin); + activategoal->goal.areanum = areas[i]; + VectorSubtract(mins, origin, activategoal->goal.mins); + VectorSubtract(maxs, origin, activategoal->goal.maxs); + // + activategoal->goal.entitynum = entitynum; + activategoal->goal.number = 0; + activategoal->goal.flags = 0; + return qtrue; + } + return qfalse; +} + +/* +================== +BotPopFromActivateGoalStack +================== +*/ +int BotPopFromActivateGoalStack(bot_state_t *bs) { + if (!bs->activatestack) + return qfalse; + BotEnableActivateGoalAreas(bs->activatestack, qtrue); + bs->activatestack->inuse = qfalse; + bs->activatestack->justused_time = FloatTime(); + bs->activatestack = bs->activatestack->next; + return qtrue; +} + +/* +================== +BotPushOntoActivateGoalStack +================== +*/ +int BotPushOntoActivateGoalStack(bot_state_t *bs, bot_activategoal_t *activategoal) { + int i, best; + float besttime; + + best = -1; + besttime = FloatTime() + 9999; + // + for (i = 0; i < MAX_ACTIVATESTACK; i++) { + if (!bs->activategoalheap[i].inuse) { + if (bs->activategoalheap[i].justused_time < besttime) { + besttime = bs->activategoalheap[i].justused_time; + best = i; + } + } + } + if (best != -1) { + memcpy(&bs->activategoalheap[best], activategoal, sizeof(bot_activategoal_t)); + bs->activategoalheap[best].inuse = qtrue; + bs->activategoalheap[best].next = bs->activatestack; + bs->activatestack = &bs->activategoalheap[best]; + return qtrue; + } + return qfalse; +} + +/* +================== +BotClearActivateGoalStack +================== +*/ +void BotClearActivateGoalStack(bot_state_t *bs) { + while(bs->activatestack) + BotPopFromActivateGoalStack(bs); +} + +/* +================== +BotEnableActivateGoalAreas +================== +*/ +void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable) { + int i; + + if (activategoal->areasdisabled == !enable) + return; + for (i = 0; i < activategoal->numareas; i++) + trap_AAS_EnableRoutingArea( activategoal->areas[i], enable ); + activategoal->areasdisabled = !enable; +} + +/* +================== +BotIsGoingToActivateEntity +================== +*/ +int BotIsGoingToActivateEntity(bot_state_t *bs, int entitynum) { + bot_activategoal_t *a; + int i; + + for (a = bs->activatestack; a; a = a->next) { + if (a->time < FloatTime()) + continue; + if (a->goal.entitynum == entitynum) + return qtrue; + } + for (i = 0; i < MAX_ACTIVATESTACK; i++) { + if (bs->activategoalheap[i].inuse) + continue; + // + if (bs->activategoalheap[i].goal.entitynum == entitynum) { + // if the bot went for this goal less than 2 seconds ago + if (bs->activategoalheap[i].justused_time > FloatTime() - 2) + return qtrue; + } + } + return qfalse; +} + +/* +================== +BotGetActivateGoal + + returns the number of the bsp entity to activate + goal->entitynum will be set to the game entity to activate +================== +*/ +//#define OBSTACLEDEBUG + +int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activategoal) { + int i, ent, cur_entities[10], spawnflags, modelindex, areas[MAX_ACTIVATEAREAS*2], numareas, t; + char model[MAX_INFO_STRING], tmpmodel[128]; + char target[128], classname[128]; + float health; + char targetname[10][128]; + aas_entityinfo_t entinfo; + aas_areainfo_t areainfo; + vec3_t origin, angles, absmins, absmaxs; + + memset(activategoal, 0, sizeof(bot_activategoal_t)); + BotEntityInfo(entitynum, &entinfo); + Com_sprintf(model, sizeof( model ), "*%d", entinfo.modelindex); + for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) { + if (!trap_AAS_ValueForBSPEpairKey(ent, "model", tmpmodel, sizeof(tmpmodel))) continue; + if (!strcmp(model, tmpmodel)) break; + } + if (!ent) { + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity found with model %s\n", model); + return 0; + } + trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname)); + if (!*classname) { + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model %s has no classname\n", model); + return 0; + } + //if it is a door + if (!strcmp(classname, "func_door")) { + if (trap_AAS_FloatForBSPEpairKey(ent, "health", &health)) { + //if the door has health then the door must be shot to open + if (health) { + BotFuncDoorActivateGoal(bs, ent, activategoal); + return ent; + } + } + // + trap_AAS_IntForBSPEpairKey(ent, "spawnflags", &spawnflags); + // if the door starts open then just wait for the door to return + if ( spawnflags & 1 ) + return 0; + //get the door origin + if (!trap_AAS_VectorForBSPEpairKey(ent, "origin", origin)) { + VectorClear(origin); + } + //if the door is open or opening already + if (!VectorCompare(origin, entinfo.origin)) + return 0; + // store all the areas the door is in + trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model)); + if (*model) { + modelindex = atoi(model+1); + if (modelindex) { + VectorClear(angles); + BotModelMinsMaxs(modelindex, ET_MOVER, 0, absmins, absmaxs); + // + numareas = trap_AAS_BBoxAreas(absmins, absmaxs, areas, MAX_ACTIVATEAREAS*2); + // store the areas with reachabilities first + for (i = 0; i < numareas; i++) { + if (activategoal->numareas >= MAX_ACTIVATEAREAS) + break; + if ( !trap_AAS_AreaReachability(areas[i]) ) { + continue; + } + trap_AAS_AreaInfo(areas[i], &areainfo); + if (areainfo.contents & AREACONTENTS_MOVER) { + activategoal->areas[activategoal->numareas++] = areas[i]; + } + } + // store any remaining areas + for (i = 0; i < numareas; i++) { + if (activategoal->numareas >= MAX_ACTIVATEAREAS) + break; + if ( trap_AAS_AreaReachability(areas[i]) ) { + continue; + } + trap_AAS_AreaInfo(areas[i], &areainfo); + if (areainfo.contents & AREACONTENTS_MOVER) { + activategoal->areas[activategoal->numareas++] = areas[i]; + } + } + } + } + } + // if the bot is blocked by or standing on top of a button + if (!strcmp(classname, "func_button")) { + return 0; + } + // get the targetname so we can find an entity with a matching target + if (!trap_AAS_ValueForBSPEpairKey(ent, "targetname", targetname[0], sizeof(targetname[0]))) { + if (bot_developer.integer) { + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with model \"%s\" has no targetname\n", model); + } + return 0; + } + // allow tree-like activation + cur_entities[0] = trap_AAS_NextBSPEntity(0); + for (i = 0; i >= 0 && i < 10;) { + for (ent = cur_entities[i]; ent; ent = trap_AAS_NextBSPEntity(ent)) { + if (!trap_AAS_ValueForBSPEpairKey(ent, "target", target, sizeof(target))) continue; + if (!strcmp(targetname[i], target)) { + cur_entities[i] = trap_AAS_NextBSPEntity(ent); + break; + } + } + if (!ent) { + if (bot_developer.integer) { + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no entity with target \"%s\"\n", targetname[i]); + } + i--; + continue; + } + if (!trap_AAS_ValueForBSPEpairKey(ent, "classname", classname, sizeof(classname))) { + if (bot_developer.integer) { + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: entity with target \"%s\" has no classname\n", targetname[i]); + } + continue; + } + // BSP button model + if (!strcmp(classname, "func_button")) { + // + if (!BotFuncButtonActivateGoal(bs, ent, activategoal)) + continue; + // if the bot tries to activate this button already + if ( bs->activatestack && bs->activatestack->inuse && + bs->activatestack->goal.entitynum == activategoal->goal.entitynum && + bs->activatestack->time > FloatTime() && + bs->activatestack->start_time < FloatTime() - 2) + continue; + // if the bot is in a reachability area + if ( trap_AAS_AreaReachability(bs->areanum) ) { + // disable all areas the blocking entity is in + BotEnableActivateGoalAreas( activategoal, qfalse ); + // + t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl); + // if the button is not reachable + if (!t) { + continue; + } + activategoal->time = FloatTime() + t * 0.01 + 5; + } + return ent; + } + // invisible trigger multiple box + else if (!strcmp(classname, "trigger_multiple")) { + // + if (!BotTriggerMultipleActivateGoal(bs, ent, activategoal)) + continue; + // if the bot tries to activate this trigger already + if ( bs->activatestack && bs->activatestack->inuse && + bs->activatestack->goal.entitynum == activategoal->goal.entitynum && + bs->activatestack->time > FloatTime() && + bs->activatestack->start_time < FloatTime() - 2) + continue; + // if the bot is in a reachability area + if ( trap_AAS_AreaReachability(bs->areanum) ) { + // disable all areas the blocking entity is in + BotEnableActivateGoalAreas( activategoal, qfalse ); + // + t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, activategoal->goal.areanum, bs->tfl); + // if the trigger is not reachable + if (!t) { + continue; + } + activategoal->time = FloatTime() + t * 0.01 + 5; + } + return ent; + } + else if (!strcmp(classname, "func_timer")) { + // just skip the func_timer + continue; + } + // the actual button or trigger might be linked through a target_relay or target_delay + else if (!strcmp(classname, "target_relay") || !strcmp(classname, "target_delay")) { + if (trap_AAS_ValueForBSPEpairKey(ent, "targetname", targetname[i+1], sizeof(targetname[0]))) { + i++; + cur_entities[i] = trap_AAS_NextBSPEntity(0); + } + } + } +#ifdef OBSTACLEDEBUG + BotAI_Print(PRT_ERROR, "BotGetActivateGoal: no valid activator for entity with target \"%s\"\n", targetname[0]); +#endif + return 0; +} + +/* +================== +BotGoForActivateGoal +================== +*/ +int BotGoForActivateGoal(bot_state_t *bs, bot_activategoal_t *activategoal) { + aas_entityinfo_t activateinfo; + + activategoal->inuse = qtrue; + if (!activategoal->time) + activategoal->time = FloatTime() + 10; + activategoal->start_time = FloatTime(); + BotEntityInfo(activategoal->goal.entitynum, &activateinfo); + VectorCopy(activateinfo.origin, activategoal->origin); + // + if (BotPushOntoActivateGoalStack(bs, activategoal)) { + // enter the activate entity AI node + AIEnter_Seek_ActivateEntity(bs, "BotGoForActivateGoal"); + return qtrue; + } + else { + // enable any routing areas that were disabled + BotEnableActivateGoalAreas(activategoal, qtrue); + return qfalse; + } +} + +/* +================== +BotPrintActivateGoalInfo +================== +*/ +void BotPrintActivateGoalInfo(bot_state_t *bs, bot_activategoal_t *activategoal, int bspent) { + char netname[MAX_NETNAME]; + char classname[128]; + char buf[128]; + + ClientName(bs->client, netname, sizeof(netname)); + trap_AAS_ValueForBSPEpairKey(bspent, "classname", classname, sizeof(classname)); + if (activategoal->shoot) { + Com_sprintf(buf, sizeof(buf), "%s: I have to shoot at a %s from %1.1f %1.1f %1.1f in area %d\n", + netname, classname, + activategoal->goal.origin[0], + activategoal->goal.origin[1], + activategoal->goal.origin[2], + activategoal->goal.areanum); + } + else { + Com_sprintf(buf, sizeof(buf), "%s: I have to activate a %s at %1.1f %1.1f %1.1f in area %d\n", + netname, classname, + activategoal->goal.origin[0], + activategoal->goal.origin[1], + activategoal->goal.origin[2], + activategoal->goal.areanum); + } + trap_EA_Say(bs->client, buf); +} + +/* +================== +BotRandomMove +================== +*/ +void BotRandomMove(bot_state_t *bs, bot_moveresult_t *moveresult) { + vec3_t dir, angles; + + angles[0] = 0; + angles[1] = random() * 360; + angles[2] = 0; + AngleVectors(angles, dir, NULL, NULL); + + trap_BotMoveInDirection(bs->ms, dir, 400, MOVE_WALK); + + moveresult->failure = qfalse; + VectorCopy(dir, moveresult->movedir); +} + +/* +================== +BotAIBlocked + +Very basic handling of bots being blocked by other entities. +Check what kind of entity is blocking the bot and try to activate +it. If that's not an option then try to walk around or over the entity. +Before the bot ends in this part of the AI it should predict which doors to +open, which buttons to activate etc. +================== +*/ +void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate) { + int movetype, bspent; + vec3_t hordir, start, end, mins, maxs, sideward, angles, up = {0, 0, 1}; + aas_entityinfo_t entinfo; + bot_activategoal_t activategoal; + + // if the bot is not blocked by anything + if (!moveresult->blocked) { + bs->notblocked_time = FloatTime(); + return; + } + // if stuck in a solid area + if ( moveresult->type == RESULTTYPE_INSOLIDAREA ) { + // move in a random direction in the hope to get out + BotRandomMove(bs, moveresult); + // + return; + } + // get info for the entity that is blocking the bot + BotEntityInfo(moveresult->blockentity, &entinfo); +#ifdef OBSTACLEDEBUG + ClientName(bs->client, netname, sizeof(netname)); + BotAI_Print(PRT_MESSAGE, "%s: I'm blocked by model %d\n", netname, entinfo.modelindex); +#endif // OBSTACLEDEBUG + // if blocked by a bsp model and the bot wants to activate it + if (activate && entinfo.modelindex > 0 && entinfo.modelindex <= max_bspmodelindex) { + // find the bsp entity which should be activated in order to get the blocking entity out of the way + bspent = BotGetActivateGoal(bs, entinfo.number, &activategoal); + if (bspent) { + // + if (bs->activatestack && !bs->activatestack->inuse) + bs->activatestack = NULL; + // if not already trying to activate this entity + if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) { + // + BotGoForActivateGoal(bs, &activategoal); + } + // if ontop of an obstacle or + // if the bot is not in a reachability area it'll still + // need some dynamic obstacle avoidance, otherwise return + if (!(moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) && + trap_AAS_AreaReachability(bs->areanum)) + return; + } + else { + // enable any routing areas that were disabled + BotEnableActivateGoalAreas(&activategoal, qtrue); + } + } + // just some basic dynamic obstacle avoidance code + hordir[0] = moveresult->movedir[0]; + hordir[1] = moveresult->movedir[1]; + hordir[2] = 0; + // if no direction just take a random direction + if (VectorNormalize(hordir) < 0.1) { + VectorSet(angles, 0, 360 * random(), 0); + AngleVectors(angles, hordir, NULL, NULL); + } + // + //if (moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE) movetype = MOVE_JUMP; + //else + movetype = MOVE_WALK; + // if there's an obstacle at the bot's feet and head then + // the bot might be able to crouch through + VectorCopy(bs->origin, start); + start[2] += 18; + VectorMA(start, 5, hordir, end); + VectorSet(mins, -16, -16, -24); + VectorSet(maxs, 16, 16, 4); + // + //bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID); + //if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH; + // get the sideward vector + CrossProduct(hordir, up, sideward); + // + if (bs->flags & BFL_AVOIDRIGHT) VectorNegate(sideward, sideward); + // try to crouch straight forward? + if (movetype != MOVE_CROUCH || !trap_BotMoveInDirection(bs->ms, hordir, 400, movetype)) { + // perform the movement + if (!trap_BotMoveInDirection(bs->ms, sideward, 400, movetype)) { + // flip the avoid direction flag + bs->flags ^= BFL_AVOIDRIGHT; + // flip the direction + // VectorNegate(sideward, sideward); + VectorMA(sideward, -1, hordir, sideward); + // move in the other direction + trap_BotMoveInDirection(bs->ms, sideward, 400, movetype); + } + } + // + if (bs->notblocked_time < FloatTime() - 0.4) { + // just reset goals and hope the bot will go into another direction? + // is this still needed?? + if (bs->ainode == AINode_Seek_NBG) bs->nbg_time = 0; + else if (bs->ainode == AINode_Seek_LTG) bs->ltg_time = 0; + } +} + +/* +================== +BotAIPredictObstacles + +Predict the route towards the goal and check if the bot +will be blocked by certain obstacles. When the bot has obstacles +on it's path the bot should figure out if they can be removed +by activating certain entities. +================== +*/ +int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal) { + int modelnum, entitynum, bspent; + bot_activategoal_t activategoal; + aas_predictroute_t route; + + if (!bot_predictobstacles.integer) + return qfalse; + + // always predict when the goal change or at regular intervals + if (bs->predictobstacles_goalareanum == goal->areanum && + bs->predictobstacles_time > FloatTime() - 6) { + return qfalse; + } + bs->predictobstacles_goalareanum = goal->areanum; + bs->predictobstacles_time = FloatTime(); + + // predict at most 100 areas or 10 seconds ahead + trap_AAS_PredictRoute(&route, bs->areanum, bs->origin, + goal->areanum, bs->tfl, 100, 1000, + RSE_USETRAVELTYPE|RSE_ENTERCONTENTS, + AREACONTENTS_MOVER, TFL_BRIDGE, 0); + // if bot has to travel through an area with a mover + if (route.stopevent & RSE_ENTERCONTENTS) { + // if the bot will run into a mover + if (route.endcontents & AREACONTENTS_MOVER) { + //NOTE: this only works with bspc 2.1 or higher + modelnum = (route.endcontents & AREACONTENTS_MODELNUM) >> AREACONTENTS_MODELNUMSHIFT; + if (modelnum) { + // + entitynum = BotModelMinsMaxs(modelnum, ET_MOVER, 0, NULL, NULL); + if (entitynum) { + //NOTE: BotGetActivateGoal already checks if the door is open or not + bspent = BotGetActivateGoal(bs, entitynum, &activategoal); + if (bspent) { + // + if (bs->activatestack && !bs->activatestack->inuse) + bs->activatestack = NULL; + // if not already trying to activate this entity + if (!BotIsGoingToActivateEntity(bs, activategoal.goal.entitynum)) { + // + //BotAI_Print(PRT_MESSAGE, "blocked by mover model %d, entity %d ?\n", modelnum, entitynum); + // + BotGoForActivateGoal(bs, &activategoal); + return qtrue; + } + else { + // enable any routing areas that were disabled + BotEnableActivateGoalAreas(&activategoal, qtrue); + } + } + } + } + } + } + else if (route.stopevent & RSE_USETRAVELTYPE) { + if (route.endtravelflags & TFL_BRIDGE) { + //FIXME: check if the bridge is available to travel over + } + } + return qfalse; +} + +/* +================== +BotCheckConsoleMessages +================== +*/ +void BotCheckConsoleMessages(bot_state_t *bs) { + char botname[MAX_NETNAME], message[MAX_MESSAGE_SIZE], netname[MAX_NETNAME], *ptr; + float chat_reply; + int context, handle; + bot_consolemessage_t m; + bot_match_t match; + + //the name of this bot + ClientName(bs->client, botname, sizeof(botname)); + // + while((handle = trap_BotNextConsoleMessage(bs->cs, &m)) != 0) { + //if the chat state is flooded with messages the bot will read them quickly + if (trap_BotNumConsoleMessages(bs->cs) < 10) { + //if it is a chat message the bot needs some time to read it + if (m.type == CMS_CHAT && m.time > FloatTime() - (1 + random())) break; + } + // + ptr = m.message; + //if it is a chat message then don't unify white spaces and don't + //replace synonyms in the netname + if (m.type == CMS_CHAT) { + // + if (trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) { + ptr = m.message + match.variables[MESSAGE].offset; + } + } + //unify the white spaces in the message + trap_UnifyWhiteSpaces(ptr); + //replace synonyms in the right context + context = BotSynonymContext(bs); + trap_BotReplaceSynonyms(ptr, context); + //if there's no match + if (!BotMatchMessage(bs, m.message)) { + //if it is a chat message + if (m.type == CMS_CHAT && !bot_nochat.integer) { + // + if (!trap_BotFindMatch(m.message, &match, MTCONTEXT_REPLYCHAT)) { + trap_BotRemoveConsoleMessage(bs->cs, handle); + continue; + } + //don't use eliza chats with team messages + if (match.subtype & ST_TEAM) { + trap_BotRemoveConsoleMessage(bs->cs, handle); + continue; + } + // + trap_BotMatchVariable(&match, NETNAME, netname, sizeof(netname)); + trap_BotMatchVariable(&match, MESSAGE, message, sizeof(message)); + //if this is a message from the bot self + if (bs->client == ClientFromName(netname)) { + trap_BotRemoveConsoleMessage(bs->cs, handle); + continue; + } + //unify the message + trap_UnifyWhiteSpaces(message); + // + trap_Cvar_Update(&bot_testrchat); + if (bot_testrchat.integer) { + // + trap_BotLibVarSet("bot_testrchat", "1"); + //if bot replies with a chat message + if (trap_BotReplyChat(bs->cs, message, context, CONTEXT_REPLY, + NULL, NULL, + NULL, NULL, + NULL, NULL, + botname, netname)) { + BotAI_Print(PRT_MESSAGE, "------------------------\n"); + } + else { + BotAI_Print(PRT_MESSAGE, "**** no valid reply ****\n"); + } + } + //if at a valid chat position and not chatting already and not in teamplay + else if (bs->ainode != AINode_Stand && BotValidChatPosition(bs) && !TeamPlayIsOn()) { + chat_reply = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_CHAT_REPLY, 0, 1); + if (random() < 1.5 / (NumBots()+1) && random() < chat_reply) { + //if bot replies with a chat message + if (trap_BotReplyChat(bs->cs, message, context, CONTEXT_REPLY, + NULL, NULL, + NULL, NULL, + NULL, NULL, + botname, netname)) { + //remove the console message + trap_BotRemoveConsoleMessage(bs->cs, handle); + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "BotCheckConsoleMessages: reply chat"); + //EA_Say(bs->client, bs->cs.chatmessage); + break; + } + } + } + } + } + //remove the console message + trap_BotRemoveConsoleMessage(bs->cs, handle); + } +} + +/* +================== +BotCheckEvents +================== +*/ +void BotCheckForGrenades(bot_state_t *bs, entityState_t *state) { + // if this is not a grenade + if (state->eType != ET_MISSILE || state->weapon != WP_GRENADE_LAUNCHER) + return; + // try to avoid the grenade + trap_BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS); +} + + +/* +================== +BotCheckForProxMines +================== +*/ +void BotCheckForProxMines(bot_state_t *bs, entityState_t *state) { + // if this is not a prox mine + if (state->eType != ET_MISSILE || state->weapon != WP_PROX_LAUNCHER) + return; + // if this prox mine is from someone on our own team + if (state->generic1 == BotTeam(bs)) + return; + // if the bot doesn't have a weapon to deactivate the mine + if (!(bs->inventory[INVENTORY_PLASMAGUN] > 0 && bs->inventory[INVENTORY_CELLS] > 0) && + !(bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0) && + !(bs->inventory[INVENTORY_BFG10K] > 0 && bs->inventory[INVENTORY_BFGAMMO] > 0) ) { + return; + } + // try to avoid the prox mine + trap_BotAddAvoidSpot(bs->ms, state->pos.trBase, 160, AVOID_ALWAYS); + // + if (bs->numproxmines >= MAX_PROXMINES) + return; + bs->proxmines[bs->numproxmines] = state->number; + bs->numproxmines++; +} + +/* +================== +BotCheckForKamikazeBody +================== +*/ +void BotCheckForKamikazeBody(bot_state_t *bs, entityState_t *state) { + // if this entity is not wearing the kamikaze + if (!(state->eFlags & EF_KAMIKAZE)) + return; + // if this entity isn't dead + if (!(state->eFlags & EF_DEAD)) + return; + //remember this kamikaze body + bs->kamikazebody = state->number; +} + +/* +================== +BotCheckEvents +================== +*/ +void BotCheckEvents(bot_state_t *bs, entityState_t *state) { + int event; + char buf[128]; + aas_entityinfo_t entinfo; + + //NOTE: this sucks, we're accessing the gentity_t directly + //but there's no other fast way to do it right now + if (bs->entityeventTime[state->number] == g_entities[state->number].eventTime) { + return; + } + bs->entityeventTime[state->number] = g_entities[state->number].eventTime; + //if it's an event only entity + if (state->eType > ET_EVENTS) { + event = (state->eType - ET_EVENTS) & ~EV_EVENT_BITS; + } + else { + event = state->event & ~EV_EVENT_BITS; + } + // + switch(event) { + //client obituary event + case EV_OBITUARY: + { + int target, attacker, mod; + + target = state->otherEntityNum; + attacker = state->otherEntityNum2; + mod = state->eventParm; + // + if (target == bs->client) { + bs->botdeathtype = mod; + bs->lastkilledby = attacker; + // + if (target == attacker || + target == ENTITYNUM_NONE || + target == ENTITYNUM_WORLD) bs->botsuicide = qtrue; + else bs->botsuicide = qfalse; + // + bs->num_deaths++; + } + //else if this client was killed by the bot + else if (attacker == bs->client) { + bs->enemydeathtype = mod; + bs->lastkilledplayer = target; + bs->killedenemy_time = FloatTime(); + // + bs->num_kills++; + } + else if (attacker == bs->enemy && target == attacker) { + bs->enemysuicide = qtrue; + } + // + if (gametype == GT_1FCTF) { + // + BotEntityInfo(target, &entinfo); + if ( entinfo.powerups & ( 1 << PW_NEUTRALFLAG ) ) { + if (!BotSameTeam(bs, target)) { + bs->neutralflagstatus = 3; //enemy dropped the flag + bs->flagstatuschanged = qtrue; + } + } + } + break; + } + case EV_GLOBAL_SOUND: + { + if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS) { + BotAI_Print(PRT_ERROR, "EV_GLOBAL_SOUND: eventParm (%d) out of range\n", state->eventParm); + break; + } + trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf)); + /* + if (!strcmp(buf, "sound/teamplay/flagret_red.wav")) { + //red flag is returned + bs->redflagstatus = 0; + bs->flagstatuschanged = qtrue; + } + else if (!strcmp(buf, "sound/teamplay/flagret_blu.wav")) { + //blue flag is returned + bs->blueflagstatus = 0; + bs->flagstatuschanged = qtrue; + } + else*/ + if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) { + //the kamikaze respawned so dont avoid it + BotDontAvoid(bs, "Kamikaze"); + } + else + if (!strcmp(buf, "sound/items/poweruprespawn.wav")) { + //powerup respawned... go get it + BotGoForPowerups(bs); + } + break; + } + case EV_GLOBAL_TEAM_SOUND: + { + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + switch(state->eventParm) { + case GTS_RED_CAPTURE: + bs->blueflagstatus = 0; + bs->redflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; //see BotMatch_CTF + case GTS_BLUE_CAPTURE: + bs->blueflagstatus = 0; + bs->redflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; //see BotMatch_CTF + case GTS_RED_RETURN: + //blue flag is returned + bs->blueflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_BLUE_RETURN: + //red flag is returned + bs->redflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_RED_TAKEN: + //blue flag is taken + bs->blueflagstatus = 1; + bs->flagstatuschanged = qtrue; + break; //see BotMatch_CTF + case GTS_BLUE_TAKEN: + //red flag is taken + bs->redflagstatus = 1; + bs->flagstatuschanged = qtrue; + break; //see BotMatch_CTF + } + } + else if (gametype == GT_1FCTF) { + switch(state->eventParm) { + case GTS_RED_CAPTURE: + bs->neutralflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_BLUE_CAPTURE: + bs->neutralflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_RED_RETURN: + //flag has returned + bs->neutralflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_BLUE_RETURN: + //flag has returned + bs->neutralflagstatus = 0; + bs->flagstatuschanged = qtrue; + break; + case GTS_RED_TAKEN: + bs->neutralflagstatus = BotTeam(bs) == TEAM_RED ? 2 : 1; //FIXME: check Team_TakeFlagSound in g_team.c + bs->flagstatuschanged = qtrue; + break; + case GTS_BLUE_TAKEN: + bs->neutralflagstatus = BotTeam(bs) == TEAM_BLUE ? 2 : 1; //FIXME: check Team_TakeFlagSound in g_team.c + bs->flagstatuschanged = qtrue; + break; + } + } + break; + } + case EV_PLAYER_TELEPORT_IN: + { + VectorCopy(state->origin, lastteleport_origin); + lastteleport_time = FloatTime(); + break; + } + case EV_GENERAL_SOUND: + { + //if this sound is played on the bot + if (state->number == bs->client) { + if (state->eventParm < 0 || state->eventParm > MAX_SOUNDS) { + BotAI_Print(PRT_ERROR, "EV_GENERAL_SOUND: eventParm (%d) out of range\n", state->eventParm); + break; + } + //check out the sound + trap_GetConfigstring(CS_SOUNDS + state->eventParm, buf, sizeof(buf)); + //if falling into a death pit + if (!strcmp(buf, "*falling1.wav")) { + //if the bot has a personal teleporter + if (bs->inventory[INVENTORY_TELEPORTER] > 0) { + //use the holdable item + trap_EA_Use(bs->client); + } + } + } + break; + } + case EV_FOOTSTEP: + case EV_FOOTSTEP_METAL: + case EV_FOOTSPLASH: + case EV_FOOTWADE: + case EV_SWIM: + case EV_FALL_SHORT: + case EV_FALL_MEDIUM: + case EV_FALL_FAR: + case EV_STEP_4: + case EV_STEP_8: + case EV_STEP_12: + case EV_STEP_16: + case EV_JUMP_PAD: + case EV_JUMP: + case EV_TAUNT: + case EV_WATER_TOUCH: + case EV_WATER_LEAVE: + case EV_WATER_UNDER: + case EV_WATER_CLEAR: + case EV_ITEM_PICKUP: + case EV_GLOBAL_ITEM_PICKUP: + case EV_NOAMMO: + case EV_CHANGE_WEAPON: + case EV_FIRE_WEAPON: + //FIXME: either add to sound queue or mark player as someone making noise + break; + case EV_USE_ITEM0: + case EV_USE_ITEM1: + case EV_USE_ITEM2: + case EV_USE_ITEM3: + case EV_USE_ITEM4: + case EV_USE_ITEM5: + case EV_USE_ITEM6: + case EV_USE_ITEM7: + case EV_USE_ITEM8: + case EV_USE_ITEM9: + case EV_USE_ITEM10: + case EV_USE_ITEM11: + case EV_USE_ITEM12: + case EV_USE_ITEM13: + case EV_USE_ITEM14: + break; + } +} + +/* +================== +BotCheckSnapshot +================== +*/ +void BotCheckSnapshot(bot_state_t *bs) { + int ent; + entityState_t state; + + //remove all avoid spots + trap_BotAddAvoidSpot(bs->ms, vec3_origin, 0, AVOID_CLEAR); + //reset kamikaze body + bs->kamikazebody = 0; + //reset number of proxmines + bs->numproxmines = 0; + // + ent = 0; + while( ( ent = BotAI_GetSnapshotEntity( bs->client, ent, &state ) ) != -1 ) { + //check the entity state for events + BotCheckEvents(bs, &state); + //check for grenades the bot should avoid + BotCheckForGrenades(bs, &state); + // + + //check for proximity mines which the bot should deactivate + BotCheckForProxMines(bs, &state); + //check for dead bodies with the kamikaze effect which should be gibbed + BotCheckForKamikazeBody(bs, &state); + } + //check the player state for events + BotAI_GetEntityState(bs->client, &state); + //copy the player state events to the entity state + state.event = bs->cur_ps.externalEvent; + state.eventParm = bs->cur_ps.externalEventParm; + // + BotCheckEvents(bs, &state); +} + +/* +================== +BotCheckAir +================== +*/ +void BotCheckAir(bot_state_t *bs) { + if (bs->inventory[INVENTORY_ENVIRONMENTSUIT] <= 0) { + if (trap_AAS_PointContents(bs->eye) & (CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)) { + return; + } + } + bs->lastair_time = FloatTime(); +} + +/* +================== +BotAlternateRoute +================== +*/ +bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal) { + int t; + + // if the bot has an alternative route goal + if (bs->altroutegoal.areanum) { + // + if (bs->reachedaltroutegoal_time) + return goal; + // travel time towards alternative route goal + t = trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin, bs->altroutegoal.areanum, bs->tfl); + if (t && t < 20) { + //BotAI_Print(PRT_MESSAGE, "reached alternate route goal\n"); + bs->reachedaltroutegoal_time = FloatTime(); + } + memcpy(goal, &bs->altroutegoal, sizeof(bot_goal_t)); + return &bs->altroutegoal; + } + return goal; +} + +/* +================== +BotGetAlternateRouteGoal +================== +*/ +int BotGetAlternateRouteGoal(bot_state_t *bs, int base) { + aas_altroutegoal_t *altroutegoals; + bot_goal_t *goal; + int numaltroutegoals, rnd; + + if (base == TEAM_RED) { + altroutegoals = red_altroutegoals; + numaltroutegoals = red_numaltroutegoals; + } + else { + altroutegoals = blue_altroutegoals; + numaltroutegoals = blue_numaltroutegoals; + } + if (!numaltroutegoals) + return qfalse; + rnd = (float) random() * numaltroutegoals; + if (rnd >= numaltroutegoals) + rnd = numaltroutegoals-1; + goal = &bs->altroutegoal; + goal->areanum = altroutegoals[rnd].areanum; + VectorCopy(altroutegoals[rnd].origin, goal->origin); + VectorSet(goal->mins, -8, -8, -8); + VectorSet(goal->maxs, 8, 8, 8); + goal->entitynum = 0; + goal->iteminfo = 0; + goal->number = 0; + goal->flags = 0; + // + bs->reachedaltroutegoal_time = 0; + return qtrue; +} + +/* +================== +BotSetupAlternateRouteGoals +================== +*/ +void BotSetupAlternativeRouteGoals(void) { + + if (altroutegoals_setup) + return; + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0) + BotAI_Print(PRT_WARNING, "No alt routes without Neutral Flag\n"); + if (ctf_neutralflag.areanum) { + // + red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + ctf_neutralflag.origin, ctf_neutralflag.areanum, + ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT, + red_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + blue_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + ctf_neutralflag.origin, ctf_neutralflag.areanum, + ctf_blueflag.origin, ctf_blueflag.areanum, TFL_DEFAULT, + blue_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + } + } + else if (gametype == GT_1FCTF) { + if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) + BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Obelisk\n"); + red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + ctf_neutralflag.origin, ctf_neutralflag.areanum, + ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT, + red_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + blue_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + ctf_neutralflag.origin, ctf_neutralflag.areanum, + ctf_blueflag.origin, ctf_blueflag.areanum, TFL_DEFAULT, + blue_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + } + else if (gametype == GT_OBELISK) { + if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) + BotAI_Print(PRT_WARNING, "Obelisk without neutral obelisk\n"); + // + red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + neutralobelisk.origin, neutralobelisk.areanum, + redobelisk.origin, redobelisk.areanum, TFL_DEFAULT, + red_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + blue_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + neutralobelisk.origin, neutralobelisk.areanum, + blueobelisk.origin, blueobelisk.areanum, TFL_DEFAULT, + blue_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + } + else if (gametype == GT_HARVESTER) { + if (untrap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0) + BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n"); + // + red_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + neutralobelisk.origin, neutralobelisk.areanum, + redobelisk.origin, redobelisk.areanum, TFL_DEFAULT, + red_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + blue_numaltroutegoals = trap_AAS_AlternativeRouteGoals( + neutralobelisk.origin, neutralobelisk.areanum, + blueobelisk.origin, blueobelisk.areanum, TFL_DEFAULT, + blue_altroutegoals, MAX_ALTROUTEGOALS, + ALTROUTEGOAL_CLUSTERPORTALS| + ALTROUTEGOAL_VIEWPORTALS); + } + altroutegoals_setup = qtrue; +} + +/* +================== +BotDeathmatchAI +================== +*/ +void BotDeathmatchAI(bot_state_t *bs, float thinktime) { + char gender[144], name[144], buf[144]; + char userinfo[MAX_INFO_STRING]; + int i; + + //if the bot has just been setup + if (bs->setupcount > 0) { + bs->setupcount--; + if (bs->setupcount > 0) return; + //get the gender characteristic + trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, sizeof(gender)); + //set the bot gender + trap_GetUserinfo(bs->client, userinfo, sizeof(userinfo)); + Info_SetValueForKey(userinfo, "sex", gender); + trap_SetUserinfo(bs->client, userinfo); + //set the team + if ( !bs->map_restart && g_gametype.integer != GT_TOURNAMENT ) { + Com_sprintf(buf, sizeof(buf), "team %s", bs->settings.team); + trap_EA_Command(bs->client, buf); + } + //set the chat gender + if (gender[0] == 'm') trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE); + else if (gender[0] == 'f') trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE); + else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS); + //set the chat name + ClientName(bs->client, name, sizeof(name)); + trap_BotSetChatName(bs->cs, name, bs->client); + // + bs->lastframe_health = bs->inventory[INVENTORY_HEALTH]; + bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; + // + bs->setupcount = 0; + // + BotSetupAlternativeRouteGoals(); + } + //no ideal view set + bs->flags &= ~BFL_IDEALVIEWSET; + // + if (!BotIntermission(bs)) { + //set the teleport time + BotSetTeleportTime(bs); + //update some inventory values + BotUpdateInventory(bs); + //check out the snapshot + BotCheckSnapshot(bs); + //check for air + BotCheckAir(bs); + } + //check the console messages + BotCheckConsoleMessages(bs); + //if not in the intermission and not in observer mode + if (!BotIntermission(bs) && !BotIsObserver(bs)) { + //do team AI + BotTeamAI(bs); + } + //if the bot has no ai node + if (!bs->ainode) { + AIEnter_Seek_LTG(bs, "BotDeathmatchAI: no ai node"); + } + //if the bot entered the game less than 8 seconds ago + if (!bs->entergamechat && bs->entergame_time > FloatTime() - 8) { + if (BotChat_EnterGame(bs)) { + bs->stand_time = FloatTime() + BotChatTime(bs); + AIEnter_Stand(bs, "BotDeathmatchAI: chat enter game"); + } + bs->entergamechat = qtrue; + } + //reset the node switches from the previous frame + BotResetNodeSwitches(); + //execute AI nodes + for (i = 0; i < MAX_NODESWITCHES; i++) { + if (bs->ainode(bs)) break; + } + //if the bot removed itself :) + if (!bs->inuse) return; + //if the bot executed too many AI nodes + //Sago: FIXME - Outcommented this test... this is wrong + #ifdef DEBUG + if (i >= MAX_NODESWITCHES) { + trap_BotDumpGoalStack(bs->gs); + trap_BotDumpAvoidGoals(bs->gs); + BotDumpNodeSwitches(bs); + ClientName(bs->client, name, sizeof(name)); + BotAI_Print(PRT_ERROR, "%s at %1.1f switched more than %d AI nodes\n", name, FloatTime(), MAX_NODESWITCHES); + } + #endif + // + bs->lastframe_health = bs->inventory[INVENTORY_HEALTH]; + bs->lasthitcount = bs->cur_ps.persistant[PERS_HITS]; +} + +/* +================== +BotSetEntityNumForGoalWithModel +================== +*/ +void BotSetEntityNumForGoalWithModel(bot_goal_t *goal, int eType, char *modelname) { + gentity_t *ent; + int i, modelindex; + vec3_t dir; + + modelindex = G_ModelIndex( modelname ); + ent = &g_entities[0]; + for (i = 0; i < level.num_entities; i++, ent++) { + if ( !ent->inuse ) { + continue; + } + if ( eType && ent->s.eType != eType) { + continue; + } + if (ent->s.modelindex != modelindex) { + continue; + } + VectorSubtract(goal->origin, ent->s.origin, dir); + if (VectorLengthSquared(dir) < Square(10)) { + goal->entitynum = i; + return; + } + } +} + +/* +================== +BotSetEntityNumForGoal +================== +*/ +void BotSetEntityNumForGoal(bot_goal_t *goal, char *classname) { + gentity_t *ent; + int i; + vec3_t dir; + + ent = &g_entities[0]; + for (i = 0; i < level.num_entities; i++, ent++) { + if ( !ent->inuse ) { + continue; + } + if ( !Q_stricmp(ent->classname, classname) ) { + continue; + } + VectorSubtract(goal->origin, ent->s.origin, dir); + if (VectorLengthSquared(dir) < Square(10)) { + goal->entitynum = i; + return; + } + } +} + +/* +================== +BotGoalForBSPEntity +================== +*/ +int BotGoalForBSPEntity( char *classname, bot_goal_t *goal ) { + char value[MAX_INFO_STRING]; + vec3_t origin, start, end; + int ent, numareas, areas[10]; + + memset(goal, 0, sizeof(bot_goal_t)); + for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) { + if (!trap_AAS_ValueForBSPEpairKey(ent, "classname", value, sizeof(value))) + continue; + if (!strcmp(value, classname)) { + if (!trap_AAS_VectorForBSPEpairKey(ent, "origin", origin)) + return qfalse; + VectorCopy(origin, goal->origin); + VectorCopy(origin, start); + start[2] -= 32; + VectorCopy(origin, end); + end[2] += 32; + numareas = trap_AAS_TraceAreas(start, end, areas, NULL, 10); + if (!numareas) + return qfalse; + goal->areanum = areas[0]; + return qtrue; + } + } + return qfalse; +} + +/* +================== +BotSetupDeathmatchAI +================== +*/ +void BotSetupDeathmatchAI(void) { + int ent, modelnum,i; + char model[128]; + + gametype = trap_Cvar_VariableIntegerValue("g_gametype"); + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + trap_Cvar_Register(&bot_rocketjump, "bot_rocketjump", "1", 0); + trap_Cvar_Register(&bot_grapple, "bot_grapple", "0", 0); + trap_Cvar_Register(&bot_fastchat, "bot_fastchat", "0", 0); + trap_Cvar_Register(&bot_nochat, "bot_nochat", "0", 0); + trap_Cvar_Register(&bot_testrchat, "bot_testrchat", "0", 0); + trap_Cvar_Register(&bot_challenge, "bot_challenge", "0", 0); + trap_Cvar_Register(&bot_predictobstacles, "bot_predictobstacles", "1", 0); + trap_Cvar_Register(&g_spSkill, "g_spSkill", "2", 0); + // + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (untrap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0) + BotAI_Print(PRT_WARNING, "CTF without Red Flag\n"); + if (untrap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0) + BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n"); + } + else if (gametype == GT_DOUBLE_D) { + if (untrap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0) + BotAI_Print(PRT_WARNING, "DD without Point A\n"); + if (untrap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0) + BotAI_Print(PRT_WARNING, "DD without Point B\n"); + } + else if (gametype == GT_DOMINATION) { + ent = untrap_BotGetLevelItemGoal(-1, "Domination point", &dom_points_bot[0]); + if(ent < 0) + BotAI_Print(PRT_WARNING, "Domination without a single domination point\n"); + else + BotSetEntityNumForGoal(&dom_points_bot[0], va("domination_point%i",0) ); + for(i=1;i max_bspmodelindex) + max_bspmodelindex = modelnum; + } + } + //initialize the waypoint heap + BotInitWaypoints(); +} + +/* +================== +BotShutdownDeathmatchAI +================== +*/ +void BotShutdownDeathmatchAI(void) { + altroutegoals_setup = qfalse; +} diff --git a/code/game/ai_dmq3.h b/code/game/ai_dmq3.h new file mode 100644 index 0000000..5cc39d1 --- /dev/null +++ b/code/game/ai_dmq3.h @@ -0,0 +1,200 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_dmq3.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +//setup the deathmatch AI +void BotSetupDeathmatchAI(void); +//shutdown the deathmatch AI +void BotShutdownDeathmatchAI(void); +//let the bot live within it's deathmatch AI net +void BotDeathmatchAI(bot_state_t *bs, float thinktime); +//free waypoints +void BotFreeWaypoints(bot_waypoint_t *wp); +//choose a weapon +void BotChooseWeapon(bot_state_t *bs); +//setup movement stuff +void BotSetupForMovement(bot_state_t *bs); +//update the inventory +void BotUpdateInventory(bot_state_t *bs); +//update the inventory during battle +void BotUpdateBattleInventory(bot_state_t *bs, int enemy); +//use holdable items during battle +void BotBattleUseItems(bot_state_t *bs); +//return true if the bot is dead +qboolean BotIsDead(bot_state_t *bs); +//returns true if the bot is in observer mode +qboolean BotIsObserver(bot_state_t *bs); +//returns true if the bot is in the intermission +qboolean BotIntermission(bot_state_t *bs); +//returns true if the bot is in lava or slime +qboolean BotInLavaOrSlime(bot_state_t *bs); +//returns true if the entity is dead +qboolean EntityIsDead(aas_entityinfo_t *entinfo); +//returns true if the entity is invisible +qboolean EntityIsInvisible(aas_entityinfo_t *entinfo); +//returns true if the entity is shooting +qboolean EntityIsShooting(aas_entityinfo_t *entinfo); +//returns true if this entity has the kamikaze +qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo); +// set a user info key/value pair +void BotSetUserInfo(bot_state_t *bs, char *key, char *value); +// set the team status (offense, defense etc.) +void BotSetTeamStatus(bot_state_t *bs); +//returns the name of the client +char *ClientName(int client, char *name, int size); +//returns an simplyfied client name +char *EasyClientName(int client, char *name, int size); +//returns the skin used by the client +char *ClientSkin(int client, char *skin, int size); +// returns the appropriate synonym context for the current game type and situation +int BotSynonymContext(bot_state_t *bs); +// set last ordered task +int BotSetLastOrderedTask(bot_state_t *bs); +// selection of goals for teamplay +void BotTeamGoals(bot_state_t *bs, int retreat); +//returns the aggression of the bot in the range [0, 100] +float BotAggression(bot_state_t *bs); +//returns how bad the bot feels +float BotFeelingBad(bot_state_t *bs); +//returns true if the bot wants to retreat +int BotWantsToRetreat(bot_state_t *bs); +//returns true if the bot wants to chase +int BotWantsToChase(bot_state_t *bs); +//returns true if the bot wants to help +int BotWantsToHelp(bot_state_t *bs); +//returns true if the bot can and wants to rocketjump +int BotCanAndWantsToRocketJump(bot_state_t *bs); +// returns true if the bot has a persistant powerup and a weapon +int BotHasPersistantPowerupAndWeapon(bot_state_t *bs); +//returns true if the bot wants to and goes camping +int BotWantsToCamp(bot_state_t *bs); +//the bot will perform attack movements +bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl); +//returns true if the bot and the entity are in the same team +int BotSameTeam(bot_state_t *bs, int entnum); +//returns true if teamplay is on +int TeamPlayIsOn(void); +// returns the client number of the team mate flag carrier (-1 if none) +int BotTeamFlagCarrier(bot_state_t *bs); +//returns visible team mate flag carrier if available +int BotTeamFlagCarrierVisible(bot_state_t *bs); +//returns visible enemy flag carrier if available +int BotEnemyFlagCarrierVisible(bot_state_t *bs); +//get the number of visible teammates and enemies +void BotVisibleTeamMatesAndEnemies(bot_state_t *bs, int *teammates, int *enemies, float range); +//returns true if within the field of vision for the given angles +qboolean InFieldOfVision(vec3_t viewangles, float fov, vec3_t angles); +//returns true and sets the .enemy field when an enemy is found +int BotFindEnemy(bot_state_t *bs, int curenemy); +//returns a roam goal +void BotRoamGoal(bot_state_t *bs, vec3_t goal); +//returns entity visibility in the range [0, 1] +float BotEntityVisible(int viewer, vec3_t eye, vec3_t viewangles, float fov, int ent); +//the bot will aim at the current enemy +void BotAimAtEnemy(bot_state_t *bs); +//check if the bot should attack +void BotCheckAttack(bot_state_t *bs); +//AI when the bot is blocked +void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate); +//AI to predict obstacles +int BotAIPredictObstacles(bot_state_t *bs, bot_goal_t *goal); +//enable or disable the areas the blocking entity is in +void BotEnableActivateGoalAreas(bot_activategoal_t *activategoal, int enable); +//pop an activate goal from the stack +int BotPopFromActivateGoalStack(bot_state_t *bs); +//clear the activate goal stack +void BotClearActivateGoalStack(bot_state_t *bs); +//returns the team the bot is in +int BotTeam(bot_state_t *bs); +//retuns the opposite team of the bot +int BotOppositeTeam(bot_state_t *bs); +//returns the flag the bot is carrying (CTFFLAG_?) +int BotCTFCarryingFlag(bot_state_t *bs); +//remember the last ordered task +void BotRememberLastOrderedTask(bot_state_t *bs); +//set ctf goals (defend base, get enemy flag) during seek +void BotCTFSeekGoals(bot_state_t *bs); +//set ctf goals (defend base, get enemy flag) during retreat +void BotCTFRetreatGoals(bot_state_t *bs); +// +int Bot1FCTFCarryingFlag(bot_state_t *bs); +int BotHarvesterCarryingCubes(bot_state_t *bs); +void Bot1FCTFSeekGoals(bot_state_t *bs); +void Bot1FCTFRetreatGoals(bot_state_t *bs); +void BotObeliskSeekGoals(bot_state_t *bs); +void BotObeliskRetreatGoals(bot_state_t *bs); +void BotGoHarvest(bot_state_t *bs); +void BotHarvesterSeekGoals(bot_state_t *bs); +void BotHarvesterRetreatGoals(bot_state_t *bs); +int BotTeamCubeCarrierVisible(bot_state_t *bs); +int BotEnemyCubeCarrierVisible(bot_state_t *bs); +//get a random alternate route goal towards the given base +int BotGetAlternateRouteGoal(bot_state_t *bs, int base); +//returns either the alternate route goal or the given goal +bot_goal_t *BotAlternateRoute(bot_state_t *bs, bot_goal_t *goal); +//create a new waypoint +bot_waypoint_t *BotCreateWayPoint(char *name, vec3_t origin, int areanum); +//find a waypoint with the given name +bot_waypoint_t *BotFindWayPoint(bot_waypoint_t *waypoints, char *name); +//strstr but case insensitive +char *stristr(char *str, char *charset); +//returns the number of the client with the given name +int ClientFromName(char *name); +int ClientOnSameTeamFromName(bot_state_t *bs, char *name); +// +int BotPointAreaNum(vec3_t origin); +// +void BotMapScripts(bot_state_t *bs); + +//ctf flags +#define CTF_FLAG_NONE 0 +#define CTF_FLAG_RED 1 +#define CTF_FLAG_BLUE 2 +//CTF skins +#define CTF_SKIN_REDTEAM "red" +#define CTF_SKIN_BLUETEAM "blue" + +extern int gametype; //game type +extern int maxclients; //maximum number of clients + +extern vmCvar_t bot_grapple; +extern vmCvar_t bot_rocketjump; +extern vmCvar_t bot_fastchat; +extern vmCvar_t bot_nochat; +extern vmCvar_t bot_testrchat; +extern vmCvar_t bot_challenge; + +extern bot_goal_t ctf_redflag; +extern bot_goal_t ctf_blueflag; +extern bot_goal_t ctf_neutralflag; +extern bot_goal_t redobelisk; +extern bot_goal_t blueobelisk; +extern bot_goal_t neutralobelisk; diff --git a/code/game/ai_main.c b/code/game/ai_main.c new file mode 100644 index 0000000..1ee21b8 --- /dev/null +++ b/code/game/ai_main.c @@ -0,0 +1,1738 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_main.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_main.c $ + * + *****************************************************************************/ + + +#include "g_local.h" +#include "../qcommon/q_shared.h" +#include "../botlib/botlib.h" //bot lib interface +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_vcmd.h" + +// +#include "chars.h" +#include "inv.h" +#include "syn.h" + +#ifndef MAX_PATH +#define MAX_PATH 144 +#endif + + +//bot states +bot_state_t *botstates[MAX_CLIENTS]; +//number of bots +int numbots; +//floating point time +float floattime; +//time to do a regular update +float regularupdate_time; +// +int bot_interbreed; +int bot_interbreedmatchcount; +// +vmCvar_t bot_thinktime; +vmCvar_t bot_memorydump; +vmCvar_t bot_saveroutingcache; +vmCvar_t bot_pause; +vmCvar_t bot_report; +vmCvar_t bot_testsolid; +vmCvar_t bot_testclusters; +vmCvar_t bot_developer; +vmCvar_t bot_interbreedchar; +vmCvar_t bot_interbreedbots; +vmCvar_t bot_interbreedcycle; +vmCvar_t bot_interbreedwrite; + + +void ExitLevel( void ); + + +/* +================== +BotAI_Print +================== +*/ +void QDECL BotAI_Print(int type, char *fmt, ...) { + char str[2048]; + va_list ap; + + va_start(ap, fmt); + Q_vsnprintf(str, sizeof(str), fmt, ap); + va_end(ap); + + switch(type) { + case PRT_MESSAGE: { + G_Printf("%s", str); + break; + } + case PRT_WARNING: { + G_Printf( S_COLOR_YELLOW "Warning: %s", str ); + break; + } + case PRT_ERROR: { + G_Printf( S_COLOR_RED "Error: %s", str ); + break; + } + case PRT_FATAL: { + G_Printf( S_COLOR_RED "Fatal: %s", str ); + break; + } + case PRT_EXIT: { + G_Error( S_COLOR_RED "Exit: %s", str ); + break; + } + default: { + G_Printf( "unknown print type\n" ); + break; + } + } +} + + +/* +================== +BotAI_Trace +================== +*/ +void BotAI_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask) { + trace_t trace; + + trap_Trace(&trace, start, mins, maxs, end, passent, contentmask); + //copy the trace information + bsptrace->allsolid = trace.allsolid; + bsptrace->startsolid = trace.startsolid; + bsptrace->fraction = trace.fraction; + VectorCopy(trace.endpos, bsptrace->endpos); + bsptrace->plane.dist = trace.plane.dist; + VectorCopy(trace.plane.normal, bsptrace->plane.normal); + bsptrace->plane.signbits = trace.plane.signbits; + bsptrace->plane.type = trace.plane.type; + bsptrace->surface.value = trace.surfaceFlags; + bsptrace->ent = trace.entityNum; + bsptrace->exp_dist = 0; + bsptrace->sidenum = 0; + bsptrace->contents = 0; +} + +/* +================== +BotAI_GetClientState +================== +*/ +int BotAI_GetClientState( int clientNum, playerState_t *state ) { + gentity_t *ent; + + ent = &g_entities[clientNum]; + if ( !ent->inuse ) { + return qfalse; + } + if ( !ent->client ) { + return qfalse; + } + + memcpy( state, &ent->client->ps, sizeof(playerState_t) ); + return qtrue; +} + +/* +================== +BotAI_GetEntityState +================== +*/ +int BotAI_GetEntityState( int entityNum, entityState_t *state ) { + gentity_t *ent; + + ent = &g_entities[entityNum]; + memset( state, 0, sizeof(entityState_t) ); + if (!ent->inuse) return qfalse; + if (!ent->r.linked) return qfalse; + if ( !(g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_LMS ||g_instantgib.integer || g_rockets.integer || g_elimination_allgametypes.integer || g_gametype.integer==GT_CTF_ELIMINATION) + && (ent->r.svFlags & SVF_NOCLIENT) ) return qfalse; + memcpy( state, &ent->s, sizeof(entityState_t) ); + return qtrue; +} + +/* +================== +BotAI_GetSnapshotEntity +================== +*/ +int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ) { + int entNum; + + entNum = trap_BotGetSnapshotEntity( clientNum, sequence ); + if ( entNum == -1 ) { + memset(state, 0, sizeof(entityState_t)); + return -1; + } + + BotAI_GetEntityState( entNum, state ); + + return sequence + 1; +} + +/* +================== +BotAI_BotInitialChat +================== +*/ +void QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... ) { + int i, mcontext; + va_list ap; + char *p; + char *vars[MAX_MATCHVARIABLES]; + + memset(vars, 0, sizeof(vars)); + va_start(ap, type); + p = va_arg(ap, char *); + for (i = 0; i < MAX_MATCHVARIABLES; i++) { + if( !p ) { + break; + } + vars[i] = p; + p = va_arg(ap, char *); + } + va_end(ap); + + mcontext = BotSynonymContext(bs); + + trap_BotInitialChat( bs->cs, type, mcontext, vars[0], vars[1], vars[2], vars[3], vars[4], vars[5], vars[6], vars[7] ); +} + + +/* +================== +BotTestAAS +================== +*/ +void BotTestAAS(vec3_t origin) { + int areanum; + aas_areainfo_t info; + + trap_Cvar_Update(&bot_testsolid); + trap_Cvar_Update(&bot_testclusters); + if (bot_testsolid.integer) { + if (!trap_AAS_Initialized()) return; + areanum = BotPointAreaNum(origin); + if (areanum) BotAI_Print(PRT_MESSAGE, "\remtpy area"); + else BotAI_Print(PRT_MESSAGE, "\r^1SOLID area"); + } + else if (bot_testclusters.integer) { + if (!trap_AAS_Initialized()) return; + areanum = BotPointAreaNum(origin); + if (!areanum) + BotAI_Print(PRT_MESSAGE, "\r^1Solid! "); + else { + trap_AAS_AreaInfo(areanum, &info); + BotAI_Print(PRT_MESSAGE, "\rarea %d, cluster %d ", areanum, info.cluster); + } + } +} + +/* +================== +BotReportStatus +================== +*/ +void BotReportStatus(bot_state_t *bs) { + char goalname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + char *leader, flagstatus[32]; + // + ClientName(bs->client, netname, sizeof(netname)); + if (Q_stricmp(netname, bs->teamleader) == 0) leader = "L"; + else leader = " "; + + strcpy(flagstatus, " "); + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (BotCTFCarryingFlag(bs)) { + if (BotTeam(bs) == TEAM_RED) strcpy(flagstatus, S_COLOR_RED"F "); + else strcpy(flagstatus, S_COLOR_BLUE"F "); + } + } + else if (gametype == GT_1FCTF) { + if (Bot1FCTFCarryingFlag(bs)) { + if (BotTeam(bs) == TEAM_RED) strcpy(flagstatus, S_COLOR_RED"F "); + else strcpy(flagstatus, S_COLOR_BLUE"F "); + } + } + else if (gametype == GT_HARVESTER) { + if (BotHarvesterCarryingCubes(bs)) { + if (BotTeam(bs) == TEAM_RED) Com_sprintf(flagstatus, sizeof(flagstatus), S_COLOR_RED"%2d", bs->inventory[INVENTORY_REDCUBE]); + else Com_sprintf(flagstatus, sizeof(flagstatus), S_COLOR_BLUE"%2d", bs->inventory[INVENTORY_BLUECUBE]); + } + } + + switch(bs->ltgtype) { + case LTG_TEAMHELP: + { + EasyClientName(bs->teammate, goalname, sizeof(goalname)); + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: helping %s\n", netname, leader, flagstatus, goalname); + break; + } + case LTG_TEAMACCOMPANY: + { + EasyClientName(bs->teammate, goalname, sizeof(goalname)); + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: accompanying %s\n", netname, leader, flagstatus, goalname); + break; + } + case LTG_DEFENDKEYAREA: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: defending %s\n", netname, leader, flagstatus, goalname); + break; + } + case LTG_GETITEM: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: getting item %s\n", netname, leader, flagstatus, goalname); + break; + } + case LTG_KILL: + { + ClientName(bs->teamgoal.entitynum, goalname, sizeof(goalname)); + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: killing %s\n", netname, leader, flagstatus, goalname); + break; + } + case LTG_CAMP: + case LTG_CAMPORDER: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: camping\n", netname, leader, flagstatus); + break; + } + case LTG_PATROL: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: patrolling\n", netname, leader, flagstatus); + break; + } + case LTG_GETFLAG: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: capturing flag\n", netname, leader, flagstatus); + break; + } + case LTG_RUSHBASE: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: rushing base\n", netname, leader, flagstatus); + break; + } + case LTG_RETURNFLAG: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: returning flag\n", netname, leader, flagstatus); + break; + } + case LTG_ATTACKENEMYBASE: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: attacking the enemy base\n", netname, leader, flagstatus); + break; + } + case LTG_HARVEST: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: harvesting\n", netname, leader, flagstatus); + break; + } + case LTG_POINTA: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: going for point A\n", netname, leader, flagstatus); + break; + } + case LTG_POINTB: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: going for point B\n", netname, leader, flagstatus); + break; + } + default: + { + BotAI_Print(PRT_MESSAGE, "%-20s%s%s: roaming\n", netname, leader, flagstatus); + break; + } + } +} + +/* +================== +BotTeamplayReport +================== +*/ +void BotTeamplayReport(void) { + int i; + char buf[MAX_INFO_STRING]; + + BotAI_Print(PRT_MESSAGE, S_COLOR_RED"RED\n"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + // + if ( !botstates[i] || !botstates[i]->inuse ) continue; + // + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_RED) { + BotReportStatus(botstates[i]); + } + } + BotAI_Print(PRT_MESSAGE, S_COLOR_BLUE"BLUE\n"); + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + // + if ( !botstates[i] || !botstates[i]->inuse ) continue; + // + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_BLUE) { + BotReportStatus(botstates[i]); + } + } +} + +/* +================== +BotSetInfoConfigString +================== +*/ +void BotSetInfoConfigString(bot_state_t *bs) { + char goalname[MAX_MESSAGE_SIZE]; + char netname[MAX_MESSAGE_SIZE]; + char action[MAX_MESSAGE_SIZE]; + char *leader, carrying[32], *cs; + bot_goal_t goal; + // + ClientName(bs->client, netname, sizeof(netname)); + if (Q_stricmp(netname, bs->teamleader) == 0) leader = "L"; + else leader = " "; + + strcpy(carrying, " "); + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (BotCTFCarryingFlag(bs)) { + strcpy(carrying, "F "); + } + } + else if (gametype == GT_1FCTF) { + if (Bot1FCTFCarryingFlag(bs)) { + strcpy(carrying, "F "); + } + } + else if (gametype == GT_HARVESTER) { + if (BotHarvesterCarryingCubes(bs)) { + if (BotTeam(bs) == TEAM_RED) Com_sprintf(carrying, sizeof(carrying), "%2d", bs->inventory[INVENTORY_REDCUBE]); + else Com_sprintf(carrying, sizeof(carrying), "%2d", bs->inventory[INVENTORY_BLUECUBE]); + } + } + + switch(bs->ltgtype) { + case LTG_TEAMHELP: + { + EasyClientName(bs->teammate, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "helping %s", goalname); + break; + } + case LTG_TEAMACCOMPANY: + { + EasyClientName(bs->teammate, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "accompanying %s", goalname); + break; + } + case LTG_DEFENDKEYAREA: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "defending %s", goalname); + break; + } + case LTG_GETITEM: + { + trap_BotGoalName(bs->teamgoal.number, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "getting item %s", goalname); + break; + } + case LTG_KILL: + { + ClientName(bs->teamgoal.entitynum, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "killing %s", goalname); + break; + } + case LTG_CAMP: + case LTG_CAMPORDER: + { + Com_sprintf(action, sizeof(action), "camping"); + break; + } + case LTG_PATROL: + { + Com_sprintf(action, sizeof(action), "patrolling"); + break; + } + case LTG_GETFLAG: + { + Com_sprintf(action, sizeof(action), "capturing flag"); + break; + } + case LTG_RUSHBASE: + { + Com_sprintf(action, sizeof(action), "rushing base"); + break; + } + case LTG_RETURNFLAG: + { + Com_sprintf(action, sizeof(action), "returning flag"); + break; + } + case LTG_ATTACKENEMYBASE: + { + Com_sprintf(action, sizeof(action), "attacking the enemy base"); + break; + } + case LTG_HARVEST: + { + Com_sprintf(action, sizeof(action), "harvesting"); + break; + } + case LTG_POINTA: + { + Com_sprintf(action, sizeof(action), "going for point A"); + break; + } + case LTG_POINTB: + { + Com_sprintf(action, sizeof(action), "going for point B"); + break; + } + default: + { + trap_BotGetTopGoal(bs->gs, &goal); + trap_BotGoalName(goal.number, goalname, sizeof(goalname)); + Com_sprintf(action, sizeof(action), "roaming %s", goalname); + break; + } + } + cs = va("l\\%s\\c\\%s\\a\\%s", + leader, + carrying, + action); + trap_SetConfigstring (CS_BOTINFO + bs->client, cs); +} + +/* +============== +BotUpdateInfoConfigStrings +============== +*/ +void BotUpdateInfoConfigStrings(void) { + int i; + char buf[MAX_INFO_STRING]; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + // + if ( !botstates[i] || !botstates[i]->inuse ) + continue; + // + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) + continue; + BotSetInfoConfigString(botstates[i]); + } +} + +/* +============== +BotInterbreedBots +============== +*/ +void BotInterbreedBots(void) { + float ranks[MAX_CLIENTS]; + int parent1, parent2, child; + int i; + + // get rankings for all the bots + for (i = 0; i < MAX_CLIENTS; i++) { + if ( botstates[i] && botstates[i]->inuse ) { + ranks[i] = botstates[i]->num_kills * 2 - botstates[i]->num_deaths; + } + else { + ranks[i] = -1; + } + } + + if (trap_GeneticParentsAndChildSelection(MAX_CLIENTS, ranks, &parent1, &parent2, &child)) { + trap_BotInterbreedGoalFuzzyLogic(botstates[parent1]->gs, botstates[parent2]->gs, botstates[child]->gs); + trap_BotMutateGoalFuzzyLogic(botstates[child]->gs, 1); + } + // reset the kills and deaths + for (i = 0; i < MAX_CLIENTS; i++) { + if (botstates[i] && botstates[i]->inuse) { + botstates[i]->num_kills = 0; + botstates[i]->num_deaths = 0; + } + } +} + +/* +============== +BotWriteInterbreeded +============== +*/ +void BotWriteInterbreeded(char *filename) { + float rank, bestrank; + int i, bestbot; + + bestrank = 0; + bestbot = -1; + // get the best bot + for (i = 0; i < MAX_CLIENTS; i++) { + if ( botstates[i] && botstates[i]->inuse ) { + rank = botstates[i]->num_kills * 2 - botstates[i]->num_deaths; + } + else { + rank = -1; + } + if (rank > bestrank) { + bestrank = rank; + bestbot = i; + } + } + if (bestbot >= 0) { + //write out the new goal fuzzy logic + trap_BotSaveGoalFuzzyLogic(botstates[bestbot]->gs, filename); + } +} + +/* +============== +BotInterbreedEndMatch + +add link back into ExitLevel? +============== +*/ +void BotInterbreedEndMatch(void) { + + if (!bot_interbreed) return; + bot_interbreedmatchcount++; + if (bot_interbreedmatchcount >= bot_interbreedcycle.integer) { + bot_interbreedmatchcount = 0; + // + trap_Cvar_Update(&bot_interbreedwrite); + if (strlen(bot_interbreedwrite.string)) { + BotWriteInterbreeded(bot_interbreedwrite.string); + trap_Cvar_Set("bot_interbreedwrite", ""); + } + BotInterbreedBots(); + } +} + +/* +============== +BotInterbreeding +============== +*/ +void BotInterbreeding(void) { + int i; + + trap_Cvar_Update(&bot_interbreedchar); + if (!strlen(bot_interbreedchar.string)) return; + //make sure we are in tournament mode + if (gametype != GT_TOURNAMENT) { + trap_Cvar_Set("g_gametype", va("%d", GT_TOURNAMENT)); + ExitLevel(); + return; + } + //shutdown all the bots + for (i = 0; i < MAX_CLIENTS; i++) { + if (botstates[i] && botstates[i]->inuse) { + BotAIShutdownClient(botstates[i]->client, qfalse); + } + } + //make sure all item weight configs are reloaded and Not shared + trap_BotLibVarSet("bot_reloadcharacters", "1"); + //add a number of bots using the desired bot character + for (i = 0; i < bot_interbreedbots.integer; i++) { + trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s 4 free %i %s%d\n", + bot_interbreedchar.string, i * 50, bot_interbreedchar.string, i) ); + } + // + trap_Cvar_Set("bot_interbreedchar", ""); + bot_interbreed = qtrue; +} + +/* +============== +BotEntityInfo +============== +*/ +void BotEntityInfo(int entnum, aas_entityinfo_t *info) { + trap_AAS_EntityInfo(entnum, info); +} + +/* +============== +NumBots +============== +*/ +int NumBots(void) { + return numbots; +} + +/* +============== +BotTeamLeader +============== +*/ +int BotTeamLeader(bot_state_t *bs) { + int leader; + + leader = ClientFromName(bs->teamleader); + if (leader < 0) return qfalse; + if (!botstates[leader] || !botstates[leader]->inuse) return qfalse; + return qtrue; +} + +/* +============== +AngleDifference +============== +*/ +float AngleDifference(float ang1, float ang2) { + float diff; + + diff = ang1 - ang2; + if (ang1 > ang2) { + if (diff > 180.0) diff -= 360.0; + } + else { + if (diff < -180.0) diff += 360.0; + } + return diff; +} + +/* +============== +BotChangeViewAngle +============== +*/ +float BotChangeViewAngle(float angle, float ideal_angle, float speed) { + float move; + + angle = AngleMod(angle); + ideal_angle = AngleMod(ideal_angle); + if (angle == ideal_angle) return angle; + move = ideal_angle - angle; + if (ideal_angle > angle) { + if (move > 180.0) move -= 360.0; + } + else { + if (move < -180.0) move += 360.0; + } + if (move > 0) { + if (move > speed) move = speed; + } + else { + if (move < -speed) move = -speed; + } + return AngleMod(angle + move); +} + +/* +============== +BotChangeViewAngles +============== +*/ +void BotChangeViewAngles(bot_state_t *bs, float thinktime) { + float diff, factor, maxchange, anglespeed, disired_speed; + int i; + + if (bs->ideal_viewangles[PITCH] > 180) bs->ideal_viewangles[PITCH] -= 360; + // + if (bs->enemy >= 0) { + factor = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_FACTOR, 0.01f, 1); + maxchange = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_VIEW_MAXCHANGE, 1, 1800); + } + else { + factor = 0.05f; + maxchange = 360; + } + if (maxchange < 240) maxchange = 240; + maxchange *= thinktime; + for (i = 0; i < 2; i++) { + // + if (bot_challenge.integer) { + //smooth slowdown view model + diff = abs(AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i])); + anglespeed = diff * factor; + if (anglespeed > maxchange) anglespeed = maxchange; + bs->viewangles[i] = BotChangeViewAngle(bs->viewangles[i], + bs->ideal_viewangles[i], anglespeed); + } + else { + //over reaction view model + bs->viewangles[i] = AngleMod(bs->viewangles[i]); + bs->ideal_viewangles[i] = AngleMod(bs->ideal_viewangles[i]); + diff = AngleDifference(bs->viewangles[i], bs->ideal_viewangles[i]); + disired_speed = diff * factor; + bs->viewanglespeed[i] += (bs->viewanglespeed[i] - disired_speed); + if (bs->viewanglespeed[i] > 180) bs->viewanglespeed[i] = maxchange; + if (bs->viewanglespeed[i] < -180) bs->viewanglespeed[i] = -maxchange; + anglespeed = bs->viewanglespeed[i]; + if (anglespeed > maxchange) anglespeed = maxchange; + if (anglespeed < -maxchange) anglespeed = -maxchange; + bs->viewangles[i] += anglespeed; + bs->viewangles[i] = AngleMod(bs->viewangles[i]); + //demping + bs->viewanglespeed[i] *= 0.45 * (1 - factor); + } + //BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);` + //bs->viewangles[i] = bs->ideal_viewangles[i]; + } + //bs->viewangles[PITCH] = 0; + if (bs->viewangles[PITCH] > 180) bs->viewangles[PITCH] -= 360; + //elementary action: view + trap_EA_View(bs->client, bs->viewangles); +} + +/* +============== +BotInputToUserCommand +============== +*/ +void BotInputToUserCommand(bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3], int time) { + vec3_t angles, forward, right; + short temp; + int j; + float f, r, u, m; + + //clear the whole structure + memset(ucmd, 0, sizeof(usercmd_t)); + //the duration for the user command in milli seconds + ucmd->serverTime = time; + // + if (bi->actionflags & ACTION_DELAYEDJUMP) { + bi->actionflags |= ACTION_JUMP; + bi->actionflags &= ~ACTION_DELAYEDJUMP; + } + //set the buttons + if (bi->actionflags & ACTION_RESPAWN) ucmd->buttons = BUTTON_ATTACK; + if (bi->actionflags & ACTION_ATTACK) ucmd->buttons |= BUTTON_ATTACK; + if (bi->actionflags & ACTION_TALK) ucmd->buttons |= BUTTON_TALK; + if (bi->actionflags & ACTION_GESTURE) ucmd->buttons |= BUTTON_GESTURE; + if (bi->actionflags & ACTION_USE) ucmd->buttons |= BUTTON_USE_HOLDABLE; + if (bi->actionflags & ACTION_WALK) ucmd->buttons |= BUTTON_WALKING; + if (bi->actionflags & ACTION_AFFIRMATIVE) ucmd->buttons |= BUTTON_AFFIRMATIVE; + if (bi->actionflags & ACTION_NEGATIVE) ucmd->buttons |= BUTTON_NEGATIVE; + if (bi->actionflags & ACTION_GETFLAG) ucmd->buttons |= BUTTON_GETFLAG; + if (bi->actionflags & ACTION_GUARDBASE) ucmd->buttons |= BUTTON_GUARDBASE; + if (bi->actionflags & ACTION_PATROL) ucmd->buttons |= BUTTON_PATROL; + if (bi->actionflags & ACTION_FOLLOWME) ucmd->buttons |= BUTTON_FOLLOWME; + // + ucmd->weapon = bi->weapon; + //set the view angles + //NOTE: the ucmd->angles are the angles WITHOUT the delta angles + ucmd->angles[PITCH] = ANGLE2SHORT(bi->viewangles[PITCH]); + ucmd->angles[YAW] = ANGLE2SHORT(bi->viewangles[YAW]); + ucmd->angles[ROLL] = ANGLE2SHORT(bi->viewangles[ROLL]); + //subtract the delta angles + for (j = 0; j < 3; j++) { + temp = ucmd->angles[j] - delta_angles[j]; + /*NOTE: disabled because temp should be mod first + if ( j == PITCH ) { + // don't let the player look up or down more than 90 degrees + if ( temp > 16000 ) temp = 16000; + else if ( temp < -16000 ) temp = -16000; + } + */ + ucmd->angles[j] = temp; + } + //NOTE: movement is relative to the REAL view angles + //get the horizontal forward and right vector + //get the pitch in the range [-180, 180] + if (bi->dir[2]) angles[PITCH] = bi->viewangles[PITCH]; + else angles[PITCH] = 0; + angles[YAW] = bi->viewangles[YAW]; + angles[ROLL] = 0; + AngleVectors(angles, forward, right, NULL); + //bot input speed is in the range [0, 400] + bi->speed = bi->speed * 127 / 400; + //set the view independent movement + f = DotProduct(forward, bi->dir); + r = DotProduct(right, bi->dir); + u = abs(forward[2]) * bi->dir[2]; + m = fabs(f); + + if (fabs(r) > m) { + m = fabs(r); + } + + if (fabs(u) > m) { + m = fabs(u); + } + + if (m > 0) { + f *= bi->speed / m; + r *= bi->speed / m; + u *= bi->speed / m; + } + + ucmd->forwardmove = f; + ucmd->rightmove = r; + ucmd->upmove = u; + + if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127; + if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127; + if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127; + if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127; + //jump/moveup + if (bi->actionflags & ACTION_JUMP) ucmd->upmove = 127; + //crouch/movedown + if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127; +} + +/* +============== +BotUpdateInput +============== +*/ +void BotUpdateInput(bot_state_t *bs, int time, int elapsed_time) { + bot_input_t bi; + int j; + + //add the delta angles to the bot's current view angles + for (j = 0; j < 3; j++) { + bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); + } + //change the bot view angles + BotChangeViewAngles(bs, (float) elapsed_time / 1000); + //retrieve the bot input + trap_EA_GetInput(bs->client, (float) time / 1000, &bi); + //respawn hack + if (bi.actionflags & ACTION_RESPAWN) { + if (bs->lastucmd.buttons & BUTTON_ATTACK) bi.actionflags &= ~(ACTION_RESPAWN|ACTION_ATTACK); + } + //convert the bot input to a usercmd + BotInputToUserCommand(&bi, &bs->lastucmd, bs->cur_ps.delta_angles, time); + //subtract the delta angles + for (j = 0; j < 3; j++) { + bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); + } +} + +/* +============== +BotAIRegularUpdate +============== +*/ +void BotAIRegularUpdate(void) { + if (regularupdate_time < FloatTime()) { + trap_BotUpdateEntityItems(); + regularupdate_time = FloatTime() + 0.3; + } +} + +/* +============== +RemoveColorEscapeSequences +============== +*/ +void RemoveColorEscapeSequences( char *text ) { + int i, l; + + l = 0; + for ( i = 0; text[i]; i++ ) { + if (Q_IsColorString(&text[i])) { + i++; + continue; + } + if (text[i] > 0x7E) + continue; + text[l++] = text[i]; + } + text[l] = '\0'; +} + +/* +============== +BotAI +============== +*/ +int BotAI(int client, float thinktime) { + bot_state_t *bs; + char buf[1024], *args; + int j; + + trap_EA_ResetInput(client); + // + bs = botstates[client]; + if (!bs || !bs->inuse) { + BotAI_Print(PRT_FATAL, "BotAI: client %d is not setup\n", client); + return qfalse; + } + + //retrieve the current client state + BotAI_GetClientState( client, &bs->cur_ps ); + + //retrieve any waiting server commands + while( trap_BotGetServerCommand(client, buf, sizeof(buf)) ) { + //have buf point to the command and args to the command arguments + args = strchr( buf, ' '); + if (!args) continue; + *args++ = '\0'; + + //remove color espace sequences from the arguments + RemoveColorEscapeSequences( args ); + + if (!Q_stricmp(buf, "cp ")) + { /*CenterPrintf*/ } + else if (!Q_stricmp(buf, "cs")) + { /*ConfigStringModified*/ } + else if (!Q_stricmp(buf, "print")) { + //remove first and last quote from the chat message + memmove(args, args+1, strlen(args)); + args[strlen(args)-1] = '\0'; + trap_BotQueueConsoleMessage(bs->cs, CMS_NORMAL, args); + } + else if (!Q_stricmp(buf, "chat")) { + //remove first and last quote from the chat message + memmove(args, args+1, strlen(args)); + args[strlen(args)-1] = '\0'; + trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); + } + else if (!Q_stricmp(buf, "tchat")) { + //remove first and last quote from the chat message + memmove(args, args+1, strlen(args)); + args[strlen(args)-1] = '\0'; + trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, args); + } +#ifdef MISSIONPACK + else if (!Q_stricmp(buf, "vchat")) { + BotVoiceChatCommand(bs, SAY_ALL, args); + } + else if (!Q_stricmp(buf, "vtchat")) { + BotVoiceChatCommand(bs, SAY_TEAM, args); + } + else if (!Q_stricmp(buf, "vtell")) { + BotVoiceChatCommand(bs, SAY_TELL, args); + } +#endif + else if (!Q_stricmp(buf, "scores")) + { /*FIXME: parse scores?*/ } + else if (!Q_stricmp(buf, "clientLevelShot")) + { /*ignore*/ } + } + //add the delta angles to the bot's current view angles + for (j = 0; j < 3; j++) { + bs->viewangles[j] = AngleMod(bs->viewangles[j] + SHORT2ANGLE(bs->cur_ps.delta_angles[j])); + } + //increase the local time of the bot + bs->ltime += thinktime; + // + bs->thinktime = thinktime; + //origin of the bot + VectorCopy(bs->cur_ps.origin, bs->origin); + //eye coordinates of the bot + VectorCopy(bs->cur_ps.origin, bs->eye); + bs->eye[2] += bs->cur_ps.viewheight; + //get the area the bot is in + bs->areanum = BotPointAreaNum(bs->origin); + //the real AI + BotDeathmatchAI(bs, thinktime); + //set the weapon selection every AI frame + trap_EA_SelectWeapon(bs->client, bs->weaponnum); + //subtract the delta angles + for (j = 0; j < 3; j++) { + bs->viewangles[j] = AngleMod(bs->viewangles[j] - SHORT2ANGLE(bs->cur_ps.delta_angles[j])); + } + //everything was ok + return qtrue; +} + +/* +================== +BotScheduleBotThink +================== +*/ +void BotScheduleBotThink(void) { + int i, botnum; + + botnum = 0; + + for( i = 0; i < MAX_CLIENTS; i++ ) { + if( !botstates[i] || !botstates[i]->inuse ) { + continue; + } + //initialize the bot think residual time + botstates[i]->botthink_residual = bot_thinktime.integer * botnum / numbots; + botnum++; + } +} + +/* +============== +BotWriteSessionData +============== +*/ +void BotWriteSessionData(bot_state_t *bs) { + const char *s; + const char *var; + + s = va( + "%i %i %i %i %i %i %i %i" + " %f %f %f" + " %f %f %f" + " %f %f %f", + bs->lastgoal_decisionmaker, + bs->lastgoal_ltgtype, + bs->lastgoal_teammate, + bs->lastgoal_teamgoal.areanum, + bs->lastgoal_teamgoal.entitynum, + bs->lastgoal_teamgoal.flags, + bs->lastgoal_teamgoal.iteminfo, + bs->lastgoal_teamgoal.number, + bs->lastgoal_teamgoal.origin[0], + bs->lastgoal_teamgoal.origin[1], + bs->lastgoal_teamgoal.origin[2], + bs->lastgoal_teamgoal.mins[0], + bs->lastgoal_teamgoal.mins[1], + bs->lastgoal_teamgoal.mins[2], + bs->lastgoal_teamgoal.maxs[0], + bs->lastgoal_teamgoal.maxs[1], + bs->lastgoal_teamgoal.maxs[2] + ); + + var = va( "botsession%i", bs->client ); + + trap_Cvar_Set( var, s ); +} + +/* +============== +BotReadSessionData +============== +*/ +void BotReadSessionData(bot_state_t *bs) { + char s[MAX_STRING_CHARS]; + const char *var; + + var = va( "botsession%i", bs->client ); + trap_Cvar_VariableStringBuffer( var, s, sizeof(s) ); + + sscanf(s, + "%i %i %i %i %i %i %i %i" + " %f %f %f" + " %f %f %f" + " %f %f %f", + &bs->lastgoal_decisionmaker, + &bs->lastgoal_ltgtype, + &bs->lastgoal_teammate, + &bs->lastgoal_teamgoal.areanum, + &bs->lastgoal_teamgoal.entitynum, + &bs->lastgoal_teamgoal.flags, + &bs->lastgoal_teamgoal.iteminfo, + &bs->lastgoal_teamgoal.number, + &bs->lastgoal_teamgoal.origin[0], + &bs->lastgoal_teamgoal.origin[1], + &bs->lastgoal_teamgoal.origin[2], + &bs->lastgoal_teamgoal.mins[0], + &bs->lastgoal_teamgoal.mins[1], + &bs->lastgoal_teamgoal.mins[2], + &bs->lastgoal_teamgoal.maxs[0], + &bs->lastgoal_teamgoal.maxs[1], + &bs->lastgoal_teamgoal.maxs[2] + ); +} + +/* +============== +BotAISetupClient +============== +*/ +int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart) { + char filename[MAX_PATH], name[MAX_PATH], gender[MAX_PATH]; + bot_state_t *bs; + int errnum; + //KK-OAX Changed to Tremulous's BG_Alloc + if (!botstates[client]) { + if(!BG_CanAlloc(sizeof(bot_state_t))) { + //We cannot run BG_Alloc, fail nicely + BotAI_Print(PRT_FATAL, "BotAISetupClient: Not enough heap memory\n", client); + return qfalse; + } + botstates[client] = BG_Alloc(sizeof(bot_state_t)); + //BG_Allow will succed or terminate + } + bs = botstates[client]; + + if (bs && bs->inuse) { + BotAI_Print(PRT_FATAL, "BotAISetupClient: client %d already setup\n", client); + return qfalse; + } + + if (!trap_AAS_Initialized()) { + BotAI_Print(PRT_FATAL, "AAS not initialized\n"); + return qfalse; + } + + //load the bot character + bs->character = trap_BotLoadCharacter(settings->characterfile, settings->skill); + if (!bs->character) { + BotAI_Print(PRT_FATAL, "couldn't load skill %f from %s\n", settings->skill, settings->characterfile); + return qfalse; + } + //copy the settings + memcpy(&bs->settings, settings, sizeof(bot_settings_t)); + //allocate a goal state + bs->gs = trap_BotAllocGoalState(client); + //load the item weights + trap_Characteristic_String(bs->character, CHARACTERISTIC_ITEMWEIGHTS, filename, MAX_PATH); + errnum = trap_BotLoadItemWeights(bs->gs, filename); + if (errnum != BLERR_NOERROR) { + trap_BotFreeGoalState(bs->gs); + return qfalse; + } + //allocate a weapon state + bs->ws = trap_BotAllocWeaponState(); + //load the weapon weights + trap_Characteristic_String(bs->character, CHARACTERISTIC_WEAPONWEIGHTS, filename, MAX_PATH); + errnum = trap_BotLoadWeaponWeights(bs->ws, filename); + if (errnum != BLERR_NOERROR) { + trap_BotFreeGoalState(bs->gs); + trap_BotFreeWeaponState(bs->ws); + return qfalse; + } + //allocate a chat state + bs->cs = trap_BotAllocChatState(); + //load the chat file + trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_FILE, filename, MAX_PATH); + trap_Characteristic_String(bs->character, CHARACTERISTIC_CHAT_NAME, name, MAX_PATH); + errnum = trap_BotLoadChatFile(bs->cs, filename, name); + if (errnum != BLERR_NOERROR) { + trap_BotFreeChatState(bs->cs); + trap_BotFreeGoalState(bs->gs); + trap_BotFreeWeaponState(bs->ws); + return qfalse; + } + //get the gender characteristic + trap_Characteristic_String(bs->character, CHARACTERISTIC_GENDER, gender, MAX_PATH); + //set the chat gender + if (*gender == 'f' || *gender == 'F') trap_BotSetChatGender(bs->cs, CHAT_GENDERFEMALE); + else if (*gender == 'm' || *gender == 'M') trap_BotSetChatGender(bs->cs, CHAT_GENDERMALE); + else trap_BotSetChatGender(bs->cs, CHAT_GENDERLESS); + + bs->inuse = qtrue; + bs->client = client; + bs->entitynum = client; + bs->setupcount = 4; + bs->entergame_time = FloatTime(); + bs->ms = trap_BotAllocMoveState(); + bs->walker = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_WALKER, 0, 1); + numbots++; + + if (trap_Cvar_VariableIntegerValue("bot_testichat")) { + trap_BotLibVarSet("bot_testichat", "1"); + BotChatTest(bs); + } + //NOTE: reschedule the bot thinking + BotScheduleBotThink(); + //if interbreeding start with a mutation + if (bot_interbreed) { + trap_BotMutateGoalFuzzyLogic(bs->gs, 1); + } + // if we kept the bot client + if (restart) { + BotReadSessionData(bs); + } + //bot has been setup succesfully + return qtrue; +} + +/* +============== +BotAIShutdownClient +============== +*/ +int BotAIShutdownClient(int client, qboolean restart) { + bot_state_t *bs; + + bs = botstates[client]; + if (!bs || !bs->inuse) { + //BotAI_Print(PRT_ERROR, "BotAIShutdownClient: client %d already shutdown\n", client); + return qfalse; + } + + if (restart) { + BotWriteSessionData(bs); + } + + if (BotChat_ExitGame(bs)) { + trap_BotEnterChat(bs->cs, bs->client, CHAT_ALL); + } + + trap_BotFreeMoveState(bs->ms); + //free the goal state` + trap_BotFreeGoalState(bs->gs); + //free the chat file + trap_BotFreeChatState(bs->cs); + //free the weapon weights + trap_BotFreeWeaponState(bs->ws); + //free the bot character + trap_BotFreeCharacter(bs->character); + // + BotFreeWaypoints(bs->checkpoints); + BotFreeWaypoints(bs->patrolpoints); + //clear activate goal stack + BotClearActivateGoalStack(bs); + //clear the bot state + memset(bs, 0, sizeof(bot_state_t)); + //set the inuse flag to qfalse + bs->inuse = qfalse; + + //there's one bot less + numbots--; + //everything went ok + return qtrue; +} + +/* +============== +BotResetState + +called when a bot enters the intermission or observer mode and +when the level is changed +============== +*/ +void BotResetState(bot_state_t *bs) { + int client, entitynum, inuse; + int movestate, goalstate, chatstate, weaponstate; + bot_settings_t settings; + int character; + playerState_t ps; //current player state + float entergame_time; + + //save some things that should not be reset here + memcpy(&settings, &bs->settings, sizeof(bot_settings_t)); + memcpy(&ps, &bs->cur_ps, sizeof(playerState_t)); + inuse = bs->inuse; + client = bs->client; + entitynum = bs->entitynum; + character = bs->character; + movestate = bs->ms; + goalstate = bs->gs; + chatstate = bs->cs; + weaponstate = bs->ws; + entergame_time = bs->entergame_time; + //free checkpoints and patrol points + BotFreeWaypoints(bs->checkpoints); + BotFreeWaypoints(bs->patrolpoints); + //reset the whole state + memset(bs, 0, sizeof(bot_state_t)); + //copy back some state stuff that should not be reset + bs->ms = movestate; + bs->gs = goalstate; + bs->cs = chatstate; + bs->ws = weaponstate; + memcpy(&bs->cur_ps, &ps, sizeof(playerState_t)); + memcpy(&bs->settings, &settings, sizeof(bot_settings_t)); + bs->inuse = inuse; + bs->client = client; + bs->entitynum = entitynum; + bs->character = character; + bs->entergame_time = entergame_time; + //reset several states + if (bs->ms) trap_BotResetMoveState(bs->ms); + if (bs->gs) trap_BotResetGoalState(bs->gs); + if (bs->ws) trap_BotResetWeaponState(bs->ws); + if (bs->gs) trap_BotResetAvoidGoals(bs->gs); + if (bs->ms) trap_BotResetAvoidReach(bs->ms); +} + +/* +============== +BotAILoadMap +============== +*/ +int BotAILoadMap( int restart ) { + int i; + vmCvar_t mapname; + + if (!restart) { + trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM ); + trap_BotLibLoadMap( mapname.string ); + } + + for (i = 0; i < MAX_CLIENTS; i++) { + if (botstates[i] && botstates[i]->inuse) { + BotResetState( botstates[i] ); + botstates[i]->setupcount = 4; + } + } + + BotSetupDeathmatchAI(); + + return qtrue; +} + +void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ); + +/* +================== +BotAIStartFrame +================== +*/ +int BotAIStartFrame(int time) { + int i; + gentity_t *ent; + bot_entitystate_t state; + int elapsed_time, thinktime; + static int local_time; + static int botlib_residual; + static int lastbotthink_time; + + G_CheckBotSpawn(); + + trap_Cvar_Update(&bot_rocketjump); + trap_Cvar_Update(&bot_grapple); + trap_Cvar_Update(&bot_fastchat); + trap_Cvar_Update(&bot_nochat); + trap_Cvar_Update(&bot_testrchat); + trap_Cvar_Update(&bot_thinktime); + trap_Cvar_Update(&bot_memorydump); + trap_Cvar_Update(&bot_saveroutingcache); + trap_Cvar_Update(&bot_pause); + trap_Cvar_Update(&bot_report); + + if (bot_report.integer) { +// BotTeamplayReport(); +// trap_Cvar_Set("bot_report", "0"); + BotUpdateInfoConfigStrings(); + } + + if (bot_pause.integer) { + // execute bot user commands every frame + for( i = 0; i < MAX_CLIENTS; i++ ) { + if( !botstates[i] || !botstates[i]->inuse ) { + continue; + } + if( g_entities[i].client->pers.connected != CON_CONNECTED ) { + continue; + } + botstates[i]->lastucmd.forwardmove = 0; + botstates[i]->lastucmd.rightmove = 0; + botstates[i]->lastucmd.upmove = 0; + botstates[i]->lastucmd.buttons = 0; + botstates[i]->lastucmd.serverTime = time; + trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd); + } + return qtrue; + } + + if (bot_memorydump.integer) { + trap_BotLibVarSet("memorydump", "1"); + trap_Cvar_Set("bot_memorydump", "0"); + } + if (bot_saveroutingcache.integer) { + trap_BotLibVarSet("saveroutingcache", "1"); + trap_Cvar_Set("bot_saveroutingcache", "0"); + } + //check if bot interbreeding is activated + BotInterbreeding(); + //cap the bot think time + if (bot_thinktime.integer > 200) { + trap_Cvar_Set("bot_thinktime", "200"); + } + //if the bot think time changed we should reschedule the bots + if (bot_thinktime.integer != lastbotthink_time) { + lastbotthink_time = bot_thinktime.integer; + BotScheduleBotThink(); + } + + elapsed_time = time - local_time; + local_time = time; + + botlib_residual += elapsed_time; + + if (elapsed_time > bot_thinktime.integer) thinktime = elapsed_time; + else thinktime = bot_thinktime.integer; + + // update the bot library + if ( botlib_residual >= thinktime ) { + botlib_residual -= thinktime; + + trap_BotLibStartFrame((float) time / 1000); + + if (!trap_AAS_Initialized()) return qfalse; + + //update entities in the botlib + for (i = 0; i < MAX_GENTITIES; i++) { + ent = &g_entities[i]; + if (!ent->inuse) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + if (!ent->r.linked) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + if ( !(g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_LMS ||g_instantgib.integer || g_rockets.integer || g_elimination_allgametypes.integer || g_gametype.integer==GT_CTF_ELIMINATION) + && ent->r.svFlags & SVF_NOCLIENT) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + // do not update missiles + if (ent->s.eType == ET_MISSILE && ent->s.weapon != WP_GRAPPLING_HOOK) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + // do not update event only entities + if (ent->s.eType > ET_EVENTS) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + + // never link prox mine triggers + if (ent->r.contents == CONTENTS_TRIGGER) { + if (ent->touch == ProximityMine_Trigger) { + trap_BotLibUpdateEntity(i, NULL); + continue; + } + } + + // + memset(&state, 0, sizeof(bot_entitystate_t)); + // + VectorCopy(ent->r.currentOrigin, state.origin); + if (i < MAX_CLIENTS) { + VectorCopy(ent->s.apos.trBase, state.angles); + } else { + VectorCopy(ent->r.currentAngles, state.angles); + } + VectorCopy(ent->s.origin2, state.old_origin); + VectorCopy(ent->r.mins, state.mins); + VectorCopy(ent->r.maxs, state.maxs); + state.type = ent->s.eType; + state.flags = ent->s.eFlags; + if (ent->r.bmodel) state.solid = SOLID_BSP; + else state.solid = SOLID_BBOX; + state.groundent = ent->s.groundEntityNum; + state.modelindex = ent->s.modelindex; + state.modelindex2 = ent->s.modelindex2; + state.frame = ent->s.frame; + state.event = ent->s.event; + state.eventParm = ent->s.eventParm; + state.powerups = ent->s.powerups; + state.legsAnim = ent->s.legsAnim; + state.torsoAnim = ent->s.torsoAnim; + state.weapon = ent->s.weapon; + // + trap_BotLibUpdateEntity(i, &state); + } + + BotAIRegularUpdate(); + } + + floattime = trap_AAS_Time(); + + // execute scheduled bot AI + for( i = 0; i < MAX_CLIENTS; i++ ) { + if( !botstates[i] || !botstates[i]->inuse ) { + continue; + } + // + botstates[i]->botthink_residual += elapsed_time; + // + if ( botstates[i]->botthink_residual >= thinktime ) { + botstates[i]->botthink_residual -= thinktime; + + if (!trap_AAS_Initialized()) return qfalse; + + if (g_entities[i].client->pers.connected == CON_CONNECTED) { + BotAI(i, (float) thinktime / 1000); + } + } + } + + + // execute bot user commands every frame + for( i = 0; i < MAX_CLIENTS; i++ ) { + if( !botstates[i] || !botstates[i]->inuse ) { + continue; + } + if( g_entities[i].client->pers.connected != CON_CONNECTED ) { + continue; + } + + BotUpdateInput(botstates[i], time, elapsed_time); + trap_BotUserCommand(botstates[i]->client, &botstates[i]->lastucmd); + } + + return qtrue; +} + +/* +============== +BotInitLibrary +============== +*/ +int BotInitLibrary(void) { + char buf[144]; + + //set the maxclients and maxentities library variables before calling BotSetupLibrary + trap_Cvar_VariableStringBuffer("sv_maxclients", buf, sizeof(buf)); + if (!strlen(buf)) strcpy(buf, "8"); + trap_BotLibVarSet("maxclients", buf); + Com_sprintf(buf, sizeof(buf), "%d", MAX_GENTITIES); + trap_BotLibVarSet("maxentities", buf); + //bsp checksum + trap_Cvar_VariableStringBuffer("sv_mapChecksum", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("sv_mapChecksum", buf); + //maximum number of aas links + trap_Cvar_VariableStringBuffer("max_aaslinks", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("max_aaslinks", buf); + //maximum number of items in a level + trap_Cvar_VariableStringBuffer("max_levelitems", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("max_levelitems", buf); + //game type + trap_Cvar_VariableStringBuffer("g_gametype", buf, sizeof(buf)); + if (!strlen(buf)) strcpy(buf, "0"); + trap_BotLibVarSet("g_gametype", buf); + //bot developer mode and log file + trap_BotLibVarSet("bot_developer", bot_developer.string); + trap_Cvar_VariableStringBuffer("logfile", buf, sizeof(buf)); + trap_BotLibVarSet("log", buf); + //no chatting + trap_Cvar_VariableStringBuffer("bot_nochat", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("nochat", buf); + //visualize jump pads + trap_Cvar_VariableStringBuffer("bot_visualizejumppads", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("bot_visualizejumppads", buf); + //forced clustering calculations + trap_Cvar_VariableStringBuffer("bot_forceclustering", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("forceclustering", buf); + //forced reachability calculations + trap_Cvar_VariableStringBuffer("bot_forcereachability", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("forcereachability", buf); + //force writing of AAS to file + trap_Cvar_VariableStringBuffer("bot_forcewrite", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("forcewrite", buf); + //no AAS optimization + trap_Cvar_VariableStringBuffer("bot_aasoptimize", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("aasoptimize", buf); + // + trap_Cvar_VariableStringBuffer("bot_saveroutingcache", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("saveroutingcache", buf); + //reload instead of cache bot character files + trap_Cvar_VariableStringBuffer("bot_reloadcharacters", buf, sizeof(buf)); + if (!strlen(buf)) strcpy(buf, "0"); + trap_BotLibVarSet("bot_reloadcharacters", buf); + //base directory + trap_Cvar_VariableStringBuffer("fs_basepath", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("basedir", buf); + //game directory + trap_Cvar_VariableStringBuffer("fs_game", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("gamedir", buf); + //home directory + trap_Cvar_VariableStringBuffer("fs_homepath", buf, sizeof(buf)); + if (strlen(buf)) trap_BotLibVarSet("homedir", buf); + // +#ifdef MISSIONPACK + trap_BotLibDefine("MISSIONPACK"); +#endif + //setup the bot library + return trap_BotLibSetup(); +} + +/* +============== +BotAISetup +============== +*/ +int BotAISetup( int restart ) { + int errnum; + + trap_Cvar_Register(&bot_thinktime, "bot_thinktime", "100", CVAR_CHEAT); + trap_Cvar_Register(&bot_memorydump, "bot_memorydump", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_saveroutingcache, "bot_saveroutingcache", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_pause, "bot_pause", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_report, "bot_report", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_testsolid, "bot_testsolid", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_testclusters, "bot_testclusters", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_developer, "bot_developer", "0", CVAR_CHEAT); + trap_Cvar_Register(&bot_interbreedchar, "bot_interbreedchar", "", 0); + trap_Cvar_Register(&bot_interbreedbots, "bot_interbreedbots", "10", 0); + trap_Cvar_Register(&bot_interbreedcycle, "bot_interbreedcycle", "20", 0); + trap_Cvar_Register(&bot_interbreedwrite, "bot_interbreedwrite", "", 0); + + //if the game is restarted for a tournament + if (restart) { + return qtrue; + } + + //initialize the bot states + memset( botstates, 0, sizeof(botstates) ); + + errnum = BotInitLibrary(); + if (errnum != BLERR_NOERROR) return qfalse; + return qtrue; +} + +/* +============== +BotAIShutdown +============== +*/ +int BotAIShutdown( int restart ) { + + int i; + + //if the game is restarted for a tournament + if ( restart ) { + //shutdown all the bots in the botlib + for (i = 0; i < MAX_CLIENTS; i++) { + if (botstates[i] && botstates[i]->inuse) { + BotAIShutdownClient(botstates[i]->client, restart); + } + } + //don't shutdown the bot library + } + else { + trap_BotLibShutdown(); + } + return qtrue; +} + diff --git a/code/game/ai_main.h b/code/game/ai_main.h new file mode 100644 index 0000000..139c9cf --- /dev/null +++ b/code/game/ai_main.h @@ -0,0 +1,308 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_main.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +//#define DEBUG +#define CTF + +#define MAX_ITEMS 256 +//bot flags +#define BFL_STRAFERIGHT 1 //strafe to the right +#define BFL_ATTACKED 2 //bot has attacked last ai frame +#define BFL_ATTACKJUMPED 4 //bot jumped during attack last frame +#define BFL_AIMATENEMY 8 //bot aimed at the enemy this frame +#define BFL_AVOIDRIGHT 16 //avoid obstacles by going to the right +#define BFL_IDEALVIEWSET 32 //bot has ideal view angles set +#define BFL_FIGHTSUICIDAL 64 //bot is in a suicidal fight +//long term goal types +#define LTG_TEAMHELP 1 //help a team mate +#define LTG_TEAMACCOMPANY 2 //accompany a team mate +#define LTG_DEFENDKEYAREA 3 //defend a key area +#define LTG_GETFLAG 4 //get the enemy flag +#define LTG_RUSHBASE 5 //rush to the base +#define LTG_RETURNFLAG 6 //return the flag +#define LTG_CAMP 7 //camp somewhere +#define LTG_CAMPORDER 8 //ordered to camp somewhere +#define LTG_PATROL 9 //patrol +#define LTG_GETITEM 10 //get an item +#define LTG_KILL 11 //kill someone +#define LTG_HARVEST 12 //harvest skulls +#define LTG_ATTACKENEMYBASE 13 //attack the enemy base +#define LTG_MAKELOVE_UNDER 14 +#define LTG_MAKELOVE_ONTOP 15 +//Long term DD goals +#define LTG_POINTA 16 //Take/Defend point A +#define LTG_POINTB 17 //Take/Defend point B +//Long term DD goals +#define LTG_DOMROAM 18 //Go for a non taken point. +#define LTG_DOMHOLD 19 //Pick a point and hold it. +//some goal dedication times +#define TEAM_HELP_TIME 60 //1 minute teamplay help time +#define TEAM_ACCOMPANY_TIME 600 //10 minutes teamplay accompany time +#define TEAM_DEFENDKEYAREA_TIME 600 //10 minutes ctf defend base time +#define TEAM_CAMP_TIME 600 //10 minutes camping time +#define TEAM_PATROL_TIME 600 //10 minutes patrolling time +#define TEAM_LEAD_TIME 600 //10 minutes taking the lead +#define TEAM_GETITEM_TIME 60 //1 minute +#define TEAM_KILL_SOMEONE 180 //3 minute to kill someone +#define TEAM_ATTACKENEMYBASE_TIME 600 //10 minutes +#define TEAM_HARVEST_TIME 120 //2 minutes +#define CTF_GETFLAG_TIME 600 //10 minutes ctf get flag time +#define CTF_RUSHBASE_TIME 120 //2 minutes ctf rush base time +#define CTF_RETURNFLAG_TIME 180 //3 minutes to return the flag +#define CTF_ROAM_TIME 60 //1 minute ctf roam time +//Time for Double Domination tasks +#define DD_POINTA 600 +#define DD_POINTB 600 +//patrol flags +#define PATROL_LOOP 1 +#define PATROL_REVERSE 2 +#define PATROL_BACK 4 +//teamplay task preference +#define TEAMTP_DEFENDER 1 +#define TEAMTP_ATTACKER 2 +//CTF strategy +#define CTFS_AGRESSIVE 1 +//copied from the aas file header +#define PRESENCE_NONE 1 +#define PRESENCE_NORMAL 2 +#define PRESENCE_CROUCH 4 +// +#define MAX_PROXMINES 64 + +//check points +typedef struct bot_waypoint_s +{ + int inuse; + char name[32]; + bot_goal_t goal; + struct bot_waypoint_s *next, *prev; +} bot_waypoint_t; + +#define MAX_ACTIVATESTACK 8 +#define MAX_ACTIVATEAREAS 32 + +typedef struct bot_activategoal_s +{ + int inuse; + bot_goal_t goal; //goal to activate (buttons etc.) + float time; //time to activate something + float start_time; //time starting to activate something + float justused_time; //time the goal was used + int shoot; //true if bot has to shoot to activate + int weapon; //weapon to be used for activation + vec3_t target; //target to shoot at to activate something + vec3_t origin; //origin of the blocking entity to activate + int areas[MAX_ACTIVATEAREAS]; //routing areas disabled by blocking entity + int numareas; //number of disabled routing areas + int areasdisabled; //true if the areas are disabled for the routing + struct bot_activategoal_s *next; //next activate goal on stack +} bot_activategoal_t; + +//bot state +typedef struct bot_state_s +{ + int inuse; //true if this state is used by a bot client + int botthink_residual; //residual for the bot thinks + int client; //client number of the bot + int entitynum; //entity number of the bot + playerState_t cur_ps; //current player state + int last_eFlags; //last ps flags + usercmd_t lastucmd; //usercmd from last frame + int entityeventTime[1024]; //last entity event time + // + bot_settings_t settings; //several bot settings + int (*ainode)(struct bot_state_s *bs); //current AI node + float thinktime; //time the bot thinks this frame + vec3_t origin; //origin of the bot + vec3_t velocity; //velocity of the bot + int presencetype; //presence type of the bot + vec3_t eye; //eye coordinates of the bot + int areanum; //the number of the area the bot is in + int inventory[MAX_ITEMS]; //string with items amounts the bot has + int tfl; //the travel flags the bot uses + int flags; //several flags + int respawn_wait; //wait until respawned + int lasthealth; //health value previous frame + int lastkilledplayer; //last killed player + int lastkilledby; //player that last killed this bot + int botdeathtype; //the death type of the bot + int enemydeathtype; //the death type of the enemy + int botsuicide; //true when the bot suicides + int enemysuicide; //true when the enemy of the bot suicides + int setupcount; //true when the bot has just been setup + int map_restart; //true when the map is being restarted + int entergamechat; //true when the bot used an enter game chat + int num_deaths; //number of time this bot died + int num_kills; //number of kills of this bot + int revenge_enemy; //the revenge enemy + int revenge_kills; //number of kills the enemy made + int lastframe_health; //health value the last frame + int lasthitcount; //number of hits last frame + int chatto; //chat to all or team + float walker; //walker charactertic + float ltime; //local bot time + float entergame_time; //time the bot entered the game + float ltg_time; //long term goal time + float nbg_time; //nearby goal time + float respawn_time; //time the bot takes to respawn + float respawnchat_time; //time the bot started a chat during respawn + float chase_time; //time the bot will chase the enemy + float enemyvisible_time; //time the enemy was last visible + float check_time; //time to check for nearby items + float stand_time; //time the bot is standing still + float lastchat_time; //time the bot last selected a chat + float kamikaze_time; //time to check for kamikaze usage + float invulnerability_time; //time to check for invulnerability usage + float standfindenemy_time; //time to find enemy while standing + float attackstrafe_time; //time the bot is strafing in one dir + float attackcrouch_time; //time the bot will stop crouching + float attackchase_time; //time the bot chases during actual attack + float attackjump_time; //time the bot jumped during attack + float enemysight_time; //time before reacting to enemy + float enemydeath_time; //time the enemy died + float enemyposition_time; //time the position and velocity of the enemy were stored + float defendaway_time; //time away while defending + float defendaway_range; //max travel time away from defend area + float rushbaseaway_time; //time away from rushing to the base + float attackaway_time; //time away from attacking the enemy base + float harvestaway_time; //time away from harvesting + float ctfroam_time; //time the bot is roaming in ctf + float killedenemy_time; //time the bot killed the enemy + float arrive_time; //time arrived (at companion) + float lastair_time; //last time the bot had air + float teleport_time; //last time the bot teleported + float camp_time; //last time camped + float camp_range; //camp range + float weaponchange_time; //time the bot started changing weapons + float firethrottlewait_time; //amount of time to wait + float firethrottleshoot_time; //amount of time to shoot + float notblocked_time; //last time the bot was not blocked + float blockedbyavoidspot_time; //time blocked by an avoid spot + float predictobstacles_time; //last time the bot predicted obstacles + int predictobstacles_goalareanum; //last goal areanum the bot predicted obstacles for + vec3_t aimtarget; + vec3_t enemyvelocity; //enemy velocity 0.5 secs ago during battle + vec3_t enemyorigin; //enemy origin 0.5 secs ago during battle + // + int kamikazebody; //kamikaze body + int proxmines[MAX_PROXMINES]; + int numproxmines; + // + int character; //the bot character + int ms; //move state of the bot + int gs; //goal state of the bot + int cs; //chat state of the bot + int ws; //weapon state of the bot + // + int enemy; //enemy entity number + int lastenemyareanum; //last reachability area the enemy was in + vec3_t lastenemyorigin; //last origin of the enemy in the reachability area + int weaponnum; //current weapon number + vec3_t viewangles; //current view angles + vec3_t ideal_viewangles; //ideal view angles + vec3_t viewanglespeed; + // + int ltgtype; //long term goal type + // team goals + int teammate; //team mate involved in this team goal + int decisionmaker; //player who decided to go for this goal + int ordered; //true if ordered to do something + float order_time; //time ordered to do something + int owndecision_time; //time the bot made it's own decision + bot_goal_t teamgoal; //the team goal + bot_goal_t altroutegoal; //alternative route goal + float reachedaltroutegoal_time; //time the bot reached the alt route goal + float teammessage_time; //time to message team mates what the bot is doing + float teamgoal_time; //time to stop helping team mate + float teammatevisible_time; //last time the team mate was NOT visible + int teamtaskpreference; //team task preference + // last ordered team goal + int lastgoal_decisionmaker; + int lastgoal_ltgtype; + int lastgoal_teammate; + bot_goal_t lastgoal_teamgoal; + // for leading team mates + int lead_teammate; //team mate the bot is leading + bot_goal_t lead_teamgoal; //team goal while leading + float lead_time; //time leading someone + float leadvisible_time; //last time the team mate was visible + float leadmessage_time; //last time a messaged was sent to the team mate + float leadbackup_time; //time backing up towards team mate + // + char teamleader[32]; //netname of the team leader + float askteamleader_time; //time asked for team leader + float becometeamleader_time; //time the bot will become the team leader + float teamgiveorders_time; //time to give team orders + float lastflagcapture_time; //last time a flag was captured + int numteammates; //number of team mates + int redflagstatus; //0 = at base, 1 = not at base + int blueflagstatus; //0 = at base, 1 = not at base + int neutralflagstatus; //0 = at base, 1 = our team has flag, 2 = enemy team has flag, 3 = enemy team dropped the flag + int flagstatuschanged; //flag status changed + int forceorders; //true if forced to give orders + int flagcarrier; //team mate carrying the enemy flag + int ctfstrategy; //ctf strategy + char subteam[32]; //sub team name + float formation_dist; //formation team mate intervening space + char formation_teammate[16]; //netname of the team mate the bot uses for relative positioning + float formation_angle; //angle relative to the formation team mate + vec3_t formation_dir; //the direction the formation is moving in + vec3_t formation_origin; //origin the bot uses for relative positioning + bot_goal_t formation_goal; //formation goal + + bot_activategoal_t *activatestack; //first activate goal on the stack + bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap + + bot_waypoint_t *checkpoints; //check points + bot_waypoint_t *patrolpoints; //patrol points + bot_waypoint_t *curpatrolpoint; //current patrol point the bot is going for + int patrolflags; //patrol flags +} bot_state_t; + +//resets the whole bot state +void BotResetState(bot_state_t *bs); +//returns the number of bots in the game +int NumBots(void); +//returns info about the entity +void BotEntityInfo(int entnum, aas_entityinfo_t *info); + +extern float floattime; +#define FloatTime() floattime + +// from the game source +void QDECL BotAI_Print(int type, char *fmt, ...); +void QDECL QDECL BotAI_BotInitialChat( bot_state_t *bs, char *type, ... ); +void BotAI_Trace(bsp_trace_t *bsptrace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask); +int BotAI_GetClientState( int clientNum, playerState_t *state ); +int BotAI_GetEntityState( int entityNum, entityState_t *state ); +int BotAI_GetSnapshotEntity( int clientNum, int sequence, entityState_t *state ); +int BotTeamLeader(bot_state_t *bs); diff --git a/code/game/ai_team.c b/code/game/ai_team.c new file mode 100644 index 0000000..c1d0394 --- /dev/null +++ b/code/game/ai_team.c @@ -0,0 +1,2277 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_team.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_team.c $ + * + *****************************************************************************/ + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_team.h" +#include "ai_vcmd.h" + +#include "match.h" + +// for the voice chats +#include "../../ui/menudef.h" + +//ctf task preferences for a client +typedef struct bot_ctftaskpreference_s +{ + char name[36]; + int preference; +} bot_ctftaskpreference_t; + +bot_ctftaskpreference_t ctftaskpreferences[MAX_CLIENTS]; + + +/* +================== +BotValidTeamLeader +================== +*/ +int BotValidTeamLeader(bot_state_t *bs) { + if (!strlen(bs->teamleader)) return qfalse; + if (ClientFromName(bs->teamleader) == -1) return qfalse; + return qtrue; +} + +/* +================== +BotNumTeamMates +================== +*/ +int BotNumTeamMates(bot_state_t *bs) { + int i, numplayers; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + numplayers = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + if (BotSameTeam(bs, i)) { + numplayers++; + } + } + return numplayers; +} + +/* +================== +BotClientTravelTimeToGoal +================== +*/ +int BotClientTravelTimeToGoal(int client, bot_goal_t *goal) { + playerState_t ps; + int areanum; + + BotAI_GetClientState(client, &ps); + areanum = BotPointAreaNum(ps.origin); + if (!areanum) return 1; + return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT); +} + +/* +================== +BotSortTeamMatesByBaseTravelTime +================== +*/ +int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates) { + + int i, j, k, numteammates, traveltime; + char buf[MAX_INFO_STRING]; + static int maxclients; + int traveltimes[MAX_CLIENTS]; + bot_goal_t *goal = NULL; + + if (gametype == GT_CTF || gametype == GT_1FCTF || gametype == GT_CTF_ELIMINATION) { + if (BotTeam(bs) == TEAM_RED) + goal = &ctf_redflag; + else + goal = &ctf_blueflag; + } + else { + if (BotTeam(bs) == TEAM_RED) + goal = &redobelisk; + else + goal = &blueobelisk; + } + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + numteammates = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + if (BotSameTeam(bs, i)) { + // + traveltime = BotClientTravelTimeToGoal(i, goal); + // + for (j = 0; j < numteammates; j++) { + if (traveltime < traveltimes[j]) { + for (k = numteammates; k > j; k--) { + traveltimes[k] = traveltimes[k-1]; + teammates[k] = teammates[k-1]; + } + break; + } + } + traveltimes[j] = traveltime; + teammates[j] = i; + numteammates++; + if (numteammates >= maxteammates) break; + } + } + return numteammates; +} + +/* +================== +BotSortTeamMatesByReletiveTravelTime2ddA +For Double Domination +================== +*/ +int BotSortTeamMatesByRelativeTravelTime2ddA(bot_state_t *bs, int *teammates, int maxteammates) { + int i, j, k, numteammates; + double traveltime, traveltime2b; + char buf[MAX_INFO_STRING]; + static int maxclients; + double traveltimes[MAX_CLIENTS]; + //int traveltimes2b[MAX_CLIENTS]; + bot_goal_t *goalA = &ctf_redflag; + bot_goal_t *goalB = &ctf_blueflag; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + numteammates = 0; + + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + if (BotSameTeam(bs, i)) { + traveltime = (double)BotClientTravelTimeToGoal(i, goalA); + traveltime2b = (double)BotClientTravelTimeToGoal(i, goalB); + traveltime = traveltime/traveltime2b; + + for (j = 0; j < numteammates; j++) { + if (traveltime < traveltimes[j]) { + for (k = numteammates; k > j; k--) { + traveltimes[k] = traveltimes[k-1]; + teammates[k] = teammates[k-1]; + } + break; + } + } + traveltimes[j] = traveltime; + teammates[j] = i; + numteammates++; + if (numteammates >= maxteammates) break; + } + } + + return numteammates; +} + +/* +================== +BotSetTeamMateTaskPreference +================== +*/ +void BotSetTeamMateTaskPreference(bot_state_t *bs, int teammate, int preference) { + char teammatename[MAX_NETNAME]; + + ctftaskpreferences[teammate].preference = preference; + ClientName(teammate, teammatename, sizeof(teammatename)); + strcpy(ctftaskpreferences[teammate].name, teammatename); +} + +/* +================== +BotGetTeamMateTaskPreference +================== +*/ +int BotGetTeamMateTaskPreference(bot_state_t *bs, int teammate) { + char teammatename[MAX_NETNAME]; + + if (!ctftaskpreferences[teammate].preference) return 0; + ClientName(teammate, teammatename, sizeof(teammatename)); + if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name)) return 0; + return ctftaskpreferences[teammate].preference; +} + +/* +================== +BotSortTeamMatesByTaskPreference +================== +*/ +int BotSortTeamMatesByTaskPreference(bot_state_t *bs, int *teammates, int numteammates) { + int defenders[MAX_CLIENTS], numdefenders; + int attackers[MAX_CLIENTS], numattackers; + int roamers[MAX_CLIENTS], numroamers; + int i, preference; + + numdefenders = numattackers = numroamers = 0; + for (i = 0; i < numteammates; i++) { + preference = BotGetTeamMateTaskPreference(bs, teammates[i]); + if (preference & TEAMTP_DEFENDER) { + defenders[numdefenders++] = teammates[i]; + } + else if (preference & TEAMTP_ATTACKER) { + attackers[numattackers++] = teammates[i]; + } + else { + roamers[numroamers++] = teammates[i]; + } + } + numteammates = 0; + //defenders at the front of the list + memcpy(&teammates[numteammates], defenders, numdefenders * sizeof(int)); + numteammates += numdefenders; + //roamers in the middle + memcpy(&teammates[numteammates], roamers, numroamers * sizeof(int)); + numteammates += numroamers; + //attacker in the back of the list + memcpy(&teammates[numteammates], attackers, numattackers * sizeof(int)); + numteammates += numattackers; + + return numteammates; +} + +/* +================== +BotSayTeamOrders +================== +*/ +void BotSayTeamOrderAlways(bot_state_t *bs, int toclient) { + char teamchat[MAX_MESSAGE_SIZE]; + char buf[MAX_MESSAGE_SIZE]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //if the bot is talking to itself + if (bs->client == toclient) { + //don't show the message just put it in the console message queue + trap_BotGetChatMessage(bs->cs, buf, sizeof(buf)); + ClientName(bs->client, name, sizeof(name)); + Com_sprintf(teamchat, sizeof(teamchat), EC"(%s"EC")"EC": %s", name, buf); + trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, teamchat); + } + else { + trap_BotEnterChat(bs->cs, toclient, CHAT_TELL); + } +} + +/* +================== +BotSayTeamOrders +================== +*/ +void BotSayTeamOrder(bot_state_t *bs, int toclient) { +#ifdef MISSIONPACK + // voice chats only + char buf[MAX_MESSAGE_SIZE]; + + trap_BotGetChatMessage(bs->cs, buf, sizeof(buf)); +#else + BotSayTeamOrderAlways(bs, toclient); +#endif +} + +/* +================== +BotVoiceChat +================== +*/ +void BotVoiceChat(bot_state_t *bs, int toclient, char *voicechat) { +#ifdef MISSIONPACK + if (toclient == -1) + // voice only say team + trap_EA_Command(bs->client, va("vsay_team %s", voicechat)); + else + // voice only tell single player + trap_EA_Command(bs->client, va("vtell %d %s", toclient, voicechat)); +#endif +} + +/* +================== +BotVoiceChatOnly +================== +*/ +void BotVoiceChatOnly(bot_state_t *bs, int toclient, char *voicechat) { + +#ifdef MISSIONPACK + if (toclient == -1) + // voice only say team + trap_EA_Command(bs->client, va("vosay_team %s", voicechat)); + else + // voice only tell single player + trap_EA_Command(bs->client, va("votell %d %s", toclient, voicechat)); +#endif +} + +/* +================== +BotSayVoiceTeamOrder +================== +*/ +void BotSayVoiceTeamOrder(bot_state_t *bs, int toclient, char *voicechat) { + +#ifdef MISSIONPACK + BotVoiceChat(bs, toclient, voicechat); +#endif +} + +/* +================== +BotCTFOrders +================== +*/ +void BotCTFOrders_BothFlagsNotAtBase(bot_state_t *bs) { + int numteammates, defenders, attackers, i, other; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME], carriername[MAX_NETNAME]; + + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //different orders based on the number of team mates + switch(bs->numteammates) { + case 1: break; + case 2: + { + //tell the one not carrying the flag to attack the enemy base + if (teammates[0] != bs->flagcarrier) other = teammates[0]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + if (bot_nochat.integer<3) BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG); + break; + } + case 3: + { + //tell the one closest to the base not carrying the flag to accompany the flag carrier + if (teammates[0] != bs->flagcarrier) other = teammates[0]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + if ( bs->flagcarrier != -1 ) { + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + if (bs->flagcarrier == bs->client) { + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME); + } + else { + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER); + } + } + else { + // + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG); + } + if (bot_nochat.integer<3)BotSayTeamOrder(bs, other); + //tell the one furthest from the the base not carrying the flag to get the enemy flag + if (teammates[2] != bs->flagcarrier) other = teammates[2]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + if (bot_nochat.integer<3)BotSayTeamOrder(bs, other); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, other, VOICECHAT_RETURNFLAG); + break; + } + default: + { + defenders = (int) (float) numteammates * 0.4 + 0.5; + if (defenders > 4) defenders = 4; + attackers = (int) (float) numteammates * 0.5 + 0.5; + if (attackers > 5) attackers = 5; + if (bs->flagcarrier != -1) { + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + for (i = 0; i < defenders; i++) { + // + if (teammates[i] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[i], name, sizeof(name)); + if (bs->flagcarrier == bs->client) { + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWME); + } + else { + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWFLAGCARRIER); + } + if (bot_nochat.integer<3)BotSayTeamOrder(bs, teammates[i]); + } + } + else { + for (i = 0; i < defenders; i++) { + // + if (teammates[i] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[i], name, sizeof(name)); + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG); + if (bot_nochat.integer<3)BotSayTeamOrder(bs, teammates[i]); + } + } + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + if (bot_nochat.integer<3)BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + if (bot_nochat.integer<3)BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + if (bot_nochat.integer<3)BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_RETURNFLAG); + } + // + break; + } + } +} + +/* +================== +BotCTFOrders +================== +*/ +void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + qboolean weAreAttacking; + + if (bot_nochat.integer>2) return; + + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + + weAreAttacking = qfalse; + + //In oneway ctf we must all move out of the base (only one strategi, maybe we can also send some to the enemy base to meet the flag carier?) + //We must be defending + if(g_elimination_ctf_oneway.integer > 0) { + for (i = 0; i < numteammates; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG); + } + return; + } + + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(bs->numteammates) { + case 1: break; + case 2: + { + // keep one near the base for when the flag is returned + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + // + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //keep one near the base for when the flag is returned + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other two get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //keep some people near the base for when the flag is returned + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + attackers = (int) (float) numteammates * 0.6 + 0.5; + if (attackers > 6) attackers = 6; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG); + } + // + break; + } + } + } + else { + //different orders based on the number of team mates + switch(bs->numteammates) { + case 1: break; + case 2: + { + //both will go for the enemy flag + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG); + // + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //everyone go for the flag + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG); + // + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //keep some people near the base for when the flag is returned + defenders = (int) (float) numteammates * 0.2 + 0.5; + if (defenders > 2) defenders = 2; + attackers = (int) (float) numteammates * 0.7 + 0.5; + if (attackers > 7) attackers = 7; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } +} + +/* +================== +BotCTFOrders +================== +*/ +void BotCTFOrders_EnemyFlagNotAtBase(bot_state_t *bs) { + int numteammates, defenders, attackers, i, other; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME], carriername[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //tell the one not carrying the flag to defend the base + if (teammates[0] == bs->flagcarrier) other = teammates[1]; + else other = teammates[0]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + break; + } + case 3: + { + //tell the one closest to the base not carrying the flag to defend the base + if (teammates[0] != bs->flagcarrier) other = teammates[0]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + //tell the other also to defend the base + if (teammates[2] != bs->flagcarrier) other = teammates[2]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + break; + } + default: + { + //60% will defend the base + defenders = (int) (float) numteammates * 0.6 + 0.5; + if (defenders > 6) defenders = 6; + //30% accompanies the flag carrier + attackers = (int) (float) numteammates * 0.3 + 0.5; + if (attackers > 3) attackers = 3; + for (i = 0; i < defenders; i++) { + // + if (teammates[i] == bs->flagcarrier) { + continue; + } + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + // if we have a flag carrier + if ( bs->flagcarrier != -1 ) { + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + if (bs->flagcarrier == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER); + } + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + } + } + else { + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + } + } + // + break; + } + } +} + +/* +================== +BotDDorders +================== +*/ + +void BotDDorders_Standard(bot_state_t *bs) { + int numteammates, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByRelativeTravelTime2ddA(bs, teammates, sizeof(teammates)); + + switch(numteammates) { + case 1: break; + /*case 2: + { + //the one closest to point A will take that + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_takea", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + //BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_TAKEA); + //the other goes for point B + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_takeb", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + //BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_TAKEB); + break; + }*/ + default: + { + for(i=0;i2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + + weAreAttacking = qfalse; + + if(g_elimination_ctf_oneway.integer > 0) { + //See if we are attacking: + if( ( (level.eliminationSides+level.roundNumber)%2 == 0 ) && (BotTeam(bs) == TEAM_RED)) + weAreAttacking = qtrue; + + if(weAreAttacking) { + for (i = 0; i < numteammates; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG); + } + } else { + for (i = 0; i < numteammates; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + } + return; //Sago: Or the leader will make a counter order. + } + + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the second one closest to the base will defend the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + defenders = (int) (float) numteammates * 0.5 + 0.5; + if (defenders > 5) defenders = 5; + attackers = (int) (float) numteammates * 0.4 + 0.5; + if (attackers > 4) attackers = 4; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } + else { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others should go for the enemy flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + defenders = (int) (float) numteammates * 0.4 + 0.5; + if (defenders > 4) defenders = 4; + attackers = (int) (float) numteammates * 0.5 + 0.5; + if (attackers > 5) attackers = 5; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } +} + +/* +================== +BotCTFOrders +================== +*/ +void BotCTFOrders(bot_state_t *bs) { + int flagstatus; + + // + if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus; + else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus; + // + switch(flagstatus) { + case 0: BotCTFOrders_BothFlagsAtBase(bs); break; + case 1: BotCTFOrders_EnemyFlagNotAtBase(bs); break; + case 2: BotCTFOrders_FlagNotAtBase(bs); break; + case 3: BotCTFOrders_BothFlagsNotAtBase(bs); break; + } +} + +/* +================== +BotDDorders +================== +*/ +void BotDDorders(bot_state_t *bs) { + BotDDorders_Standard(bs); +} + + +/* +================== +BotCreateGroup +================== +*/ +void BotCreateGroup(bot_state_t *bs, int *teammates, int groupsize) { + char name[MAX_NETNAME], leadername[MAX_NETNAME]; + int i; + + if (bot_nochat.integer>2) return; + + // the others in the group will follow the teammates[0] + ClientName(teammates[0], leadername, sizeof(leadername)); + for (i = 1; i < groupsize; i++) + { + ClientName(teammates[i], name, sizeof(name)); + if (teammates[0] == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, leadername, NULL); + } + BotSayTeamOrderAlways(bs, teammates[i]); + } +} + +/* +================== +BotTeamOrders + + FIXME: defend key areas? +================== +*/ +void BotTeamOrders(bot_state_t *bs) { + int teammates[MAX_CLIENTS]; + int numteammates, i; + char buf[MAX_INFO_STRING]; + static int maxclients; + + if (!maxclients) + maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients"); + + numteammates = 0; + for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) { + trap_GetConfigstring(CS_PLAYERS+i, buf, sizeof(buf)); + //if no config string or no name + if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue; + //skip spectators + if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue; + // + if (BotSameTeam(bs, i)) { + teammates[numteammates] = i; + numteammates++; + } + } + // + switch(numteammates) { + case 1: break; + case 2: + { + //nothing special + break; + } + case 3: + { + //have one follow another and one free roaming + BotCreateGroup(bs, teammates, 2); + break; + } + case 4: + { + BotCreateGroup(bs, teammates, 2); //a group of 2 + BotCreateGroup(bs, &teammates[2], 2); //a group of 2 + break; + } + case 5: + { + BotCreateGroup(bs, teammates, 2); //a group of 2 + BotCreateGroup(bs, &teammates[2], 3); //a group of 3 + break; + } + default: + { + if (numteammates <= 10) { + for (i = 0; i < numteammates / 2; i++) { + BotCreateGroup(bs, &teammates[i*2], 2); //groups of 2 + } + } + break; + } + } +} + +/* +================== +Bot1FCTFOrders_FlagAtCenter + + X% defend the base, Y% get the flag +================== +*/ +void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the second one closest to the base will defend the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //50% defend the base + defenders = (int) (float) numteammates * 0.5 + 0.5; + if (defenders > 5) defenders = 5; + //40% get the flag + attackers = (int) (float) numteammates * 0.4 + 0.5; + if (attackers > 4) attackers = 4; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } + else { //agressive + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others should go for the enemy flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //30% defend the base + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + //60% get the flag + attackers = (int) (float) numteammates * 0.6 + 0.5; + if (attackers > 6) attackers = 6; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } +} + +/* +================== +Bot1FCTFOrders_TeamHasFlag + + X% towards neutral flag, Y% go towards enemy base and accompany flag carrier if visible +================== +*/ +void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) { + int numteammates, defenders, attackers, i, other; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME], carriername[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //tell the one not carrying the flag to attack the enemy base + if (teammates[0] == bs->flagcarrier) other = teammates[1]; + else other = teammates[0]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_OFFENSE); + break; + } + case 3: + { + //tell the one closest to the base not carrying the flag to defend the base + if (teammates[0] != bs->flagcarrier) other = teammates[0]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + //tell the one furthest from the base not carrying the flag to accompany the flag carrier + if (teammates[2] != bs->flagcarrier) other = teammates[2]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + if ( bs->flagcarrier != -1 ) { + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + if (bs->flagcarrier == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER); + } + } + else { + // + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG); + } + BotSayTeamOrder(bs, other); + break; + } + default: + { + //30% will defend the base + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + //70% accompanies the flag carrier + attackers = (int) (float) numteammates * 0.7 + 0.5; + if (attackers > 7) attackers = 7; + for (i = 0; i < defenders; i++) { + // + if (teammates[i] == bs->flagcarrier) { + continue; + } + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + if (bs->flagcarrier != -1) { + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + if (bs->flagcarrier == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER); + } + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + } + } + else { + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + } + // + break; + } + } + } + else { //agressive + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //tell the one not carrying the flag to defend the base + if (teammates[0] == bs->flagcarrier) other = teammates[1]; + else other = teammates[0]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + break; + } + case 3: + { + //tell the one closest to the base not carrying the flag to defend the base + if (teammates[0] != bs->flagcarrier) other = teammates[0]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, other); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND); + //tell the one furthest from the base not carrying the flag to accompany the flag carrier + if (teammates[2] != bs->flagcarrier) other = teammates[2]; + else other = teammates[1]; + ClientName(other, name, sizeof(name)); + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + if (bs->flagcarrier == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER); + } + BotSayTeamOrder(bs, other); + break; + } + default: + { + //20% will defend the base + defenders = (int) (float) numteammates * 0.2 + 0.5; + if (defenders > 2) defenders = 2; + //80% accompanies the flag carrier + attackers = (int) (float) numteammates * 0.8 + 0.5; + if (attackers > 8) attackers = 8; + for (i = 0; i < defenders; i++) { + // + if (teammates[i] == bs->flagcarrier) { + continue; + } + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + ClientName(bs->flagcarrier, carriername, sizeof(carriername)); + for (i = 0; i < attackers; i++) { + // + if (teammates[numteammates - i - 1] == bs->flagcarrier) { + continue; + } + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + if (bs->flagcarrier == bs->client) { + BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME); + } + else { + BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER); + } + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + } + // + break; + } + } + } +} + +/* +================== +Bot1FCTFOrders_EnemyHasFlag + + X% defend the base, Y% towards neutral flag +================== +*/ +void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //both defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + // + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the second one closest to the base will defend the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + //the other will also defend the base + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_DEFEND); + break; + } + default: + { + //80% will defend the base + defenders = (int) (float) numteammates * 0.8 + 0.5; + if (defenders > 8) defenders = 8; + //10% will try to return the flag + attackers = (int) (float) numteammates * 0.1 + 0.5; + if (attackers > 1) attackers = 1; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } + else { //agressive + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others should go for the enemy flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //70% defend the base + defenders = (int) (float) numteammates * 0.7 + 0.5; + if (defenders > 7) defenders = 7; + //20% try to return the flag + attackers = (int) (float) numteammates * 0.2 + 0.5; + if (attackers > 2) attackers = 2; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } +} + +/* +================== +Bot1FCTFOrders_EnemyDroppedFlag + + X% defend the base, Y% get the flag +================== +*/ +void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the second one closest to the base will defend the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //50% defend the base + defenders = (int) (float) numteammates * 0.5 + 0.5; + if (defenders > 5) defenders = 5; + //40% get the flag + attackers = (int) (float) numteammates * 0.4 + 0.5; + if (attackers > 4) attackers = 4; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } + else { //agressive + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will get the flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others should go for the enemy flag + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG); + break; + } + default: + { + //30% defend the base + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + //60% get the flag + attackers = (int) (float) numteammates * 0.6 + 0.5; + if (attackers > 6) attackers = 6; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG); + } + // + break; + } + } + } +} + +/* +================== +Bot1FCTFOrders +================== +*/ +void Bot1FCTFOrders(bot_state_t *bs) { + switch(bs->neutralflagstatus) { + case 0: Bot1FCTFOrders_FlagAtCenter(bs); break; + case 1: Bot1FCTFOrders_TeamHasFlag(bs); break; + case 2: Bot1FCTFOrders_EnemyHasFlag(bs); break; + case 3: Bot1FCTFOrders_EnemyDroppedFlag(bs); break; + } +} + +/* +================== +BotObeliskOrders + + X% in defence Y% in offence +================== +*/ +void BotObeliskOrders(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will attack the enemy base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the one second closest to the base also defends the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + //the other one attacks the enemy base + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE); + break; + } + default: + { + //50% defend the base + defenders = (int) (float) numteammates * 0.5 + 0.5; + if (defenders > 5) defenders = 5; + //40% attack the enemy base + attackers = (int) (float) numteammates * 0.4 + 0.5; + if (attackers > 4) attackers = 4; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE); + } + // + break; + } + } + } + else { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will attack the enemy base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others attack the enemy base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE); + break; + } + default: + { + //30% defend the base + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + //70% attack the enemy base + attackers = (int) (float) numteammates * 0.7 + 0.5; + if (attackers > 7) attackers = 7; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE); + } + // + break; + } + } + } +} + +/* +================== +BotHarvesterOrders + + X% defend the base, Y% harvest +================== +*/ +void BotHarvesterOrders(bot_state_t *bs) { + int numteammates, defenders, attackers, i; + int teammates[MAX_CLIENTS]; + char name[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + //sort team mates by travel time to base + numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates)); + //sort team mates by CTF preference + BotSortTeamMatesByTaskPreference(bs, teammates, numteammates); + //passive strategy + if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will harvest + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the one second closest to the base also defends the base + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND); + //the other one goes harvesting + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE); + break; + } + default: + { + //50% defend the base + defenders = (int) (float) numteammates * 0.5 + 0.5; + if (defenders > 5) defenders = 5; + //40% goes harvesting + attackers = (int) (float) numteammates * 0.4 + 0.5; + if (attackers > 4) attackers = 4; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE); + } + // + break; + } + } + } + else { + //different orders based on the number of team mates + switch(numteammates) { + case 1: break; + case 2: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the other will harvest + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + break; + } + case 3: + { + //the one closest to the base will defend the base + ClientName(teammates[0], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[0]); + BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND); + //the others go harvesting + ClientName(teammates[1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[1]); + BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE); + // + ClientName(teammates[2], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[2]); + BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE); + break; + } + default: + { + //30% defend the base + defenders = (int) (float) numteammates * 0.3 + 0.5; + if (defenders > 3) defenders = 3; + //70% go harvesting + attackers = (int) (float) numteammates * 0.7 + 0.5; + if (attackers > 7) attackers = 7; + for (i = 0; i < defenders; i++) { + // + ClientName(teammates[i], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL); + BotSayTeamOrder(bs, teammates[i]); + BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND); + } + for (i = 0; i < attackers; i++) { + // + ClientName(teammates[numteammates - i - 1], name, sizeof(name)); + BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL); + BotSayTeamOrder(bs, teammates[numteammates - i - 1]); + BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE); + } + // + break; + } + } + } +} + +/* +================== +FindHumanTeamLeader +================== +*/ +int FindHumanTeamLeader(bot_state_t *bs) { + int i; + + for (i = 0; i < MAX_CLIENTS; i++) { + if ( g_entities[i].inuse ) { + // if this player is not a bot + if ( !(g_entities[i].r.svFlags & SVF_BOT) ) { + // if this player is ok with being the leader + if (!notleader[i]) { + // if this player is on the same team + if ( BotSameTeam(bs, i) ) { + ClientName(i, bs->teamleader, sizeof(bs->teamleader)); + // if not yet ordered to do anything + if ( !BotSetLastOrderedTask(bs) ) { + // go on defense by default + if (bot_nochat.integer<3)BotVoiceChat_Defend(bs, i, SAY_TELL); + } + return qtrue; + } + } + } + } + } + return qfalse; +} + +int lastRoundNumber; //used to give new orders every round + +/* +================== +BotTeamAI +================== +*/ +void BotTeamAI(bot_state_t *bs) { + int numteammates; + char netname[MAX_NETNAME]; + + if (bot_nochat.integer>2) return; + + // + if ( gametype < GT_TEAM || g_ffa_gt == 1 ) + return; + // make sure we've got a valid team leader + if (!BotValidTeamLeader(bs)) { + // + if (!FindHumanTeamLeader(bs)) { + // + if (!bs->askteamleader_time && !bs->becometeamleader_time) { + if (bs->entergame_time + 10 > FloatTime()) { + bs->askteamleader_time = FloatTime() + 5 + random() * 10; + } + else { + bs->becometeamleader_time = FloatTime() + 5 + random() * 10; + } + } + if (bs->askteamleader_time && bs->askteamleader_time < FloatTime()) { + // if asked for a team leader and no response + BotAI_BotInitialChat(bs, "whoisteamleader", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + bs->askteamleader_time = 0; + bs->becometeamleader_time = FloatTime() + 8 + random() * 10; + } + if (bs->becometeamleader_time && bs->becometeamleader_time < FloatTime()) { + BotAI_BotInitialChat(bs, "iamteamleader", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotSayVoiceTeamOrder(bs, -1, VOICECHAT_STARTLEADER); + ClientName(bs->client, netname, sizeof(netname)); + strncpy(bs->teamleader, netname, sizeof(bs->teamleader)); + bs->teamleader[sizeof(bs->teamleader)-1] = '\0'; + bs->becometeamleader_time = 0; + } + return; + } + } + bs->askteamleader_time = 0; + bs->becometeamleader_time = 0; + + //return if this bot is NOT the team leader + ClientName(bs->client, netname, sizeof(netname)); + if (Q_stricmp(netname, bs->teamleader) != 0) return; + // + numteammates = BotNumTeamMates(bs); + //give orders + switch(gametype) { + case GT_TEAM: + { + if (bs->numteammates != numteammates || bs->forceorders) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->forceorders = qfalse; + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) { + BotTeamOrders(bs); + //give orders again after 120 seconds + bs->teamgiveorders_time = FloatTime() + 120; + } + break; + } + case GT_CTF: + case GT_CTF_ELIMINATION: + { + //if the number of team mates changed or the flag status changed + //or someone wants to know what to do + if (bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders || lastRoundNumber != level.roundNumber) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->flagstatuschanged = qfalse; + bs->forceorders = qfalse; + lastRoundNumber = level.roundNumber; + } + //if there were no flag captures the last 3 minutes + if (bs->lastflagcapture_time < FloatTime() - 240) { + bs->lastflagcapture_time = FloatTime(); + //randomly change the CTF strategy + if (random() < 0.4) { + bs->ctfstrategy ^= CTFS_AGRESSIVE; + bs->teamgiveorders_time = FloatTime(); + } + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 3) { + BotCTFOrders(bs); + // + bs->teamgiveorders_time = 0; + } + break; + } + case GT_DOUBLE_D: + { + //if the number of team mates changed or the domination point status changed + //or someone wants to know what to do + if (bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->flagstatuschanged = qfalse; + bs->forceorders = qfalse; + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 3) { + BotDDorders(bs); + // + bs->teamgiveorders_time = 0; + } + break; + } + case GT_1FCTF: + { + if (bs->numteammates != numteammates || bs->flagstatuschanged || bs->forceorders) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->flagstatuschanged = qfalse; + bs->forceorders = qfalse; + } + //if there were no flag captures the last 4 minutes + if (bs->lastflagcapture_time < FloatTime() - 240) { + bs->lastflagcapture_time = FloatTime(); + //randomly change the CTF strategy + if (random() < 0.4) { + bs->ctfstrategy ^= CTFS_AGRESSIVE; + bs->teamgiveorders_time = FloatTime(); + } + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 2) { + Bot1FCTFOrders(bs); + // + bs->teamgiveorders_time = 0; + } + break; + } + case GT_OBELISK: + { + if (bs->numteammates != numteammates || bs->forceorders) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->forceorders = qfalse; + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) { + BotObeliskOrders(bs); + //give orders again after 30 seconds + bs->teamgiveorders_time = FloatTime() + 30; + } + break; + } + case GT_HARVESTER: + { + if (bs->numteammates != numteammates || bs->forceorders) { + bs->teamgiveorders_time = FloatTime(); + bs->numteammates = numteammates; + bs->forceorders = qfalse; + } + //if it's time to give orders + if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) { + BotHarvesterOrders(bs); + //give orders again after 30 seconds + bs->teamgiveorders_time = FloatTime() + 30; + } + break; + } + } +} + diff --git a/code/game/ai_team.h b/code/game/ai_team.h new file mode 100644 index 0000000..252e9e1 --- /dev/null +++ b/code/game/ai_team.h @@ -0,0 +1,39 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_team.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_chat.c $ + * + *****************************************************************************/ + +void BotTeamAI(bot_state_t *bs); +int BotGetTeamMateTaskPreference(bot_state_t *bs, int teammate); +void BotSetTeamMateTaskPreference(bot_state_t *bs, int teammate, int preference); +void BotVoiceChat(bot_state_t *bs, int toclient, char *voicechat); +void BotVoiceChatOnly(bot_state_t *bs, int toclient, char *voicechat); + + diff --git a/code/game/ai_vcmd.c b/code/game/ai_vcmd.c new file mode 100644 index 0000000..d8cd903 --- /dev/null +++ b/code/game/ai_vcmd.c @@ -0,0 +1,531 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_vcmd.c + * + * desc: Quake3 bot AI + * + * $Archive: /MissionPack/code/game/ai_vcmd.c $ + * + *****************************************************************************/ + +#include "g_local.h" +#include "../botlib/botlib.h" +#include "../botlib/be_aas.h" +#include "../botlib/be_ea.h" +#include "../botlib/be_ai_char.h" +#include "../botlib/be_ai_chat.h" +#include "../botlib/be_ai_gen.h" +#include "../botlib/be_ai_goal.h" +#include "../botlib/be_ai_move.h" +#include "../botlib/be_ai_weap.h" +// +#include "ai_main.h" +#include "ai_dmq3.h" +#include "ai_chat.h" +#include "ai_cmd.h" +#include "ai_dmnet.h" +#include "ai_team.h" +#include "ai_vcmd.h" +// +#include "chars.h" //characteristics +#include "inv.h" //indexes into the inventory +#include "syn.h" //synonyms +#include "match.h" //string matching types and vars + +// for the voice chats +#include "../../ui/menudef.h" + + +typedef struct voiceCommand_s +{ + char *cmd; + void (*func)(bot_state_t *bs, int client, int mode); +} voiceCommand_t; + +/* +================== +BotVoiceChat_GetFlag +================== +*/ +void BotVoiceChat_GetFlag(bot_state_t *bs, int client, int mode) { + // + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + if (!ctf_redflag.areanum || !ctf_blueflag.areanum) + return; + } + else if (gametype == GT_1FCTF) { + if (!ctf_neutralflag.areanum || !ctf_redflag.areanum || !ctf_blueflag.areanum) + return; + } + else { + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_GETFLAG; + //set the team goal time + bs->teamgoal_time = FloatTime() + CTF_GETFLAG_TIME; + // get an alternate route in ctf + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + //get an alternative route goal towards the enemy base + BotGetAlternateRouteGoal(bs, BotOppositeTeam(bs)); + } + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_Offense +================== +*/ +void BotVoiceChat_Offense(bot_state_t *bs, int client, int mode) { + if ( gametype == GT_CTF || gametype == GT_CTF_ELIMINATION || gametype == GT_1FCTF ) { + BotVoiceChat_GetFlag(bs, client, mode); + return; + } + if (gametype == GT_HARVESTER) { + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_HARVEST; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_HARVEST_TIME; + bs->harvestaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); + } + else + { + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_ATTACKENEMYBASE; + //set the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ATTACKENEMYBASE_TIME; + bs->attackaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); + } +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_Defend +================== +*/ +void BotVoiceChat_Defend(bot_state_t *bs, int client, int mode) { + if ( gametype == GT_OBELISK || gametype == GT_HARVESTER) { + // + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(&bs->teamgoal, &redobelisk, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(&bs->teamgoal, &blueobelisk, sizeof(bot_goal_t)); break; + default: return; + } + } + else + if (gametype == GT_CTF || gametype == GT_CTF_ELIMINATION || gametype == GT_1FCTF ) { + // + switch(BotTeam(bs)) { + case TEAM_RED: memcpy(&bs->teamgoal, &ctf_redflag, sizeof(bot_goal_t)); break; + case TEAM_BLUE: memcpy(&bs->teamgoal, &ctf_blueflag, sizeof(bot_goal_t)); break; + default: return; + } + } + else { + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_DEFENDKEYAREA; + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_DEFENDKEYAREA_TIME; + //away from defending + bs->defendaway_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_DefendFlag +================== +*/ +void BotVoiceChat_DefendFlag(bot_state_t *bs, int client, int mode) { + BotVoiceChat_Defend(bs, client, mode); +} + +/* +================== +BotVoiceChat_Patrol +================== +*/ +void BotVoiceChat_Patrol(bot_state_t *bs, int client, int mode) { + // + bs->decisionmaker = client; + // + bs->ltgtype = 0; + bs->lead_time = 0; + bs->lastgoal_ltgtype = 0; + // + BotAI_BotInitialChat(bs, "dismissed", NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + BotVoiceChatOnly(bs, -1, VOICECHAT_ONPATROL); + // + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_Camp +================== +*/ +void BotVoiceChat_Camp(bot_state_t *bs, int client, int mode) { + int areanum; + aas_entityinfo_t entinfo; + char netname[MAX_NETNAME]; + + // + bs->teamgoal.entitynum = -1; + BotEntityInfo(client, &entinfo); + //if info is valid (in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum) { // && trap_AAS_AreaReachability(areanum)) { + //NOTE: just assume the bot knows where the person is + //if (BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, client)) { + bs->teamgoal.entitynum = client; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + //} + } + } + //if the other is not visible + if (bs->teamgoal.entitynum < 0) { + BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_CAMPORDER; + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_CAMP_TIME; + //the teammate that requested the camping + bs->teammate = client; + //not arrived yet + bs->arrive_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_FollowMe +================== +*/ +void BotVoiceChat_FollowMe(bot_state_t *bs, int client, int mode) { + int areanum; + aas_entityinfo_t entinfo; + char netname[MAX_NETNAME]; + + bs->teamgoal.entitynum = -1; + BotEntityInfo(client, &entinfo); + //if info is valid (in PVS) + if (entinfo.valid) { + areanum = BotPointAreaNum(entinfo.origin); + if (areanum) { // && trap_AAS_AreaReachability(areanum)) { + bs->teamgoal.entitynum = client; + bs->teamgoal.areanum = areanum; + VectorCopy(entinfo.origin, bs->teamgoal.origin); + VectorSet(bs->teamgoal.mins, -8, -8, -8); + VectorSet(bs->teamgoal.maxs, 8, 8, 8); + } + } + //if the other is not visible + if (bs->teamgoal.entitynum < 0) { + BotAI_BotInitialChat(bs, "whereareyou", EasyClientName(client, netname, sizeof(netname)), NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //the team mate + bs->teammate = client; + //last time the team mate was assumed visible + bs->teammatevisible_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //get the team goal time + bs->teamgoal_time = FloatTime() + TEAM_ACCOMPANY_TIME; + //set the ltg type + bs->ltgtype = LTG_TEAMACCOMPANY; + bs->formation_dist = 3.5 * 32; //3.5 meter + bs->arrive_time = 0; + // + BotSetTeamStatus(bs); + // remember last ordered task + BotRememberLastOrderedTask(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_FollowFlagCarrier +================== +*/ +void BotVoiceChat_FollowFlagCarrier(bot_state_t *bs, int client, int mode) { + int carrier; + + carrier = BotTeamFlagCarrier(bs); + if (carrier >= 0) + BotVoiceChat_FollowMe(bs, carrier, mode); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_ReturnFlag +================== +*/ +void BotVoiceChat_ReturnFlag(bot_state_t *bs, int client, int mode) { + //if not in CTF mode + if ( gametype != GT_CTF && gametype != GT_CTF_ELIMINATION && gametype != GT_1FCTF ) { + return; + } + // + bs->decisionmaker = client; + bs->ordered = qtrue; + bs->order_time = FloatTime(); + //set the time to send a message to the team mates + bs->teammessage_time = FloatTime() + 2 * random(); + //set the ltg type + bs->ltgtype = LTG_RETURNFLAG; + //set the team goal time + bs->teamgoal_time = FloatTime() + CTF_RETURNFLAG_TIME; + bs->rushbaseaway_time = 0; + BotSetTeamStatus(bs); +#ifdef DEBUG + BotPrintTeamGoal(bs); +#endif //DEBUG +} + +/* +================== +BotVoiceChat_StartLeader +================== +*/ +void BotVoiceChat_StartLeader(bot_state_t *bs, int client, int mode) { + ClientName(client, bs->teamleader, sizeof(bs->teamleader)); +} + +/* +================== +BotVoiceChat_StopLeader +================== +*/ +void BotVoiceChat_StopLeader(bot_state_t *bs, int client, int mode) { + char netname[MAX_MESSAGE_SIZE]; + + if (!Q_stricmp(bs->teamleader, ClientName(client, netname, sizeof(netname)))) { + bs->teamleader[0] = '\0'; + notleader[client] = qtrue; + } +} + +/* +================== +BotVoiceChat_WhoIsLeader +================== +*/ +void BotVoiceChat_WhoIsLeader(bot_state_t *bs, int client, int mode) { + char netname[MAX_MESSAGE_SIZE]; + + if (!TeamPlayIsOn()) return; + + ClientName(bs->client, netname, sizeof(netname)); + //if this bot IS the team leader + if (!Q_stricmp(netname, bs->teamleader)) { + BotAI_BotInitialChat(bs, "iamteamleader", NULL); + trap_BotEnterChat(bs->cs, 0, CHAT_TEAM); + BotVoiceChatOnly(bs, -1, VOICECHAT_STARTLEADER); + } +} + +/* +================== +BotVoiceChat_WantOnDefense +================== +*/ +void BotVoiceChat_WantOnDefense(bot_state_t *bs, int client, int mode) { + char netname[MAX_NETNAME]; + int preference; + + preference = BotGetTeamMateTaskPreference(bs, client); + preference &= ~TEAMTP_ATTACKER; + preference |= TEAMTP_DEFENDER; + BotSetTeamMateTaskPreference(bs, client, preference); + // + EasyClientName(client, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "keepinmind", netname, NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + BotVoiceChatOnly(bs, client, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); +} + +/* +================== +BotVoiceChat_WantOnOffense +================== +*/ +void BotVoiceChat_WantOnOffense(bot_state_t *bs, int client, int mode) { + char netname[MAX_NETNAME]; + int preference; + + preference = BotGetTeamMateTaskPreference(bs, client); + preference &= ~TEAMTP_DEFENDER; + preference |= TEAMTP_ATTACKER; + BotSetTeamMateTaskPreference(bs, client, preference); + // + EasyClientName(client, netname, sizeof(netname)); + BotAI_BotInitialChat(bs, "keepinmind", netname, NULL); + trap_BotEnterChat(bs->cs, client, CHAT_TELL); + BotVoiceChatOnly(bs, client, VOICECHAT_YES); + trap_EA_Action(bs->client, ACTION_AFFIRMATIVE); +} + +void BotVoiceChat_Dummy(bot_state_t *bs, int client, int mode) { +} + +voiceCommand_t voiceCommands[] = { + {VOICECHAT_GETFLAG, BotVoiceChat_GetFlag}, + {VOICECHAT_OFFENSE, BotVoiceChat_Offense }, + {VOICECHAT_DEFEND, BotVoiceChat_Defend }, + {VOICECHAT_DEFENDFLAG, BotVoiceChat_DefendFlag }, + {VOICECHAT_PATROL, BotVoiceChat_Patrol }, + {VOICECHAT_CAMP, BotVoiceChat_Camp }, + {VOICECHAT_FOLLOWME, BotVoiceChat_FollowMe }, + {VOICECHAT_FOLLOWFLAGCARRIER, BotVoiceChat_FollowFlagCarrier }, + {VOICECHAT_RETURNFLAG, BotVoiceChat_ReturnFlag }, + {VOICECHAT_STARTLEADER, BotVoiceChat_StartLeader }, + {VOICECHAT_STOPLEADER, BotVoiceChat_StopLeader }, + {VOICECHAT_WHOISLEADER, BotVoiceChat_WhoIsLeader }, + {VOICECHAT_WANTONDEFENSE, BotVoiceChat_WantOnDefense }, + {VOICECHAT_WANTONOFFENSE, BotVoiceChat_WantOnOffense }, + {NULL, BotVoiceChat_Dummy} +}; + +int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voiceChat) { + int i, voiceOnly, clientNum, color; + char *ptr, buf[MAX_MESSAGE_SIZE], *cmd; + + if (!TeamPlayIsOn()) { + return qfalse; + } + + if ( mode == SAY_ALL ) { + return qfalse; // don't do anything with voice chats to everyone + } + + Q_strncpyz(buf, voiceChat, sizeof(buf)); + cmd = buf; + for (ptr = cmd; *cmd && *cmd > ' '; cmd++); + while (*cmd && *cmd <= ' ') *cmd++ = '\0'; + voiceOnly = atoi(ptr); + for (ptr = cmd; *cmd && *cmd > ' '; cmd++); + while (*cmd && *cmd <= ' ') *cmd++ = '\0'; + clientNum = atoi(ptr); + for (ptr = cmd; *cmd && *cmd > ' '; cmd++); + while (*cmd && *cmd <= ' ') *cmd++ = '\0'; + color = atoi(ptr); + + if (!BotSameTeam(bs, clientNum)) { + return qfalse; + } + + for (i = 0; voiceCommands[i].cmd; i++) { + if (!Q_stricmp(cmd, voiceCommands[i].cmd)) { + voiceCommands[i].func(bs, clientNum, mode); + return qtrue; + } + } + return qfalse; +} diff --git a/code/game/ai_vcmd.h b/code/game/ai_vcmd.h new file mode 100644 index 0000000..9a50b14 --- /dev/null +++ b/code/game/ai_vcmd.h @@ -0,0 +1,36 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +/***************************************************************************** + * name: ai_vcmd.h + * + * desc: Quake3 bot AI + * + * $Archive: /source/code/botai/ai_vcmd.c $ + * + *****************************************************************************/ + +int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voicechat); +void BotVoiceChat_Defend(bot_state_t *bs, int client, int mode); + + diff --git a/code/game/bg_alloc.c b/code/game/bg_alloc.c new file mode 100644 index 0000000..bb3e1ff --- /dev/null +++ b/code/game/bg_alloc.c @@ -0,0 +1,217 @@ +//KK-OAX +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of the Open Arena source code. +Copied from Tremulous under GPL version 2 including any later version. + +Open Arena source code 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. + +Open Arena source code 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 Open Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "../qcommon/q_shared.h" +#include "bg_public.h" +#include "g_local.h" + +#ifdef GAME +# define POOLSIZE ( 1024 * 1024 ) +#else +# define POOLSIZE ( 256 * 1024 ) +#endif + +#define FREEMEMCOOKIE ((int)0xDEADBE3F) // Any unlikely to be used value +#define ROUNDBITS (unsigned int)31 // Round to 32 bytes + +typedef struct freeMemNode_s +{ + // Size of ROUNDBITS + int cookie, size; // Size includes node (obviously) + struct freeMemNode_s *prev, *next; +} freeMemNode_t; + +static char memoryPool[POOLSIZE]; +static freeMemNode_t *freeHead; +static int freeMem; + +/* + * Returns qtrue if BG_Alloc will succeed, qfalse otherwise + */ +qboolean BG_CanAlloc( unsigned int size) { + freeMemNode_t *fmn; + int allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary + for( fmn = freeHead; fmn; fmn = fmn->next ) { + if( fmn->cookie != FREEMEMCOOKIE ) { + //Memory curroption + return qfalse; + } + if( fmn->size >= allocsize ) { + //At least one useable block + return qtrue; + } + } + return qfalse; +} + +void *BG_Alloc( unsigned int size ) { + // Find a free block and allocate. + // Does two passes, attempts to fill same-sized free slot first. + + freeMemNode_t *fmn, *prev, *next, *smallest; + int allocsize, smallestsize; + char *endptr; + int *ptr; + + allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary + ptr = NULL; + + smallest = NULL; + smallestsize = POOLSIZE + 1; // Guaranteed not to miss any slots :) + for( fmn = freeHead; fmn; fmn = fmn->next ) { + if( fmn->cookie != FREEMEMCOOKIE ) + Com_Error( ERR_DROP, "BG_Alloc: Memory corruption detected!\n" ); + + if( fmn->size >= allocsize ) { + // We've got a block + if( fmn->size == allocsize ) { + // Same size, just remove + + prev = fmn->prev; + next = fmn->next; + if( prev ) + prev->next = next; // Point previous node to next + if( next ) + next->prev = prev; // Point next node to previous + if( fmn == freeHead ) + freeHead = next; // Set head pointer to next + ptr = (int *) fmn; + break; // Stop the loop, this is fine + } else { + // Keep track of the smallest free slot + if( fmn->size < smallestsize ) { + smallest = fmn; + smallestsize = fmn->size; + } + } + } + } + + if( !ptr && smallest ) { + // We found a slot big enough + smallest->size -= allocsize; + endptr = (char *) smallest + smallest->size; + ptr = (int *) endptr; + } + + if( ptr ) { + freeMem -= allocsize; + memset( ptr, 0, allocsize ); + *ptr++ = allocsize; // Store a copy of size for deallocation + return( (void *) ptr ); + } + + Com_Error( ERR_DROP, "BG_Alloc: failed on allocation of %i bytes\n", size ); + return( NULL ); +} + +void BG_Free( void *ptr ) { + // Release allocated memory, add it to the free list. + + freeMemNode_t *fmn; + char *freeend; + int *freeptr; + + freeptr = ptr; + freeptr--; + + freeMem += *freeptr; + + for( fmn = freeHead; fmn; fmn = fmn->next ) { + freeend = ((char *) fmn) + fmn->size; + if( freeend == (char *) freeptr ) { + // Released block can be merged to an existing node + + fmn->size += *freeptr; // Add size of node. + return; + } + } + // No merging, add to head of list + + fmn = (freeMemNode_t *) freeptr; + fmn->size = *freeptr; // Set this first to avoid corrupting *freeptr + fmn->cookie = FREEMEMCOOKIE; + fmn->prev = NULL; + fmn->next = freeHead; + freeHead->prev = fmn; + freeHead = fmn; +} + +void BG_InitMemory( void ) { + // Set up the initial node + + freeHead = (freeMemNode_t *)memoryPool; + freeHead->cookie = FREEMEMCOOKIE; + freeHead->size = POOLSIZE; + freeHead->next = NULL; + freeHead->prev = NULL; + freeMem = sizeof( memoryPool ); +} + +void BG_DefragmentMemory( void ) { + // If there's a frenzy of deallocation and we want to + // allocate something big, this is useful. Otherwise... + // not much use. + + freeMemNode_t *startfmn, *endfmn, *fmn; + + for( startfmn = freeHead; startfmn; ) { + endfmn = (freeMemNode_t *)(((char *) startfmn) + startfmn->size); + for( fmn = freeHead; fmn; ) { + if( fmn->cookie != FREEMEMCOOKIE ) + Com_Error( ERR_DROP, "BG_DefragmentMemory: Memory corruption detected!\n" ); + + if( fmn == endfmn ) { + // We can add fmn onto startfmn. + + if( fmn->prev ) + fmn->prev->next = fmn->next; + if( fmn->next ) { + if( !(fmn->next->prev = fmn->prev) ) + freeHead = fmn->next; // We're removing the head node + } + startfmn->size += fmn->size; + memset( fmn, 0, sizeof(freeMemNode_t) ); // A redundant call, really. + + startfmn = freeHead; + endfmn = fmn = NULL; // Break out of current loop + } + else + fmn = fmn->next; + } + + if( endfmn ) + startfmn = startfmn->next; // endfmn acts as a 'restart' flag here + } +} + +//KK-OAX This was moved from g_mem.c to keep functionality from being broken. +void Svcmd_GameMem_f( void ) { + + int usedMem; + usedMem = POOLSIZE - freeMem; + G_Printf( "Game memory status: %i out of %i bytes allocated\n", usedMem, POOLSIZE ); +} + diff --git a/code/game/bg_lib.c b/code/game/bg_lib.c new file mode 100644 index 0000000..5b96cdd --- /dev/null +++ b/code/game/bg_lib.c @@ -0,0 +1,2154 @@ +// +// +// bg_lib,c -- standard C library replacement routines used by code +// compiled for the virtual machine + +#ifdef Q3_VM + +#include "../qcommon/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. Neither the name of the University nor the names of its contributors + * may be used to endorse or promote products derived from this software + * without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS + * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY + * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + * SUCH DAMAGE. + */ + +#include "bg_lib.h" + +#if defined(LIBC_SCCS) && !defined(lint) +#if 0 +static char sccsid[] = "@(#)qsort.c 8.1 (Berkeley) 6/4/93"; +#endif +static const char rcsid[] = +#endif /* LIBC_SCCS and not lint */ + +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);*/ +} + +//================================================================================== + +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++; + } + if(c) + return NULL; + else + return (char*) string; +} + +char *strrchr(const char *string, int c) +{ + const char *found = NULL; + + while(*string) + { + if(*string == c) + found = string; + + string++; + } + + if(c) + return (char *) found; + else + return (char *) string; +} + +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; +} + +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; +} + +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, 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x / (M_PI * 0.5); + quad = ( index >> 10 ) & 3; + index &= 1023; + switch ( quad ) { + case 3: + return sintable[index]; + case 0: + return sintable[1023-index]; + case 1: + return -sintable[index]; + case 2: + return -sintable[1023-index]; + } + return 0; +} + + +/* +void create_acostable( void ) { + int i; + FILE *fp; + float a; + + fp = fopen("c:\\acostable.txt", "w"); + fprintf(fp, "float acostable[] = {"); + for (i = 0; i < 1024; i++) { + if (!(i & 7)) + fprintf(fp, "\n"); + a = acos( (float) -1 + i / 512 ); + fprintf(fp, "%1.8f,", a); + } + fprintf(fp, "\n}\n"); + fclose(fp); +} +*/ + +float acostable[] = { +3.14159265,3.07908248,3.05317551,3.03328655,3.01651113,3.00172442,2.98834964,2.97604422, +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, 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( 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 = '0'; + + 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; +} + +/* +============== +strtod + +Without an errno variable, this is a fair bit less useful than it is in libc +but it's still a fair bit more capable than atof or _atof +Handles inf[inity], nan (ignoring case), hexadecimals, and decimals +Handles decimal exponents like 10e10 and hex exponents like 0x7f8p20 +10e10 == 10000000000 (power of ten) +0x7f8p20 == 0x7f800000 (decimal power of two) +The variable pointed to by endptr will hold the location of the first character +in the nptr string that was not used in the conversion +============== +*/ +double strtod( const char *nptr, const char **endptr ) +{ + double res; + qboolean neg = qfalse; + + // skip whitespace + while( isspace( *nptr ) ) + nptr++; + + // special string parsing + if( Q_stricmpn( nptr, "nan", 3 ) == 0 ) + { + floatint_t nan; + if( endptr == NULL ) + { + nan.ui = 0x7fffffff; + return nan.f; + } + *endptr = &nptr[3]; + // nan can be followed by a bracketed number (in hex, octal, + // or decimal) which is then put in the mantissa + // this can be used to generate signalling or quiet NaNs, for + // example (though I doubt it'll ever be used) + // note that nan(0) is infinity! + if( nptr[3] == '(' ) + { + const char *end; + int mantissa = strtol( &nptr[4], &end, 0 ); + if( *end == ')' ) + { + nan.ui = 0x7f800000 | ( mantissa & 0x7fffff ); + if( endptr ) + *endptr = &end[1]; + return nan.f; + } + } + nan.ui = 0x7fffffff; + return nan.f; + } + if( Q_stricmpn( nptr, "inf", 3 ) == 0 ) + { + floatint_t inf; + inf.ui = 0x7f800000; + if( endptr == NULL ) + return inf.f; + if( Q_stricmpn( &nptr[3], "inity", 5 ) == 0 ) + *endptr = &nptr[8]; + else + *endptr = &nptr[3]; + return inf.f; + } + + // normal numeric parsing + // sign + if( *nptr == '-' ) + { + nptr++; + neg = qtrue; + } + else if( *nptr == '+' ) + nptr++; + // hex + if( Q_stricmpn( nptr, "0x", 2 ) == 0 ) + { + // track if we use any digits + const char *s = &nptr[1], *end = s; + nptr += 2; + res = 0; + while( qtrue ) + { + if( isdigit( *nptr ) ) + res = 16 * res + ( *nptr++ - '0' ); + else if( *nptr >= 'A' && *nptr <= 'F' ) + res = 16 * res + 10 + *nptr++ - 'A'; + else if( *nptr >= 'a' && *nptr <= 'f' ) + res = 16 * res + 10 + *nptr++ - 'a'; + else + break; + } + // if nptr moved, save it + if( end + 1 < nptr ) + end = nptr; + if( *nptr == '.' ) + { + float place; + nptr++; + // 1.0 / 16.0 == 0.0625 + // I don't expect the float accuracy to hold out for + // very long but since we need to know the length of + // the string anyway we keep on going regardless + for( place = 0.0625;; place /= 16.0 ) + { + if( isdigit( *nptr ) ) + res += place * ( *nptr++ - '0' ); + else if( *nptr >= 'A' && *nptr <= 'F' ) + res += place * ( 10 + *nptr++ - 'A' ); + else if( *nptr >= 'a' && *nptr <= 'f' ) + res += place * ( 10 + *nptr++ - 'a' ); + else + break; + } + if( end < nptr ) + end = nptr; + } + // parse an optional exponent, representing multiplication + // by a power of two + // exponents are only valid if we encountered at least one + // digit already (and have therefore set end to something) + if( end != s && tolower( *nptr ) == 'p' ) + { + int exp; + float res2; + // apparently (confusingly) the exponent should be + // decimal + exp = strtol( &nptr[1], &end, 10 ); + if( &nptr[1] == end ) + { + // no exponent + if( endptr ) + *endptr = nptr; + return res; + } + if( exp > 0 ) + { + while( exp-- > 0 ) + { + res2 = res * 2; + // check for infinity + if( res2 <= res ) + break; + res = res2; + } + } + else + { + while( exp++ < 0 ) + { + res2 = res / 2; + // check for underflow + if( res2 >= res ) + break; + res = res2; + } + } + } + if( endptr ) + *endptr = end; + return res; + } + // decimal + else + { + // track if we find any digits + const char *end = nptr, *p = nptr; + // this is most of the work + for( res = 0; isdigit( *nptr ); + res = 10 * res + *nptr++ - '0' ); + // if nptr moved, we read something + if( end < nptr ) + end = nptr; + if( *nptr == '.' ) + { + // fractional part + float place; + nptr++; + for( place = 0.1; isdigit( *nptr ); place /= 10.0 ) + res += ( *nptr++ - '0' ) * place; + // if nptr moved, we read something + if( end + 1 < nptr ) + end = nptr; + } + // exponent + // meaningless without having already read digits, so check + // we've set end to something + if( p != end && tolower( *nptr ) == 'e' ) + { + int exp; + float res10; + exp = strtol( &nptr[1], &end, 10 ); + if( &nptr[1] == end ) + { + // no exponent + if( endptr ) + *endptr = nptr; + return res; + } + if( exp > 0 ) + { + while( exp-- > 0 ) + { + res10 = res * 10; + // check for infinity to save us time + if( res10 <= res ) + break; + res = res10; + } + } + else if( exp < 0 ) + { + while( exp++ < 0 ) + { + res10 = res / 10; + // check for underflow + // (test for 0 would probably be just + // as good) + if( res10 >= res ) + break; + res = res10; + } + } + } + if( endptr ) + *endptr = end; + return res; + } +} + +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; +} + +/* +============== +strtol + +Handles any base from 2 to 36. If base is 0 then it guesses +decimal, hex, or octal based on the format of the number (leading 0 or 0x) +Will not overflow - returns LONG_MIN or LONG_MAX as appropriate +*endptr is set to the location of the first character not used +============== +*/ +long strtol( const char *nptr, const char **endptr, int base ) +{ + long res; + qboolean pos = qtrue; + + if( endptr ) + *endptr = nptr; + // bases other than 0, 2, 8, 16 are very rarely used, but they're + // not much extra effort to support + if( base < 0 || base == 1 || base > 36 ) + return 0; + // skip leading whitespace + while( isspace( *nptr ) ) + nptr++; + // sign + if( *nptr == '-' ) + { + nptr++; + pos = qfalse; + } + else if( *nptr == '+' ) + nptr++; + // look for base-identifying sequences e.g. 0x for hex, 0 for octal + if( nptr[0] == '0' ) + { + nptr++; + // 0 is always a valid digit + if( endptr ) + *endptr = nptr; + if( *nptr == 'x' || *nptr == 'X' ) + { + if( base != 0 && base != 16 ) + { + // can't be hex, reject x (accept 0) + if( endptr ) + *endptr = nptr; + return 0; + } + nptr++; + base = 16; + } + else if( base == 0 ) + base = 8; + } + else if( base == 0 ) + base = 10; + res = 0; + while( qtrue ) + { + int val; + if( isdigit( *nptr ) ) + val = *nptr - '0'; + else if( islower( *nptr ) ) + val = 10 + *nptr - 'a'; + else if( isupper( *nptr ) ) + val = 10 + *nptr - 'A'; + else + break; + if( val >= base ) + break; + // we go negative because LONG_MIN is further from 0 than + // LONG_MAX + if( res < ( LONG_MIN + val ) / base ) + res = LONG_MIN; // overflow + else + res = res * base - val; + nptr++; + if( endptr ) + *endptr = nptr; + } + if( pos ) + { + // can't represent LONG_MIN positive + if( res == LONG_MIN ) + res = LONG_MAX; + else + res = -res; + } + return res; +} + +int abs( int n ) { + return n < 0 ? -n : n; +} + +double fabs( double x ) { + return x < 0 ? -x : x; +} + + + +//========================================================= + +/* + * New implementation by Patrick Powell and others for vsnprintf. + * Supports length checking in strings. +*/ + +/* + * Copyright Patrick Powell 1995 + * This code is based on code written by Patrick Powell (papowell@astart.com) + * It may be used for any purpose as long as this notice remains intact + * on all source code distributions + */ + +/************************************************************** + * Original: + * Patrick Powell Tue Apr 11 09:48:21 PDT 1995 + * A bombproof version of doprnt (dopr) included. + * Sigh. This sort of thing is always nasty do deal with. Note that + * the version here does not include floating point... + * + * snprintf() is used instead of sprintf() as it does limit checks + * for string length. This covers a nasty loophole. + * + * The other functions are there to prevent NULL pointers from + * causing nast effects. + * + * More Recently: + * Brandon Long 9/15/96 for mutt 0.43 + * This was ugly. It is still ugly. I opted out of floating point + * numbers, but the formatter understands just about everything + * from the normal C string format, at least as far as I can tell from + * the Solaris 2.5 printf(3S) man page. + * + * Brandon Long 10/22/97 for mutt 0.87.1 + * Ok, added some minimal floating point support, which means this + * probably requires libm on most operating systems. Don't yet + * support the exponent (e,E) and sigfig (g,G). Also, fmtint() + * was pretty badly broken, it just wasn't being exercised in ways + * which showed it, so that's been fixed. Also, formated the code + * to mutt conventions, and removed dead code left over from the + * original. Also, there is now a builtin-test, just compile with: + * gcc -DTEST_SNPRINTF -o snprintf snprintf.c -lm + * and run snprintf for results. + * + * Thomas Roessler 01/27/98 for mutt 0.89i + * The PGP code was using unsigned hexadecimal formats. + * Unfortunately, unsigned formats simply didn't work. + * + * Michael Elkins 03/05/98 for mutt 0.90.8 + * The original code assumed that both snprintf() and vsnprintf() were + * missing. Some systems only have snprintf() but not vsnprintf(), so + * the code is now broken down under HAVE_SNPRINTF and HAVE_VSNPRINTF. + * + * Andrew Tridgell (tridge@samba.org) Oct 1998 + * fixed handling of %.0f + * added test for HAVE_LONG_DOUBLE + * + * Russ Allbery 2000-08-26 + * fixed return value to comply with C99 + * fixed handling of snprintf(NULL, ...) + * + * Hrvoje Niksic 2000-11-04 + * include instead of "config.h". + * moved TEST_SNPRINTF stuff out of HAVE_SNPRINTF ifdef. + * include for NULL. + * added support and test cases for long long. + * don't declare argument types to (v)snprintf if stdarg is not used. + * use int instead of short int as 2nd arg to va_arg. + * + **************************************************************/ + +/* BDR 2002-01-13 %e and %g were being ignored. Now do something, + if not necessarily correctly */ + +#if (SIZEOF_LONG_DOUBLE > 0) +/* #ifdef HAVE_LONG_DOUBLE */ +#define LDOUBLE long double +#else +#define LDOUBLE double +#endif + +#if (SIZEOF_LONG_LONG > 0) +/* #ifdef HAVE_LONG_LONG */ +# define LLONG long long +#else +# define LLONG long +#endif + +static int dopr (char *buffer, size_t maxlen, const char *format, + va_list args); +static int fmtstr (char *buffer, size_t *currlen, size_t maxlen, + char *value, int flags, int min, int max); +static int fmtint (char *buffer, size_t *currlen, size_t maxlen, + LLONG value, int base, int min, int max, int flags); +static int fmtfp (char *buffer, size_t *currlen, size_t maxlen, + LDOUBLE fvalue, int min, int max, int flags); +static int dopr_outch (char *buffer, size_t *currlen, size_t maxlen, char c ); + +/* + * dopr(): poor man's version of doprintf + */ + +/* format read states */ +#define DP_S_DEFAULT 0 +#define DP_S_FLAGS 1 +#define DP_S_MIN 2 +#define DP_S_DOT 3 +#define DP_S_MAX 4 +#define DP_S_MOD 5 +#define DP_S_MOD_L 6 +#define DP_S_CONV 7 +#define DP_S_DONE 8 + +/* format flags - Bits */ +#define DP_F_MINUS (1 << 0) +#define DP_F_PLUS (1 << 1) +#define DP_F_SPACE (1 << 2) +#define DP_F_NUM (1 << 3) +#define DP_F_ZERO (1 << 4) +#define DP_F_UP (1 << 5) +#define DP_F_UNSIGNED (1 << 6) + +/* Conversion Flags */ +#define DP_C_SHORT 1 +#define DP_C_LONG 2 +#define DP_C_LLONG 3 +#define DP_C_LDOUBLE 4 + +#define char_to_int(p) (p - '0') +#define MAX(p,q) ((p >= q) ? p : q) +#define MIN(p,q) ((p <= q) ? p : q) + +static int dopr (char *buffer, size_t maxlen, const char *format, va_list args) +{ + char ch; + LLONG value; + LDOUBLE fvalue; + char *strvalue; + int min; + int max; + int state; + int flags; + int cflags; + int total; + size_t currlen; + + state = DP_S_DEFAULT; + currlen = flags = cflags = min = 0; + max = -1; + ch = *format++; + total = 0; + + while (state != DP_S_DONE) + { + if (ch == '\0') + state = DP_S_DONE; + + switch(state) + { + case DP_S_DEFAULT: + if (ch == '%') + state = DP_S_FLAGS; + else + total += dopr_outch (buffer, &currlen, maxlen, ch); + ch = *format++; + break; + case DP_S_FLAGS: + switch (ch) + { + case '-': + flags |= DP_F_MINUS; + ch = *format++; + break; + case '+': + flags |= DP_F_PLUS; + ch = *format++; + break; + case ' ': + flags |= DP_F_SPACE; + ch = *format++; + break; + case '#': + flags |= DP_F_NUM; + ch = *format++; + break; + case '0': + flags |= DP_F_ZERO; + ch = *format++; + break; + default: + state = DP_S_MIN; + break; + } + break; + case DP_S_MIN: + if ('0' <= ch && ch <= '9') + { + min = 10*min + char_to_int (ch); + ch = *format++; + } + else if (ch == '*') + { + min = va_arg (args, int); + ch = *format++; + state = DP_S_DOT; + } + else + state = DP_S_DOT; + break; + case DP_S_DOT: + if (ch == '.') + { + state = DP_S_MAX; + ch = *format++; + } + else + state = DP_S_MOD; + break; + case DP_S_MAX: + if ('0' <= ch && ch <= '9') + { + if (max < 0) + max = 0; + max = 10*max + char_to_int (ch); + ch = *format++; + } + else if (ch == '*') + { + max = va_arg (args, int); + ch = *format++; + state = DP_S_MOD; + } + else + state = DP_S_MOD; + break; + case DP_S_MOD: + switch (ch) + { + case 'h': + cflags = DP_C_SHORT; + ch = *format++; + break; + case 'l': + cflags = DP_C_LONG; + ch = *format++; + break; + case 'L': + cflags = DP_C_LDOUBLE; + ch = *format++; + break; + default: + break; + } + if (cflags != DP_C_LONG) + state = DP_S_CONV; + else + state = DP_S_MOD_L; + break; + case DP_S_MOD_L: + switch (ch) + { + case 'l': + cflags = DP_C_LLONG; + ch = *format++; + break; + default: + break; + } + state = DP_S_CONV; + break; + case DP_S_CONV: + switch (ch) + { + case 'd': + case 'i': + if (cflags == DP_C_SHORT) + value = (short int)va_arg (args, int); + else if (cflags == DP_C_LONG) + value = va_arg (args, long int); + else if (cflags == DP_C_LLONG) + value = va_arg (args, LLONG); + else + value = va_arg (args, int); + total += fmtint (buffer, &currlen, maxlen, value, 10, min, max, flags); + break; + case 'o': + flags |= DP_F_UNSIGNED; + if (cflags == DP_C_SHORT) +// value = (unsigned short int) va_arg (args, unsigned short int); // Thilo: This does not work because the rcc compiler cannot do that cast correctly. + value = va_arg (args, unsigned int) & ( (1 << sizeof(unsigned short int) * 8) - 1); // Using this workaround instead. + else if (cflags == DP_C_LONG) + value = va_arg (args, unsigned long int); + else if (cflags == DP_C_LLONG) + value = va_arg (args, unsigned LLONG); + else + value = va_arg (args, unsigned int); + total += fmtint (buffer, &currlen, maxlen, value, 8, min, max, flags); + break; + case 'u': + flags |= DP_F_UNSIGNED; + if (cflags == DP_C_SHORT) + value = va_arg (args, unsigned int) & ( (1 << sizeof(unsigned short int) * 8) - 1); + else if (cflags == DP_C_LONG) + value = va_arg (args, unsigned long int); + else if (cflags == DP_C_LLONG) + value = va_arg (args, unsigned LLONG); + else + value = va_arg (args, unsigned int); + total += fmtint (buffer, &currlen, maxlen, value, 10, min, max, flags); + break; + case 'X': + flags |= DP_F_UP; + case 'x': + flags |= DP_F_UNSIGNED; + if (cflags == DP_C_SHORT) + value = va_arg (args, unsigned int) & ( (1 << sizeof(unsigned short int) * 8) - 1); + else if (cflags == DP_C_LONG) + value = va_arg (args, unsigned long int); + else if (cflags == DP_C_LLONG) + value = va_arg (args, unsigned LLONG); + else + value = va_arg (args, unsigned int); + total += fmtint (buffer, &currlen, maxlen, value, 16, min, max, flags); + break; + case 'f': + if (cflags == DP_C_LDOUBLE) + fvalue = va_arg (args, LDOUBLE); + else + fvalue = va_arg (args, double); + /* um, floating point? */ + total += fmtfp (buffer, &currlen, maxlen, fvalue, min, max, flags); + break; + case 'E': + flags |= DP_F_UP; + case 'e': + if (cflags == DP_C_LDOUBLE) + fvalue = va_arg (args, LDOUBLE); + else + fvalue = va_arg (args, double); + /* um, floating point? */ + total += fmtfp (buffer, &currlen, maxlen, fvalue, min, max, flags); + break; + case 'G': + flags |= DP_F_UP; + case 'g': + if (cflags == DP_C_LDOUBLE) + fvalue = va_arg (args, LDOUBLE); + else + fvalue = va_arg (args, double); + /* um, floating point? */ + total += fmtfp (buffer, &currlen, maxlen, fvalue, min, max, flags); + break; + case 'c': + total += dopr_outch (buffer, &currlen, maxlen, va_arg (args, int)); + break; + case 's': + strvalue = va_arg (args, char *); + total += fmtstr (buffer, &currlen, maxlen, strvalue, flags, min, max); + break; + case 'p': + strvalue = va_arg (args, void *); + total += fmtint (buffer, &currlen, maxlen, (long) strvalue, 16, min, + max, flags); + break; + case 'n': + if (cflags == DP_C_SHORT) + { + short int *num; + num = va_arg (args, short int *); + *num = currlen; + } + else if (cflags == DP_C_LONG) + { + long int *num; + num = va_arg (args, long int *); + *num = currlen; + } + else if (cflags == DP_C_LLONG) + { + LLONG *num; + num = va_arg (args, LLONG *); + *num = currlen; + } + else + { + int *num; + num = va_arg (args, int *); + *num = currlen; + } + break; + case '%': + total += dopr_outch (buffer, &currlen, maxlen, ch); + break; + case 'w': + /* not supported yet, treat as next char */ + ch = *format++; + break; + default: + /* Unknown, skip */ + break; + } + ch = *format++; + state = DP_S_DEFAULT; + flags = cflags = min = 0; + max = -1; + break; + case DP_S_DONE: + break; + default: + /* hmm? */ + break; /* some picky compilers need this */ + } + } + if (buffer != NULL) + { + if (currlen < maxlen - 1) + buffer[currlen] = '\0'; + else + buffer[maxlen - 1] = '\0'; + } + return total; +} + +static int fmtstr (char *buffer, size_t *currlen, size_t maxlen, + char *value, int flags, int min, int max) +{ + int padlen, strln; /* amount to pad */ + int cnt = 0; + int total = 0; + + if (value == 0) + { + value = ""; + } + + for (strln = 0; value[strln]; ++strln); /* strlen */ + if (max >= 0 && max < strln) + strln = max; + padlen = min - strln; + if (padlen < 0) + padlen = 0; + if (flags & DP_F_MINUS) + padlen = -padlen; /* Left Justify */ + + while (padlen > 0) + { + total += dopr_outch (buffer, currlen, maxlen, ' '); + --padlen; + } + while (*value && ((max < 0) || (cnt < max))) + { + total += dopr_outch (buffer, currlen, maxlen, *value++); + ++cnt; + } + while (padlen < 0) + { + total += dopr_outch (buffer, currlen, maxlen, ' '); + ++padlen; + } + return total; +} + +/* Have to handle DP_F_NUM (ie 0x and 0 alternates) */ + +static int fmtint (char *buffer, size_t *currlen, size_t maxlen, + LLONG value, int base, int min, int max, int flags) +{ + int signvalue = 0; + unsigned LLONG uvalue; + char convert[24]; + int place = 0; + int spadlen = 0; /* amount to space pad */ + int zpadlen = 0; /* amount to zero pad */ + const char *digits; + int total = 0; + + if (max < 0) + max = 0; + + uvalue = value; + + if(!(flags & DP_F_UNSIGNED)) + { + if( value < 0 ) { + signvalue = '-'; + uvalue = -value; + } + else + if (flags & DP_F_PLUS) /* Do a sign (+/i) */ + signvalue = '+'; + else + if (flags & DP_F_SPACE) + signvalue = ' '; + } + + if (flags & DP_F_UP) + /* Should characters be upper case? */ + digits = "0123456789ABCDEF"; + else + digits = "0123456789abcdef"; + + do { + convert[place++] = digits[uvalue % (unsigned)base]; + uvalue = (uvalue / (unsigned)base ); + } while(uvalue && (place < sizeof (convert))); + if (place == sizeof (convert)) place--; + convert[place] = 0; + + zpadlen = max - place; + spadlen = min - MAX (max, place) - (signvalue ? 1 : 0); + if (zpadlen < 0) zpadlen = 0; + if (spadlen < 0) spadlen = 0; + if (flags & DP_F_ZERO) + { + zpadlen = MAX(zpadlen, spadlen); + spadlen = 0; + } + if (flags & DP_F_MINUS) + spadlen = -spadlen; /* Left Justifty */ + +#ifdef DEBUG_SNPRINTF + dprint (1, (debugfile, "zpad: %d, spad: %d, min: %d, max: %d, place: %d\n", + zpadlen, spadlen, min, max, place)); +#endif + + /* Spaces */ + while (spadlen > 0) + { + total += dopr_outch (buffer, currlen, maxlen, ' '); + --spadlen; + } + + /* Sign */ + if (signvalue) + total += dopr_outch (buffer, currlen, maxlen, signvalue); + + /* Zeros */ + if (zpadlen > 0) + { + while (zpadlen > 0) + { + total += dopr_outch (buffer, currlen, maxlen, '0'); + --zpadlen; + } + } + + /* Digits */ + while (place > 0) + total += dopr_outch (buffer, currlen, maxlen, convert[--place]); + + /* Left Justified spaces */ + while (spadlen < 0) { + total += dopr_outch (buffer, currlen, maxlen, ' '); + ++spadlen; + } + + return total; +} + +static LDOUBLE abs_val (LDOUBLE value) +{ + LDOUBLE result = value; + + if (value < 0) + result = -value; + + return result; +} + +static LDOUBLE pow10 (int exp) +{ + LDOUBLE result = 1; + + while (exp) + { + result *= 10; + exp--; + } + + return result; +} + +static long round (LDOUBLE value) +{ + long intpart; + + intpart = value; + value = value - intpart; + if (value >= 0.5) + intpart++; + + return intpart; +} + +static int fmtfp (char *buffer, size_t *currlen, size_t maxlen, + LDOUBLE fvalue, int min, int max, int flags) +{ + int signvalue = 0; + LDOUBLE ufvalue; + char iconvert[20]; + char fconvert[20]; + int iplace = 0; + int fplace = 0; + int padlen = 0; /* amount to pad */ + int zpadlen = 0; + int caps = 0; + int total = 0; + long intpart; + long fracpart; + + /* + * AIX manpage says the default is 0, but Solaris says the default + * is 6, and sprintf on AIX defaults to 6 + */ + if (max < 0) + max = 6; + + ufvalue = abs_val (fvalue); + + if (fvalue < 0) + signvalue = '-'; + else + if (flags & DP_F_PLUS) /* Do a sign (+/i) */ + signvalue = '+'; + else + if (flags & DP_F_SPACE) + signvalue = ' '; + +#if 0 + if (flags & DP_F_UP) caps = 1; /* Should characters be upper case? */ +#endif + + intpart = ufvalue; + + /* + * Sorry, we only support 9 digits past the decimal because of our + * conversion method + */ + if (max > 9) + max = 9; + + /* We "cheat" by converting the fractional part to integer by + * multiplying by a factor of 10 + */ + fracpart = round ((pow10 (max)) * (ufvalue - intpart)); + + if (fracpart >= pow10 (max)) + { + intpart++; + fracpart -= pow10 (max); + } + +#ifdef DEBUG_SNPRINTF + dprint (1, (debugfile, "fmtfp: %f =? %d.%d\n", fvalue, intpart, fracpart)); +#endif + + /* Convert integer part */ + do { + iconvert[iplace++] = + (caps? "0123456789ABCDEF":"0123456789abcdef")[intpart % 10]; + intpart = (intpart / 10); + } while(intpart && (iplace < 20)); + if (iplace == 20) iplace--; + iconvert[iplace] = 0; + + /* Convert fractional part */ + do { + fconvert[fplace++] = + (caps? "0123456789ABCDEF":"0123456789abcdef")[fracpart % 10]; + fracpart = (fracpart / 10); + } while(fracpart && (fplace < 20)); + if (fplace == 20) fplace--; + fconvert[fplace] = 0; + + /* -1 for decimal point, another -1 if we are printing a sign */ + padlen = min - iplace - max - 1 - ((signvalue) ? 1 : 0); + zpadlen = max - fplace; + if (zpadlen < 0) + zpadlen = 0; + if (padlen < 0) + padlen = 0; + if (flags & DP_F_MINUS) + padlen = -padlen; /* Left Justifty */ + + if ((flags & DP_F_ZERO) && (padlen > 0)) + { + if (signvalue) + { + total += dopr_outch (buffer, currlen, maxlen, signvalue); + --padlen; + signvalue = 0; + } + while (padlen > 0) + { + total += dopr_outch (buffer, currlen, maxlen, '0'); + --padlen; + } + } + while (padlen > 0) + { + total += dopr_outch (buffer, currlen, maxlen, ' '); + --padlen; + } + if (signvalue) + total += dopr_outch (buffer, currlen, maxlen, signvalue); + + while (iplace > 0) + total += dopr_outch (buffer, currlen, maxlen, iconvert[--iplace]); + + /* + * Decimal point. This should probably use locale to find the correct + * char to print out. + */ + if (max > 0) + { + total += dopr_outch (buffer, currlen, maxlen, '.'); + + while (zpadlen-- > 0) + total += dopr_outch (buffer, currlen, maxlen, '0'); + + while (fplace > 0) + total += dopr_outch (buffer, currlen, maxlen, fconvert[--fplace]); + } + + while (padlen < 0) + { + total += dopr_outch (buffer, currlen, maxlen, ' '); + ++padlen; + } + + return total; +} + +static int dopr_outch (char *buffer, size_t *currlen, size_t maxlen, char c) +{ + if (*currlen + 1 < maxlen) + buffer[(*currlen)++] = c; + return 1; +} + +int Q_vsnprintf(char *str, size_t length, const char *fmt, va_list args) +{ + if (str != NULL) + str[0] = 0; + return dopr(str, length, fmt, args); +} + +int Q_snprintf(char *str, size_t length, const char *fmt, ...) +{ + va_list ap; + int retval; + + va_start(ap, fmt); + retval = Q_vsnprintf(str, length, fmt, ap); + va_end(ap); + + return retval; +} + +/* this is really crappy */ +int sscanf( const char *buffer, const char *fmt, ... ) { + int cmd; + va_list ap; + int count; + size_t len; + + va_start (ap, fmt); + count = 0; + + while ( *fmt ) { + if ( fmt[0] != '%' ) { + fmt++; + continue; + } + + fmt++; + cmd = *fmt; + + if (isdigit (cmd)) { + len = (size_t)_atoi (&fmt); + cmd = *(fmt - 1); + } else { + len = MAX_STRING_CHARS - 1; + fmt++; + } + + switch ( cmd ) { + case 'i': + case 'd': + case 'u': + *(va_arg (ap, int *)) = _atoi( &buffer ); + break; + case 'f': + *(va_arg (ap, float *)) = _atof( &buffer ); + break; + case 's': + { + char *s = va_arg (ap, char *); + while (isspace (*buffer)) + buffer++; + while (*buffer && !isspace (*buffer) && len-- > 0 ) + *s++ = *buffer++; + *s++ = '\0'; + break; + } + } + } + + va_end (ap); + return count; +} + +#endif diff --git a/code/game/bg_lib.h b/code/game/bg_lib.h new file mode 100644 index 0000000..6191967 --- /dev/null +++ b/code/game/bg_lib.h @@ -0,0 +1,126 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// bg_lib.h -- standard C library replacement routines used by code +// compiled for the virtual machine + +// This file is NOT included on native builds +#if !defined( BG_LIB_H ) && defined( Q3_VM ) +#define BG_LIB_H + +//Ignore __attribute__ on non-gcc platforms +#ifndef __GNUC__ +#ifndef __attribute__ +#define __attribute__(x) +#endif +#endif + +#ifndef NULL +#define NULL ((void *)0) +#endif + +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_MAX 0x7f /* maximum signed char value */ +#define SCHAR_MIN (-SCHAR_MAX - 1) /* minimum signed char value */ +#define UCHAR_MAX 0xff /* maximum unsigned char value */ + +#define SHRT_MAX 0x7fff /* maximum (signed) short value */ +#define SHRT_MIN (-SHRT_MAX - 1) /* minimum (signed) short value */ +#define USHRT_MAX 0xffff /* maximum unsigned short value */ +#define INT_MAX 0x7fffffff /* maximum (signed) int value */ +#define INT_MIN (-INT_MAX - 1) /* minimum (signed) int value */ +#define UINT_MAX 0xffffffff /* maximum unsigned int value */ +#define LONG_MAX 0x7fffffffL /* maximum (signed) long value */ +#define LONG_MIN (-LONG_MAX - 1) /* minimum (signed) long value */ +#define ULONG_MAX 0xffffffffUL /* maximum unsigned long value */ + +#define isalnum(c) (isalpha(c) || isdigit(c)) +#define isalpha(c) (isupper(c) || islower(c)) +#define isascii(c) ((c) > 0 && (c) <= 0x7f) +#define iscntrl(c) (((c) >= 0) && (((c) <= 0x1f) || ((c) == 0x7f))) +#define isdigit(c) ((c) >= '0' && (c) <= '9') +#define isgraph(c) ((c) != ' ' && isprint(c)) +#define islower(c) ((c) >= 'a' && (c) <= 'z') +#define isprint(c) ((c) >= ' ' && (c) <= '~') +#define ispunct(c) (((c) > ' ' && (c) <= '~') && !isalnum(c)) +#define isspace(c) ((c) == ' ' || (c) == '\f' || (c) == '\n' || (c) == '\r' || \ + (c) == '\t' || (c) == '\v') +#define isupper(c) ((c) >= 'A' && (c) <= 'Z') +#define isxdigit(c) (isxupper(c) || isxlower(c)) +#define isxlower(c) (isdigit(c) || (c >= 'a' && c <= 'f')) +#define isxupper(c) (isdigit(c) || (c >= 'A' && c <= 'F')) + +// Misc functions +typedef int cmp_t(const void *, const void *); +void qsort(void *a, size_t n, size_t es, cmp_t *cmp); +void srand( unsigned seed ); +int rand( void ); + +// String functions +size_t strlen( const char *string ); +char *strcat( char *strDestination, const char *strSource ); +char *strcpy( char *strDestination, const char *strSource ); +int strcmp( const char *string1, const char *string2 ); +char *strchr( const char *string, int c ); +char *strrchr(const char *string, int c); +char *strstr( const char *string, const char *strCharSet ); +char *strncpy( char *strDest, const char *strSource, size_t count ); +int tolower( int c ); +int toupper( int c ); + +double atof( const char *string ); +double _atof( const char **stringPtr ); +double strtod( const char *nptr, const char **endptr ); +int atoi( const char *string ); +int _atoi( const char **stringPtr ); +long strtol( const char *nptr, const char **endptr, int base ); + +int Q_vsnprintf( char *buffer, size_t length, const char *fmt, va_list argptr ); +int Q_snprintf( char *buffer, size_t length, const char *fmt, ... ) __attribute__ ((format (printf, 3, 4))); + +int sscanf( const char *buffer, const char *fmt, ... ) __attribute__ ((format (scanf, 2, 3))); + +// 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 ); + +#endif // BG_LIB_H diff --git a/code/game/bg_local.h b/code/game/bg_local.h new file mode 100644 index 0000000..246299c --- /dev/null +++ b/code/game/bg_local.h @@ -0,0 +1,83 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_local.h -- local definitions for the bg (both games) files + +#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; + +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/code/game/bg_misc.c b/code/game/bg_misc.c new file mode 100644 index 0000000..767cc7e --- /dev/null +++ b/code/game/bg_misc.c @@ -0,0 +1,1787 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Open Arena source code. +Portions copied from Tremulous under GPL version 2 including any later version. + +Open Arena source code 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. + +Open Arena source code 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 Open Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_misc.c -- both games misc functions, all completely stateless + +#include "../qcommon/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, + NULL, NULL} , +/* 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", + NULL, NULL} , +/* icon */ "icons/iconr_shard", +/* pickup */ "Armor Shard", + 5, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconr_yellow", +/* pickup */ "Armor", + 50, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_armor_body", + "sound/misc/ar2_pkup.wav", + { "models/powerups/armor/armor_red.md3", + NULL, NULL, NULL}, +/* icon */ "icons/iconr_red", +/* pickup */ "Heavy Armor", + 100, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + + // + // 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", + NULL, NULL }, +/* icon */ "icons/iconh_green", +/* pickup */ "5 Health", + 5, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL }, +/* icon */ "icons/iconh_yellow", +/* pickup */ "25 Health", + 25, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL }, +/* icon */ "icons/iconh_red", +/* pickup */ "50 Health", + 50, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL }, +/* icon */ "icons/iconh_mega", +/* pickup */ "Mega Health", + 100, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + + + // + // WEAPONS + // + +/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_gauntlet", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_gauntlet", +/* pickup */ "Gauntlet", + 0, + IT_WEAPON, + WP_GAUNTLET, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_shotgun", +/* pickup */ "Shotgun", + 10, + IT_WEAPON, + WP_SHOTGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_machinegun", +/* pickup */ "Machinegun", + 40, + IT_WEAPON, + WP_MACHINEGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_grenade", +/* pickup */ "Grenade Launcher", + 10, + IT_WEAPON, + WP_GRENADE_LAUNCHER, +/* precache */ "", +/* sounds */ "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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_rocket", +/* pickup */ "Rocket Launcher", + 10, + IT_WEAPON, + WP_ROCKET_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_lightning", +/* pickup */ "Lightning Gun", + 100, + IT_WEAPON, + WP_LIGHTNING, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_railgun", +/* pickup */ "Railgun", + 10, + IT_WEAPON, + WP_RAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_plasma", +/* pickup */ "Plasma Gun", + 50, + IT_WEAPON, + WP_PLASMAGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_bfg", +/* pickup */ "BFG10K", + 20, + IT_WEAPON, + WP_BFG, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_grapple", +/* pickup */ "Grappling Hook", + 0, + IT_WEAPON, + WP_GRAPPLING_HOOK, +/* precache */ "", +/* sounds */ "" + }, + + // + // 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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_shotgun", +/* pickup */ "Shells", + 10, + IT_AMMO, + WP_SHOTGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_machinegun", +/* pickup */ "Bullets", + 50, + IT_AMMO, + WP_MACHINEGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_grenade", +/* pickup */ "Grenades", + 5, + IT_AMMO, + WP_GRENADE_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_plasma", +/* pickup */ "Cells", + 30, + IT_AMMO, + WP_PLASMAGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_lightning", +/* pickup */ "Lightning", + 60, + IT_AMMO, + WP_LIGHTNING, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_rocket", +/* pickup */ "Rockets", + 5, + IT_AMMO, + WP_ROCKET_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_railgun", +/* pickup */ "Slugs", + 10, + IT_AMMO, + WP_RAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL, NULL}, +/* icon */ "icons/icona_bfg", +/* pickup */ "Bfg Ammo", + 15, + IT_AMMO, + WP_BFG, +/* precache */ "", +/* sounds */ "" + }, + + // + // 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", + NULL, NULL, NULL}, +/* icon */ "icons/teleporter", +/* pickup */ "Personal Teleporter", + 60, + IT_HOLDABLE, + HI_TELEPORTER, +/* precache */ "", +/* sounds */ "" + }, +/*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", + NULL, NULL}, +/* icon */ "icons/medkit", +/* pickup */ "Medkit", + 60, + IT_HOLDABLE, + HI_MEDKIT, +/* precache */ "", +/* sounds */ "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", + NULL, NULL }, +/* icon */ "icons/quad", +/* pickup */ "Quad Damage", + 30, + IT_POWERUP, + PW_QUAD, +/* precache */ "", +/* sounds */ "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", + NULL, NULL }, +/* icon */ "icons/envirosuit", +/* pickup */ "Battle Suit", + 30, + IT_POWERUP, + PW_BATTLESUIT, +/* precache */ "", +/* sounds */ "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", + NULL, NULL }, +/* icon */ "icons/haste", +/* pickup */ "Speed", + 30, + IT_POWERUP, + PW_HASTE, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL }, +/* icon */ "icons/invis", +/* pickup */ "Invisibility", + 30, + IT_POWERUP, + PW_INVIS, +/* precache */ "", +/* sounds */ "" + }, + +/*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", + NULL, NULL }, +/* icon */ "icons/regen", +/* pickup */ "Regeneration", + 30, + IT_POWERUP, + PW_REGEN, +/* precache */ "", +/* sounds */ "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", + NULL, NULL }, +/* icon */ "icons/flight", +/* pickup */ "Flight", + 60, + IT_POWERUP, + PW_FLIGHT, +/* precache */ "", +/* sounds */ "sound/items/flight.wav" + }, + +/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + { + "team_CTF_redflag", + NULL, + { "models/flags/r_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_red1", +/* pickup */ "Red Flag", + 0, + IT_TEAM, + PW_REDFLAG, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + { + "team_CTF_blueflag", + NULL, + { "models/flags/b_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_blu1", +/* pickup */ "Blue Flag", + 0, + IT_TEAM, + PW_BLUEFLAG, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_kamikaze", + "sound/items/holdable.wav", + { "models/powerups/kamikazi.md3", + NULL, NULL, NULL}, +/* icon */ "icons/kamikaze", +/* pickup */ "Kamikaze", + 60, + IT_HOLDABLE, + HI_KAMIKAZE, +/* precache */ "", +/* sounds */ "sound/items/kamikazerespawn.wav" + }, + +/*QUAKED holdable_portal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_portal", + "sound/items/holdable.wav", + { "models/powerups/holdable/porter.md3", + NULL, NULL, NULL}, +/* icon */ "icons/portal", +/* pickup */ "Portal", + 60, + IT_HOLDABLE, + HI_PORTAL, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_invulnerability", + "sound/items/holdable.wav", + { "models/powerups/holdable/invulnerability.md3", + NULL, NULL, NULL}, +/* icon */ "icons/invulnerability", +/* pickup */ "Invulnerability", + 60, + IT_HOLDABLE, + HI_INVULNERABILITY, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_nails", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/nailgunam.md3", + NULL, NULL, NULL}, +/* icon */ "icons/icona_nailgun", +/* pickup */ "Nails", + 20, + IT_AMMO, + WP_NAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_mines", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/proxmineam.md3", + NULL, NULL, NULL}, +/* icon */ "icons/icona_proxlauncher", +/* pickup */ "Proximity Mines", + 10, + IT_AMMO, + WP_PROX_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_belt", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/chaingunam.md3", + NULL, NULL, NULL}, +/* icon */ "icons/icona_chaingun", +/* pickup */ "Chaingun Belt", + 100, + IT_AMMO, + WP_CHAINGUN, +/* precache */ "", +/* sounds */ "" + }, + + // + // PERSISTANT POWERUP ITEMS + // +/*QUAKED item_scout (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_scout", + "sound/items/scout.wav", + { "models/powerups/scout.md3", + NULL, NULL, NULL }, +/* icon */ "icons/scout", +/* pickup */ "Scout", + 30, + IT_PERSISTANT_POWERUP, + PW_SCOUT, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_guard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_guard", + "sound/items/guard.wav", + { "models/powerups/guard.md3", + NULL, NULL, NULL }, +/* icon */ "icons/guard", +/* pickup */ "Guard", + 30, + IT_PERSISTANT_POWERUP, + PW_GUARD, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_doubler", + "sound/items/doubler.wav", + { "models/powerups/doubler.md3", + NULL, NULL, NULL }, +/* icon */ "icons/doubler", +/* pickup */ "Doubler", + 30, + IT_PERSISTANT_POWERUP, + PW_DOUBLER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_ammoregen", + "sound/items/ammoregen.wav", + { "models/powerups/ammo.md3", + NULL, NULL, NULL }, +/* icon */ "icons/ammo_regen", +/* pickup */ "Ammo Regen", + 30, + IT_PERSISTANT_POWERUP, + PW_AMMOREGEN, +/* precache */ "", +/* sounds */ "" + }, + + + /*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16) +Only in One Flag CTF games +*/ + { + "team_CTF_neutralflag", + NULL, + { "models/flags/n_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_neutral1", +/* pickup */ "Neutral Flag", + 0, + IT_TEAM, + PW_NEUTRALFLAG, +/* precache */ "", +/* sounds */ "" + }, + + { + "item_redcube", + "sound/misc/am_pkup.wav", + { "models/powerups/orb/r_orb.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconh_rorb", +/* pickup */ "Red Cube", + 0, + IT_TEAM, + 0, +/* precache */ "", +/* sounds */ "" + }, + + { + "item_bluecube", + "sound/misc/am_pkup.wav", + { "models/powerups/orb/b_orb.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconh_borb", +/* pickup */ "Blue Cube", + 0, + IT_TEAM, + 0, +/* precache */ "", +/* sounds */ "" + }, +/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_nailgun", + "sound/misc/w_pkup.wav", + { "models/weapons/nailgun/nailgun.md3", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_nailgun", +/* pickup */ "Nailgun", + 10, + IT_WEAPON, + WP_NAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_prox_launcher", + "sound/misc/w_pkup.wav", + { "models/weapons/proxmine/proxmine.md3", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_proxlauncher", +/* pickup */ "Prox Launcher", + 5, + IT_WEAPON, + WP_PROX_LAUNCHER, +/* precache */ "", +/* sounds */ "sound/weapons/proxmine/wstbtick.wav " + "sound/weapons/proxmine/wstbactv.wav " + "sound/weapons/proxmine/wstbimpl.wav " + "sound/weapons/proxmine/wstbimpm.wav " + "sound/weapons/proxmine/wstbimpd.wav " + "sound/weapons/proxmine/wstbactv.wav" + }, + +/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_chaingun", + "sound/misc/w_pkup.wav", + { "models/weapons/vulcan/vulcan.md3", + NULL, NULL, NULL}, +/* icon */ "icons/iconw_chaingun", +/* pickup */ "Chaingun", + 80, + IT_WEAPON, + WP_CHAINGUN, +/* precache */ "", +/* sounds */ "sound/weapons/vulcan/wvulwind.wav" + }, +//#endif + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointAblue", + NULL, + { "models/dpoints/a_blue.md3", + NULL, NULL, NULL }, +/* icon */ "icons/icona_blue", +/* pickup */ "Point A (Blue)", + 0, + IT_TEAM, + DD_POINTABLUE, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointBblue", + NULL, + { "models/dpoints/b_blue.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconb_blue", +/* pickup */ "Point B (Blue)", + 0, + IT_TEAM, + DD_POINTBBLUE, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointAred", + NULL, + { "models/dpoints/a_red.md3", + NULL, NULL, NULL }, +/* icon */ "icons/icona_red", +/* pickup */ "Point A (Red)", + 0, + IT_TEAM, + DD_POINTARED, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointBred", + NULL, + { "models/dpoints/b_red.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconb_red", +/* pickup */ "Point B (Red)", + 0, + IT_TEAM, + DD_POINTBRED, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointAwhite", + NULL, + { "models/dpoints/a_white.md3", + NULL, NULL, NULL }, +/* icon */ "icons/icona_white", +/* pickup */ "Point A (White)", + 0, + IT_TEAM, + DD_POINTAWHITE, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_DD_point +Only in DD games +*/ + { + "team_DD_pointBwhite", + NULL, + { "models/dpoints/b_white.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconb_white", +/* pickup */ "Point B (White)", + 0, + IT_TEAM, + DD_POINTBWHITE, +/* precache */ "", +/* sounds */ "" + }, + +//Now things for standard domination: + + +/*QUAKED +Only in Domination games +*/ + { + "team_dom_pointWhite", + NULL, + { "models/flags/n_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_neutral1", +/* pickup */ "Neutral domination point", + 0, + IT_TEAM, + DOM_POINTWHITE, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED +Only in Domination games +*/ + { + "team_dom_pointRed", + NULL, + { "models/flags/r_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_red1", +/* pickup */ "Red domination point", + 0, + IT_TEAM, + DOM_POINTRED, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED +Only in Domination games +*/ + { + "team_dom_pointBlue", + NULL, + { "models/flags/b_flag.md3", + NULL, NULL, NULL }, +/* icon */ "icons/iconf_blu1", +/* pickup */ "Blue domination point", + 0, + IT_TEAM, + DOM_POINTBLUE, +/* precache */ "", +/* sounds */ "" + }, + + // 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_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; + int upperBound; + + 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( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { + return qfalse; + } + + // we also clamp armor to the maxhealth for handicapping + if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + upperBound = ps->stats[STAT_MAX_HEALTH]; + } + else { + upperBound = ps->stats[STAT_MAX_HEALTH] * 2; + } + + if ( ps->stats[STAT_ARMOR] >= upperBound ) { + 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( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + upperBound = ps->stats[STAT_MAX_HEALTH]; + } + else + 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_PERSISTANT_POWERUP: + + //In Double D we don't want persistant Powerups (or maybe, can be discussed) + if(gametype == GT_DOUBLE_D) + return qfalse; + + // can only hold one item at a time + if ( ps->stats[STAT_PERSISTANT_POWERUP] ) { + return qfalse; + } + + // check team only + if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) { + return qfalse; + } + if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) { + return qfalse; + } + + return qtrue; + + case IT_TEAM: // team items, such as flags + if( gametype == GT_1FCTF ) { + // neutral flag can always be picked up + if( item->giTag == PW_NEUTRALFLAG ) { + return qtrue; + } + if (ps->persistant[PERS_TEAM] == TEAM_RED) { + if (item->giTag == PW_BLUEFLAG && ps->powerups[PW_NEUTRALFLAG] ) { + return qtrue; + } + } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) { + if (item->giTag == PW_REDFLAG && ps->powerups[PW_NEUTRALFLAG] ) { + return qtrue; + } + } + } + if( gametype == GT_CTF || gametype == GT_CTF_ELIMINATION) { + // 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_RED) { + 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_BLUE) { + if (item->giTag == PW_REDFLAG || + (item->giTag == PW_BLUEFLAG && ent->modelindex2) || + (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) ) + return qtrue; + } + } + + if( gametype == GT_DOUBLE_D) { + //We can touch both flags + if(item->giTag == PW_BLUEFLAG || item->giTag == PW_REDFLAG) + return qtrue; + } + + if( gametype == GT_DOMINATION ) { + if(item->giTag == DOM_POINTWHITE) + return qtrue; + if (ps->persistant[PERS_TEAM] == TEAM_RED) { + if(item->giTag == DOM_POINTBLUE) + return qtrue; + } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) { + if(item->giTag == DOM_POINTRED) + return qtrue; + } + } + + if( gametype == GT_HARVESTER ) { + return qtrue; + } + return qfalse; + + 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" ); + default: +#ifndef Q3_VM +#ifndef NDEBUG // bk0001204 + Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType ); +#endif +#endif + break; + } + + 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 + +//Not all of these are used in baseoa but we keep them to gurantie event numbers between version + "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 + + + "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; + + 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 ); + } + + s->angles2[YAW] = 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 if ( ps->entityEventSequence < ps->eventSequence ) { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 1 << i; + } + } + + 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; + + 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 ); + } + + s->angles2[YAW] = 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 if ( ps->entityEventSequence < ps->eventSequence ) { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 1 << i; + } + } + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; +} + +/* +============ +BG_TeamName +KK-OAX Copied from Tremulous +============ +*/ +char *BG_TeamName( team_t team ) +{ + if( team == TEAM_NONE ) + return "spectator"; + if( team == TEAM_RED ) + return "Red"; + if( team == TEAM_BLUE ) + return "Blue"; + if( team == TEAM_FREE ) + return "Free For All"; + return ""; +} diff --git a/code/game/bg_pmove.c b/code/game/bg_pmove.c new file mode 100644 index 0000000..de3d1f5 --- /dev/null +++ b/code/game/bg_pmove.c @@ -0,0 +1,2085 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_pmove.c -- both games player movement code +// takes a playerstate and a usercmd as input and returns a modifed playerstate + +#include "../qcommon/q_shared.h" +#include "bg_public.h" +#include "bg_local.h" + +pmove_t *pm; +pml_t pml; + +// movement parameters +float pm_stopspeed = 100.0f; +float pm_duckScale = 0.25f; +float pm_swimScale = 0.50f; +float pm_wadeScale = 0.70f; + +float pm_accelerate = 10.0f; +float pm_airaccelerate = 1.0f; +float pm_wateraccelerate = 4.0f; +float pm_flyaccelerate = 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_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_TOGGLEBIT ) + | anim; +} + +static void PM_ContinueLegsAnim( int anim ) { + if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == 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 ) { + 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; + + VectorCopy( vel, vec ); + if ( pml.walking ) { + 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->powerups[PW_FLIGHT]) { + drop += speed*pm_flightfriction*pml.frametime; + } + + if ( pm->ps->pm_type == PM_SPECTATOR) { + drop += speed*pm_spectatorfriction*pml.frametime; + } + + // scale the velocity + newspeed = speed - drop; + if (newspeed < 0) { + newspeed = 0; + } + newspeed /= speed; + + vel[0] = vel[0] * newspeed; + vel[1] = vel[1] * newspeed; + vel[2] = vel[2] * newspeed; +} + + +/* +============== +PM_Accelerate + +TODO: bunny hoping + +Handles user intended acceleration +============== +*/ +static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { +if(! (pm->pmove_flags & DF_NO_BUNNY) ) { +//#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 { + //#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; + + max = abs( cmd->forwardmove ); + if ( abs( cmd->rightmove ) > max ) { + max = abs( cmd->rightmove ); + } + if ( abs( cmd->upmove ) > max ) { + max = abs( cmd->upmove ); + } + if ( !max ) { + return 0; + } + + total = sqrt( cmd->forwardmove * cmd->forwardmove + + cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove ); + scale = (float)pm->ps->speed * max / ( 127.0 * total ); + + 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->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; + + 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 & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) { + 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_InvulnerabilityMove + +Only with the invulnerability powerup +=================== +*/ +static void PM_InvulnerabilityMove( void ) { + pm->cmd.forwardmove = 0; + pm->cmd.rightmove = 0; + pm->cmd.upmove = 0; + VectorClear(pm->ps->velocity); +} + +/* +=================== +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_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 ) { + 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_CheckStuck +============= +*/ +/* +void PM_CheckStuck(void) { + trace_t trace; + + pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask); + if (trace.allsolid) { + //int shit = qtrue; + } +} +*/ + +/* +============= +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_GroundTrace +============= +*/ +static void PM_GroundTrace( void ) { + vec3_t point; + trace_t trace; + + 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 the trace didn't hit anything, we are in free fall + if ( trace.fraction == 1.0 ) { + PM_GroundTraceMissed(); + pml.groundPlane = qfalse; + pml.walking = qfalse; + 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); + } + + 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; + + if ( pm->ps->powerups[PW_INVULNERABILITY] ) { + if ( pm->ps->pm_flags & PMF_INVULEXPAND ) { + // invulnerability sphere has a 42 units radius + VectorSet( pm->mins, -42, -42, -42 ); + VectorSet( pm->maxs, 42, 42, 42 ); + } + else { + VectorSet( pm->mins, -15, -15, MINS_Z ); + VectorSet( pm->maxs, 15, 15, 16 ); + } + pm->ps->pm_flags |= PMF_DUCKED; + pm->ps->viewheight = CROUCH_VIEWHEIGHT; + return; + } + pm->ps->pm_flags &= ~PMF_INVULEXPAND; + + pm->mins[0] = -15; + pm->mins[1] = -15; + + pm->maxs[0] = 15; + pm->maxs[1] = 15; + + pm->mins[2] = MINS_Z; + + if (pm->ps->pm_type == PM_DEAD) + { + pm->maxs[2] = -8; + pm->ps->viewheight = DEAD_VIEWHEIGHT; + return; + } + + if (pm->cmd.upmove < 0) + { // 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] = 32; + 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] = 16; + pm->ps->viewheight = CROUCH_VIEWHEIGHT; + } + else + { + pm->maxs[2] = 32; + pm->ps->viewheight = DEFAULT_VIEWHEIGHT; + } +} + + + +//=================================================================== + + +/* +=============== +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 + // + 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 ) { + + if ( pm->ps->powerups[PW_INVULNERABILITY] ) { + PM_ContinueLegsAnim( LEGS_IDLECR ); + } + // 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 { + if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) { + 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 ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { + return; + } + + if ( pm->ps->weaponstate == WEAPON_DROPPING ) { + return; + } + + if(pm->pmove_flags & DF_INSTANT_WEAPON_CHANGE) + { + pm->ps->weaponstate = WEAPON_DROPPING; + } else + { + 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 ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { + weapon = WP_NONE; + } + + pm->ps->weapon = weapon; + pm->ps->weaponstate = WEAPON_RAISING; + if(! (pm->pmove_flags & DF_INSTANT_WEAPON_CHANGE)) + { + 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 + +Elimination TODO: +Make this thing stop during warmup (done) +============== +*/ +static void PM_Weapon( void ) { + int addTime; + + // 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 || pm->ps->pm_type == PM_SPECTATOR) { + return; + } + + // check for dead player + if ( pm->ps->stats[STAT_HEALTH] <= 0 ) { + pm->ps->weapon = WP_NONE; + return; + } + + // check for item using + 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] + 25) ) { + // 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 ) { + if ( pm->ps->weapon != pm->cmd.weapon ) { + PM_BeginWeaponChange( pm->cmd.weapon ); + } + } + + 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; + } + + // check for fire + if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) { + pm->ps->weaponTime = 0; + pm->ps->weaponstate = WEAPON_READY; + 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 ); + } + + pm->ps->weaponstate = WEAPON_FIRING; + + // check for out of ammo + if ( ! pm->ps->ammo[ pm->ps->weapon ] ) { + PM_AddEvent( EV_NOAMMO ); + pm->ps->weaponTime += 500; + return; + } + + // take an ammo away if not infinite, 999 or up + if ( !(pm->ps->ammo[ pm->ps->weapon ] == -1 || pm->ps->ammo[ pm->ps->weapon ] >=999 )) { + pm->ps->ammo[ pm->ps->weapon ]--; + } + + // 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_GRENADE_LAUNCHER: + addTime = 800; + break; + case WP_ROCKET_LAUNCHER: + addTime = 800; + break; + case WP_PLASMAGUN: + addTime = 100; + break; + case WP_RAILGUN: + addTime = 1500; + break; + case WP_BFG: + addTime = 200; + break; + case WP_GRAPPLING_HOOK: + addTime = 400; + break; + case WP_NAILGUN: + addTime = 1000; + break; + case WP_PROX_LAUNCHER: + addTime = 800; + break; + case WP_CHAINGUN: + addTime = 30; + break; + } + + if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { + addTime /= 1.5; + } + else + if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { + addTime /= 1.3; + } + else + if ( pm->ps->powerups[PW_HASTE] ) { + addTime /= 1.3; + } + + 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 ); + } + } else if ( pm->cmd.buttons & BUTTON_GETFLAG ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_GETFLAG ); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_GUARDBASE ); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } else if ( pm->cmd.buttons & BUTTON_PATROL ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_PATROL ); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_FOLLOWME ); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_AFFIRMATIVE); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) { + if ( pm->ps->torsoTimer == 0 ) { + PM_StartTorsoAnim( TORSO_NEGATIVE ); + pm->ps->torsoTimer = 600; //TIMER_GESTURE; + } + } +} + + +/* +================ +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; + int i; + + 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 = 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 > 16000 ) { + ps->delta_angles[i] = 16000 - cmd->angles[i]; + temp = 16000; + } else if ( temp < -16000 ) { + ps->delta_angles[i] = -16000 - cmd->angles[i]; + temp = -16000; + } + } + ps->viewangles[i] = SHORT2ANGLE(temp); + } + +} + + +/* +================ +PmoveSingle + +================ +*/ +void trap_SnapVector( float *v ); + +void PmoveSingle (pmove_t *pmove) { + pm = pmove; + + // 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->ps->pm_type != PM_NOCLIP + && ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) { + 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 ) { + // keep the talk button set tho for when the cmd.serverTime > 66 msec + // and the same cmd is used multiple times in Pmove + 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; + + // update the viewangles + PM_UpdateViewAngles( pm->ps, &pm->cmd ); + + 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 ) { + 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(); + + if ( pm->ps->pm_type == PM_DEAD ) { + PM_DeadMove (); + } + + PM_DropTimers(); + + if ( pm->ps->powerups[PW_INVULNERABILITY] ) { + PM_InvulnerabilityMove(); + } else + 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 ) { + // walking on ground + PM_WalkMove(); + } else { + // airborne + PM_AirMove(); + } + + PM_Animate(); + + // set groundentity, watertype, and waterlevel + PM_GroundTrace(); + PM_SetWaterLevel(); + + // weapons + if(!(pm->ps->pm_flags & PMF_ELIMWARMUP)) + 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 + //But only if pmove_float is not enabled + if(!(pm->pmove_float)) + 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->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; + } + } + + //PM_CheckStuck(); + +} + diff --git a/code/game/bg_public.h b/code/game/bg_public.h new file mode 100644 index 0000000..e7b0ad1 --- /dev/null +++ b/code/game/bg_public.h @@ -0,0 +1,825 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_public.h -- definitions shared by both the server game and client game modules + +// because games can change separately from the main system version, we need a +// second version that must match between game and cgame + +#if defined(BG_PUBLIC_H) +#else +#define BG_PUBLIC_H 1 + +#define GAME_VERSION BASEGAME "-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 + +//Domination points +#define MAX_DOMINATION_POINTS 6 +#define MAX_DOMINATION_POINTS_NAMES 20 + +// +// 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 + +#define CS_MODELS 32 +#define CS_SOUNDS (CS_MODELS+MAX_MODELS) +#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS) +#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS) +#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS) + +#define CS_MAX (CS_PARTICLES+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 + + //-- team games that uses bases go after this + + GT_CTF, // capture the flag + GT_1FCTF, + GT_OBELISK, + GT_HARVESTER, + + //-- custom game types, there will be a variable in + + GT_ELIMINATION, // team elimination (custom) + GT_CTF_ELIMINATION, // ctf elimination + GT_LMS, // Last man standing + GT_DOUBLE_D, // Double Domination + GT_DOMINATION, // Standard domination 12 + 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 +} weaponstate_t; + +// 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 +//Elimination players cannot fire in warmup +#define PMF_ELIMWARMUP 32768 //I hope this is more than 16 signed bits! (it's not but it just works anyway...) +//Don't add anymore, I have already set the sign bit :-( + +#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; + + //Sago's pmove + int pmove_float; + + //Flags effecting movement (see dmflags) + int pmove_flags; + + // 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 +// NOTE: may not have more than 16 +typedef enum { + STAT_HEALTH, + STAT_HOLDABLE_ITEM, + STAT_PERSISTANT_POWERUP, + STAT_WEAPONS, // 16 bit fields + 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 +} statIndex_t; + + +// player_state->persistant[] indexes +// these fields are the only part of player_state that isn't +// cleared on respawn +// NOTE: may not have more than 16 +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, // player rank or team rank + PERS_TEAM, // player team + PERS_SPAWN_COUNT, // incremented every respawn + PERS_PLAYEREVENTS, // 16 bits that can be flipped for events + PERS_ATTACKER, // clientnum of last damage inflicter + PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked + PERS_KILLED, // count of the number of times you died + // player awards tracking + PERS_IMPRESSIVE_COUNT, // two railgun hits in a row + PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time + PERS_DEFEND_COUNT, // defend awards + PERS_ASSIST_COUNT, // assist awards + PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet + PERS_CAPTURES // captures +} persEnum_t; + + +// entityState_t->eFlags +#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD +#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound +#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes +#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite +#define EF_PLAYER_EVENT 0x00000010 +#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_KAMIKAZE 0x00000200 +#define EF_MOVER_STOP 0x00000400 // will push otherwise +#define EF_AWARD_CAP 0x00000800 // draw the capture sprite +#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_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite +#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite +#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite +#define EF_AWARD_DENIED 0x00040000 // denied +#define EF_TEAMVOTED 0x00080000 // already cast a team vote + +// NOTE: may not have more than 16 +typedef enum { + PW_NONE, + + PW_QUAD, + PW_BATTLESUIT, + PW_HASTE, + PW_INVIS, + PW_REGEN, + PW_FLIGHT, + + PW_REDFLAG, + PW_BLUEFLAG, + PW_NEUTRALFLAG, + + PW_SCOUT, + PW_GUARD, + PW_DOUBLER, + PW_AMMOREGEN, + PW_INVULNERABILITY, + + PW_NUM_POWERUPS + +} powerup_t; + +typedef enum { + HI_NONE, + + HI_TELEPORTER, + HI_MEDKIT, + HI_KAMIKAZE, + HI_PORTAL, + HI_INVULNERABILITY, + + HI_NUM_HOLDABLE +} holdable_t; + +typedef enum { + DD_NONE, + + DD_POINTARED, + DD_POINTABLUE, + DD_POINTAWHITE, + DD_POINTBRED, + DD_POINTBBLUE, + DD_POINTBWHITE +} doubled_t; + +typedef enum { + DOM_NONE, + + DOM_POINTRED, + DOM_POINTBLUE, + DOM_POINTWHITE, +} domination_t; + + +typedef enum { + WP_NONE, + + WP_GAUNTLET, + WP_MACHINEGUN, + WP_SHOTGUN, + WP_GRENADE_LAUNCHER, + WP_ROCKET_LAUNCHER, + WP_LIGHTNING, + WP_RAILGUN, + WP_PLASMAGUN, + WP_BFG, + WP_GRAPPLING_HOOK, + WP_NAILGUN, + WP_PROX_LAUNCHER, + WP_CHAINGUN, + + WP_NUM_WEAPONS +} weapon_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) + +#define EVENT_VALID_MSEC 300 + +typedef enum { + 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, //Event 14 + 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, //Event 24 + 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, //Event 40 + 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, //Event 50 + 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, //Event 60 + + EV_POWERUP_QUAD, + EV_POWERUP_BATTLESUIT, + EV_POWERUP_REGEN, + + EV_GIB_PLAYER, // gib a previously living player + EV_SCOREPLUM, // score plum + + EV_PROXIMITY_MINE_STICK, + EV_PROXIMITY_MINE_TRIGGER, + EV_KAMIKAZE, // kamikaze explodes + EV_OBELISKEXPLODE, // obelisk explodes + EV_OBELISKPAIN, // obelisk is in pain + EV_INVUL_IMPACT, // invulnerability sphere impact + EV_JUICED, // invulnerability juiced effect + EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere + + 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 + +} entity_event_t; + + +typedef enum { + GTS_RED_CAPTURE, + GTS_BLUE_CAPTURE, + GTS_RED_RETURN, + GTS_BLUE_RETURN, + GTS_RED_TAKEN, + GTS_BLUE_TAKEN, + GTS_REDOBELISK_ATTACKED, + GTS_BLUEOBELISK_ATTACKED, + GTS_REDTEAM_SCORED, + GTS_BLUETEAM_SCORED, + GTS_REDTEAM_TOOK_LEAD, + GTS_BLUETEAM_TOOK_LEAD, + GTS_TEAMS_ARE_TIED, + GTS_KAMIKAZE +} global_team_sound_t; + +// animations +typedef enum { + BOTH_DEATH1, + BOTH_DEAD1, + BOTH_DEATH2, + BOTH_DEAD2, + BOTH_DEATH3, + BOTH_DEAD3, + + TORSO_GESTURE, + + TORSO_ATTACK, + TORSO_ATTACK2, + + TORSO_DROP, + TORSO_RAISE, + + TORSO_STAND, + TORSO_STAND2, + + LEGS_WALKCR, + LEGS_WALK, + LEGS_RUN, + LEGS_BACK, + LEGS_SWIM, + + LEGS_JUMP, + LEGS_LAND, + + LEGS_JUMPB, + LEGS_LANDB, + + LEGS_IDLE, + LEGS_IDLECR, + + LEGS_TURN, + + TORSO_GETFLAG, + TORSO_GUARDBASE, + TORSO_PATROL, + TORSO_FOLLOWME, + TORSO_AFFIRMATIVE, + TORSO_NEGATIVE, + +// BOTH_POSE, // leilei - crappy ui posing code trying + + 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 + + +typedef enum { + TEAM_FREE, + TEAM_RED, + TEAM_BLUE, + TEAM_SPECTATOR, + + TEAM_NUM_TEAMS +} team_t; + +// This is a fair assumption for Double Domination: +#define TEAM_NONE TEAM_SPECTATOR + +// Time between location updates +#define TEAM_LOCATION_UPDATE_TIME 1000 + +// How many players on the overlay +#define TEAM_MAXOVERLAY 32 + +//team task +typedef enum { + TEAMTASK_NONE, + TEAMTASK_OFFENSE, + TEAMTASK_DEFENSE, + TEAMTASK_PATROL, + TEAMTASK_FOLLOW, + TEAMTASK_RETRIEVE, + TEAMTASK_ESCORT, + TEAMTASK_CAMP +} teamtask_t; + +// means of death +typedef enum { + MOD_UNKNOWN, + MOD_SHOTGUN, + MOD_GAUNTLET, + MOD_MACHINEGUN, + MOD_GRENADE, + MOD_GRENADE_SPLASH, + MOD_ROCKET, + MOD_ROCKET_SPLASH, + MOD_PLASMA, + MOD_PLASMA_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_NAIL, + MOD_CHAINGUN, + MOD_PROXIMITY_MINE, + MOD_KAMIKAZE, + MOD_JUICED, + MOD_GRAPPLE +} meansOfDeath_t; + + +//--------------------------------------------------------- + +// gitem_t->type +typedef enum { + IT_BAD, + IT_WEAPON, // EFX: rotate + upscale + minlight + 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_PERSISTANT_POWERUP, + 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_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 +#define DF_INSTANT_WEAPON_CHANGE 64 +#define DF_NO_BUNNY 128 +#define DF_INVIS 256 +#define DF_LIGHT_VOTING 512 +#define DF_NO_SELF_DAMAGE 1024 +#define DF_PLAYER_OVERLAY 2048 + +//g_videoflags->integer +#define VF_LOCK_CVARS_BASIC 1 +#define VF_LOCK_CVARS_EXTENDED 2 +#define VF_LOCK_VERTEX 4 + +// g_elimflags->integer +//This is used to signal the client that it cannot go to free spectator: +#define EF_ONEWAY 1 +#define EF_NO_FREESPEC 2 + +//g_voteflags->integer +//Autoparsed from allowedvote +//List: "/map_restart/nextmap/map/g_gametype/kick/clientkick/g_doWarmup/timelimit/fraglimit/custom/shuffle/" +#define VF_map_restart 1 +#define VF_nextmap 2 +#define VF_map 4 +#define VF_g_gametype 8 +//Note that we skipped kick... not needed +#define VF_clientkick 16 +#define VF_g_doWarmup 32 +#define VF_timelimit 64 +#define VF_fraglimit 128 +#define VF_custom 256 +#define VF_shuffle 512 + +// 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_MISSILE, + ET_MOVER, + ET_BEAM, + ET_PORTAL, + ET_SPEAKER, + ET_PUSH_TRIGGER, + ET_TELEPORT_TRIGGER, + ET_INVISIBLE, + ET_GRAPPLE, // grapple hooked on wall + ET_TEAM, + + 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; + +//KK-OAX Using this now instead of g_mem.c +// bg_alloc.c +// +qboolean BG_CanAlloc( unsigned int size ); +void *BG_Alloc( unsigned int size ); +void BG_InitMemory( void ); +void BG_Free( void *ptr ); +void BG_DefragmentMemory( void ); + + +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 ); + + +#define ARENAS_PER_TIER 4 +#define MAX_ARENAS 1024 +#define MAX_ARENAS_TEXT 8192 + +#define MAX_BOTS 1024 +#define MAX_BOTS_TEXT 8192 + + +// Kamikaze + +// 1st shockwave times +#define KAMI_SHOCKWAVE_STARTTIME 0 +#define KAMI_SHOCKWAVEFADE_STARTTIME 1500 +#define KAMI_SHOCKWAVE_ENDTIME 2000 +// explosion/implosion times +#define KAMI_EXPLODE_STARTTIME 250 +#define KAMI_IMPLODE_STARTTIME 2000 +#define KAMI_IMPLODE_ENDTIME 2250 +// 2nd shockwave times +#define KAMI_SHOCKWAVE2_STARTTIME 2000 +#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500 +#define KAMI_SHOCKWAVE2_ENDTIME 3000 +// radius of the models without scaling +#define KAMI_SHOCKWAVEMODEL_RADIUS 88 +#define KAMI_BOOMSPHEREMODEL_RADIUS 72 +// maximum radius of the models during the effect +#define KAMI_SHOCKWAVE_MAXRADIUS 1320 +#define KAMI_BOOMSPHERE_MAXRADIUS 720 +#define KAMI_SHOCKWAVE2_MAXRADIUS 704 + +//KK-OAX +//bg_misc.c +char *BG_TeamName( team_t team ); + +#endif diff --git a/code/game/bg_slidemove.c b/code/game/bg_slidemove.c new file mode 100644 index 0000000..14b4834 --- /dev/null +++ b/code/game/bg_slidemove.c @@ -0,0 +1,325 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_slidemove.c -- part of bg_pmove functionality + +#include "../qcommon/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; + float stepSize; + + 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, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask); + if ( trace.allsolid ) { + if ( pm->debugLevel ) { + Com_Printf("%i:bend can't step\n", c_pmove); + } + return; // can't step up + } + + stepSize = trace.endpos[2] - start_o[2]; + // try slidemove from this position + VectorCopy (trace.endpos, 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/code/game/challenges.h b/code/game/challenges.h new file mode 100644 index 0000000..680f3d3 --- /dev/null +++ b/code/game/challenges.h @@ -0,0 +1,103 @@ +/* +=========================================================================== +Copyright (C) 2008-2009 Poul Sander + +This file is part of Open Arena source code. + +Open Arena source code 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. + +Open Arena source code 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 Open Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/** + * This is a list of challenges that a player can only complete while playing + * against human opponents, either LAN or Internet. + * + * Hopefully this will make it a little more fun to play online even if you + * are not good enough to win you can still track your progress. + */ + +#define CHALLENGES_MAX_COUNT MAX_INT-1 +#define CHALLENGES_MAX 2048 + +#define GENERAL_TEST 0 +#define GENERAL_TOTALKILLS 1 +#define GENERAL_TOTALDEATHS 2 +#define GENERAL_TOTALGAMES 3 + +//Gametypes +#define GAMETYPES_FFA_WINS 101 +#define GAMETYPES_TOURNEY_WINS 102 +#define GAMETYPES_TDM_WINS 103 +#define GAMETYPES_CTF_WINS 104 +#define GAMETYPES_1FCTF_WINS 105 +#define GAMETYPES_OVERLOAD_WINS 106 +#define GAMETYPES_HARVESTER_WINS 107 +#define GAMETYPES_ELIMINATION_WINS 108 +#define GAMETYPES_CTF_ELIMINATION_WINS 109 +#define GAMETYPES_LMS_WINS 110 +#define GAMETYPES_DD_WINS 111 +#define GAMETYPES_DOM_WINS 112 + +//Weapons +#define WEAPON_GAUNTLET_KILLS 201 +#define WEAPON_MACHINEGUN_KILLS 202 +#define WEAPON_SHOTGUN_KILLS 203 +#define WEAPON_GRANADE_KILLS 204 +#define WEAPON_ROCKET_KILLS 205 +#define WEAPON_LIGHTNING_KILLS 206 +#define WEAPON_PLASMA_KILLS 207 +#define WEAPON_RAIL_KILLS 208 +#define WEAPON_BFG_KILLS 209 +#define WEAPON_GRAPPLE_KILLS 210 +#define WEAPON_CHAINGUN_KILLS 211 +#define WEAPON_NAILGUN_KILLS 212 +#define WEAPON_MINE_KILLS 213 +#define WEAPON_PUSH_KILLS 214 +#define WEAPON_INSTANT_RAIL_KILLS 215 +#define WEAPON_TELEFRAG_KILLS 216 +#define WEAPON_CRUSH_KILLS 217 + +//Awards +//Gauntlet is not here as it is the same as WEAPON_GAUNTLET_KILLS +#define AWARD_IMPRESSIVE 301 +#define AWARD_EXCELLENT 302 +#define AWARD_CAPTURE 303 +#define AWARD_ASSIST 304 +#define AWARD_DEFENCE 305 + +//Powerups +#define POWERUP_QUAD_KILL 401 +#define POWERUP_SPEED_KILL 402 +#define POWERUP_FLIGHT_KILL 403 +#define POWERUP_INVIS_KILL 404 +#define POWERUP_MULTI_KILL 405 +#define POWERUP_COUNTER_QUAD 406 +#define POWERUP_COUNTER_SPEED 407 +#define POWERUP_COUNTER_FLIGHT 408 +#define POWERUP_COUNTER_INVIS 409 +#define POWERUP_COUNTER_ENVIR 410 +#define POWERUP_COUNTER_REGEN 411 +#define POWERUP_COUNTER_MULTI 412 + +//FFA awards +#define FFA_TOP3 501 +//From behind, enemy gets fraglimit-1, player has at most fraglimit-2 but wins anyway +#define FFA_FROMBEHIND 502 +//BetterThan: loose a match but have a positive kill ratio against the winner +#define FFA_BETTERTHAN 503 +//Get at least half of your kills for players in the best half of the scoreboard +#define FFA_JUDGE 504 +//The oppesite +#define FFA_CHEAPKILLER 505 diff --git a/code/game/challenges.xml b/code/game/challenges.xml new file mode 100644 index 0000000..a3041ed --- /dev/null +++ b/code/game/challenges.xml @@ -0,0 +1,339 @@ + + + 0 + GENERAL_ + Overall statistics + Totals + + 0 + TEST + 1 + Test + Used for test + + + 1 + TOTALKILLS + Kills + Total number of players killed + + + 2 + TOTALDEATHS + Deaths + Number of times killed by another player + + + 3 + TOTALGAMES + Games + Number of games played with 2 or more human players + + + + 1 + GAMETYPE_ + Gametype wins + Number of wins in the different gametypes + + 1 + FFA_WINS + Deathmatch + Number of victories in deathmatch games + + + 2 + TOURNEY_WINS + Tournament + Number of victories in tournament games + + + 3 + TDM_WINS + Team Deathmatch + Number of victories in team deathmatch games + + + 4 + CTF_WINS + Capture the flag + Number of victories in capture the flag games + + + 5 + 1FCTF_WINS + One flag capture + Number of victories in one flag capture games + + + 6 + OVERLOAD_WINS + Obelisk + Number of victories in obelisk games + + + 7 + HARVESTER_WINS + Harvester + Number of victories in harvester games + + + 8 + ELIMINATION_WINS + Elimination + Number of victories in elimination games + + + 9 + CTF_ELIMINATION_WINS + CTF Elimination + Number of victories in CTF elimination games + + + 10 + LMS_WINS + Last man standing + Number of victories in last man standing games + + + 11 + DD_WINS + Double Domination + Number of victories in double domination games + + + 12 + DOM_WINS + Domination + Number of victories in domination games + + + + 2 + WEAPON_ + Weapon kills + Number of kills with different weapons + + 1 + GAUNTLET_KILLS + Gauntlet + Number of kills with gauntlet + + + 2 + MACHINEGUN_KILLS + Machinegun + Number of kills with machinegun + + + 3 + SHOTGUN_KILLS + Shotgun + Number of kills with shotgun + + + 4 + GRANADE_KILLS + Granade launcher + Number of kills with granade launcher + + + 5 + ROCKET_KILLS + Rocket launcher + Number of kills with rocket launcher + + + 6 + LIGHTNING_KILLS + Lightning gun + Number of kills with lightning + + + 7 + PLASMA_KILLS + Plasma gun + Number of kills with plasma + + + 8 + RAIL_KILLS + Railgun + Number of kills with railgun + + + 9 + BFG_KILLS + BFG + Number of kills with BFG + + + 10 + GRAPPLE_KILLS + Grapple + Number of kills with grapple gun (almost impossible) + + + 11 + CHAINGUN_KILLS + Chaingun + Number of kills with the chaingun + + + 12 + NAILGUN_KILLS + Nailgun + Number of kills with nails + + + 13 + MINE_KILLS + Mines + Number of kills with mines + + + 14 + PUSH_KILLS + Push kills + Number of kills by pushing players into lava or void + + + 15 + INSTANT_RAIL_KILLS + Instant rail + Number of kills with railgun in instantgib + + + 16 + TELEFRAG_KILLS + Telefrags + Number of kills by telefrag + + + 17 + CRUSH_KILLS + Crushing + Number of kills by crushing + + + + 3 + AWARD_ + Awards + Number of times different awards have been archived + + 101 + 1 + Gauntlet + Number of kills by gauntlet + + + 1 + IMPRESSIVE + Impressive + Two hits in a row with railgun + + + 2 + EXCELLENT + Excelent + Two kills in two seconds + + + 3 + CAPTURE + Capture + Scoring in team games + + + 4 + ASSIST + Assist + Asisting a capture + + + 5 + DEFENCE + Defence + Defending objective + + + + 4 + POWERUP_ + Power-ups + Number of kills with different powerups involved + + 1 + QUAD_KILL + Defence + Defending objective + + + 2 + SPEED_KILL + Defence + Defending objective + + + 3 + FLIGHT_KILL + Defence + Defending objective + + + 4 + INVIS_KILL + Defence + Defending objective + + + 5 + MULTI_KILL + Defence + Defending objective + + + 6 + DEFENCE + Defence + Defending objective + + + 7 + DEFENCE + Defence + Defending objective + + + 8 + DEFENCE + Defence + Defending objective + + + 9 + DEFENCE + Defence + Defending objective + + + 10 + DEFENCE + Defence + Defending objective + + + 11 + DEFENCE + Defence + Defending objective + + + 12 + DEFENCE + Defence + Defending objective + + + diff --git a/code/game/chars.h b/code/game/chars.h new file mode 100644 index 0000000..4b570df --- /dev/null +++ b/code/game/chars.h @@ -0,0 +1,134 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +//======================================================== +//======================================================== +//name +#define CHARACTERISTIC_NAME 0 //string +//gender of the bot +#define CHARACTERISTIC_GENDER 1 //string ("male", "female", "it") +//attack skill +// > 0.0 && < 0.2 = don't move +// > 0.3 && < 1.0 = aim at enemy during retreat +// > 0.0 && < 0.4 = only move forward/backward +// >= 0.4 && < 1.0 = circle strafing +// > 0.7 && < 1.0 = random strafe direction change +#define CHARACTERISTIC_ATTACK_SKILL 2 //float [0, 1] +//weapon weight file +#define CHARACTERISTIC_WEAPONWEIGHTS 3 //string +//view angle difference to angle change factor +#define CHARACTERISTIC_VIEW_FACTOR 4 //float <0, 1] +//maximum view angle change +#define CHARACTERISTIC_VIEW_MAXCHANGE 5 //float [1, 360] +//reaction time in seconds +#define CHARACTERISTIC_REACTIONTIME 6 //float [0, 5] +//accuracy when aiming +#define CHARACTERISTIC_AIM_ACCURACY 7 //float [0, 1] +//weapon specific aim accuracy +#define CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN 8 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_SHOTGUN 9 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER 10 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER 11 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_LIGHTNING 12 +#define CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN 13 //float [0, 1] +#define CHARACTERISTIC_AIM_ACCURACY_RAILGUN 14 +#define CHARACTERISTIC_AIM_ACCURACY_BFG10K 15 //float [0, 1] +//skill when aiming +// > 0.0 && < 0.9 = aim is affected by enemy movement +// > 0.4 && <= 0.8 = enemy linear leading +// > 0.8 && <= 1.0 = enemy exact movement leading +// > 0.5 && <= 1.0 = prediction shots when enemy is not visible +// > 0.6 && <= 1.0 = splash damage by shooting nearby geometry +#define CHARACTERISTIC_AIM_SKILL 16 //float [0, 1] +//weapon specific aim skill +#define CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER 17 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER 18 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL_PLASMAGUN 19 //float [0, 1] +#define CHARACTERISTIC_AIM_SKILL_BFG10K 20 //float [0, 1] +//======================================================== +//chat +//======================================================== +//file with chats +#define CHARACTERISTIC_CHAT_FILE 21 //string +//name of the chat character +#define CHARACTERISTIC_CHAT_NAME 22 //string +//characters per minute type speed +#define CHARACTERISTIC_CHAT_CPM 23 //integer [1, 4000] +//tendency to insult/praise +#define CHARACTERISTIC_CHAT_INSULT 24 //float [0, 1] +//tendency to chat misc +#define CHARACTERISTIC_CHAT_MISC 25 //float [0, 1] +//tendency to chat at start or end of level +#define CHARACTERISTIC_CHAT_STARTENDLEVEL 26 //float [0, 1] +//tendency to chat entering or exiting the game +#define CHARACTERISTIC_CHAT_ENTEREXITGAME 27 //float [0, 1] +//tendency to chat when killed someone +#define CHARACTERISTIC_CHAT_KILL 28 //float [0, 1] +//tendency to chat when died +#define CHARACTERISTIC_CHAT_DEATH 29 //float [0, 1] +//tendency to chat when enemy suicides +#define CHARACTERISTIC_CHAT_ENEMYSUICIDE 30 //float [0, 1] +//tendency to chat when hit while talking +#define CHARACTERISTIC_CHAT_HITTALKING 31 //float [0, 1] +//tendency to chat when bot was hit but didn't dye +#define CHARACTERISTIC_CHAT_HITNODEATH 32 //float [0, 1] +//tendency to chat when bot hit the enemy but enemy didn't dye +#define CHARACTERISTIC_CHAT_HITNOKILL 33 //float [0, 1] +//tendency to randomly chat +#define CHARACTERISTIC_CHAT_RANDOM 34 //float [0, 1] +//tendency to reply +#define CHARACTERISTIC_CHAT_REPLY 35 //float [0, 1] +//======================================================== +//movement +//======================================================== +//tendency to crouch +#define CHARACTERISTIC_CROUCHER 36 //float [0, 1] +//tendency to jump +#define CHARACTERISTIC_JUMPER 37 //float [0, 1] +//tendency to walk +#define CHARACTERISTIC_WALKER 48 //float [0, 1] +//tendency to jump using a weapon +#define CHARACTERISTIC_WEAPONJUMPING 38 //float [0, 1] +//tendency to use the grapple hook when available +#define CHARACTERISTIC_GRAPPLE_USER 39 //float [0, 1] //use this!! +//======================================================== +//goal +//======================================================== +//item weight file +#define CHARACTERISTIC_ITEMWEIGHTS 40 //string +//the aggression of the bot +#define CHARACTERISTIC_AGGRESSION 41 //float [0, 1] +//the self preservation of the bot (rockets near walls etc.) +#define CHARACTERISTIC_SELFPRESERVATION 42 //float [0, 1] +//how likely the bot is to take revenge +#define CHARACTERISTIC_VENGEFULNESS 43 //float [0, 1] //use this!! +//tendency to camp +#define CHARACTERISTIC_CAMPER 44 //float [0, 1] +//======================================================== +//======================================================== +//tendency to get easy frags +#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1] +//how alert the bot is (view distance) +#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1] +//how much the bot fires it's weapon +#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1] + diff --git a/code/game/g_active.c b/code/game/g_active.c new file mode 100644 index 0000000..d7c2311 --- /dev/null +++ b/code/game/g_active.c @@ -0,0 +1,1368 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +#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] > 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; + + // 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->s.eFlags & EF_TICKING ) { + ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav"); + } + else + 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 ; inumtouch ; i++) { + for (j=0 ; jtouchents[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; + } + + //ELIMINATION LMS + // dead clients don't activate triggers! The reason our pm_spectators can't do anything + if ( ent->client->ps.stats[STAT_HEALTH] <= 0 && ent->client->ps.pm_type != PM_SPECTATOR) { + 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 ; itouch && !ent->touch ) { + continue; + } + if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { + continue; + } + + // ignore most entities if a spectator + if ( (ent->client->sess.sessionTeam == TEAM_SPECTATOR) || ent->client->ps.pm_type == PM_SPECTATOR ) { + if ( hit->s.eType != ET_TELEPORT_TRIGGER && + // this is ugly but adding a new ET_? type will + // most likely cause network incompatibilities + //We need to stop eliminated players from opening doors somewhere else /Sago007 20070814 + 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 ) { + 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 ( ( g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) && + client->sess.spectatorState != SPECTATOR_FOLLOW && + g_elimination_lockspectator.integer>1 && + ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { + Cmd_FollowCycle_f(ent); + } + + if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) { + 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 ); + } + + /* Stopped players from going into follow mode in B5, should be fixed in B9 + if(ent->client->sess.sessionTeam != TEAM_SPECTATOR && g_gametype.integer>=GT_ELIMINATION && g_gametype.integer<=GT_LMS) + return; + */ + + client->oldbuttons = client->buttons; + client->buttons = ucmd->buttons; + + //KK-OAX Changed to keep followcycle functional + // attack button cycles through spectators + if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) { + Cmd_FollowCycle_f( ent ); + } + + if ( ( client->buttons & BUTTON_USE_HOLDABLE ) && ! ( client->oldbuttons & BUTTON_USE_HOLDABLE ) ) { + if ( ( g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) && + g_elimination_lockspectator.integer>1 && + ent->client->sess.sessionTeam != TEAM_SPECTATOR ) { + return; + } + StopFollowing(ent); + } +} + + + +/* +================= +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; + int maxHealth; + + client = ent->client; + client->timeResidual += msec; + + while ( client->timeResidual >= 1000 ) { + client->timeResidual -= 1000; + + //Stop in elimination!!! + if (client->ps.pm_flags & PMF_ELIMWARMUP) + continue; + + // regenerate + if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2; + } + else if ( client->ps.powerups[PW_REGEN] ) { + maxHealth = client->ps.stats[STAT_MAX_HEALTH]; + } + else { + maxHealth = 0; + } + if( maxHealth ) { + if ( ent->health < maxHealth ) { + ent->health += 15; + if ( ent->health > maxHealth * 1.1 ) { + ent->health = maxHealth * 1.1; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } else if ( ent->health < maxHealth * 2) { + ent->health += 5; + if ( ent->health > maxHealth * 2 ) { + ent->health = maxHealth * 2; + } + G_AddEvent( ent, EV_POWERUP_REGEN, 0 ); + } + } else { + // count down health when over max + if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { + ent->health--; + } + //Start killing players in LMS, if we are in overtime + if(g_elimination_roundtime.integer&&g_gametype.integer==GT_LMS && TeamHealthCount( -1, TEAM_FREE ) != ent->health &&(level.roundNumber==level.roundNumberStarted)&&(level.time>=level.roundStartTime+1000*g_elimination_roundtime.integer)) { + ent->damage=5; + G_Damage (ent, NULL, NULL, NULL, NULL, + ent->damage, DAMAGE_NO_ARMOR, MOD_UNKNOWN); + } + else + if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { + ent->health+=g_regen.integer; + if(ent->health>client->ps.stats[STAT_MAX_HEALTH]) + ent->health= client->ps.stats[STAT_MAX_HEALTH]; + } + } + + // count down armor when over max + if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { + client->ps.stats[STAT_ARMOR]--; + } + } + if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { + int w, max, inc, t, i; + int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN}; + int weapCount = sizeof(weapList) / sizeof(int); + // + for (i = 0; i < weapCount; i++) { + w = weapList[i]; + + switch(w) { + case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break; + case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break; + case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break; + case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break; + case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break; + case WP_RAILGUN: max = 10; inc = 1; t = 1750; break; + case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break; + case WP_BFG: max = 10; inc = 1; t = 4000; break; + case WP_NAILGUN: max = 10; inc = 1; t = 1250; break; + case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break; + case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break; + default: max = 0; inc = 0; t = 1000; break; + } + client->ammoTimes[w] += msec; + if ( client->ps.ammo[w] >= max ) { + client->ammoTimes[w] = 0; + } + if ( client->ammoTimes[w] >= t ) { + while ( client->ammoTimes[w] >= t ) + client->ammoTimes[w] -= t; + client->ps.ammo[w] += inc; + if ( client->ps.ammo[w] > max ) { + client->ps.ammo[w] = max; + } + } + } + } +} + +/* +==================== +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 + + if( g_entities[client->ps.clientNum].r.svFlags & SVF_BOT ) + return; //Bots cannot mark themself as ready + + // 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 ) ) { + // this used to be an ^1 but once a player says ready, it should stick + 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 ); + j = PW_REDFLAG; + } else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) { + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + j = PW_BLUEFLAG; + } else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) { + item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); + j = PW_NEUTRALFLAG; + } + + 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; + } + + if ( g_gametype.integer == GT_HARVESTER ) { + if ( ent->client->ps.generic1 > 0 ) { + if ( ent->client->sess.sessionTeam == TEAM_RED ) { + item = BG_FindItem( "Blue Cube" ); + } else { + item = BG_FindItem( "Red Cube" ); + } + if ( item ) { + for ( j = 0; j < ent->client->ps.generic1; j++ ) { + drop = Drop_Item( ent, item, 0 ); + if ( ent->client->sess.sessionTeam == TEAM_RED ) { + drop->spawnflags = TEAM_BLUE; + } else { + drop->spawnflags = TEAM_RED; + } + } + } + ent->client->ps.generic1 = 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] + 25; + + break; + + case EV_USE_ITEM3: // kamikaze + // make sure the invulnerability is off + ent->client->invulnerabilityTime = 0; + // start the kamikze + G_StartKamikaze( ent ); + break; + + case EV_USE_ITEM4: // portal + if( ent->client->portalID ) { + DropPortalSource( ent ); + } + else { + DropPortalDestination( ent ); + } + break; + case EV_USE_ITEM5: // invulnerability + ent->client->invulnerabilityTime = level.time + 10000; + 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; +} + +void BotTestSolid(vec3_t origin); + +/* +============== +SendPendingPredictableEvents +============== +*/ +void SendPendingPredictableEvents( playerState_t *ps ) { + gentity_t *t; + int event, seq; + int extEvent, number; + + // if there are still events pending + if ( ps->entityEventSequence < ps->eventSequence ) { + // create a temporary entity for this event which is sent to everyone + // except the client who generated the event + seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); + event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + // set external event to zero before calling BG_PlayerStateToEntityState + extEvent = ps->externalEvent; + ps->externalEvent = 0; + // create temporary entity for event + t = G_TempEntity( ps->origin, event ); + number = t->s.number; + BG_PlayerStateToEntityState( ps, &t->s, qtrue ); + t->s.number = number; + t->s.eType = ET_EVENTS + event; + t->s.eFlags |= EF_PLAYER_EVENT; + t->s.otherEntityNum = ps->clientNum; + // send to everyone except the client who generated the event + t->r.svFlags |= SVF_NOTSINGLECLIENT; + t->r.singleClient = ps->clientNum; + // set back external event + ps->externalEvent = extEvent; + } +} + +/* +============== +ClientThink + +This will be called once for each client frame, which will +usually be a couple times for each server frame on fast clients. + +If "g_synchronousClients 1" is set, this will be called exactly +once for each server frame, which makes for smooth demo recording. +============== +*/ +void ClientThink_real( gentity_t *ent ) { + gclient_t *client; + pmove_t pm; + int oldEventSequence; + int msec; + usercmd_t *ucmd; + + client = ent->client; + + // don't think if the client is not yet connected (and thus not yet spawned in) + if (client->pers.connected != CON_CONNECTED) { + return; + } + // mark the time, so the connection sprite can be removed + ucmd = &ent->client->pers.cmd; + + // sanity check the command time to prevent speedup cheating + if ( ucmd->serverTime > level.time + 200 ) { + ucmd->serverTime = level.time + 200; +// G_Printf("serverTime <<<<<\n" ); + } + if ( ucmd->serverTime < level.time - 1000 ) { + ucmd->serverTime = level.time - 1000; +// G_Printf("serverTime >>>>>\n" ); + } + +//Here comes the unlagged bit! +//unlagged - backward reconciliation #4 + // frameOffset should be about the number of milliseconds into a frame + // this command packet was received, depending on how fast the server + // does a G_RunFrame() + client->frameOffset = trap_Milliseconds() - level.frameStartTime; +//unlagged - backward reconciliation #4 + + +//unlagged - lag simulation #3 + // if the client wants to simulate outgoing packet loss +/* if ( client->pers.plOut ) { + // see if a random value is below the threshhold + float thresh = (float)client->pers.plOut / 100.0f; + if ( random() < thresh ) { + // do nothing at all if it is - this is a lost command + return; + } + }*/ +//unlagged - lag simulation #3 + + +//unlagged - true ping + // save the estimated ping in a queue for averaging later + + // we use level.previousTime to account for 50ms lag correction + // besides, this will turn out numbers more like what players are used to + client->pers.pingsamples[client->pers.samplehead] = level.previousTime + client->frameOffset - ucmd->serverTime; + client->pers.samplehead++; + if ( client->pers.samplehead >= NUM_PING_SAMPLES ) { + client->pers.samplehead -= NUM_PING_SAMPLES; + } + + // initialize the real ping + if ( g_truePing.integer ) { + int i, sum = 0; + + // get an average of the samples we saved up + for ( i = 0; i < NUM_PING_SAMPLES; i++ ) { + sum += client->pers.pingsamples[i]; + } + + client->pers.realPing = sum / NUM_PING_SAMPLES; + } + else { + // if g_truePing is off, use the normal ping + client->pers.realPing = client->ps.ping; + } +//unlagged - true ping + + +//unlagged - lag simulation #2 + // keep a queue of past commands +/* client->pers.cmdqueue[client->pers.cmdhead] = client->pers.cmd; + client->pers.cmdhead++; + if ( client->pers.cmdhead >= MAX_LATENT_CMDS ) { + client->pers.cmdhead -= MAX_LATENT_CMDS; + } + + // if the client wants latency in commands (client-to-server latency) + if ( client->pers.latentCmds ) { + // save the actual command time + int time = ucmd->serverTime; + + // find out which index in the queue we want + int cmdindex = client->pers.cmdhead - client->pers.latentCmds - 1; + while ( cmdindex < 0 ) { + cmdindex += MAX_LATENT_CMDS; + } + + // read in the old command + client->pers.cmd = client->pers.cmdqueue[cmdindex]; + + // adjust the real ping to reflect the new latency + client->pers.realPing += time - ucmd->serverTime; + }*/ +//unlagged - lag simulation #2 + + +//unlagged - backward reconciliation #4 + // save the command time *before* pmove_fixed messes with the serverTime, + // and *after* lag simulation messes with it :) + // attackTime will be used for backward reconciliation later (time shift) + client->attackTime = ucmd->serverTime; +//unlagged - backward reconciliation #4 + + +//unlagged - smooth clients #1 + // keep track of this for later - we'll use this to decide whether or not + // to send extrapolated positions for this client + client->lastUpdateFrame = level.framenum; +//unlagged - smooth clients #1 + + +//unlagged - lag simulation #1 + // if the client is adding latency to received snapshots (server-to-client latency) + /*if ( client->pers.latentSnaps ) { + // adjust the real ping + client->pers.realPing += client->pers.latentSnaps * (1000 / sv_fps.integer); + // adjust the attack time so backward reconciliation will work + client->attackTime -= client->pers.latentSnaps * (1000 / sv_fps.integer); + }*/ +//unlagged - lag simulation #1 + + +//unlagged - true ping + // make sure the true ping is over 0 - with cl_timenudge it can be less + if ( client->pers.realPing < 0 ) { + client->pers.realPing = 0; + } +//unlagged - true ping + + 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) || client->isEliminated ) { + 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 | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + } + + 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*g_gravityModifier.value; + + // set speed + client->ps.speed = g_speed.value; + + if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { + client->ps.speed *= 1.5; + } + else + 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); + } + + // set up for pmove + oldEventSequence = client->ps.eventSequence; + + memset (&pm, 0, sizeof(pm)); + + // 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 ); + } + + if ( ent->flags & FL_FORCE_GESTURE ) { + ent->flags &= ~FL_FORCE_GESTURE; + ent->client->pers.cmd.buttons |= BUTTON_GESTURE; + } + + // check for invulnerability expansion before doing the Pmove + if (client->ps.powerups[PW_INVULNERABILITY] ) { + if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) { + vec3_t mins = { -42, -42, -42 }; + vec3_t maxs = { 42, 42, 42 }; + vec3_t oldmins, oldmaxs; + + VectorCopy (ent->r.mins, oldmins); + VectorCopy (ent->r.maxs, oldmaxs); + // expand + VectorCopy (mins, ent->r.mins); + VectorCopy (maxs, ent->r.maxs); + trap_LinkEntity(ent); + // check if this would get anyone stuck in this player + if ( !StuckInOtherClient(ent) ) { + // set flag so the expanded size will be set in PM_CheckDuck + client->ps.pm_flags |= PMF_INVULEXPAND; + } + // set back + VectorCopy (oldmins, ent->r.mins); + VectorCopy (oldmaxs, ent->r.maxs); + trap_LinkEntity(ent); + } + } + + 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; + pm.pmove_float = pmove_float.integer; + pm.pmove_flags = g_dmflags.integer; + + VectorCopy( client->ps.origin, client->oldOrigin ); + + #ifdef MISSIONPACK + if (level.intermissionQueued != 0 && g_singlePlayer.integer) { + if ( level.time - level.intermissionQueued >= 1000 ) { + pm.cmd.buttons = 0; + pm.cmd.forwardmove = 0; + pm.cmd.rightmove = 0; + pm.cmd.upmove = 0; + if ( level.time - level.intermissionQueued >= 2000 && level.time - level.intermissionQueued <= 2500 ) { + trap_SendConsoleCommand( EXEC_APPEND, "centerview\n"); + } + ent->client->ps.pm_type = PM_SPINTERMISSION; + } + } + #endif + Pmove (&pm); + + // save results of pmove + if ( ent->client->ps.eventSequence != oldEventSequence ) { + ent->eventTime = level.time; + } +//unlagged - smooth clients #2 + // clients no longer do extrapolation if cg_smoothClients is 1, because + // skip correction is all handled server-side now + // since that's the case, it makes no sense to store the extra info + // in the client's snapshot entity, so let's save a little bandwidth +/* + 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 ); +// } +//unlagged - smooth clients #2 + SendPendingPredictableEvents( &ent->client->ps ); + + 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 + BotTestAAS(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 + // forcerespawn is to prevent users from waiting out powerups + // In Last man standing, we force a quick respawn, since + // the player must be able to loose health + // pressing attack or use is the normal respawn method + if ( ( level.time > client->respawnTime ) && + ( ( ( g_forcerespawn.integer > 0 ) && + ( level.time - client->respawnTime > g_forcerespawn.integer * 1000 ) ) || + ( ( ( g_gametype.integer == GT_LMS ) || + ( g_gametype.integer == GT_ELIMINATION ) || + ( g_gametype.integer == GT_CTF_ELIMINATION ) ) && + ( level.time - client->respawnTime > 0 ) ) || + ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) ) ) { + + ClientRespawn( ent ); + } + return; + } + + if ( pm.waterlevel <= 1 && pm.ps->groundEntityNum!=ENTITYNUM_NONE && client->lastSentFlyingTime+500>level.time) { + if ( ! (pm.ps->pm_flags & PMF_TIME_KNOCKBACK) ) { + client->lastSentFlying = -1; + } + } + + // 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 ); + + //Unlagged: commented out + // mark the time we got info, so we can display the + // phone jack if they don't get any for a while + //ent->client->lastCmdTime = level.time; + + if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { + ClientThink_real( ent ); + } +} + + +void G_RunClient( gentity_t *ent ) { + if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) { + return; + } + ent->client->pers.cmd.serverTime = level.time; + ClientThink_real( ent ); +} + + +/* +================== +SpectatorClientEndFrame + +================== +*/ +void SpectatorClientEndFrame( gentity_t *ent ) { + gclient_t *cl; + int i, preservedScore[MAX_PERSISTANT]; //for keeping in elimination + + // 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)); + //this is here LMS/Elimination goes wrong with player follow + if(ent->client->sess.sessionTeam!=TEAM_SPECTATOR){ + for(i = 0; i < MAX_PERSISTANT; i++) + preservedScore[i] = ent->client->ps.persistant[i]; + ent->client->ps = cl->ps; + for(i = 0; i < MAX_PERSISTANT; i++) + ent->client->ps.persistant[i] = preservedScore[i]; + } + else + 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; + +//unlagged - smooth clients #1 + int frames; +//unlagged - smooth clients #1 + + if ( (ent->client->sess.sessionTeam == TEAM_SPECTATOR) || ent->client->isEliminated ) { + 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; + } + } + + // set powerup for player animation + if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + ent->client->ps.powerups[PW_GUARD] = level.time; + } + if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { + ent->client->ps.powerups[PW_SCOUT] = level.time; + } + if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) { + ent->client->ps.powerups[PW_DOUBLER] = level.time; + } + if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) { + ent->client->ps.powerups[PW_AMMOREGEN] = level.time; + } + if ( ent->client->invulnerabilityTime > level.time ) { + ent->client->ps.powerups[PW_INVULNERABILITY] = level.time; + } + + // 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); + + //Unlagged: Commented out + // 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); + +//Unlagged: Always do the else clause + // set the latest infor +/* if (g_smoothClients.integer) { + BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue ); + } + else { */ + BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); +// } + SendPendingPredictableEvents( &ent->client->ps ); + +//unlagged - smooth clients #1 + // mark as not missing updates initially + ent->client->ps.eFlags &= ~EF_CONNECTION; + + // see how many frames the client has missed + frames = level.framenum - ent->client->lastUpdateFrame - 1; + + // don't extrapolate more than two frames + if ( frames > 2 ) { + frames = 2; + + // if they missed more than two in a row, show the phone jack + ent->client->ps.eFlags |= EF_CONNECTION; + ent->s.eFlags |= EF_CONNECTION; + } + + // did the client miss any frames? + if ( frames > 0 && g_smoothClients.integer ) { + // yep, missed one or more, so extrapolate the player's movement + G_PredictPlayerMove( ent, (float)frames / sv_fps.integer ); + // save network bandwidth + SnapVector( ent->s.pos.trBase ); + } +//unlagged - smooth clients #1 + +//unlagged - backward reconciliation #1 + // store the client's position for backward reconciliation later + G_StoreHistory( ent ); +//unlagged - backward reconciliation #1 + + // 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/code/game/g_admin.c b/code/game/g_admin.c new file mode 100644 index 0000000..ded5121 --- /dev/null +++ b/code/game/g_admin.c @@ -0,0 +1,3470 @@ +/* +=========================================================================== +Copyright (C) 2004-2006 Tony J. White + +This file is part of the Open Arena source code. + +Originally copied from Tremulous under GPL version 2 including any later version. + +Several modifications, additions, and deletions were made by developers of the +Open Arena source code. + +This shrubbot implementation is the original work of Tony J. White. + +Contains contributions from Wesley van Beelen, Chris Bajumpaa, Josh Menke, +and Travis Maurer. + +The functionality of this code mimics the behaviour of the currently +inactive project shrubet (http://www.etstats.com/shrubet/index.php?ver=2) +by Ryan Mannion. However, shrubet was a closed-source project and +none of it's code has been copied, only it's functionality. + +Open Arena Source code 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. + +Open Arena Source code 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 Open Arena Source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +/* KK-OAX TODO +1. Clean up the default admin levels to include the commands which I have added +3. Implement Disorientation in Code +4. DEBUG, DEBUG, DEBUG +*/ + +#include "g_local.h" + +// big ugly global buffer for use with buffered printing of long outputs +static char g_bfb[ 32000 ]; + +// note: list ordered alphabetically +g_admin_cmd_t g_admin_cmds[ ] = + { + {"adjustban", G_admin_adjustban, "b", + "change the duration or reason of a ban. duration is specified as " + "numbers followed by units 'w' (weeks), 'd' (days), 'h' (hours) or " + "'m' (minutes), or seconds if no units are specified. if the duration is" + " preceded by a + or -, the ban duration will be extended or shortened by" + " the specified amount", + "[^3ban#^7] (^5duration^7) (^5reason^7)" + }, + + {"admintest", G_admin_admintest, "a", + "display your current admin level", + "" + }, + + {"allready", G_admin_allready, "y", + "makes everyone ready in intermission", + "" + }, + + {"ban", G_admin_ban, "b", + "ban a player by IP and GUID with an optional expiration time and reason." + " duration is specified as numbers followed by units 'w' (weeks), 'd' " + "(days), 'h' (hours) or 'm' (minutes), or seconds if no units are " + "specified", + "[^3name|slot#|IP^7] (^5duration^7) (^5reason^7)" + }, + + {"cancelvote", G_admin_cancelvote, "c", + "cancel a vote taking place", + "" + }, + //KK-OAX + {"disorient", G_admin_disorient, "d", + "disorient a player by flipping player's view and controls", + "[^3name|slot#^7] (^hreason^7)" + }, + //{"fling", G_admin_fling, "d", + // "throws the player specified", + // "[^3name|slot#^7]" + //}, + + {"help", G_admin_help, "h", + "display commands available to you or help on a specific command", + "(^5command^7)" + }, + + {"kick", G_admin_kick, "k", + "kick a player with an optional reason", + "[^3name|slot#^7] (^5reason^7)" + }, + + {"listadmins", G_admin_listadmins, "D", + "display a list of all server admins and their levels", + "(^5name|start admin#^7)" + }, + + {"listplayers", G_admin_listplayers, "i", + "display a list of players, their client numbers and their levels", + "" + }, + + {"lock", G_admin_lock, "K", + "lock a team to prevent anyone from joining it", + "[^3a|h^7]" + }, + //KK-OAX + {"map", G_admin_map, "M", + "load a map", + "[^3mapname^7]" + }, + + {"mute", G_admin_mute, "m", + "mute a player", + "[^3name|slot#^7]" + }, + + {"namelog", G_admin_namelog, "e", + "display a list of names used by recently connected players", + "(^5name^7)" + }, + + {"nextmap", G_admin_nextmap, "n", + "go to the next map in the cycle", + "" + }, + //KK-OAX + {"orient", G_admin_orient, "d", + "orient a player after a !disorient", "[^3name|slot#^7]" + }, + + {"passvote", G_admin_passvote, "V", + "pass a vote currently taking place", + "" + }, + + {"putteam", G_admin_putteam, "p", + "move a player to a specified team", + "[^3name|slot#^7] [^3h|a|s^7]" + }, + + {"readconfig", G_admin_readconfig, "G", + "reloads the admin config file and refreshes permission flags", + "" + }, + + {"rename", G_admin_rename, "N", + "rename a player", + "[^3name|slot#^7] [^3new name^7]" + }, + + {"restart", G_admin_restart, "r", + "restart the current map (optionally using named layout)", + "" + }, + + {"setlevel", G_admin_setlevel, "s", + "sets the admin level of a player", + "[^3name|slot#|admin#^7] [^3level^7]" + }, + + {"showbans", G_admin_showbans, "B", + "display a (partial) list of active bans", + "(^5start at ban#^7) (^5name|IP^7)" + }, + //KK-OAX + {"shuffle", G_admin_shuffle, "f", + "Shuffles the teams" + "" + }, + + {"slap", G_admin_slap, "S", + "Reduces the health of the selected player by the damage specified", + "[^3name|slot#] [damage] [reason]" + }, + + {"spec999", G_admin_spec999, "P", + "move 999 pingers to the spectator team", + ""}, + + {"time", G_admin_time, "C", + "show the current local server time", + ""}, + + {"unban", G_admin_unban, "b", + "unbans a player specified by the slot as seen in showbans", + "[^3ban#^7]" + }, + + {"unlock", G_admin_unlock, "K", + "unlock a locked team", + "[^3a|h^7]" + }, + + {"unmute", G_admin_mute, "m", + "unmute a muted player", + "[^3name|slot#^7]" + }, + +//KK-OAX + {"warn", G_admin_warn, "w", + "warn a player", + "[^3name|slot#^7] [reason]" + } + + }; + +static int adminNumCmds = sizeof( g_admin_cmds ) / sizeof( g_admin_cmds[ 0 ] ); + +static int admin_level_maxname = 0; +g_admin_level_t *g_admin_levels[ MAX_ADMIN_LEVELS ]; +g_admin_admin_t *g_admin_admins[ MAX_ADMIN_ADMINS ]; +g_admin_ban_t *g_admin_bans[ MAX_ADMIN_BANS ]; +g_admin_command_t *g_admin_commands[ MAX_ADMIN_COMMANDS ]; +g_admin_namelog_t *g_admin_namelog[ MAX_ADMIN_NAMELOGS ]; +//KK-OAX Load us up some warnings here.... +g_admin_warning_t *g_admin_warnings[ MAX_ADMIN_WARNINGS ]; + +qboolean G_admin_permission( gentity_t *ent, char flag ) +{ + int i; + int l = 0; + char *flags; + + // console always wins + if( !ent ) + return qtrue; + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( ent->client->pers.guid, g_admin_admins[ i ]->guid ) ) + { + flags = g_admin_admins[ i ]->flags; + while( *flags ) + { + if( *flags == flag ) + return qtrue; + else if( *flags == '-' ) + { + while( *flags++ ) + { + if( *flags == flag ) + return qfalse; + if( *flags == '+' ) + break; + } + } + else if( *flags == '*' ) + { + while( *flags++ ) + { + if( *flags == flag ) + return qfalse; + } + // flags with significance only for individuals ( + // like ADMF_INCOGNITO and ADMF_IMMUTABLE are NOT covered + // by the '*' wildcard. They must be specified manually. + return ( flag != ADMF_INCOGNITO && flag != ADMF_IMMUTABLE ); + } + flags++; + } + l = g_admin_admins[ i ]->level; + } + } + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + if( g_admin_levels[ i ]->level == l ) + { + flags = g_admin_levels[ i ]->flags; + while( *flags ) + { + if( *flags == flag ) + return qtrue; + if( *flags == '*' ) + { + while( *flags++ ) + { + if( *flags == flag ) + return qfalse; + } + // flags with significance only for individuals ( + // like ADMF_INCOGNITO and ADMF_IMMUTABLE are NOT covered + // by the '*' wildcard. They must be specified manually. + return ( flag != ADMF_INCOGNITO && flag != ADMF_IMMUTABLE ); + } + flags++; + } + } + } + return qfalse; +} + +qboolean G_admin_name_check( gentity_t *ent, char *name, char *err, int len ) +{ + int i; + gclient_t *client; + char testName[ MAX_NAME_LENGTH ] = {""}; + char name2[ MAX_NAME_LENGTH ] = {""}; + + G_SanitiseString( name, name2, sizeof( name2 ) ); + + if( !Q_stricmp( name2, "UnnamedPlayer" ) ) + return qtrue; + + for( i = 0; i < level.maxclients; i++ ) + { + client = &level.clients[ i ]; + if( client->pers.connected == CON_DISCONNECTED ) + continue; + + // can rename ones self to the same name using different colors + if( i == ( ent - g_entities ) ) + continue; + + G_SanitiseString( client->pers.netname, testName, sizeof( testName ) ); + if( !Q_stricmp( name2, testName ) ) + { + Com_sprintf( err, len, "The name '%s^7' is already in use", name ); + return qfalse; + } + } + + if( !g_adminNameProtect.integer ) + return qtrue; + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( g_admin_admins[ i ]->level < 1 ) + continue; + G_SanitiseString( g_admin_admins[ i ]->name, testName, sizeof( testName ) ); + if( !Q_stricmp( name2, testName ) && + Q_stricmp( ent->client->pers.guid, g_admin_admins[ i ]->guid ) ) + { + Com_sprintf( err, len, "The name '%s^7' belongs to an admin, " + "please use another name", name ); + return qfalse; + } + } + return qtrue; +} + +static qboolean admin_higher_guid( char *admin_guid, char *victim_guid ) +{ + int i; + int alevel = 0; + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( admin_guid, g_admin_admins[ i ]->guid ) ) + { + alevel = g_admin_admins[ i ]->level; + break; + } + } + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( victim_guid, g_admin_admins[ i ]->guid ) ) + { + if( alevel < g_admin_admins[ i ]->level ) + return qfalse; + return !strstr( g_admin_admins[ i ]->flags, va( "%c", ADMF_IMMUTABLE ) ); + } + } + return qtrue; +} + +static qboolean admin_higher( gentity_t *admin, gentity_t *victim ) +{ + + // console always wins + if( !admin ) + return qtrue; + // just in case + if( !victim ) + return qtrue; + + return admin_higher_guid( admin->client->pers.guid, + victim->client->pers.guid ); +} + +//KK-OAX Moved the Read/Write int/String functions to g_fileops.c for portability +//across GAME + +//KK-OAX Added Warnings +static void admin_writeconfig( void ) +{ + fileHandle_t f; + int len, i, j; + int t; + char levels[ MAX_STRING_CHARS ] = {""}; + + if( !g_admin.string[ 0 ] ) + { + G_Printf( S_COLOR_YELLOW "WARNING: g_admin is not set. " + " configuration will not be saved to a file.\n" ); + return; + } + t = trap_RealTime( NULL ); + len = trap_FS_FOpenFile( g_admin.string, &f, FS_WRITE ); + if( len < 0 ) + { + G_Printf( "admin_writeconfig: could not open g_admin file \"%s\"\n", + g_admin.string ); + return; + } + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + trap_FS_Write( "[level]\n", 8, f ); + trap_FS_Write( "level = ", 10, f ); + writeFile_int( g_admin_levels[ i ]->level, f ); + trap_FS_Write( "name = ", 10, f ); + writeFile_string( g_admin_levels[ i ]->name, f ); + trap_FS_Write( "flags = ", 10, f ); + writeFile_string( g_admin_levels[ i ]->flags, f ); + trap_FS_Write( "\n", 1, f ); + } + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + // don't write level 0 users + if( g_admin_admins[ i ]->level == 0 ) + continue; + + trap_FS_Write( "[admin]\n", 8, f ); + trap_FS_Write( "name = ", 10, f ); + writeFile_string( g_admin_admins[ i ]->name, f ); + trap_FS_Write( "guid = ", 10, f ); + writeFile_string( g_admin_admins[ i ]->guid, f ); + trap_FS_Write( "level = ", 10, f ); + writeFile_int( g_admin_admins[ i ]->level, f ); + trap_FS_Write( "flags = ", 10, f ); + writeFile_string( g_admin_admins[ i ]->flags, f ); + trap_FS_Write( "\n", 1, f ); + } + for( i = 0; i < MAX_ADMIN_BANS && g_admin_bans[ i ]; i++ ) + { + // don't write expired bans + // if expires is 0, then it's a perm ban + if( g_admin_bans[ i ]->expires != 0 && + ( g_admin_bans[ i ]->expires - t ) < 1 ) + continue; + + trap_FS_Write( "[ban]\n", 6, f ); + trap_FS_Write( "name = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->name, f ); + trap_FS_Write( "guid = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->guid, f ); + trap_FS_Write( "ip = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->ip, f ); + trap_FS_Write( "reason = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->reason, f ); + trap_FS_Write( "made = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->made, f ); + trap_FS_Write( "expires = ", 10, f ); + writeFile_int( g_admin_bans[ i ]->expires, f ); + trap_FS_Write( "banner = ", 10, f ); + writeFile_string( g_admin_bans[ i ]->banner, f ); + trap_FS_Write( "\n", 1, f ); + } + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + levels[ 0 ] = '\0'; + trap_FS_Write( "[command]\n", 10, f ); + trap_FS_Write( "command = ", 10, f ); + writeFile_string( g_admin_commands[ i ]->command, f ); + trap_FS_Write( "exec = ", 10, f ); + writeFile_string( g_admin_commands[ i ]->exec, f ); + trap_FS_Write( "desc = ", 10, f ); + writeFile_string( g_admin_commands[ i ]->desc, f ); + trap_FS_Write( "levels = ", 10, f ); + for( j = 0; g_admin_commands[ i ]->levels[ j ] != -1; j++ ) + { + Q_strcat( levels, sizeof( levels ), + va( "%i ", g_admin_commands[ i ]->levels[ j ] ) ); + } + writeFile_string( levels, f ); + trap_FS_Write( "\n", 1, f ); + } + for( i = 0; i < MAX_ADMIN_WARNINGS && g_admin_warnings[ i ]; i++ ) + { + // don't write expired warnings + // if expires is 0, then it's a perm warning + // it will get loaded everytime they connect!!!! + if( g_admin_warnings[ i ]->expires != 0 && + ( g_admin_warnings[ i ]->expires - t ) < 1 ) + continue; + + trap_FS_Write( "[warning]\n", 10, f ); + trap_FS_Write( "name = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->name, f ); + trap_FS_Write( "guid = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->guid, f ); + trap_FS_Write( "ip = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->ip, f ); + trap_FS_Write( "warning = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->warning, f ); + trap_FS_Write( "made = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->made, f ); + trap_FS_Write( "expires = ", 10, f ); + writeFile_int( g_admin_warnings[ i ]->expires, f ); + trap_FS_Write( "warner = ", 10, f ); + writeFile_string( g_admin_warnings[ i ]->warner, f ); + trap_FS_Write( "\n", 1, f ); + } + trap_FS_FCloseFile( f ); +} + + +// if we can't parse any levels from readconfig, set up default +// ones to make new installs easier for admins +//KK-OAX TODO: Add all features to default levels... +static void admin_default_levels( void ) +{ + g_admin_level_t *l; + int i; + + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + BG_Free( g_admin_levels[ i ] ); + g_admin_levels[ i ] = NULL; + } + for( i = 0; i <= 5; i++ ) + { + l = BG_Alloc( sizeof( g_admin_level_t ) ); + l->level = i; + *l->name = '\0'; + *l->flags = '\0'; + g_admin_levels[ i ] = l; + } + Q_strncpyz( g_admin_levels[ 0 ]->name, "^4Unknown Player", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 0 ]->flags, "ahC", sizeof( l->flags ) ); + + Q_strncpyz( g_admin_levels[ 1 ]->name, "^5Server Regular", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 1 ]->flags, "iahC", sizeof( l->flags ) ); + + Q_strncpyz( g_admin_levels[ 2 ]->name, "^6Team Manager", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 2 ]->flags, "iahCpPwr", sizeof( l->flags ) ); + + Q_strncpyz( g_admin_levels[ 3 ]->name, "^2Junior Admin", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 3 ]->flags, "iahCpPwrkmfKncN?", sizeof( l->flags ) ); + + Q_strncpyz( g_admin_levels[ 4 ]->name, "^3Senior Admin", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 4 ]->flags, "iahCpPwrkmfKncN?MVdBbeDS51", sizeof( l->flags ) ); + + Q_strncpyz( g_admin_levels[ 5 ]->name, "^1Server Operator", + sizeof( l->name ) ); + Q_strncpyz( g_admin_levels[ 5 ]->flags, "*", sizeof( l->flags ) ); + admin_level_maxname = 15; +} + +// return a level for a player entity. +int G_admin_level( gentity_t *ent ) +{ + int i; + + if( !ent ) + { + return MAX_ADMIN_LEVELS; + } + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( g_admin_admins[ i ]->guid, ent->client->pers.guid ) ) + return g_admin_admins[ i ]->level; + } + + return 0; +} + +static qboolean admin_command_permission( gentity_t *ent, char *command ) +{ + int i, j; + int level; + + if( !ent ) + return qtrue; + level = ent->client->pers.adminLevel; + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + if( !Q_stricmp( command, g_admin_commands[ i ]->command ) ) + { + for( j = 0; g_admin_commands[ i ]->levels[ j ] != -1; j++ ) + { + if( g_admin_commands[ i ]->levels[ j ] == level ) + { + return qtrue; + } + } + } + } + return qfalse; +} + +static void admin_log( gentity_t *admin, char *cmd, int skiparg ) +{ + fileHandle_t f; + int len, i, j; + char string[ MAX_STRING_CHARS ]; + int min, tens, sec; + g_admin_admin_t *a; + g_admin_level_t *l; + char flags[ MAX_ADMIN_FLAGS * 2 ]; + gentity_t *victim = NULL; + int pids[ MAX_CLIENTS ]; + char name[ MAX_NAME_LENGTH ]; + + if( !g_adminLog.string[ 0 ] ) + return; + + + len = trap_FS_FOpenFile( g_adminLog.string, &f, FS_APPEND ); + if( len < 0 ) + { + G_Printf( "admin_log: error could not open %s\n", g_adminLog.string ); + return; + } + + sec = level.time / 1000; + min = sec / 60; + sec -= min * 60; + tens = sec / 10; + sec -= tens * 10; + + *flags = '\0'; + if( admin ) + { + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( g_admin_admins[ i ]->guid , admin->client->pers.guid ) ) + { + + a = g_admin_admins[ i ]; + Q_strncpyz( flags, a->flags, sizeof( flags ) ); + for( j = 0; j < MAX_ADMIN_LEVELS && g_admin_levels[ j ]; j++ ) + { + if( g_admin_levels[ j ]->level == a->level ) + { + l = g_admin_levels[ j ]; + Q_strcat( flags, sizeof( flags ), l->flags ); + break; + } + } + break; + } + } + } + + if( G_SayArgc() > 1 + skiparg ) + { + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + if( G_ClientNumbersFromString( name, pids, MAX_CLIENTS ) == 1 ) + { + victim = &g_entities[ pids[ 0 ] ]; + } + } + + if( victim && Q_stricmp( cmd, "attempted" ) ) + { + Com_sprintf( string, sizeof( string ), + "%3i:%i%i: %i: %s: %s: %s: %s: %s: %s: \"%s\"\n", + min, + tens, + sec, + ( admin ) ? admin->s.clientNum : -1, + ( admin ) ? admin->client->pers.guid + : "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX", + ( admin ) ? admin->client->pers.netname : "console", + flags, + cmd, + victim->client->pers.guid, + victim->client->pers.netname, + G_SayConcatArgs( 2 + skiparg ) ); + } + else + { + Com_sprintf( string, sizeof( string ), + "%3i:%i%i: %i: %s: %s: %s: %s: \"%s\"\n", + min, + tens, + sec, + ( admin ) ? admin->s.clientNum : -1, + ( admin ) ? admin->client->pers.guid + : "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX", + ( admin ) ? admin->client->pers.netname : "console", + flags, + cmd, + G_SayConcatArgs( 1 + skiparg ) ); + } + trap_FS_Write( string, strlen( string ), f ); + trap_FS_FCloseFile( f ); +} + +static int admin_listadmins( gentity_t *ent, int start, char *search ) +{ + int drawn = 0; + char guid_stub[9]; + char name[ MAX_NAME_LENGTH ] = {""}; + char name2[ MAX_NAME_LENGTH ] = {""}; + char lname[ MAX_NAME_LENGTH ] = {""}; + int i, j; + gentity_t *vic; + int l = 0; + qboolean dup = qfalse; + + ADMBP_begin(); + + // print out all connected players regardless of level if name searching + for( i = 0; i < level.maxclients && search[ 0 ]; i++ ) + { + vic = &g_entities[ i ]; + + if( !vic->client || vic->client->pers.connected != CON_CONNECTED ) + continue; + + l = vic->client->pers.adminLevel; + + G_SanitiseString( vic->client->pers.netname, name, sizeof( name ) ); + if( !strstr( name, search ) ) + continue; + + for( j = 0; j < 8; j++ ) + guid_stub[ j ] = vic->client->pers.guid[ j + 24 ]; + guid_stub[ j ] = '\0'; + + lname[ 0 ] = '\0'; + for( j = 0; j < MAX_ADMIN_LEVELS && g_admin_levels[ j ]; j++ ) + { + if( g_admin_levels[ j ]->level == l ) + { + int k, colorlen; + + for( colorlen = k = 0; g_admin_levels[ j ]->name[ k ]; k++ ) + if( Q_IsColorString( &g_admin_levels[ j ]->name[ k ] ) ) + colorlen += 2; + Com_sprintf( lname, sizeof( lname ), "%*s", + admin_level_maxname + colorlen, + g_admin_levels[ j ]->name ); + break; + } + } + ADMBP( va( "%4i %4i %s^7 (*%s) %s^7\n", + i, + l, + lname, + guid_stub, + vic->client->pers.netname ) ); + drawn++; + } + + for( i = start; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ] && + drawn < MAX_ADMIN_LISTITEMS; i++ ) + { + if( search[ 0 ] ) + { + G_SanitiseString( g_admin_admins[ i ]->name, name, sizeof( name ) ); + if( !strstr( name, search ) ) + continue; + + // verify we don't have the same guid/name pair in connected players + // since we don't want to draw the same player twice + dup = qfalse; + for( j = 0; j < level.maxclients; j++ ) + { + vic = &g_entities[ j ]; + if( !vic->client || vic->client->pers.connected != CON_CONNECTED ) + continue; + G_SanitiseString( vic->client->pers.netname, name2, sizeof( name2 ) ); + if( !Q_stricmp( vic->client->pers.guid, g_admin_admins[ i ]->guid ) && + strstr( name2, search ) ) + { + dup = qtrue; + break; + } + } + if( dup ) + continue; + } + for( j = 0; j < 8; j++ ) + guid_stub[ j ] = g_admin_admins[ i ]->guid[ j + 24 ]; + guid_stub[ j ] = '\0'; + + lname[ 0 ] = '\0'; + for( j = 0; j < MAX_ADMIN_LEVELS && g_admin_levels[ j ]; j++ ) + { + if( g_admin_levels[ j ]->level == g_admin_admins[ i ]->level ) + { + int k, colorlen; + + for( colorlen = k = 0; g_admin_levels[ j ]->name[ k ]; k++ ) + if( Q_IsColorString( &g_admin_levels[ j ]->name[ k ] ) ) + colorlen += 2; + Com_sprintf( lname, sizeof( lname ), "%*s", + admin_level_maxname + colorlen, + g_admin_levels[ j ]->name ); + break; + } + } + ADMBP( va( "%4i %4i %s^7 (*%s) %s^7\n", + ( i + MAX_CLIENTS ), + g_admin_admins[ i ]->level, + lname, + guid_stub, + g_admin_admins[ i ]->name ) ); + drawn++; + } + ADMBP_end(); + return drawn; +} + +void G_admin_duration( int secs, char *duration, int dursize ) +{ + + if( secs > ( 60 * 60 * 24 * 365 * 50 ) || secs < 0 ) + Q_strncpyz( duration, "PERMANENT", dursize ); + else if( secs >= ( 60 * 60 * 24 * 365 ) ) + Com_sprintf( duration, dursize, "%1.1f years", + ( secs / ( 60 * 60 * 24 * 365.0f ) ) ); + else if( secs >= ( 60 * 60 * 24 * 90 ) ) + Com_sprintf( duration, dursize, "%1.1f weeks", + ( secs / ( 60 * 60 * 24 * 7.0f ) ) ); + else if( secs >= ( 60 * 60 * 24 ) ) + Com_sprintf( duration, dursize, "%1.1f days", + ( secs / ( 60 * 60 * 24.0f ) ) ); + else if( secs >= ( 60 * 60 ) ) + Com_sprintf( duration, dursize, "%1.1f hours", + ( secs / ( 60 * 60.0f ) ) ); + else if( secs >= 60 ) + Com_sprintf( duration, dursize, "%1.1f minutes", + ( secs / 60.0f ) ); + else + Com_sprintf( duration, dursize, "%i seconds", secs ); +} + +qboolean G_admin_ban_check( char *userinfo, char *reason, int rlen ) +{ + char *guid, *ip; + int i; + int t; + + *reason = '\0'; + t = trap_RealTime( NULL ); + if( !*userinfo ) + return qfalse; + ip = Info_ValueForKey( userinfo, "ip" ); + if( !*ip ) + return qfalse; + guid = Info_ValueForKey( userinfo, "cl_guid" ); + for( i = 0; i < MAX_ADMIN_BANS && g_admin_bans[ i ]; i++ ) + { + // 0 is for perm ban + if( g_admin_bans[ i ]->expires != 0 && + ( g_admin_bans[ i ]->expires - t ) < 1 ) + continue; + if( strstr( ip, g_admin_bans[ i ]->ip ) ) + { + char duration[ 32 ]; + G_admin_duration( ( g_admin_bans[ i ]->expires - t ), + duration, sizeof( duration ) ); + Com_sprintf( + reason, + rlen, + "You have been banned by %s^7 reason: %s^7 expires: %s", + g_admin_bans[ i ]->banner, + g_admin_bans[ i ]->reason, + duration + ); + G_Printf( "Banned player tried to connect from IP %s\n", ip ); + return qtrue; + } + if( *guid && !Q_stricmp( g_admin_bans[ i ]->guid, guid ) ) + { + char duration[ 32 ]; + G_admin_duration( ( g_admin_bans[ i ]->expires - t ), + duration, sizeof( duration ) ); + Com_sprintf( + reason, + rlen, + "You have been banned by %s^7 reason: %s^7 expires: %s", + g_admin_bans[ i ]->banner, + g_admin_bans[ i ]->reason, + duration + ); + G_Printf( "Banned player tried to connect with GUID %s\n", guid ); + return qtrue; + } + } + return qfalse; +} + +qboolean G_admin_cmd_check( gentity_t *ent, qboolean say ) +{ + int i; + char command[ MAX_ADMIN_CMD_LEN ]; + char *cmd; + int skip = 0; + + command[ 0 ] = '\0'; + G_SayArgv( 0, command, sizeof( command ) ); + if( !command[ 0 ] ) + return qfalse; + if( !Q_stricmp( command, "say" ) || + ( !Q_stricmp( command, "say_team" ) && + G_admin_permission( ent, ADMF_TEAMCHAT_CMD ) ) ) + { + skip = 1; + G_SayArgv( 1, command, sizeof( command ) ); + } + + if( command[ 0 ] == '!' ) + { + cmd = &command[ 1 ]; + } + else + { + return qfalse; + } + + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + if( Q_stricmp( cmd, g_admin_commands[ i ]->command ) ) + continue; + + if( admin_command_permission( ent, cmd ) ) + { + // flooding say will have already been accounted for in ClientCommand + if( !say && G_FloodLimited( ent ) ) + return qtrue; + trap_SendConsoleCommand( EXEC_APPEND, g_admin_commands[ i ]->exec ); + admin_log( ent, cmd, skip ); + } + else + { + ADMP( va( "^3!%s: ^7permission denied\n", g_admin_commands[ i ]->command ) ); + admin_log( ent, "attempted", skip - 1 ); + } + return qtrue; + } + + for( i = 0; i < adminNumCmds; i++ ) + { + if( Q_stricmp( cmd, g_admin_cmds[ i ].keyword ) ) + continue; + + if( G_admin_permission( ent, g_admin_cmds[ i ].flag[ 0 ] ) ) + { + // flooding say will have already been accounted for in ClientCommand + if( !say && G_FloodLimited( ent ) ) + return qtrue; + g_admin_cmds[ i ].handler( ent, skip ); + admin_log( ent, cmd, skip ); + } + else + { + ADMP( va( "^3!%s: ^7permission denied\n", g_admin_cmds[ i ].keyword ) ); + admin_log( ent, "attempted", skip - 1 ); + } + return qtrue; + } + return qfalse; +} + +void G_admin_namelog_cleanup( ) +{ + int i; + + for( i = 0; i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; i++ ) + { + BG_Free( g_admin_namelog[ i ] ); + g_admin_namelog[ i ] = NULL; + } +} + +void G_admin_namelog_update( gclient_t *client, qboolean disconnect ) +{ + int i, j; + g_admin_namelog_t *namelog; + char n1[ MAX_NAME_LENGTH ]; + char n2[ MAX_NAME_LENGTH ]; + int clientNum = ( client - level.clients ); + + G_SanitiseString( client->pers.netname, n1, sizeof( n1 ) ); + for( i = 0; i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; i++ ) + { + if( disconnect && g_admin_namelog[ i ]->slot != clientNum ) + continue; + + if( !disconnect && !( g_admin_namelog[ i ]->slot == clientNum || + g_admin_namelog[ i ]->slot == -1 ) ) + { + continue; + } + + if( !Q_stricmp( client->pers.ip, g_admin_namelog[ i ]->ip ) && + !Q_stricmp( client->pers.guid, g_admin_namelog[ i ]->guid ) ) + { + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES && + g_admin_namelog[ i ]->name[ j ][ 0 ]; j++ ) + { + G_SanitiseString( g_admin_namelog[ i ]->name[ j ], n2, sizeof( n2 ) ); + if( !Q_stricmp( n1, n2 ) ) + break; + } + if( j == MAX_ADMIN_NAMELOG_NAMES ) + j = MAX_ADMIN_NAMELOG_NAMES - 1; + Q_strncpyz( g_admin_namelog[ i ]->name[ j ], client->pers.netname, + sizeof( g_admin_namelog[ i ]->name[ j ] ) ); + g_admin_namelog[ i ]->slot = ( disconnect ) ? -1 : clientNum; + + // if this player is connecting, they are no longer banned + if( !disconnect ) + g_admin_namelog[ i ]->banned = qfalse; + + return; + } + } + if( i >= MAX_ADMIN_NAMELOGS ) + { + G_Printf( "G_admin_namelog_update: warning, g_admin_namelogs overflow\n" ); + return; + } + namelog = BG_Alloc( sizeof( g_admin_namelog_t ) ); + memset( namelog, 0, sizeof( namelog ) ); + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES; j++ ) + namelog->name[ j ][ 0 ] = '\0'; + Q_strncpyz( namelog->ip, client->pers.ip, sizeof( namelog->ip ) ); + Q_strncpyz( namelog->guid, client->pers.guid, sizeof( namelog->guid ) ); + Q_strncpyz( namelog->name[ 0 ], client->pers.netname, + sizeof( namelog->name[ 0 ] ) ); + namelog->slot = ( disconnect ) ? -1 : clientNum; + g_admin_namelog[ i ] = namelog; +} + +//KK-OAX Added Parsing Warnings +qboolean G_admin_readconfig( gentity_t *ent, int skiparg ) +{ + g_admin_level_t *l = NULL; + g_admin_admin_t *a = NULL; + g_admin_ban_t *b = NULL; + g_admin_command_t *c = NULL; + g_admin_warning_t *w = NULL; + int lc = 0, ac = 0, bc = 0, cc = 0, wc = 0; + fileHandle_t f; + int len; + char *cnf, *cnf2; + char *t; + qboolean level_open, admin_open, ban_open, command_open, warning_open; + int i; + + G_admin_cleanup(); + + if( !g_admin.string[ 0 ] ) + { + ADMP( "^3!readconfig: g_admin is not set, not loading configuration " + "from a file\n" ); + admin_default_levels(); + return qfalse; + } + + len = trap_FS_FOpenFile( g_admin.string, &f, FS_READ ); + if( len < 0 ) + { + G_Printf( "^3!readconfig: ^7could not open admin config file %s\n", + g_admin.string ); + admin_default_levels(); + return qfalse; + } + cnf = BG_Alloc( len + 1 ); + cnf2 = cnf; + trap_FS_Read( cnf, len, f ); + *( cnf + len ) = '\0'; + trap_FS_FCloseFile( f ); + + admin_level_maxname = 0; + + level_open = admin_open = ban_open = command_open = warning_open = qfalse; + COM_BeginParseSession( g_admin.string ); + while( 1 ) + { + t = COM_Parse( &cnf ); + if( !*t ) + break; + + if( !Q_stricmp( t, "[level]" ) ) + { + if( lc >= MAX_ADMIN_LEVELS ) + return qfalse; + l = BG_Alloc( sizeof( g_admin_level_t ) ); + g_admin_levels[ lc++ ] = l; + level_open = qtrue; + admin_open = ban_open = command_open = warning_open = qfalse; + } + else if( !Q_stricmp( t, "[admin]" ) ) + { + if( ac >= MAX_ADMIN_ADMINS ) + return qfalse; + a = BG_Alloc( sizeof( g_admin_admin_t ) ); + g_admin_admins[ ac++ ] = a; + admin_open = qtrue; + level_open = ban_open = command_open = warning_open = qfalse; + } + else if( !Q_stricmp( t, "[ban]" ) ) + { + if( bc >= MAX_ADMIN_BANS ) + return qfalse; + b = BG_Alloc( sizeof( g_admin_ban_t ) ); + g_admin_bans[ bc++ ] = b; + ban_open = qtrue; + level_open = admin_open = command_open = warning_open = qfalse; + } + else if( !Q_stricmp( t, "[command]" ) ) + { + if( cc >= MAX_ADMIN_COMMANDS ) + return qfalse; + c = BG_Alloc( sizeof( g_admin_command_t ) ); + g_admin_commands[ cc++ ] = c; + c->levels[ 0 ] = -1; + command_open = qtrue; + level_open = admin_open = ban_open = warning_open = qfalse; + } + else if( !Q_stricmp( t, "[warning]" ) ) + { + if( wc >= MAX_ADMIN_WARNINGS ) + return qfalse; + w = BG_Alloc( sizeof( g_admin_warning_t ) ); + g_admin_warnings[ wc++ ] = w; + warning_open = qtrue; + level_open = admin_open = ban_open = command_open = qfalse; + } + else if( level_open ) + { + if( !Q_stricmp( t, "level" ) ) + { + readFile_int( &cnf, &l->level ); + } + else if( !Q_stricmp( t, "name" ) ) + { + readFile_string( &cnf, l->name, sizeof( l->name ) ); + } + else if( !Q_stricmp( t, "flags" ) ) + { + readFile_string( &cnf, l->flags, sizeof( l->flags ) ); + } + else + { + COM_ParseError( "[level] unrecognized token \"%s\"", t ); + } + } + else if( admin_open ) + { + if( !Q_stricmp( t, "name" ) ) + { + readFile_string( &cnf, a->name, sizeof( a->name ) ); + } + else if( !Q_stricmp( t, "guid" ) ) + { + readFile_string( &cnf, a->guid, sizeof( a->guid ) ); + } + else if( !Q_stricmp( t, "level" ) ) + { + readFile_int( &cnf, &a->level ); + } + else if( !Q_stricmp( t, "flags" ) ) + { + readFile_string( &cnf, a->flags, sizeof( a->flags ) ); + } + else + { + COM_ParseError( "[admin] unrecognized token \"%s\"", t ); + } + + } + else if( ban_open ) + { + if( !Q_stricmp( t, "name" ) ) + { + readFile_string( &cnf, b->name, sizeof( b->name ) ); + } + else if( !Q_stricmp( t, "guid" ) ) + { + readFile_string( &cnf, b->guid, sizeof( b->guid ) ); + } + else if( !Q_stricmp( t, "ip" ) ) + { + readFile_string( &cnf, b->ip, sizeof( b->ip ) ); + } + else if( !Q_stricmp( t, "reason" ) ) + { + readFile_string( &cnf, b->reason, sizeof( b->reason ) ); + } + else if( !Q_stricmp( t, "made" ) ) + { + readFile_string( &cnf, b->made, sizeof( b->made ) ); + } + else if( !Q_stricmp( t, "expires" ) ) + { + readFile_int( &cnf, &b->expires ); + } + else if( !Q_stricmp( t, "banner" ) ) + { + readFile_string( &cnf, b->banner, sizeof( b->banner ) ); + } + else + { + COM_ParseError( "[ban] unrecognized token \"%s\"", t ); + } + } + else if( command_open ) + { + if( !Q_stricmp( t, "command" ) ) + { + readFile_string( &cnf, c->command, sizeof( c->command ) ); + } + else if( !Q_stricmp( t, "exec" ) ) + { + readFile_string( &cnf, c->exec, sizeof( c->exec ) ); + } + else if( !Q_stricmp( t, "desc" ) ) + { + readFile_string( &cnf, c->desc, sizeof( c->desc ) ); + } + else if( !Q_stricmp( t, "levels" ) ) + { + char levels[ MAX_STRING_CHARS ] = {""}; + char *level = levels; + char *lp; + int cmdlevel = 0; + + readFile_string( &cnf, levels, sizeof( levels ) ); + while( cmdlevel < MAX_ADMIN_LEVELS ) + { + lp = COM_Parse( &level ); + if( !*lp ) + break; + c->levels[ cmdlevel++ ] = atoi( lp ); + } + // ensure the list is -1 terminated + c->levels[ cmdlevel ] = -1; + } + else + { + COM_ParseError( "[command] unrecognized token \"%s\"", t ); + } + } + else if( warning_open ) + { + if( !Q_stricmp( t, "name" ) ) + { + readFile_string( &cnf, w->name, sizeof( w->name ) ); + } + else if( !Q_stricmp( t, "guid" ) ) + { + readFile_string( &cnf, w->guid, sizeof( w->guid ) ); + } + else if( !Q_stricmp( t, "ip" ) ) + { + readFile_string( &cnf, w->ip, sizeof( w->ip ) ); + } + else if( !Q_stricmp( t, "warning" ) ) + { + readFile_string( &cnf, w->warning, sizeof( w->warning ) ); + } + else if( !Q_stricmp( t, "made" ) ) + { + readFile_string( &cnf, w->made, sizeof( w->made ) ); + } + else if( !Q_stricmp( t, "expires" ) ) + { + readFile_int( &cnf, &w->expires ); + } + else if( !Q_stricmp( t, "warner" ) ) + { + readFile_string( &cnf, w->warner, sizeof( w->warner ) ); + } + else + { + COM_ParseError( "[warning] unrecognized token \"%s\"", t ); + } + } + else + { + COM_ParseError( "unexpected token \"%s\"", t ); + } + } + BG_Free( cnf2 ); + ADMP( va( "^3!readconfig: ^7loaded %d levels, %d admins, %d bans, %d commands, %d warnings\n", + lc, ac, bc, cc, wc ) ); + if( lc == 0 ) + admin_default_levels(); + else + { + // max printable name length for formatting + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + len = Q_PrintStrlen( g_admin_levels[ i ]->name ); + if( len > admin_level_maxname ) + admin_level_maxname = len; + } + } + // reset adminLevel + for( i = 0; i < level.maxclients; i++ ) + if( level.clients[ i ].pers.connected != CON_DISCONNECTED ) + level.clients[ i ].pers.adminLevel = G_admin_level( &g_entities[ i ] ); + return qtrue; +} + +qboolean G_admin_time( gentity_t *ent, int skiparg ) +{ + qtime_t qt; + + trap_RealTime( &qt ); + ADMP( va( "^3!time: ^7local time is %02i:%02i:%02i\n", + qt.tm_hour, qt.tm_min, qt.tm_sec ) ); + return qtrue; +} + +qboolean G_admin_setlevel( gentity_t *ent, int skiparg ) +{ + char name[ MAX_NAME_LENGTH ] = {""}; + char lstr[ 11 ]; // 10 is max strlen() for 32-bit int + char adminname[ MAX_NAME_LENGTH ] = {""}; + char testname[ MAX_NAME_LENGTH ] = {""}; + char guid[ 33 ]; + int l, i; + gentity_t *vic = NULL; + qboolean updated = qfalse; + g_admin_admin_t *a; + qboolean found = qfalse; + qboolean numeric = qtrue; + int matches = 0; + int id = -1; + + + if( G_SayArgc() < 3 + skiparg ) + { + ADMP( "^3!setlevel: ^7usage: !setlevel [name|slot#] [level]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, testname, sizeof( testname ) ); + G_SayArgv( 2 + skiparg, lstr, sizeof( lstr ) ); + l = atoi( lstr ); + G_SanitiseString( testname, name, sizeof( name ) ); + for( i = 0; i < sizeof( name ) && name[ i ]; i++ ) + { + if( !isdigit( name[ i ] ) ) + { + numeric = qfalse; + break; + } + } + if( numeric ) + id = atoi( name ); + + if( ent && l > ent->client->pers.adminLevel ) + { + ADMP( "^3!setlevel: ^7you may not use !setlevel to set a level higher " + "than your current level\n" ); + return qfalse; + } + + // if admin is activated for the first time on a running server, we need + // to ensure at least the default levels get created + if( !ent && !g_admin_levels[ 0 ] ) + G_admin_readconfig(NULL, 0); + + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + if( g_admin_levels[ i ]->level == l ) + { + found = qtrue; + break; + } + } + if( !found ) + { + ADMP( "^3!setlevel: ^7level is not defined\n" ); + return qfalse; + } + + if( numeric && id >= 0 && id < level.maxclients ) + vic = &g_entities[ id ]; + + if( vic && vic->client && vic->client->pers.connected != CON_DISCONNECTED ) + { + Q_strncpyz( adminname, vic->client->pers.netname, sizeof( adminname ) ); + Q_strncpyz( guid, vic->client->pers.guid, sizeof( guid ) ); + matches = 1; + } + else if( numeric && id >= MAX_CLIENTS && id < MAX_CLIENTS + MAX_ADMIN_ADMINS + && g_admin_admins[ id - MAX_CLIENTS ] ) + { + Q_strncpyz( adminname, g_admin_admins[ id - MAX_CLIENTS ]->name, + sizeof( adminname ) ); + Q_strncpyz( guid, g_admin_admins[ id - MAX_CLIENTS ]->guid, + sizeof( guid ) ); + matches = 1; + } + else + { + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ] && matches < 2; i++ ) + { + G_SanitiseString( g_admin_admins[ i ]->name, testname, sizeof( testname ) ); + if( strstr( testname, name ) ) + { + Q_strncpyz( adminname, g_admin_admins[ i ]->name, sizeof( adminname ) ); + Q_strncpyz( guid, g_admin_admins[ i ]->guid, sizeof( guid ) ); + matches++; + } + } + for( i = 0; i < level.maxclients && matches < 2; i++ ) + { + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + if( matches && !Q_stricmp( level.clients[ i ].pers.guid, guid ) ) + { + vic = &g_entities[ i ]; + continue; + } + G_SanitiseString( level.clients[ i ].pers.netname, testname, + sizeof( testname ) ); + if( strstr( testname, name ) ) + { + vic = &g_entities[ i ]; + matches++; + Q_strncpyz( guid, vic->client->pers.guid, sizeof( guid ) ); + } + } + if( vic && vic->client) + Q_strncpyz( adminname, vic->client->pers.netname, sizeof( adminname ) ); + } + + if( matches == 0 ) + { + ADMP( "^3!setlevel:^7 no match. use !listplayers or !listadmins to " + "find an appropriate number to use instead of name.\n" ); + return qfalse; + } + if( matches > 1 ) + { + ADMP( "^3!setlevel:^7 more than one match. Use the admin number " + "instead:\n" ); + admin_listadmins( ent, 0, name ); + return qfalse; + } + + if( ent && !admin_higher_guid( ent->client->pers.guid, guid ) ) + { + ADMP( "^3!setlevel: ^7sorry, but your intended victim has a higher" + " admin level than you\n" ); + return qfalse; + } + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ];i++ ) + { + if( !Q_stricmp( g_admin_admins[ i ]->guid, guid ) ) + { + g_admin_admins[ i ]->level = l; + Q_strncpyz( g_admin_admins[ i ]->name, adminname, + sizeof( g_admin_admins[ i ]->name ) ); + updated = qtrue; + } + } + if( !updated ) + { + if( i == MAX_ADMIN_ADMINS ) + { + ADMP( "^3!setlevel: ^7too many admins\n" ); + return qfalse; + } + a = BG_Alloc( sizeof( g_admin_admin_t ) ); + a->level = l; + Q_strncpyz( a->name, adminname, sizeof( a->name ) ); + Q_strncpyz( a->guid, guid, sizeof( a->guid ) ); + *a->flags = '\0'; + g_admin_admins[ i ] = a; + } + + AP( va( + "print \"^3!setlevel: ^7%s^7 was given level %d admin rights by %s\n\"", + adminname, l, ( ent ) ? ent->client->pers.netname : "console" ) ); + if( vic && vic->client ) + vic->client->pers.adminLevel = l; + + if( !g_admin.string[ 0 ] ) + ADMP( "^3!setlevel: ^7WARNING g_admin not set, not saving admin record " + "to a file\n" ); + else + admin_writeconfig(); + return qtrue; +} + +static qboolean admin_create_ban( gentity_t *ent, + char *netname, + char *guid, + char *ip, + int seconds, + char *reason ) +{ + g_admin_ban_t *b = NULL; + qtime_t qt; + int t; + int i; + + t = trap_RealTime( &qt ); + b = BG_Alloc( sizeof( g_admin_ban_t ) ); + + if( !b ) + return qfalse; + + Q_strncpyz( b->name, netname, sizeof( b->name ) ); + Q_strncpyz( b->guid, guid, sizeof( b->guid ) ); + Q_strncpyz( b->ip, ip, sizeof( b->ip ) ); + + //strftime( b->made, sizeof( b->made ), "%m/%d/%y %H:%M:%S", lt ); + Com_sprintf( b->made, sizeof( b->made ), "%02i/%02i/%02i %02i:%02i:%02i", + qt.tm_mon + 1, qt.tm_mday, qt.tm_year % 100, + qt.tm_hour, qt.tm_min, qt.tm_sec ); + + if( ent ) + Q_strncpyz( b->banner, ent->client->pers.netname, sizeof( b->banner ) ); + else + Q_strncpyz( b->banner, "console", sizeof( b->banner ) ); + if( !seconds ) + b->expires = 0; + else + b->expires = t + seconds; + if( !*reason ) + Q_strncpyz( b->reason, "banned by admin", sizeof( b->reason ) ); + else + Q_strncpyz( b->reason, reason, sizeof( b->reason ) ); + for( i = 0; i < MAX_ADMIN_BANS && g_admin_bans[ i ]; i++ ) + ; + if( i == MAX_ADMIN_BANS ) + { + ADMP( "^3!ban: ^7too many bans\n" ); + BG_Free( b ); + return qfalse; + } + g_admin_bans[ i ] = b; + return qtrue; +} +//KK-OAX Copied create_ban to get Time Stuff Right (Didn't feel like writing code to parse it) +static qboolean admin_create_warning( gentity_t *ent, char *netname, char *guid, char *ip, int seconds, char *warning ) +{ + g_admin_warning_t *w = NULL; + qtime_t qt; + int t; + int i; + + t = trap_RealTime( &qt ); + w = BG_Alloc( sizeof( g_admin_warning_t ) ); + + if( !w ) + return qfalse; + + Q_strncpyz( w->name, netname, sizeof( w->name ) ); + Q_strncpyz( w->guid, guid, sizeof( w->guid ) ); + Q_strncpyz( w->ip, ip, sizeof( w->ip ) ); + + //strftime( b->made, sizeof( b->made ), "%m/%d/%y %H:%M:%S", lt ); + Com_sprintf( w->made, sizeof( w->made ), "%02i/%02i/%02i %02i:%02i:%02i", + qt.tm_mon + 1, qt.tm_mday, qt.tm_year % 100, + qt.tm_hour, qt.tm_min, qt.tm_sec ); + + if( ent ) + Q_strncpyz( w->warner, ent->client->pers.netname, sizeof( w->warner ) ); + else + Q_strncpyz( w->warner, "console", sizeof( w->warner ) ); + if( !seconds ) + w->expires = 0; + else + w->expires = t + seconds; + if( !*warning ) + Q_strncpyz( w->warning, "warned by admin", sizeof( w->warning ) ); + else + Q_strncpyz( w->warning, warning, sizeof( w->warning ) ); + for( i = 0; i < MAX_ADMIN_WARNINGS && g_admin_warnings[ i ]; i++ ) + ; + if( i == MAX_ADMIN_WARNINGS ) + { + ADMP( "^3!warn: ^7too many warnings\n" ); + BG_Free( w ); + return qfalse; + } + g_admin_warnings[ i ] = w; + return qtrue; +} + + +int G_admin_parse_time( const char *time ) +{ + int seconds = 0, num = 0; + while( *time ) + { + if( !isdigit( *time ) ) + return -1; + while( isdigit( *time ) ) + num = num * 10 + *time++ - '0'; + + if( !*time ) + break; + switch( *time++ ) + { + case 'w': num *= 7; + case 'd': num *= 24; + case 'h': num *= 60; + case 'm': num *= 60; + case 's': break; + default: return -1; + } + seconds += num; + num = 0; + } + if( num ) + seconds += num; + return seconds; +} + +qboolean G_admin_kick( gentity_t *ent, int skiparg ) +{ + int pids[ MAX_CLIENTS ], found; + char name[ MAX_NAME_LENGTH ], *reason, err[ MAX_STRING_CHARS ]; + int minargc; + gentity_t *vic; + + minargc = 3 + skiparg; + if( G_admin_permission( ent, ADMF_UNACCOUNTABLE ) ) + minargc = 2 + skiparg; + + if( G_SayArgc() < minargc ) + { + ADMP( "^3!kick: ^7usage: !kick [name] [reason]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + reason = G_SayConcatArgs( 2 + skiparg ); + if( ( found = G_ClientNumbersFromString( name, pids, MAX_CLIENTS ) ) != 1 ) + { + G_MatchOnePlayer( pids, found, err, sizeof( err ) ); + ADMP( va( "^3!kick: ^7%s\n", err ) ); + return qfalse; + } + vic = &g_entities[ pids[ 0 ] ]; + if( !admin_higher( ent, vic ) ) + { + ADMP( "^3!kick: ^7sorry, but your intended victim has a higher admin" + " level than you\n" ); + return qfalse; + } + if( vic->client->pers.localClient ) + { + ADMP( "^3!kick: ^7disconnecting the host would end the game\n" ); + return qfalse; + } + admin_create_ban( ent, + vic->client->pers.netname, + vic->client->pers.guid, + vic->client->pers.ip, + G_admin_parse_time( va( "1s%s", g_adminTempBan.string ) ), + ( *reason ) ? reason : "kicked by admin" ); + if( g_admin.string[ 0 ] ) + admin_writeconfig(); + + trap_SendServerCommand( pids[ 0 ], + va( "disconnect \"You have been kicked.\n%s^7\nreason:\n%s\"", + ( ent ) ? va( "admin:\n%s", ent->client->pers.netname ) : "", + ( *reason ) ? reason : "kicked by admin" ) ); + + trap_DropClient( pids[ 0 ], va( "has been kicked%s^7. reason: %s", + ( ent ) ? va( " by %s", ent->client->pers.netname ) : "", + ( *reason ) ? reason : "kicked by admin" ) ); + + return qtrue; +} + +qboolean G_admin_ban( gentity_t *ent, int skiparg ) +{ + int seconds; + char search[ MAX_NAME_LENGTH ]; + char secs[ MAX_TOKEN_CHARS ]; + char *reason; + int minargc; + char duration[ 32 ]; + int logmatch = -1, logmatches = 0; + int i, j; + qboolean exactmatch = qfalse; + char n2[ MAX_NAME_LENGTH ]; + char s2[ MAX_NAME_LENGTH ]; + char guid_stub[ 9 ]; + + if( G_admin_permission( ent, ADMF_CAN_PERM_BAN ) && + G_admin_permission( ent, ADMF_UNACCOUNTABLE ) ) + { + minargc = 2 + skiparg; + } + else if( G_admin_permission( ent, ADMF_CAN_PERM_BAN ) || + G_admin_permission( ent, ADMF_UNACCOUNTABLE ) || + g_adminMaxBan.integer ) + { + minargc = 3 + skiparg; + } + else + { + minargc = 4 + skiparg; + } + if( G_SayArgc() < minargc ) + { + ADMP( "^3!ban: ^7usage: !ban [name|slot|ip] [duration] [reason]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, search, sizeof( search ) ); + G_SanitiseString( search, s2, sizeof( s2 ) ); + G_SayArgv( 2 + skiparg, secs, sizeof( secs ) ); + + seconds = G_admin_parse_time( secs ); + if( seconds <= 0 ) + { + if( g_adminMaxBan.integer && !G_admin_permission( ent, ADMF_CAN_PERM_BAN) ) + { + ADMP( va( "^3!ban: ^7using your admin level's maximum ban length of %s\n", + g_adminMaxBan.string ) ); + seconds = G_admin_parse_time( g_adminMaxBan.string ); + } + else if( G_admin_permission( ent, ADMF_CAN_PERM_BAN ) ) + { + seconds = 0; + } + else + { + ADMP( "^3!ban: ^7you may not issue permanent bans\n" ); + return qfalse; + } + reason = G_SayConcatArgs( 2 + skiparg ); + } + else + { + if( g_adminMaxBan.integer && + !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) && + seconds > G_admin_parse_time( g_adminMaxBan.string ) ) + { + ADMP( va( "^3!ban: ^7ban length limited to %s for your admin level\n", + g_adminMaxBan.string ) ); + seconds = G_admin_parse_time( g_adminMaxBan.string ); + } + reason = G_SayConcatArgs( 3 + skiparg ); + } + + for( i = 0; i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; i++ ) + { + // skip players in the namelog who have already been banned + if( g_admin_namelog[ i ]->banned ) + continue; + + // skip disconnected players when banning on slot number + if( g_admin_namelog[ i ]->slot == -1 ) + continue; + + if( !Q_stricmp( va( "%d", g_admin_namelog[ i ]->slot ), search ) ) + { + logmatches = 1; + logmatch = i; + exactmatch = qtrue; + break; + } + } + + for( i = 0; + !exactmatch && i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; + i++ ) + { + // skip players in the namelog who have already been banned + if( g_admin_namelog[ i ]->banned ) + continue; + + if( !Q_stricmp( g_admin_namelog[ i ]->ip, search ) ) + { + logmatches = 1; + logmatch = i; + exactmatch = qtrue; + break; + } + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES && + g_admin_namelog[ i ]->name[ j ][ 0 ]; j++ ) + { + G_SanitiseString( g_admin_namelog[ i ]->name[ j ], n2, sizeof( n2 ) ); + if( strstr( n2, s2 ) ) + { + if( logmatch != i ) + logmatches++; + logmatch = i; + } + } + } + + if( !logmatches ) + { + ADMP( "^3!ban: ^7no player found by that name, IP, or slot number\n" ); + return qfalse; + } + if( logmatches > 1 ) + { + ADMBP_begin(); + ADMBP( "^3!ban: ^7multiple recent clients match name, use IP or slot#:\n" ); + for( i = 0; i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; i++ ) + { + for( j = 0; j < 8; j++ ) + guid_stub[ j ] = g_admin_namelog[ i ]->guid[ j + 24 ]; + guid_stub[ j ] = '\0'; + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES && + g_admin_namelog[ i ]->name[ j ][ 0 ]; j++ ) + { + G_SanitiseString( g_admin_namelog[ i ]->name[ j ], n2, sizeof( n2 ) ); + if( strstr( n2, s2 ) ) + { + if( g_admin_namelog[ i ]->slot > -1 ) + ADMBP( "^3" ); + ADMBP( va( "%-2s (*%s) %15s ^7'%s^7'\n", + ( g_admin_namelog[ i ]->slot > -1 ) ? + va( "%d", g_admin_namelog[ i ]->slot ) : "-", + guid_stub, + g_admin_namelog[ i ]->ip, + g_admin_namelog[ i ]->name[ j ] ) ); + } + } + } + ADMBP_end(); + return qfalse; + } + + if( ent && !admin_higher_guid( ent->client->pers.guid, + g_admin_namelog[ logmatch ]->guid ) ) + { + + ADMP( "^3!ban: ^7sorry, but your intended victim has a higher admin" + " level than you\n" ); + return qfalse; + } + if( !strcmp( g_admin_namelog[ logmatch ]->ip, "localhost" ) ) + { + ADMP( "^3!ban: ^7disconnecting the host would end the game\n" ); + return qfalse; + } + + G_admin_duration( ( seconds ) ? seconds : -1, + duration, sizeof( duration ) ); + + admin_create_ban( ent, + g_admin_namelog[ logmatch ]->name[ 0 ], + g_admin_namelog[ logmatch ]->guid, + g_admin_namelog[ logmatch ]->ip, + seconds, reason ); + + g_admin_namelog[ logmatch ]->banned = qtrue; + + if( !g_admin.string[ 0 ] ) + ADMP( "^3!ban: ^7WARNING g_admin not set, not saving ban to a file\n" ); + else + if(strlen(g_admin_namelog[ logmatch ]->guid)==0 || strlen(g_admin_namelog[ logmatch ]->ip) ) + ADMP( "^3!ban: ^7WARNING bot or without GUID or IP cannot write to ban file\n"); + else + admin_writeconfig(); + + if( g_admin_namelog[ logmatch ]->slot == -1 ) + { + // client is already disconnected so stop here + AP( va( "print \"^3!ban:^7 %s^7 has been banned by %s^7, " + "duration: %s, reason: %s\n\"", + g_admin_namelog[ logmatch ]->name[ 0 ], + ( ent ) ? ent->client->pers.netname : "console", + duration, + ( *reason ) ? reason : "banned by admin" ) ); + return qtrue; + } + + trap_SendServerCommand( g_admin_namelog[ logmatch ]->slot, + va( "disconnect \"You have been banned.\n" + "admin:\n%s^7\nduration:\n%s\nreason:\n%s\"", + ( ent ) ? ent->client->pers.netname : "console", + duration, + ( *reason ) ? reason : "banned by admin" ) ); + + trap_DropClient( g_admin_namelog[ logmatch ]->slot, + va( "has been banned by %s^7, duration: %s, reason: %s", + ( ent ) ? ent->client->pers.netname : "console", + duration, + ( *reason ) ? reason : "banned by admin" ) ); + return qtrue; +} + +qboolean G_admin_unban( gentity_t *ent, int skiparg ) +{ + int bnum; + int time = trap_RealTime( NULL ); + char bs[ 5 ]; + + if( G_SayArgc() < 2 + skiparg ) + { + ADMP( "^3!unban: ^7usage: !unban [ban#]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, bs, sizeof( bs ) ); + bnum = atoi( bs ); + if( bnum < 1 || bnum > MAX_ADMIN_BANS || !g_admin_bans[ bnum - 1 ] ) + { + ADMP( "^3!unban: ^7invalid ban#\n" ); + return qfalse; + } + if( g_admin_bans[ bnum - 1 ]->expires == 0 && + !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) ) + { + ADMP( "^3!unban: ^7you cannot remove permanent bans\n" ); + return qfalse; + } + if( g_adminMaxBan.integer && + !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) && + g_admin_bans[ bnum - 1 ]->expires - time > G_admin_parse_time( g_adminMaxBan.string ) ) + { + ADMP( va( "^3!unban: ^7your admin level cannot remove bans longer than %s\n", + g_adminMaxBan.string ) ); + return qfalse; + } + g_admin_bans[ bnum - 1 ]->expires = time; + AP( va( "print \"^3!unban: ^7ban #%d for %s^7 has been removed by %s\n\"", + bnum, + g_admin_bans[ bnum - 1 ]->name, + ( ent ) ? ent->client->pers.netname : "console" ) ); + if( g_admin.string[ 0 ] ) + admin_writeconfig(); + return qtrue; +} + +qboolean G_admin_adjustban( gentity_t *ent, int skiparg ) +{ + int bnum; + int length; + int expires; + int time = trap_RealTime( NULL ); + char duration[ 32 ] = {""}; + char *reason; + char bs[ 5 ]; + char secs[ MAX_TOKEN_CHARS ]; + char mode = '\0'; + g_admin_ban_t *ban; + + if( G_SayArgc() < 3 + skiparg ) + { + ADMP( "^3!adjustban: ^7usage: !adjustban [ban#] [duration] [reason]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, bs, sizeof( bs ) ); + bnum = atoi( bs ); + if( bnum < 1 || bnum > MAX_ADMIN_BANS || !g_admin_bans[ bnum - 1 ] ) + { + ADMP( "^3!adjustban: ^7invalid ban#\n" ); + return qfalse; + } + ban = g_admin_bans[ bnum - 1 ]; + if( ban->expires == 0 && !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) ) + { + ADMP( "^3!adjustban: ^7you cannot modify permanent bans\n" ); + return qfalse; + } + if( g_adminMaxBan.integer && + !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) && + ban->expires - time > G_admin_parse_time( g_adminMaxBan.string ) ) + { + ADMP( va( "^3!adjustban: ^7your admin level cannot modify bans longer than %s\n", + g_adminMaxBan.string ) ); + return qfalse; + } + G_SayArgv( 2 + skiparg, secs, sizeof( secs ) ); + if( secs[ 0 ] == '+' || secs[ 0 ] == '-' ) + mode = secs[ 0 ]; + length = G_admin_parse_time( &secs[ mode ? 1 : 0 ] ); + if( length < 0 ) + skiparg--; + else + { + if( length ) + { + if( ban->expires == 0 && mode ) + { + ADMP( "^3!adjustban: ^7new duration must be explicit\n" ); + return qfalse; + } + if( mode == '+' ) + expires = ban->expires + length; + else if( mode == '-' ) + expires = ban->expires - length; + else + expires = time + length; + if( expires <= time ) + { + ADMP( "^3!adjustban: ^7ban duration must be positive\n" ); + return qfalse; + } + if( g_adminMaxBan.integer && + !G_admin_permission( ent, ADMF_CAN_PERM_BAN ) && + expires - time > G_admin_parse_time( g_adminMaxBan.string ) ) + { + ADMP( va( "^3!adjustban: ^7ban length is limited to %s for your admin level\n", + g_adminMaxBan.string ) ); + length = G_admin_parse_time( g_adminMaxBan.string ); + expires = time + length; + } + } + else if( G_admin_permission( ent, ADMF_CAN_PERM_BAN ) ) + expires = 0; + else + { + ADMP( "^3!adjustban: ^7ban duration must be positive\n" ); + return qfalse; + } + + ban->expires = expires; + G_admin_duration( ( expires ) ? expires - time : -1, duration, + sizeof( duration ) ); + } + reason = G_SayConcatArgs( 3 + skiparg ); + if( *reason ) + Q_strncpyz( ban->reason, reason, sizeof( ban->reason ) ); + AP( va( "print \"^3!adjustban: ^7ban #%d for %s^7 has been updated by %s^7 " + "%s%s%s%s%s\n\"", + bnum, + ban->name, + ( ent ) ? ent->client->pers.netname : "console", + ( length >= 0 ) ? "duration: " : "", + duration, + ( length >= 0 && *reason ) ? ", " : "", + ( *reason ) ? "reason: " : "", + reason ) ); + if( ent ) + Q_strncpyz( ban->banner, ent->client->pers.netname, sizeof( ban->banner ) ); + if( g_admin.string[ 0 ] ) + admin_writeconfig(); + return qtrue; +} + +qboolean G_admin_putteam( gentity_t *ent, int skiparg ) +{ + int pids[ MAX_CLIENTS ], found; + //KK-OAPub Changed Team Name Length so "Spectator" doesn't crash Game + char name[ MAX_NAME_LENGTH ], team[ MAX_NAME_LENGTH ], err[ MAX_STRING_CHARS ]; + gentity_t *vic; + team_t teamnum = TEAM_NONE; + + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + G_SayArgv( 2 + skiparg, team, sizeof( team ) ); + if( G_SayArgc() < 3 + skiparg ) + { + ADMP( "^3!putteam: ^7usage: !putteam [name] [h|a|s]\n" ); + return qfalse; + } + + if( ( found = G_ClientNumbersFromString( name, pids, MAX_CLIENTS ) ) != 1 ) + { + G_MatchOnePlayer( pids, found, err, sizeof( err ) ); + ADMP( va( "^3!putteam: ^7%s\n", err ) ); + return qfalse; + } + if( !admin_higher( ent, &g_entities[ pids[ 0 ] ] ) ) + { + ADMP( "^3!putteam: ^7sorry, but your intended victim has a higher " + " admin level than you\n" ); + return qfalse; + } + vic = &g_entities[ pids[ 0 ] ]; + teamnum = G_TeamFromString( team ); + if( teamnum == TEAM_NUM_TEAMS ) + { + ADMP( va( "^3!putteam: ^7unknown team %s\n", team ) ); + return qfalse; + } + if( vic->client->sess.sessionTeam == teamnum ) + return qfalse; + + SetTeam( vic, team ); + + AP( va( "print \"^3!putteam: ^7%s^7 put %s^7 on to the %s team\n\"", + ( ent ) ? ent->client->pers.netname : "console", + vic->client->pers.netname, BG_TeamName( teamnum ) ) ); + return qtrue; +} + +//KK-Fixed!!!! +//KK-Removed Layouts from The command +qboolean G_admin_map( gentity_t *ent, int skiparg ) +{ + char map[ MAX_QPATH ]; + + if( G_SayArgc( ) < 2 + skiparg ) + { + ADMP( "^3!map: ^7usage: !map [map] (layout)\n" ); + return qfalse; + } + + G_SayArgv( skiparg + 1, map, sizeof( map ) ); + + if( !trap_FS_FOpenFile( va( "maps/%s.bsp", map ), NULL, FS_READ ) ) + { + ADMP( va( "^3!map: ^7invalid map name '%s'\n", map ) ); + return qfalse; + } + + trap_SendConsoleCommand( EXEC_APPEND, va( "map %s", map ) ); + level.restarted = qtrue; + AP( va( "print \"^3!map: ^7map '%s' started by %s\n\"", map, + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_mute( gentity_t *ent, int skiparg ) +{ + int pids[ MAX_CLIENTS ], found; + char name[ MAX_NAME_LENGTH ], err[ MAX_STRING_CHARS ]; + char command[ MAX_ADMIN_CMD_LEN ], *cmd; + gentity_t *vic; + + G_SayArgv( skiparg, command, sizeof( command ) ); + cmd = command; + if( cmd && *cmd == '!' ) + cmd++; + if( G_SayArgc() < 2 + skiparg ) + { + ADMP( va( "^3!%s: ^7usage: !%s [name|slot#]\n", cmd, cmd ) ); + return qfalse; + } + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + if( ( found = G_ClientNumbersFromString( name, pids, MAX_CLIENTS ) ) != 1 ) + { + G_MatchOnePlayer( pids, found, err, sizeof( err ) ); + ADMP( va( "^3!%s: ^7%s\n", cmd, err ) ); + return qfalse; + } + if( !admin_higher( ent, &g_entities[ pids[ 0 ] ] ) ) + { + ADMP( va( "^3!%s: ^7sorry, but your intended victim has a higher admin" + " level than you\n", cmd ) ); + return qfalse; + } + vic = &g_entities[ pids[ 0 ] ]; + if( vic->client->pers.muted == qtrue ) + { + if( !Q_stricmp( cmd, "mute" ) ) + { + ADMP( "^3!mute: ^7player is already muted\n" ); + return qtrue; + } + vic->client->pers.muted = qfalse; + CPx( pids[ 0 ], "cp \"^1You have been unmuted\"" ); + AP( va( "print \"^3!unmute: ^7%s^7 has been unmuted by %s\n\"", + vic->client->pers.netname, + ( ent ) ? ent->client->pers.netname : "console" ) ); + } + else + { + if( !Q_stricmp( cmd, "unmute" ) ) + { + ADMP( "^3!unmute: ^7player is not currently muted\n" ); + return qtrue; + } + vic->client->pers.muted = qtrue; + CPx( pids[ 0 ], "cp \"^1You've been muted\"" ); + AP( va( "print \"^3!mute: ^7%s^7 has been muted by ^7%s\n\"", + vic->client->pers.netname, + ( ent ) ? ent->client->pers.netname : "console" ) ); + } + return qtrue; +} + + + +qboolean G_admin_listadmins( gentity_t *ent, int skiparg ) +{ + int i, found = 0; + char search[ MAX_NAME_LENGTH ] = {""}; + char s[ MAX_NAME_LENGTH ] = {""}; + int start = 0; + qboolean numeric = qtrue; + int drawn = 0; + + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( g_admin_admins[ i ]->level == 0 ) + continue; + found++; + } + if( !found ) + { + ADMP( "^3!listadmins: ^7no admins defined\n" ); + return qfalse; + } + + if( G_SayArgc() == 2 + skiparg ) + { + G_SayArgv( 1 + skiparg, s, sizeof( s ) ); + for( i = 0; i < sizeof( s ) && s[ i ]; i++ ) + { + if( isdigit( s[ i ] ) ) + continue; + numeric = qfalse; + } + if( numeric ) + { + start = atoi( s ); + if( start > 0 ) + start -= 1; + else if( start < 0 ) + start = found + start; + } + else + G_SanitiseString( s, search, sizeof( search ) ); + } + + if( start >= found || start < 0 ) + start = 0; + + if( start >= found ) + { + ADMP( va( "^3!listadmins: ^7listing %d admins\n", found ) ); + return qfalse; + } + + drawn = admin_listadmins( ent, start, search ); + + if( search[ 0 ] ) + { + ADMP( va( "^3!listadmins:^7 found %d admins matching '%s^7'\n", + drawn, search ) ); + } + else + { + ADMBP_begin(); + ADMBP( va( "^3!listadmins:^7 showing admin %d - %d of %d. ", + ( found ) ? ( start + 1 ) : 0, + ( ( start + MAX_ADMIN_LISTITEMS ) > found ) ? + found : ( start + MAX_ADMIN_LISTITEMS ), + found ) ); + if( ( start + MAX_ADMIN_LISTITEMS ) < found ) + { + ADMBP( va( "run '!listadmins %d' to see more", + ( start + MAX_ADMIN_LISTITEMS + 1 ) ) ); + } + ADMBP( "\n" ); + ADMBP_end(); + } + return qtrue; +} + + +qboolean G_admin_listplayers( gentity_t *ent, int skiparg ) +{ + int i, j; + gclient_t *p; + char c[ 3 ], t[ 2 ]; // color and team letter + char n[ MAX_NAME_LENGTH ] = {""}; + char n2[ MAX_NAME_LENGTH ] = {""}; + char n3[ MAX_NAME_LENGTH ] = {""}; + char lname[ MAX_NAME_LENGTH ]; + char guid_stub[ 9 ]; + char muted[ 2 ]; + int l; + + ADMBP_begin(); + ADMBP( va( "^3!listplayers: ^7%d players connected:\n", + level.numConnectedClients ) ); + for( i = 0; i < level.maxclients; i++ ) + { + p = &level.clients[ i ]; + Q_strncpyz( t, "S", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_YELLOW, sizeof( c ) ); + if( p->sess.sessionTeam == TEAM_BLUE ) + { + Q_strncpyz( t, "B", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_BLUE, sizeof( c ) ); + } + else if( p->sess.sessionTeam == TEAM_RED ) + { + Q_strncpyz( t, "R", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_RED, sizeof( c ) ); + } + else if( p->sess.sessionTeam == TEAM_FREE ) + { + Q_strncpyz( t, "F", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_GREEN, sizeof( c ) ); + } + else if( p->sess.sessionTeam == TEAM_NONE ) + { + Q_strncpyz( t, "S", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_WHITE, sizeof( c ) ); + } + if( p->pers.connected == CON_CONNECTING ) + { + Q_strncpyz( t, "C", sizeof( t ) ); + Q_strncpyz( c, S_COLOR_CYAN, sizeof( c ) ); + } + else if( p->pers.connected != CON_CONNECTED ) + { + continue; + } + + for( j = 0; j < 8; j++ ) + guid_stub[ j ] = p->pers.guid[ j + 24 ]; + guid_stub[ j ] = '\0'; + + muted[ 0 ] = '\0'; + if( p->pers.muted ) + { + Q_strncpyz( muted, "M", sizeof( muted ) ); + } + //Put DisOriented Junk Here!!! + + l = 0; + G_SanitiseString( p->pers.netname, n2, sizeof( n2 ) ); + n[ 0 ] = '\0'; + for( j = 0; j < MAX_ADMIN_ADMINS && g_admin_admins[ j ]; j++ ) + { + if( !Q_stricmp( g_admin_admins[ j ]->guid, p->pers.guid ) ) + { + // don't gather aka or level info if the admin is incognito + if( ent && G_admin_permission( &g_entities[ i ], ADMF_INCOGNITO ) ) + { + break; + } + l = g_admin_admins[ j ]->level; + G_SanitiseString( g_admin_admins[ j ]->name, n3, sizeof( n3 ) ); + if( Q_stricmp( n2, n3 ) ) + { + Q_strncpyz( n, g_admin_admins[ j ]->name, sizeof( n ) ); + } + break; + } + } + lname[ 0 ] = '\0'; + for( j = 0; j < MAX_ADMIN_LEVELS && g_admin_levels[ j ]; j++ ) + { + if( g_admin_levels[ j ]->level == l ) + { + int k, colorlen; + + for( colorlen = k = 0; g_admin_levels[ j ]->name[ k ]; k++ ) + if( Q_IsColorString( &g_admin_levels[ j ]->name[ k ] ) ) + colorlen += 2; + Com_sprintf( lname, sizeof( lname ), "%*s", + admin_level_maxname + colorlen, + g_admin_levels[ j ]->name ); + break; + } + } + + ADMBP( va( "%2i %s%s^7 %-2i %s^7 (*%s) ^1%1s^7 %s^7 %s%s^7%s\n", + i, + c, + t, + l, + lname, + guid_stub, + muted, + p->pers.netname, + ( *n ) ? "(a.k.a. " : "", + n, + ( *n ) ? ")" : "" ) ); + } + ADMBP_end(); + return qtrue; +} + +qboolean G_admin_showbans( gentity_t *ent, int skiparg ) +{ + int i, found = 0; + int max = -1, count; + int t; + char duration[ 32 ]; + int max_name = 1, max_banner = 1, colorlen; + int len; + int secs; + int start = 0; + char filter[ MAX_NAME_LENGTH ] = {""}; + char date[ 11 ]; + char *made; + int j, k; + char n1[ MAX_NAME_LENGTH * 2 ] = {""}; + char n2[ MAX_NAME_LENGTH * 2 ] = {""}; + qboolean numeric = qtrue; + char *ip_match = NULL; + int ip_match_len = 0; + char name_match[ MAX_NAME_LENGTH ] = {""}; + + t = trap_RealTime( NULL ); + + for( i = 0; i < MAX_ADMIN_BANS && g_admin_bans[ i ]; i++ ) + { + if( g_admin_bans[ i ]->expires != 0 && + ( g_admin_bans[ i ]->expires - t ) < 1 ) + { + continue; + } + found++; + max = i; + } + + if( max < 0 ) + { + ADMP( "^3!showbans: ^7no bans to display\n" ); + return qfalse; + } + + if( G_SayArgc() >= 2 + skiparg ) + { + G_SayArgv( 1 + skiparg, filter, sizeof( filter ) ); + if( G_SayArgc() >= 3 + skiparg ) + { + start = atoi( filter ); + G_SayArgv( 2 + skiparg, filter, sizeof( filter ) ); + } + for( i = 0; i < sizeof( filter ) && filter[ i ] ; i++ ) + { + if( !isdigit( filter[ i ] ) && + filter[ i ] != '.' && filter[ i ] != '-' ) + { + numeric = qfalse; + break; + } + } + if( !numeric ) + { + G_SanitiseString( filter, name_match, sizeof( name_match ) ); + } + else if( strchr( filter, '.' ) ) + { + ip_match = filter; + ip_match_len = strlen(ip_match); + } + else + { + start = atoi( filter ); + filter[ 0 ] = '\0'; + } + // showbans 1 means start with ban 0 + if( start > 0 ) + start--; + else if( start < 0 ) + { + for( i = max, count = 0; i >= 0 && count < -start; i-- ) + if( g_admin_bans[ i ]->expires == 0 || + ( g_admin_bans[ i ]->expires - t ) > 0 ) + count++; + start = i + 1; + } + } + + if( start < 0 ) + start = 0; + + if( start > max ) + { + ADMP( va( "^3!showbans: ^7%d is the last valid ban\n", max + 1 ) ); + return qfalse; + } + + for( i = start, count = 0; i <= max && count < MAX_ADMIN_SHOWBANS; i++ ) + { + if( g_admin_bans[ i ]->expires != 0 && + ( g_admin_bans[ i ]->expires - t ) < 1 ) + continue; + + if( name_match[ 0 ] ) + { + G_SanitiseString( g_admin_bans[ i ]->name, n1, sizeof( n1 ) ); + if( !strstr( n1, name_match) ) + continue; + } + if( ip_match && + Q_strncmp( ip_match, g_admin_bans[ i ]->ip, ip_match_len ) ) + continue; + + count++; + + len = Q_PrintStrlen( g_admin_bans[ i ]->name ); + if( len > max_name ) + max_name = len; + len = Q_PrintStrlen( g_admin_bans[ i ]->banner ); + if( len > max_banner ) + max_banner = len; + } + + ADMBP_begin(); + for( i = start, count = 0; i <= max && count < MAX_ADMIN_SHOWBANS; i++ ) + { + if( g_admin_bans[ i ]->expires != 0 && + ( g_admin_bans[ i ]->expires - t ) < 1 ) + continue; + + if( name_match[ 0 ] ) + { + G_SanitiseString( g_admin_bans[ i ]->name, n1, sizeof( n1 ) ); + if( !strstr( n1, name_match) ) + continue; + } + if( ip_match && + Q_strncmp( ip_match, g_admin_bans[ i ]->ip, ip_match_len ) ) + continue; + + count++; + + // only print out the the date part of made + date[ 0 ] = '\0'; + made = g_admin_bans[ i ]->made; + for( j = 0; made && *made; j++ ) + { + if( ( j + 1 ) >= sizeof( date ) ) + break; + if( *made == ' ' ) + break; + date[ j ] = *made; + date[ j + 1 ] = '\0'; + made++; + } + + secs = ( g_admin_bans[ i ]->expires - t ); + G_admin_duration( secs, duration, sizeof( duration ) ); + + for( colorlen = k = 0; g_admin_bans[ i ]->name[ k ]; k++ ) + if( Q_IsColorString( &g_admin_bans[ i ]->name[ k ] ) ) + colorlen += 2; + Com_sprintf( n1, sizeof( n1 ), "%*s", max_name + colorlen, + g_admin_bans[ i ]->name ); + + for( colorlen = k = 0; g_admin_bans[ i ]->banner[ k ]; k++ ) + if( Q_IsColorString( &g_admin_bans[ i ]->banner[ k ] ) ) + colorlen += 2; + Com_sprintf( n2, sizeof( n2 ), "%*s", max_banner + colorlen, + g_admin_bans[ i ]->banner ); + + ADMBP( va( "%4i %s^7 %-15s %-8s %s^7 %-10s\n \\__ %s\n", + ( i + 1 ), + n1, + g_admin_bans[ i ]->ip, + date, + n2, + duration, + g_admin_bans[ i ]->reason ) ); + } + + if( name_match[ 0 ] || ip_match ) + { + ADMBP( va( "^3!showbans:^7 found %d matching bans by %s. ", + count, + ( ip_match ) ? "IP" : "name" ) ); + } + else + { + ADMBP( va( "^3!showbans:^7 showing bans %d - %d of %d (%d total).", + ( found ) ? ( start + 1 ) : 0, + i, + max + 1, + found ) ); + } + + if( i <= max ) + ADMBP( va( " run !showbans %d%s%s to see more", + i + 1, + ( filter[ 0 ] ) ? " " : "", + ( filter[ 0 ] ) ? filter : "" ) ); + ADMBP( "\n" ); + ADMBP_end(); + return qtrue; +} + +qboolean G_admin_help( gentity_t *ent, int skiparg ) +{ + int i; + + if( G_SayArgc() < 2 + skiparg ) + { + int j = 0; + int count = 0; + + ADMBP_begin(); + for( i = 0; i < adminNumCmds; i++ ) + { + if( G_admin_permission( ent, g_admin_cmds[ i ].flag[ 0 ] ) ) + { + ADMBP( va( "^3!%-12s", g_admin_cmds[ i ].keyword ) ); + j++; + count++; + } + // show 6 commands per line + if( j == 6 ) + { + ADMBP( "\n" ); + j = 0; + } + } + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + if( ! admin_command_permission( ent, g_admin_commands[ i ]->command ) ) + continue; + ADMBP( va( "^3!%-12s", g_admin_commands[ i ]->command ) ); + j++; + count++; + // show 6 commands per line + if( j == 6 ) + { + ADMBP( "\n" ); + j = 0; + } + } + if( count ) + ADMBP( "\n" ); + ADMBP( va( "^3!help: ^7%i available commands\n", count ) ); + ADMBP( "run !help [^3command^7] for help with a specific command.\n" ); + ADMBP_end(); + + return qtrue; + } + else + { + //!help param + char param[ MAX_ADMIN_CMD_LEN ]; + char *cmd; + + G_SayArgv( 1 + skiparg, param, sizeof( param ) ); + cmd = ( param[0] == '!' ) ? ¶m[1] : ¶m[0]; + ADMBP_begin(); + for( i = 0; i < adminNumCmds; i++ ) + { + if( !Q_stricmp( cmd, g_admin_cmds[ i ].keyword ) ) + { + if( !G_admin_permission( ent, g_admin_cmds[ i ].flag[ 0 ] ) ) + { + ADMBP( va( "^3!help: ^7you do not have permission to use '%s'\n", + g_admin_cmds[ i ].keyword ) ); + ADMBP_end(); + return qfalse; + } + ADMBP( va( "^3!help: ^7help for '!%s':\n", + g_admin_cmds[ i ].keyword ) ); + ADMBP( va( " ^3Function: ^7%s\n", g_admin_cmds[ i ].function ) ); + ADMBP( va( " ^3Syntax: ^7!%s %s\n", g_admin_cmds[ i ].keyword, + g_admin_cmds[ i ].syntax ) ); + ADMBP( va( " ^3Flag: ^7'%c'\n", g_admin_cmds[ i ].flag[ 0 ] ) ); + ADMBP_end(); + return qtrue; + } + } + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + if( !Q_stricmp( cmd, g_admin_commands[ i ]->command ) ) + { + if( !admin_command_permission( ent, g_admin_commands[ i ]->command ) ) + { + ADMBP( va( "^3!help: ^7you do not have permission to use '%s'\n", + g_admin_commands[ i ]->command ) ); + ADMBP_end(); + return qfalse; + } + ADMBP( va( "^3!help: ^7help for '%s':\n", + g_admin_commands[ i ]->command ) ); + ADMBP( va( " ^3Description: ^7%s\n", g_admin_commands[ i ]->desc ) ); + ADMBP( va( " ^3Syntax: ^7!%s\n", g_admin_commands[ i ]->command ) ); + ADMBP_end(); + return qtrue; + } + } + ADMBP( va( "^3!help: ^7no help found for '%s'\n", cmd ) ); + ADMBP_end(); + return qfalse; + } +} + +qboolean G_admin_admintest( gentity_t *ent, int skiparg ) +{ + int i, l = 0; + qboolean found = qfalse; + qboolean lname = qfalse; + + if( !ent ) + { + ADMP( "^3!admintest: ^7you are on the console.\n" ); + return qtrue; + } + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + if( !Q_stricmp( g_admin_admins[ i ]->guid, ent->client->pers.guid ) ) + { + found = qtrue; + break; + } + } + + if( found ) + { + l = g_admin_admins[ i ]->level; + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + if( g_admin_levels[ i ]->level != l ) + continue; + if( *g_admin_levels[ i ]->name ) + { + lname = qtrue; + break; + } + } + } + AP( va( "print \"^3!admintest: ^7%s^7 is a level %d admin %s%s^7%s\n\"", + ent->client->pers.netname, + l, + ( lname ) ? "(" : "", + ( lname ) ? g_admin_levels[ i ]->name : "", + ( lname ) ? ")" : "" ) ); + return qtrue; +} + +qboolean G_admin_allready( gentity_t *ent, int skiparg ) +{ + int i = 0; + gclient_t *cl; + + if( !level.intermissiontime ) + { + ADMP( "^3!allready: ^7this command is only valid during intermission\n" ); + return qfalse; + } + + for( i = 0; i < g_maxclients.integer; i++ ) + { + cl = level.clients + i; + if( cl->pers.connected != CON_CONNECTED ) + continue; + + if( cl->sess.sessionTeam == TEAM_NONE ) + continue; + + cl->readyToExit = 1; + } + AP( va( "print \"^3!allready:^7 %s^7 says everyone is READY now\n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_cancelvote( gentity_t *ent, int skiparg ) +{ + + if(!level.voteTime && !level.teamVoteTime[ 0 ] && !level.teamVoteTime[ 1 ] ) + { + ADMP( "^3!cancelvote: ^7no vote in progress\n" ); + return qfalse; + } + level.voteNo = level.numConnectedClients; + level.voteYes = 0; + CheckVote( ); + level.teamVoteNo[ 0 ] = level.numConnectedClients; + level.teamVoteYes[ 0 ] = 0; + CheckTeamVote( TEAM_RED ); + level.teamVoteNo[ 1 ] = level.numConnectedClients; + level.teamVoteYes[ 1 ] = 0; + CheckTeamVote( TEAM_BLUE ); + AP( va( "print \"^3!cancelvote: ^7%s^7 decided that everyone voted No\n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_passvote( gentity_t *ent, int skiparg ) +{ + if(!level.voteTime && !level.teamVoteTime[ 0 ] && !level.teamVoteTime[ 1 ] ) + { + ADMP( "^3!passvote: ^7no vote in progress\n" ); + return qfalse; + } + level.voteYes = level.numConnectedClients; + level.voteNo = 0; + CheckVote( ); + level.teamVoteYes[ 0 ] = level.numConnectedClients; + level.teamVoteNo[ 0 ] = 0; + CheckTeamVote( TEAM_RED ); + level.teamVoteYes[ 1 ] = level.numConnectedClients; + level.teamVoteNo[ 1 ] = 0; + CheckTeamVote( TEAM_BLUE ); + AP( va( "print \"^3!passvote: ^7%s^7 decided that everyone voted Yes\n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_spec999( gentity_t *ent, int skiparg ) +{ + int i; + gentity_t *vic; + + for( i = 0; i < level.maxclients; i++ ) + { + vic = &g_entities[ i ]; + if( !vic->client ) + continue; + if( vic->client->pers.connected != CON_CONNECTED ) + continue; + if( vic->client->sess.sessionTeam == TEAM_NONE ) + continue; + if( vic->client->ps.ping == 999 ) + { + SetTeam( vic, "spectator" ); + AP( va( "print \"^3!spec999: ^7%s^7 moved ^7%s^7 to spectators\n\"", + ( ent ) ? ent->client->pers.netname : "console", + vic->client->pers.netname ) ); + } + } + return qtrue; +} + +qboolean G_admin_rename( gentity_t *ent, int skiparg ) +{ + int pids[ MAX_CLIENTS ], found; + char name[ MAX_NAME_LENGTH ]; + char newname[ MAX_NAME_LENGTH ]; + char oldname[ MAX_NAME_LENGTH ]; + char err[ MAX_STRING_CHARS ]; + char userinfo[ MAX_INFO_STRING ]; + char *s; + gentity_t *victim = NULL; + + if( G_SayArgc() < 3 + skiparg ) + { + ADMP( "^3!rename: ^7usage: !rename [name] [newname]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + s = G_SayConcatArgs( 2 + skiparg ); + Q_strncpyz( newname, s, sizeof( newname ) ); + if( ( found = G_ClientNumbersFromString( name, pids, MAX_CLIENTS ) ) != 1 ) + { + G_MatchOnePlayer( pids, found, err, sizeof( err ) ); + ADMP( va( "^3!rename: ^7%s\n", err ) ); + return qfalse; + } + victim = &g_entities[ pids[ 0 ] ]; + if( !admin_higher( ent, victim ) ) + { + ADMP( "^3!rename: ^7sorry, but your intended victim has a higher admin" + " level than you\n" ); + return qfalse; + } + if( !G_admin_name_check( victim, newname, err, sizeof( err ) ) ) + { + ADMP( va( "^3!rename: ^7%s\n", err ) ); + return qfalse; + } + + //KK-OAX Since NameChanges are not going to be implemented just yet...let's ignore this. + level.clients[ pids[ 0 ] ].pers.nameChanges--; + level.clients[ pids[ 0 ] ].pers.nameChangeTime = 0; + + trap_GetUserinfo( pids[ 0 ], userinfo, sizeof( userinfo ) ); + s = Info_ValueForKey( userinfo, "name" ); + Q_strncpyz( oldname, s, sizeof( oldname ) ); + Info_SetValueForKey( userinfo, "name", newname ); + trap_SetUserinfo( pids[ 0 ], userinfo ); + ClientUserinfoChanged( pids[ 0 ] ); + AP( va( "print \"^3!rename: ^7%s^7 has been renamed to %s^7 by %s\n\"", + oldname, + newname, + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +//KK-Will Fix this For OAPub +qboolean G_admin_restart( gentity_t *ent, int skiparg ) +{ + char layout[ MAX_CVAR_VALUE_STRING ] = { "" }; + + if( G_SayArgc( ) > 1 + skiparg ) + { + char map[ MAX_QPATH ]; + + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + G_SayArgv( skiparg + 1, layout, sizeof( layout ) ); + + } + + trap_SendConsoleCommand( EXEC_APPEND, "map_restart" ); + AP( va( "print \"^3!restart: ^7map restarted by %s \n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_nextmap( gentity_t *ent, int skiparg ) +{ + AP( va( "print \"^3!nextmap: ^7%s^7 decided to load the next map\n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + //level.lastWin = TEAM_NONE; + //trap_SetConfigstring( CS_WINNER, "NextMap" ); + LogExit( va( "nextmap was run by %s", ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_namelog( gentity_t *ent, int skiparg ) +{ + int i, j; + char search[ MAX_NAME_LENGTH ] = {""}; + char s2[ MAX_NAME_LENGTH ] = {""}; + char n2[ MAX_NAME_LENGTH ] = {""}; + char guid_stub[ 9 ]; + qboolean found = qfalse; + int printed = 0; + + if( G_SayArgc() > 1 + skiparg ) + { + G_SayArgv( 1 + skiparg, search, sizeof( search ) ); + G_SanitiseString( search, s2, sizeof( s2 ) ); + } + ADMBP_begin(); + for( i = 0; i < MAX_ADMIN_NAMELOGS && g_admin_namelog[ i ]; i++ ) + { + if( search[ 0 ] ) + { + found = qfalse; + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES && + g_admin_namelog[ i ]->name[ j ][ 0 ]; j++ ) + { + G_SanitiseString( g_admin_namelog[ i ]->name[ j ], n2, sizeof( n2 ) ); + if( strstr( n2, s2 ) ) + { + found = qtrue; + break; + } + } + if( !found ) + continue; + } + printed++; + for( j = 0; j < 8; j++ ) + guid_stub[ j ] = g_admin_namelog[ i ]->guid[ j + 24 ]; + guid_stub[ j ] = '\0'; + if( g_admin_namelog[ i ]->slot > -1 ) + ADMBP( "^3" ); + ADMBP( va( "%-2s (*%s) %15s^7", + ( g_admin_namelog[ i ]->slot > -1 ) ? + va( "%d", g_admin_namelog[ i ]->slot ) : "-", + guid_stub, g_admin_namelog[ i ]->ip ) ); + for( j = 0; j < MAX_ADMIN_NAMELOG_NAMES && + g_admin_namelog[ i ]->name[ j ][ 0 ]; j++ ) + { + ADMBP( va( " '%s^7'", g_admin_namelog[ i ]->name[ j ] ) ); + } + ADMBP( "\n" ); + } + ADMBP( va( "^3!namelog:^7 %d recent clients found\n", printed ) ); + ADMBP_end(); + return qtrue; +} + +qboolean G_admin_lock( gentity_t *ent, int skiparg ) +{ + char teamName[2] = {""}; + team_t team; + + if( G_SayArgc() < 2 + skiparg ) + { + ADMP( "^3!lock: ^7usage: !lock [r|b|f]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, teamName, sizeof( teamName ) ); + team = G_TeamFromString( teamName ); + + if( team == TEAM_RED ) + { + if( level.RedTeamLocked ) + { + ADMP( "^3!lock: ^7the Red team is already locked\n" ); + return qfalse; + } + level.RedTeamLocked = qtrue; + } + else if( team == TEAM_BLUE ) { + if( level.BlueTeamLocked ) + { + ADMP( "^3!lock: ^7the Blue team is already locked\n" ); + return qfalse; + } + level.BlueTeamLocked = qtrue; + } + else if(team == TEAM_FREE ) { + if( level.FFALocked ) + { + ADMP( "^3!lock: ^7DeathMatch is already Locked!!!\n" ); + return qfalse; + } + level.FFALocked = qtrue; + } + else + { + ADMP( va( "^3!lock: ^7invalid team\"%c\"\n", teamName[0] ) ); + return qfalse; + } + + AP( va( "print \"^3!lock: ^7the %s team has been locked by %s\n\"", + BG_TeamName( team ), + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +qboolean G_admin_unlock( gentity_t *ent, int skiparg ) +{ + char teamName[2] = {""}; + team_t team; + + if( G_SayArgc() < 2 + skiparg ) + { + ADMP( "^3!unlock: ^7usage: !unlock [r|b|f]\n" ); + return qfalse; + } + G_SayArgv( 1 + skiparg, teamName, sizeof( teamName ) ); + team = G_TeamFromString( teamName ); + + if( team == TEAM_RED ) + { + if( !level.RedTeamLocked ) + { + ADMP( "^3!unlock: ^7the Red team is not currently locked\n" ); + return qfalse; + } + level.RedTeamLocked = qfalse; + } + else if( team == TEAM_BLUE ) { + if( !level.BlueTeamLocked ) + { + ADMP( "^3!unlock: ^7the Blue team is not currently locked\n" ); + return qfalse; + } + level.BlueTeamLocked = qfalse; + } + else if( team == TEAM_FREE ) { + if( !level.FFALocked ) + { + ADMP( "^!unlock: ^7Deathmatch is not currently Locked!!!\n" ); + return qfalse; + } + level.FFALocked = qfalse; + } + else + { + ADMP( va( "^3!unlock: ^7invalid team\"%c\"\n", teamName[0] ) ); + return qfalse; + } + AP( va( "print \"^3!unlock: ^7the %s team has been unlocked by %s\n\"", + BG_TeamName( team ), + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} +//KK-OAX Begin Addition +qboolean G_admin_disorient(gentity_t *ent, int skiparg) +{ + int pids[MAX_CLIENTS], found; + char name[MAX_NAME_LENGTH], err[MAX_STRING_CHARS]; + char *reason; + gentity_t *vic; + + if(G_SayArgc() < 2+skiparg) { + ADMP("^/disorient usage: ^7!disorient [name|slot#] [reason]"); + return qfalse; + } + G_SayArgv(1+skiparg, name, sizeof(name)); + reason = G_SayConcatArgs(2+skiparg); + + if((found = G_ClientNumbersFromString(name, pids, MAX_CLIENTS)) != 1) { + G_MatchOnePlayer(pids, found, err, sizeof(err)); + ADMP(va("^/disorient: ^7%s", err)); + return qfalse; + } + vic = &g_entities[pids[0]]; + if(!admin_higher(ent, vic)) { + ADMP("^/disorient: ^7sorry, but your intended victim has a higher admin level than you do"); + return qfalse; + } + + if(!(vic->client->sess.sessionTeam == TEAM_RED || + vic->client->sess.sessionTeam == TEAM_BLUE || + vic->client->sess.sessionTeam == TEAM_FREE )) { + ADMP("^/disorient: ^7player must be on a team"); + return qfalse; + } + if(vic->client->pers.disoriented) { + ADMP(va("^/disorient: ^7%s^7 is already disoriented", + vic->client->pers.netname)); + return qfalse; + } + vic->client->pers.disoriented = qtrue; + AP(va("chat \"^/disorient: ^7%s ^7is disoriented\" -1", + vic->client->pers.netname)); + + CPx(pids[0], va("cp \"%s ^7disoriented you%s%s\"", + (ent?ent->client->pers.netname:"^3SERVER CONSOLE"), + (*reason) ? " because:\n" : "", + (*reason) ? reason : "")); + return qtrue; +} +qboolean G_admin_orient(gentity_t *ent, int skiparg) +{ + int pids[MAX_CLIENTS], found; + char name[MAX_NAME_LENGTH], err[MAX_STRING_CHARS]; + gentity_t *vic; + + if(G_SayArgc() < 2+skiparg) { + ADMP("^/orient usage: ^7!orient [name|slot#]"); + return qfalse; + } + G_SayArgv(1+skiparg, name, sizeof(name)); + //Fix + if((found = G_ClientNumbersFromString(name, pids, MAX_CLIENTS)) != 1) { + G_MatchOnePlayer(pids, found, err, sizeof(err)); + ADMP(va("^/orient: ^7%s", err)); + return qfalse; + } + vic = &g_entities[pids[0]]; + + if(!vic->client->pers.disoriented) { + ADMP(va("^/orient: ^7%s^7 is not currently disoriented", + vic->client->pers.netname)); + return qfalse; + } + vic->client->pers.disoriented = qfalse; + AP(va("chat \"^/orient: ^7%s ^7is no longer disoriented\" -1", + vic->client->pers.netname)); + + CPx(pids[0], va("cp \"%s ^7oriented you\"", + (ent?ent->client->pers.netname:"^3SERVER CONSOLE"))); + return qtrue; +} + +qboolean G_admin_slap( gentity_t *ent, int skiparg ) +{ + int pids[MAX_CLIENTS], found, dmg; + char name[MAX_NAME_LENGTH], err[MAX_STRING_CHARS]; + char *reason; + char damage[4]; + gentity_t *vic; + int soundIndex; + + //KK-Too many Parameters Check removed. It'll truncate the reason message. + + if(G_SayArgc() < 2+skiparg) + { + ADMP("^/slap usage: ^7!slap [name|slot#] [reason] [damage]"); + return qfalse; + } + + G_SayArgv(1+skiparg, name, sizeof(name)); + G_SayArgv(2+skiparg, damage, sizeof(damage)); + + dmg = atoi(damage); + if(!dmg) + { + dmg = 25; + reason = G_SayConcatArgs(2+skiparg); + } + else + { + reason = G_SayConcatArgs(3+skiparg); + } + + if((found = G_ClientNumbersFromString(name, pids, MAX_CLIENTS)) != 1) { + G_MatchOnePlayer(pids, found, err, sizeof(err)); + ADMP(va("^/slap: ^7%s", err)); + return qfalse; + } + + vic = &g_entities[pids[0]]; + if(!admin_higher(ent, vic)) { + ADMP("^/slap: ^7sorry, but your intended victim has a higher admin level than you do"); + return qfalse; + } + + if(!(vic->client->sess.sessionTeam == TEAM_RED || + vic->client->sess.sessionTeam == TEAM_BLUE || + vic->client->sess.sessionTeam == TEAM_FREE )) { + ADMP("^/slap: ^7player must be in the game!"); + return qfalse; + } + //Player Not Alive + if( vic->health < 1 ) + { + //Is Their Body Alive? + if(vic->s.eType != ET_INVISIBLE) + { + //Make 'em a Bloody mess + G_Damage(vic, NULL, NULL, NULL, NULL, 500, 0, MOD_UNKNOWN); + } + //Force Their Butt to Respawn + ClientSpawn( vic ); + } + // Will the Slap Kill them? (Obviously false if we Respawned 'em) + if(!(vic->health > dmg )) + { + vic->health = 1; + } + else //If it won't kill em...Do the full Damage + { + vic->health -= dmg; + } + + //KK-OAX Play them the slap sound + soundIndex = G_SoundIndex("sound/admin/slap.wav"); + G_Sound(vic, CHAN_VOICE, soundIndex ); + + //Print it to everybody + AP(va("chat \"^/slap: ^7%s ^7was slapped\" -1", vic->client->pers.netname)); + //CenterPrint it to the Person Being Slapped + CPx(pids[0], va("cp \"%s ^7slapped you%s%s\"", + (ent?ent->client->pers.netname:"^3SERVER CONSOLE"), + (*reason) ? " because:\n" : "", + (*reason) ? reason : "")); + return qtrue; +} + + +//Called Each Time a Warning is Created +int G_admin_warn_check( gentity_t *ent ) +{ + char *ip, *guid; + int i; + int t; + int numWarnings = 0; + + t = trap_RealTime( NULL ); + + ip = ent->client->pers.ip; + + //We Don't Want to Count Warnings for the LocalHost + if( !*ip ) + return 0; + + guid = ent->client->pers.guid; + + //Just to make sure...Don't want to crash...Will Figure something better out later + if( !*guid ) + return 0; + + //For Each Warning, up to the max number of warnings + for( i = 0; i < MAX_ADMIN_WARNINGS && g_admin_warnings[ i ]; i++ ) + { + // Ignore Expired Warnings + if( ( g_admin_warnings[ i ]->expires - t ) < 1 ) + continue; + //If a warning matches their IP or GUID + if( strstr( ip, g_admin_warnings[ i ]->ip ) || strstr( guid, g_admin_warnings[ i ]->guid )) + { + numWarnings++; + } + } + //If we get here, return the number of warnings; + return numWarnings; +} + + +qboolean G_admin_warn( gentity_t *ent, int skiparg ) +{ + int pids[MAX_CLIENTS], found; + int seconds; + char name[ MAX_NAME_LENGTH ], err[MAX_STRING_CHARS]; + char *reason; + int minargc; + char duration[ 32 ]; + char s2[ MAX_NAME_LENGTH ]; + gentity_t *vic; + int totalWarnings; + int soundIndex; + + if( G_admin_permission( ent, ADMF_UNACCOUNTABLE ) ) + { + minargc = 1 + skiparg; + } + else + { + minargc = 2 + skiparg; + } + + if( G_SayArgc() < minargc ) + { + ADMP( "^3!warn: ^7usage: !warn [name|slot|ip] [reason]\n" ); + return qfalse; + } + + G_SayArgv( 1 + skiparg, name, sizeof( name ) ); + G_SanitiseString( name, s2, sizeof( s2 ) ); + reason = G_SayConcatArgs(2+skiparg); + + seconds = g_warningExpire.integer; + + if((found = G_ClientNumbersFromString(name, pids, MAX_CLIENTS)) != 1) { + G_MatchOnePlayer(pids, found, err, sizeof(err)); + ADMP(va("^/warn: ^7%s", err)); + return qfalse; + } + + vic = &g_entities[pids[0]]; + if(!admin_higher(ent, vic)) { + ADMP("^/slap: ^7sorry, but your intended victim has a higher admin level than you do"); + return qfalse; + } + + G_admin_duration( ( seconds ) ? seconds : -1, + duration, sizeof( duration ) ); + + admin_create_warning( ent, + vic->client->pers.netname, + vic->client->pers.guid, + vic->client->pers.ip, + seconds, reason ); + + if( !g_admin.string[ 0 ] ) + ADMP( "^3!warn: ^7WARNING g_admin not set, not saving warning to a file\n" ); + else + admin_writeconfig(); + + //KK, Use The Check Warnings Deal Here + totalWarnings = G_admin_warn_check( vic ); + + // Play the whistle + soundIndex = G_SoundIndex("sound/admin/whistle.wav"); + G_GlobalSound( soundIndex ); + + //First Check to make sure g_maxWarnings isn't a Null Value + if( g_maxWarnings.integer ) + { + //If they have gone over the max number of warnings... + if( totalWarnings >= g_maxWarnings.integer ) + { + //Give them The Boot till the Warning Expires + admin_create_ban( ent, + vic->client->pers.netname, + vic->client->pers.guid, + vic->client->pers.ip, + seconds, + "Too Many Warnings" ); + + if( g_admin.string[ 0 ] ) + admin_writeconfig(); + + trap_SendServerCommand( pids[ 0 ], + va( "disconnect \"You have been kicked.\n%s^7\nreason:\n%s\"", + ( ent ) ? va( "admin:\n%s", ent->client->pers.netname ) : "SERVER", + "Too Many Warnings" ) ); + + trap_DropClient( pids[ 0 ], va( "has been kicked%s^7. reason: %s", + "Auto-Admin System", + "Too Many Warnings" ) ); + return qtrue; + } + else + { + + //Print it to everybody + AP(va("chat \"^/warn: ^7%s ^7was warned\" -1", vic->client->pers.netname)); + //CenterPrint it to the Person Being Slapped + CPx(pids[0], va("cp \"%s ^7warned you%s%s\"", + (ent?ent->client->pers.netname:"^3SERVER CONSOLE"), + (*reason) ? " because:\n" : "", + (*reason) ? reason : "")); + return qtrue; + } + } + else //KK-OAX g_maxWarnings is null or 0 + { + AP(va("chat \"^/warn: ^7%s ^7was warned\" -1", vic->client->pers.netname)); + //CenterPrint it to the Person Being Slapped + CPx(pids[0], va("cp \"%s ^7warned you%s%s\"", + (ent?ent->client->pers.netname:"^3SERVER CONSOLE"), + (*reason) ? " because:\n" : "", + (*reason) ? reason : "")); + return qtrue; + } + +} + +qboolean G_admin_shuffle( gentity_t *ent, int skipargs ) +{ + trap_SendConsoleCommand( EXEC_APPEND, "shuffle" ); + AP( va( "print \"^3!shuffle: ^7teams shuffled by %s \n\"", + ( ent ) ? ent->client->pers.netname : "console" ) ); + return qtrue; +} + +//KK-OAX End Additions + +/* +================ + G_admin_print + + This function facilitates the ADMP define. ADMP() is similar to CP except + that it prints the message to the server console if ent is not defined. +================ +*/ +void G_admin_print( gentity_t *ent, char *m ) +{ + if( ent ) + trap_SendServerCommand( ent - level.gentities, va( "print \"%s\"", m ) ); + else + { + char m2[ MAX_STRING_CHARS ]; + if( !trap_Cvar_VariableIntegerValue( "com_ansiColor" ) ) + { + G_DecolorString( m, m2, sizeof( m2 ) ); + trap_Printf( m2 ); + } + else + trap_Printf( m ); + } +} + +void G_admin_buffer_begin() +{ + g_bfb[ 0 ] = '\0'; +} + +void G_admin_buffer_end( gentity_t *ent ) +{ + ADMP( g_bfb ); +} + +void G_admin_buffer_print( gentity_t *ent, char *m ) +{ + // 1022 - strlen("print 64 \"\"") - 1 + if( strlen( m ) + strlen( g_bfb ) >= 1009 ) + { + ADMP( g_bfb ); + g_bfb[ 0 ] = '\0'; + } + Q_strcat( g_bfb, sizeof( g_bfb ), m ); +} + + +void G_admin_cleanup() +{ + int i = 0; + + for( i = 0; i < MAX_ADMIN_LEVELS && g_admin_levels[ i ]; i++ ) + { + BG_Free( g_admin_levels[ i ] ); + g_admin_levels[ i ] = NULL; + } + for( i = 0; i < MAX_ADMIN_ADMINS && g_admin_admins[ i ]; i++ ) + { + BG_Free( g_admin_admins[ i ] ); + g_admin_admins[ i ] = NULL; + } + for( i = 0; i < MAX_ADMIN_BANS && g_admin_bans[ i ]; i++ ) + { + BG_Free( g_admin_bans[ i ] ); + g_admin_bans[ i ] = NULL; + } + for( i = 0; i < MAX_ADMIN_COMMANDS && g_admin_commands[ i ]; i++ ) + { + BG_Free( g_admin_commands[ i ] ); + g_admin_commands[ i ] = NULL; + } +} + + + diff --git a/code/game/g_admin.h b/code/game/g_admin.h new file mode 100644 index 0000000..5620bae --- /dev/null +++ b/code/game/g_admin.h @@ -0,0 +1,205 @@ +/* +=========================================================================== +Copyright (C) 2004-2006 Tony J. White +Portions Copyright (C) 2009 Karl F. Kuglin + +This file is part of the Open Arena source code. + +Originally copied from Tremulous under GPL version 2 including any later +version. The code has been modified to fit the needs of Open Arena. + +Open Arena source code 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. + +Open Arena source code 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 Open Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#ifndef _G_ADMIN_H +#define _G_ADMIN_H + +#define AP(x) trap_SendServerCommand(-1, x) +#define CP(x) trap_SendServerCommand(ent-g_entities, x) +#define CPx(x, y) trap_SendServerCommand(x, y) +#define ADMP(x) G_admin_print(ent, x) +#define ADMBP(x) G_admin_buffer_print(ent, x) +#define ADMBP_begin() G_admin_buffer_begin() +#define ADMBP_end() G_admin_buffer_end(ent) + +#define MAX_ADMIN_LEVELS 32 +#define MAX_ADMIN_ADMINS 1024 +#define MAX_ADMIN_BANS 1024 +#define MAX_ADMIN_NAMELOGS 128 +#define MAX_ADMIN_NAMELOG_NAMES 5 +#define MAX_ADMIN_FLAGS 64 +#define MAX_ADMIN_COMMANDS 64 +#define MAX_ADMIN_CMD_LEN 20 +#define MAX_ADMIN_BAN_REASON 50 +//KK-OAX +#define MAX_ADMIN_WARNINGS 1024 + +/* + * 1 - cannot be vote kicked, vote muted + * 2 - cannot be censored or flood protected TODO + * 3 - never loses credits for changing teams + * 4 - can see team chat as a spectator + * 5 - can switch teams any time, regardless of balance + * 6 - does not need to specify a reason for a kick/ban + * 7 - can call a vote at any time (regardless of a vote being disabled or + * voting limitations) + * 8 - does not need to specify a duration for a ban + * 9 - can run commands from team chat + * 0 - inactivity rules do not apply to them + * ! - admin commands cannot be used on them + * @ - does not show up as an admin in !listplayers + * $ - sees all information in !listplayers + * ? - receieves and can send /a admin messages + */ +#define ADMF_IMMUNITY '1' +#define ADMF_NOCENSORFLOOD '2' /* TODO */ +#define ADMF_TEAMCHANGEFREE '3' +#define ADMF_SPEC_ALLCHAT '4' +#define ADMF_FORCETEAMCHANGE '5' +#define ADMF_UNACCOUNTABLE '6' +#define ADMF_NO_VOTE_LIMIT '7' +#define ADMF_CAN_PERM_BAN '8' +#define ADMF_TEAMCHAT_CMD '9' +#define ADMF_ACTIVITY '0' + +#define ADMF_IMMUTABLE '!' +#define ADMF_INCOGNITO '@' +#define ADMF_ADMINCHAT '?' + +#define MAX_ADMIN_LISTITEMS 20 +#define MAX_ADMIN_SHOWBANS 10 + +// important note: QVM does not seem to allow a single char to be a +// member of a struct at init time. flag has been converted to char* +typedef struct +{ + char *keyword; + qboolean ( * handler ) ( gentity_t *ent, int skiparg ); + char *flag; + char *function; // used for !help + char *syntax; // used for !help +} +g_admin_cmd_t; + +typedef struct g_admin_level +{ + int level; + char name[ MAX_NAME_LENGTH ]; + char flags[ MAX_ADMIN_FLAGS ]; +} +g_admin_level_t; + +typedef struct g_admin_admin +{ + char guid[ 33 ]; + char name[ MAX_NAME_LENGTH ]; + int level; + char flags[ MAX_ADMIN_FLAGS ]; +} +g_admin_admin_t; + +typedef struct g_admin_ban +{ + char name[ MAX_NAME_LENGTH ]; + char guid[ 33 ]; + char ip[ 40 ]; + char reason[ MAX_ADMIN_BAN_REASON ]; + char made[ 18 ]; // big enough for strftime() %c + int expires; + char banner[ MAX_NAME_LENGTH ]; +} +g_admin_ban_t; + +typedef struct g_admin_command +{ + char command[ MAX_ADMIN_CMD_LEN ]; + char exec[ MAX_QPATH ]; + char desc[ 50 ]; + int levels[ MAX_ADMIN_LEVELS + 1 ]; +} +g_admin_command_t; + +typedef struct g_admin_namelog +{ + char name[ MAX_ADMIN_NAMELOG_NAMES ][ MAX_NAME_LENGTH ]; + char ip[ 40 ]; + char guid[ 33 ]; + int slot; + qboolean banned; +} +g_admin_namelog_t; +//KK-OAX Added for Warnings +typedef struct g_admin_warning { + char name[ MAX_NAME_LENGTH ]; + char guid[ 33 ]; + char ip[ 40 ]; + char warning[MAX_STRING_CHARS]; + char made[ 18 ]; + char warner[MAX_NAME_LENGTH]; + int expires; +} g_admin_warning_t; + +qboolean G_admin_ban_check( char *userinfo, char *reason, int rlen ); +qboolean G_admin_cmd_check( gentity_t *ent, qboolean say ); +qboolean G_admin_readconfig( gentity_t *ent, int skiparg ); +qboolean G_admin_permission( gentity_t *ent, char flag ); +qboolean G_admin_name_check( gentity_t *ent, char *name, char *err, int len ); +void G_admin_namelog_update( gclient_t *ent, qboolean disconnect ); +int G_admin_level( gentity_t *ent ); +int G_admin_parse_time( const char *time ); + +// ! command functions +qboolean G_admin_time( gentity_t *ent, int skiparg ); +qboolean G_admin_setlevel( gentity_t *ent, int skiparg ); +qboolean G_admin_kick( gentity_t *ent, int skiparg ); +qboolean G_admin_adjustban( gentity_t *ent, int skiparg ); +qboolean G_admin_ban( gentity_t *ent, int skiparg ); +qboolean G_admin_unban( gentity_t *ent, int skiparg ); +qboolean G_admin_putteam( gentity_t *ent, int skiparg ); +qboolean G_admin_listadmins( gentity_t *ent, int skiparg ); +qboolean G_admin_listplayers( gentity_t *ent, int skiparg ); +qboolean G_admin_map( gentity_t *ent, int skiparg ); +qboolean G_admin_mute( gentity_t *ent, int skiparg ); +qboolean G_admin_showbans( gentity_t *ent, int skiparg ); +qboolean G_admin_help( gentity_t *ent, int skiparg ); +qboolean G_admin_admintest( gentity_t *ent, int skiparg ); +qboolean G_admin_allready( gentity_t *ent, int skiparg ); +qboolean G_admin_cancelvote( gentity_t *ent, int skiparg ); +qboolean G_admin_passvote( gentity_t *ent, int skiparg ); +qboolean G_admin_spec999( gentity_t *ent, int skiparg ); +qboolean G_admin_rename( gentity_t *ent, int skiparg ); +qboolean G_admin_restart( gentity_t *ent, int skiparg ); +qboolean G_admin_nextmap( gentity_t *ent, int skiparg ); +qboolean G_admin_namelog( gentity_t *ent, int skiparg ); +qboolean G_admin_lock( gentity_t *ent, int skiparg ); +qboolean G_admin_unlock( gentity_t *ent, int skiparg ); +//KK-OAX +qboolean G_admin_disorient( gentity_t *ent, int skiparg ); +qboolean G_admin_orient(gentity_t *ent, int skiparg ); +qboolean G_admin_slap(gentity_t *ent, int skiparg ); +qboolean G_admin_warn( gentity_t *ent, int skiparg ); +qboolean G_admin_shuffle( gentity_t *ent, int skiparg ); + +void G_admin_print( gentity_t *ent, char *m ); +void G_admin_buffer_print( gentity_t *ent, char *m ); +void G_admin_buffer_begin( void ); +void G_admin_buffer_end( gentity_t *ent ); + +void G_admin_duration( int secs, char *duration, int dursize ); +void G_admin_cleanup( void ); +void G_admin_namelog_cleanup( void ); + +#endif /* ifndef _G_ADMIN_H */ diff --git a/code/game/g_arenas.c b/code/game/g_arenas.c new file mode 100644 index 0000000..c16ad01 --- /dev/null +++ b/code/game/g_arenas.c @@ -0,0 +1,376 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// +// g_arenas.c +// + +#include "g_local.h" + + +gentity_t *podium1; +gentity_t *podium2; +gentity_t *podium3; + + +/* +================== +UpdateTournamentInfo +================== +*/ +void UpdateTournamentInfo( void ) { + int i; + gentity_t *player; + int playerClientNum; + int n, accuracy, perfect, msglen; +#ifdef MISSIONPACK // bk001205 + int score1, score2; + qboolean won; +#endif + char buf[32]; + char msg[MAX_STRING_CHARS]; + + // find the real player + player = NULL; + for (i = 0; i < level.maxclients; i++ ) { + player = &g_entities[i]; + if ( !player->inuse ) { + continue; + } + if ( !( player->r.svFlags & SVF_BOT ) ) { + break; + } + } + // this should never happen! + if ( !player || i == level.maxclients ) { + return; + } + playerClientNum = i; + + CalculateRanks(); + + if ( level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR ) { +#ifdef MISSIONPACK + Com_sprintf( msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum ); +#else + Com_sprintf( msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum ); +#endif + } + else { + if( player->client->accuracy_shots ) { + accuracy = player->client->accuracy_hits * 100 / player->client->accuracy_shots; + } + else { + accuracy = 0; + } +#ifdef MISSIONPACK + won = qfalse; + if (g_gametype.integer >= GT_CTF && g_ffa_gt==0) { + score1 = level.teamScores[TEAM_RED]; + score2 = level.teamScores[TEAM_BLUE]; + if (level.clients[playerClientNum].sess.sessionTeam == TEAM_RED) { + won = (level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE]); + } else { + won = (level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED]); + } + } else { + if (&level.clients[playerClientNum] == &level.clients[ level.sortedClients[0] ]) { + won = qtrue; + score1 = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE]; + score2 = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE]; + } else { + score2 = level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE]; + score1 = level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE]; + } + } + if (won && player->client->ps.persistant[PERS_KILLED] == 0) { + perfect = 1; + } else { + perfect = 0; + } + Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy, + player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],player->client->ps.persistant[PERS_DEFEND_COUNT], + player->client->ps.persistant[PERS_ASSIST_COUNT], player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE], + perfect, score1, score2, level.time, player->client->ps.persistant[PERS_CAPTURES] ); + +#else + perfect = ( level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0 && player->client->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0; + Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy, + player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT], + player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE], + perfect ); +#endif + } + + msglen = strlen( msg ); + for( i = 0; i < level.numNonSpectatorClients; i++ ) { + n = level.sortedClients[i]; + Com_sprintf( buf, sizeof(buf), " %i %i %i", n, level.clients[n].ps.persistant[PERS_RANK], level.clients[n].ps.persistant[PERS_SCORE] ); + msglen += strlen( buf ); + if( msglen >= sizeof(msg) ) { + + break; + } + strcat( msg, buf ); + } + trap_SendConsoleCommand( EXEC_APPEND, msg ); +} + + +static gentity_t *SpawnModelOnVictoryPad( gentity_t *pad, vec3_t offset, gentity_t *ent, int place ) { + gentity_t *body; + vec3_t vec; + vec3_t f, r, u; + + body = G_Spawn(); + if ( !body ) { + G_Printf( S_COLOR_RED "ERROR: out of gentities\n" ); + return NULL; + } + + body->classname = ent->client->pers.netname; + body->client = ent->client; + body->s = ent->s; + body->s.eType = ET_PLAYER; // could be ET_INVISIBLE + body->s.eFlags = 0; // clear EF_TALK, etc + body->s.powerups = 0; // clear powerups + body->s.loopSound = 0; // clear lava burning + body->s.number = body - g_entities; + body->timestamp = level.time; + body->physicsObject = qtrue; + body->physicsBounce = 0; // don't bounce + body->s.event = 0; + body->s.pos.trType = TR_STATIONARY; + body->s.groundEntityNum = ENTITYNUM_WORLD; + body->s.legsAnim = LEGS_IDLE; + body->s.torsoAnim = TORSO_STAND; + if( body->s.weapon == WP_NONE ) { + body->s.weapon = WP_MACHINEGUN; + } + if( body->s.weapon == WP_GAUNTLET) { + body->s.torsoAnim = TORSO_STAND2; + } + body->s.event = 0; + body->r.svFlags = ent->r.svFlags; + VectorCopy (ent->r.mins, body->r.mins); + VectorCopy (ent->r.maxs, body->r.maxs); + VectorCopy (ent->r.absmin, body->r.absmin); + VectorCopy (ent->r.absmax, body->r.absmax); + body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; + body->r.contents = CONTENTS_BODY; + body->r.ownerNum = ent->r.ownerNum; + body->takedamage = qfalse; + + VectorSubtract( level.intermission_origin, pad->r.currentOrigin, vec ); + vectoangles( vec, body->s.apos.trBase ); + body->s.apos.trBase[PITCH] = 0; + body->s.apos.trBase[ROLL] = 0; + + AngleVectors( body->s.apos.trBase, f, r, u ); + VectorMA( pad->r.currentOrigin, offset[0], f, vec ); + VectorMA( vec, offset[1], r, vec ); + VectorMA( vec, offset[2], u, vec ); + + G_SetOrigin( body, vec ); + + trap_LinkEntity (body); + + body->count = place; + + return body; +} + + +static void CelebrateStop( gentity_t *player ) { + int anim; + + if( player->s.weapon == WP_GAUNTLET) { + anim = TORSO_STAND2; + } + else { + anim = TORSO_STAND; + } + player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; +} + + +#define TIMER_GESTURE (34*66+50) +static void CelebrateStart( gentity_t *player ) { + player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_GESTURE; + player->nextthink = level.time + TIMER_GESTURE; + player->think = CelebrateStop; + + /* + player->client->ps.events[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = EV_TAUNT; + player->client->ps.eventParms[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = 0; + player->client->ps.eventSequence++; + */ + G_AddEvent(player, EV_TAUNT, 0); +} + + +static vec3_t offsetFirst = {0, 0, 74}; +static vec3_t offsetSecond = {-10, 60, 54}; +static vec3_t offsetThird = {-19, -60, 45}; + +static void PodiumPlacementThink( gentity_t *podium ) { + vec3_t vec; + vec3_t origin; + vec3_t f, r, u; + + podium->nextthink = level.time + 100; + + AngleVectors( level.intermission_angle, vec, NULL, NULL ); + VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin ); + origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" ); + G_SetOrigin( podium, origin ); + + if( podium1 ) { + VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); + vectoangles( vec, podium1->s.apos.trBase ); + podium1->s.apos.trBase[PITCH] = 0; + podium1->s.apos.trBase[ROLL] = 0; + + AngleVectors( podium1->s.apos.trBase, f, r, u ); + VectorMA( podium->r.currentOrigin, offsetFirst[0], f, vec ); + VectorMA( vec, offsetFirst[1], r, vec ); + VectorMA( vec, offsetFirst[2], u, vec ); + + G_SetOrigin( podium1, vec ); + } + + if( podium2 ) { + VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); + vectoangles( vec, podium2->s.apos.trBase ); + podium2->s.apos.trBase[PITCH] = 0; + podium2->s.apos.trBase[ROLL] = 0; + + AngleVectors( podium2->s.apos.trBase, f, r, u ); + VectorMA( podium->r.currentOrigin, offsetSecond[0], f, vec ); + VectorMA( vec, offsetSecond[1], r, vec ); + VectorMA( vec, offsetSecond[2], u, vec ); + + G_SetOrigin( podium2, vec ); + } + + if( podium3 ) { + VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); + vectoangles( vec, podium3->s.apos.trBase ); + podium3->s.apos.trBase[PITCH] = 0; + podium3->s.apos.trBase[ROLL] = 0; + + AngleVectors( podium3->s.apos.trBase, f, r, u ); + VectorMA( podium->r.currentOrigin, offsetThird[0], f, vec ); + VectorMA( vec, offsetThird[1], r, vec ); + VectorMA( vec, offsetThird[2], u, vec ); + + G_SetOrigin( podium3, vec ); + } +} + + +static gentity_t *SpawnPodium( void ) { + gentity_t *podium; + vec3_t vec; + vec3_t origin; + + podium = G_Spawn(); + if ( !podium ) { + return NULL; + } + + podium->classname = "podium"; + podium->s.eType = ET_GENERAL; + podium->s.number = podium - g_entities; + podium->clipmask = CONTENTS_SOLID; + podium->r.contents = CONTENTS_SOLID; + podium->s.modelindex = G_ModelIndex( SP_PODIUM_MODEL ); + + AngleVectors( level.intermission_angle, vec, NULL, NULL ); + VectorMA( level.intermission_origin, trap_Cvar_VariableIntegerValue( "g_podiumDist" ), vec, origin ); + origin[2] -= trap_Cvar_VariableIntegerValue( "g_podiumDrop" ); + G_SetOrigin( podium, origin ); + + VectorSubtract( level.intermission_origin, podium->r.currentOrigin, vec ); + podium->s.apos.trBase[YAW] = vectoyaw( vec ); + trap_LinkEntity (podium); + + podium->think = PodiumPlacementThink; + podium->nextthink = level.time + 100; + return podium; +} + + +/* +================== +SpawnModelsOnVictoryPads +================== +*/ +void SpawnModelsOnVictoryPads( void ) { + gentity_t *player; + gentity_t *podium; + + podium1 = NULL; + podium2 = NULL; + podium3 = NULL; + + podium = SpawnPodium(); + + player = SpawnModelOnVictoryPad( podium, offsetFirst, &g_entities[level.sortedClients[0]], + level.clients[ level.sortedClients[0] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); + if ( player ) { + player->nextthink = level.time + 2000; + player->think = CelebrateStart; + podium1 = player; + } + + player = SpawnModelOnVictoryPad( podium, offsetSecond, &g_entities[level.sortedClients[1]], + level.clients[ level.sortedClients[1] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); + if ( player ) { + podium2 = player; + } + + if ( level.numNonSpectatorClients > 2 ) { + player = SpawnModelOnVictoryPad( podium, offsetThird, &g_entities[level.sortedClients[2]], + level.clients[ level.sortedClients[2] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); + if ( player ) { + podium3 = player; + } + } +} + + +/* +=============== +Svcmd_AbortPodium_f +=============== +*/ +void Svcmd_AbortPodium_f( void ) { + if( g_gametype.integer != GT_SINGLE_PLAYER ) { + return; + } + + if( podium1 ) { + podium1->nextthink = level.time; + podium1->think = CelebrateStop; + } +} diff --git a/code/game/g_bot.c b/code/game/g_bot.c new file mode 100644 index 0000000..d7538bc --- /dev/null +++ b/code/game/g_bot.c @@ -0,0 +1,1026 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// g_bot.c + +#include "g_local.h" + + +static int g_numBots; +static char *g_botInfos[MAX_BOTS]; + + +int g_numArenas; +static char *g_arenaInfos[MAX_ARENAS]; + + +#define BOT_BEGIN_DELAY_BASE 2000 +#define BOT_BEGIN_DELAY_INCREMENT 1500 + +#define BOT_SPAWN_QUEUE_DEPTH 16 + +typedef struct { + int clientNum; + int spawnTime; +} botSpawnQueue_t; + +//static int botBeginDelay = 0; // bk001206 - unused, init +static botSpawnQueue_t botSpawnQueue[BOT_SPAWN_QUEUE_DEPTH]; + +vmCvar_t bot_minplayers; + +extern gentity_t *podium1; +extern gentity_t *podium2; +extern gentity_t *podium3; + +float trap_Cvar_VariableValue( const char *var_name ) { + char buf[128]; + + trap_Cvar_VariableStringBuffer(var_name, buf, sizeof(buf)); + return atof(buf); +} + + + +/* +=============== +G_ParseInfos +=============== +*/ +int G_ParseInfos( char *buf, int max, char *infos[] ) { + char *token; + int count; + char key[MAX_TOKEN_CHARS]; + char info[MAX_INFO_STRING]; + + count = 0; + + while ( 1 ) { + token = COM_Parse( &buf ); + if ( !token[0] ) { + break; + } + if ( strcmp( token, "{" ) ) { + Com_Printf( "Missing { in info file\n" ); + break; + } + + if ( count == max ) { + Com_Printf( "Max infos exceeded\n" ); + break; + } + + info[0] = '\0'; + while ( 1 ) { + token = COM_ParseExt( &buf, qtrue ); + if ( !token[0] ) { + Com_Printf( "Unexpected end of info file\n" ); + break; + } + if ( !strcmp( token, "}" ) ) { + break; + } + Q_strncpyz( key, token, sizeof( key ) ); + + token = COM_ParseExt( &buf, qfalse ); + if ( !token[0] ) { + strcpy( token, "" ); + } + Info_SetValueForKey( info, key, token ); + } + if(!BG_CanAlloc(strlen(info) + strlen("\\num\\") + strlen(va("%d", MAX_ARENAS)) + 1)) + break; //Not enough memory. Don't even try + //NOTE: extra space for arena number + //KK-OAX Changed to Tremulous's BG_Alloc + infos[count] = BG_Alloc(strlen(info) + strlen("\\num\\") + strlen(va("%d", MAX_ARENAS)) + 1); + if (infos[count]) { + strcpy(infos[count], info); + count++; + } + } + return count; +} + +/* +=============== +G_LoadArenasFromFile +=============== +*/ +static void G_LoadArenasFromFile( char *filename ) { + int len; + fileHandle_t f; + char buf[MAX_ARENAS_TEXT]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) ); + return; + } + if ( len >= MAX_ARENAS_TEXT ) { + trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + g_numArenas += G_ParseInfos( buf, MAX_ARENAS - g_numArenas, &g_arenaInfos[g_numArenas] ); +} + +/* +=============== +G_LoadArenas +=============== +*/ +static void G_LoadArenas( void ) { + int numdirs; + vmCvar_t arenasFile; + char filename[128]; + char dirlist[1024]; + char* dirptr; + int i, n; + int dirlen; + + g_numArenas = 0; + + trap_Cvar_Register( &arenasFile, "g_arenasFile", "", CVAR_INIT|CVAR_ROM ); + if( *arenasFile.string ) { + G_LoadArenasFromFile(arenasFile.string); + } + else { + G_LoadArenasFromFile("scripts/arenas.txt"); + } + + // get all arenas from .arena files + numdirs = trap_FS_GetFileList("scripts", ".arena", dirlist, 1024 ); + dirptr = dirlist; + for (i = 0; i < numdirs; i++, dirptr += dirlen+1) { + dirlen = strlen(dirptr); + strcpy(filename, "scripts/"); + strcat(filename, dirptr); + G_LoadArenasFromFile(filename); + } + trap_Printf( va( "%i arenas parsed\n", g_numArenas ) ); + + for( n = 0; n < g_numArenas; n++ ) { + Info_SetValueForKey( g_arenaInfos[n], "num", va( "%i", n ) ); + } +} + + +/* +=============== +G_GetArenaInfoByNumber +=============== +*/ +const char *G_GetArenaInfoByMap( const char *map ) { + int n; + + for( n = 0; n < g_numArenas; n++ ) { + if( Q_stricmp( Info_ValueForKey( g_arenaInfos[n], "map" ), map ) == 0 ) { + return g_arenaInfos[n]; + } + } + + return NULL; +} + + +/* +================= +PlayerIntroSound +================= +*/ +static void PlayerIntroSound( const char *modelAndSkin ) { + char model[MAX_QPATH]; + char *skin; + + Q_strncpyz( model, modelAndSkin, sizeof(model) ); + skin = strrchr( model, '/' ); + if ( skin ) { + *skin++ = '\0'; + } + else { + skin = model; + } + + if( Q_stricmp( skin, "default" ) == 0 ) { + skin = model; + } + + trap_SendConsoleCommand( EXEC_APPEND, va( "play sound/player/announce/%s.wav\n", skin ) ); +} + +/* +=============== +G_AddRandomBot +=============== +*/ +void G_AddRandomBot( int team ) { + int i, n, num; + float skill; + char *value, netname[36], *teamstr; + gclient_t *cl; + + if (!trap_AAS_Initialized()) + return; //If no AAS then don't even try + + num = 0; + for ( n = 0; n < g_numBots ; n++ ) { + value = Info_ValueForKey( g_botInfos[n], "name" ); + // + 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 ( team >= 0 && cl->sess.sessionTeam != team ) { + continue; + } + if ( !Q_stricmp( value, cl->pers.netname ) ) { + break; + } + } + if (i >= g_maxclients.integer) { + num++; + } + } + num = random() * num; + for ( n = 0; n < g_numBots ; n++ ) { + value = Info_ValueForKey( g_botInfos[n], "name" ); + // + 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 ( team >= 0 && cl->sess.sessionTeam != team ) { + continue; + } + if ( !Q_stricmp( value, cl->pers.netname ) ) { + break; + } + } + if (i >= g_maxclients.integer) { + num--; + if (num <= 0) { + skill = trap_Cvar_VariableValue( "g_spSkill" ); + if (team == TEAM_RED) teamstr = "red"; + else if (team == TEAM_BLUE) teamstr = "blue"; + else teamstr = ""; + strncpy(netname, value, sizeof(netname)-1); + netname[sizeof(netname)-1] = '\0'; + Q_CleanStr(netname); + trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s %f %s %i\n", netname, skill, teamstr, 0) ); + return; + } + } + } +} + +/* +=============== +G_RemoveRandomBot +=============== +*/ +int G_RemoveRandomBot( int team ) { + int i; + gclient_t *cl; + + 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 ( team >= 0 && cl->sess.sessionTeam != team ) { + continue; + } + trap_SendConsoleCommand( EXEC_INSERT, va("clientkick %d\n", cl->ps.clientNum) ); + return qtrue; + } + return qfalse; +} + +/* +=============== +G_CountHumanPlayers +=============== +*/ +int G_CountHumanPlayers( int team ) { + int i, num; + gclient_t *cl; + + num = 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 ( team >= 0 && cl->sess.sessionTeam != team ) { + continue; + } + num++; + } + return num; +} + +/* +=============== +G_CountBotPlayers +=============== +*/ +int G_CountBotPlayers( int team ) { + int i, n, num; + gclient_t *cl; + + num = 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 ( team >= 0 && cl->sess.sessionTeam != team ) { + continue; + } + num++; + } + for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) { + if( !botSpawnQueue[n].spawnTime ) { + continue; + } + if ( botSpawnQueue[n].spawnTime > level.time ) { + continue; + } + num++; + } + return num; +} + +/* +=============== +G_CheckMinimumPlayers +=============== +*/ +void G_CheckMinimumPlayers( void ) { + int minplayers; + int humanplayers, botplayers; + static int checkminimumplayers_time; + + if (level.intermissiontime) return; + //only check once each 10 seconds + if (checkminimumplayers_time > level.time - 10000) { + return; + } + checkminimumplayers_time = level.time; + trap_Cvar_Update(&bot_minplayers); + minplayers = bot_minplayers.integer; + if (minplayers <= 0) return; + + if (!trap_AAS_Initialized()) + { + minplayers = 0; + checkminimumplayers_time = level.time+600*1000; + return; //If no AAS then don't even try + } + + if (g_gametype.integer >= GT_TEAM && g_ffa_gt!=1) { + if (minplayers >= g_maxclients.integer / 2) { + minplayers = (g_maxclients.integer / 2) -1; + } + + humanplayers = G_CountHumanPlayers( TEAM_RED ); + botplayers = G_CountBotPlayers( TEAM_RED ); + // + if (humanplayers + botplayers < minplayers) { + G_AddRandomBot( TEAM_RED ); + } else if (humanplayers + botplayers > minplayers && botplayers) { + G_RemoveRandomBot( TEAM_RED ); + } + // + humanplayers = G_CountHumanPlayers( TEAM_BLUE ); + botplayers = G_CountBotPlayers( TEAM_BLUE ); + // + if (humanplayers + botplayers < minplayers) { + G_AddRandomBot( TEAM_BLUE ); + } else if (humanplayers + botplayers > minplayers && botplayers) { + G_RemoveRandomBot( TEAM_BLUE ); + } + } + else if (g_gametype.integer == GT_TOURNAMENT ) { + if (minplayers >= g_maxclients.integer) { + minplayers = g_maxclients.integer-1; + } + humanplayers = G_CountHumanPlayers( -1 ); + botplayers = G_CountBotPlayers( -1 ); + // + if (humanplayers + botplayers < minplayers) { + G_AddRandomBot( TEAM_FREE ); + } else if (humanplayers + botplayers > minplayers && botplayers) { + // try to remove spectators first + if (!G_RemoveRandomBot( TEAM_SPECTATOR )) { + // just remove the bot that is playing + G_RemoveRandomBot( -1 ); + } + } + } + else if (g_gametype.integer == GT_FFA || g_gametype.integer == GT_LMS) { + if (minplayers >= g_maxclients.integer) { + minplayers = g_maxclients.integer-1; + } + humanplayers = G_CountHumanPlayers( TEAM_FREE ); + botplayers = G_CountBotPlayers( TEAM_FREE ); + // + if (humanplayers + botplayers < minplayers) { + G_AddRandomBot( TEAM_FREE ); + } else if (humanplayers + botplayers > minplayers && botplayers) { + G_RemoveRandomBot( TEAM_FREE ); + } + } +} + +/* +=============== +G_CheckBotSpawn +=============== +*/ +void G_CheckBotSpawn( void ) { + int n; + char userinfo[MAX_INFO_VALUE]; + + G_CheckMinimumPlayers(); + + for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) { + if( !botSpawnQueue[n].spawnTime ) { + continue; + } + if ( botSpawnQueue[n].spawnTime > level.time ) { + continue; + } + ClientBegin( botSpawnQueue[n].clientNum ); + botSpawnQueue[n].spawnTime = 0; + + if( g_gametype.integer == GT_SINGLE_PLAYER ) { + trap_GetUserinfo( botSpawnQueue[n].clientNum, userinfo, sizeof(userinfo) ); + PlayerIntroSound( Info_ValueForKey (userinfo, "model") ); + } + } +} + + +/* +=============== +AddBotToSpawnQueue +=============== +*/ +static void AddBotToSpawnQueue( int clientNum, int delay ) { + int n; + + for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) { + if( !botSpawnQueue[n].spawnTime ) { + botSpawnQueue[n].spawnTime = level.time + delay; + botSpawnQueue[n].clientNum = clientNum; + return; + } + } + G_Printf( S_COLOR_YELLOW "Unable to delay spawn\n" ); + ClientBegin( clientNum ); +} + + +/* +=============== +G_RemoveQueuedBotBegin + +Called on client disconnect to make sure the delayed spawn +doesn't happen on a freed index +=============== +*/ +void G_RemoveQueuedBotBegin( int clientNum ) { + int n; + + for( n = 0; n < BOT_SPAWN_QUEUE_DEPTH; n++ ) { + if( botSpawnQueue[n].clientNum == clientNum ) { + botSpawnQueue[n].spawnTime = 0; + return; + } + } +} + + +/* +=============== +G_BotConnect +=============== +*/ +qboolean G_BotConnect( int clientNum, qboolean restart ) { + bot_settings_t settings; + char userinfo[MAX_INFO_STRING]; + + trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); + + Q_strncpyz( settings.characterfile, Info_ValueForKey( userinfo, "characterfile" ), sizeof(settings.characterfile) ); + settings.skill = atof( Info_ValueForKey( userinfo, "skill" ) ); + Q_strncpyz( settings.team, Info_ValueForKey( userinfo, "team" ), sizeof(settings.team) ); + + if (!trap_AAS_Initialized() || !BotAISetupClient( clientNum, &settings, restart )) { + trap_DropClient( clientNum, "BotAISetupClient failed" ); + return qfalse; + } + + return qtrue; +} + + +/* +=============== +G_AddBot +=============== +*/ +static void G_AddBot( const char *name, float skill, const char *team, int delay, char *altname) { + int clientNum; + char *botinfo; + gentity_t *bot; + char *key; + char *s; + char *botname; + char *model; + char *headmodel; + char userinfo[MAX_INFO_STRING]; + + // get the botinfo from bots.txt + botinfo = G_GetBotInfoByName( name ); + if ( !botinfo ) { + G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name ); + return; + } + + // create the bot's userinfo + userinfo[0] = '\0'; + + botname = Info_ValueForKey( botinfo, "funname" ); + if( !botname[0] ) { + botname = Info_ValueForKey( botinfo, "name" ); + } + // check for an alternative name + if (altname && altname[0]) { + botname = altname; + } + Info_SetValueForKey( userinfo, "name", botname ); + Info_SetValueForKey( userinfo, "rate", "25000" ); + Info_SetValueForKey( userinfo, "snaps", "20" ); + Info_SetValueForKey( userinfo, "skill", va("%1.2f", skill) ); + + if ( skill >= 1 && skill < 2 ) { + Info_SetValueForKey( userinfo, "handicap", "50" ); + } + else if ( skill >= 2 && skill < 3 ) { + Info_SetValueForKey( userinfo, "handicap", "70" ); + } + else if ( skill >= 3 && skill < 4 ) { + Info_SetValueForKey( userinfo, "handicap", "90" ); + } + + key = "model"; + model = Info_ValueForKey( botinfo, key ); + if ( !*model ) { + model = "sarge/default"; + } + Info_SetValueForKey( userinfo, key, model ); + key = "team_model"; + Info_SetValueForKey( userinfo, key, model ); + + key = "headmodel"; + headmodel = Info_ValueForKey( botinfo, key ); + if ( !*headmodel ) { + headmodel = model; + } + Info_SetValueForKey( userinfo, key, headmodel ); + key = "team_headmodel"; + Info_SetValueForKey( userinfo, key, headmodel ); + + key = "gender"; + s = Info_ValueForKey( botinfo, key ); + if ( !*s ) { + s = "male"; + } + Info_SetValueForKey( userinfo, "sex", s ); + + key = "color1"; + s = Info_ValueForKey( botinfo, key ); + if ( !*s ) { + s = "4"; + } + Info_SetValueForKey( userinfo, key, s ); + + key = "color2"; + s = Info_ValueForKey( botinfo, key ); + if ( !*s ) { + s = "5"; + } + Info_SetValueForKey( userinfo, key, s ); + + s = Info_ValueForKey(botinfo, "aifile"); + if (!*s ) { + trap_Printf( S_COLOR_RED "Error: bot has no aifile specified\n" ); + return; + } + + // have the server allocate a client slot + clientNum = trap_BotAllocateClient(); + if ( clientNum == -1 ) { + G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" ); + G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" ); + return; + } + + // initialize the bot settings + if( !team || !*team ) { + if( g_gametype.integer >= GT_TEAM && g_ffa_gt!=1) { + if( PickTeam(clientNum) == TEAM_RED) { + team = "red"; + } + else { + team = "blue"; + } + } + else { + team = "red"; + } + } + Info_SetValueForKey( userinfo, "characterfile", Info_ValueForKey( botinfo, "aifile" ) ); + Info_SetValueForKey( userinfo, "skill", va( "%5.2f", skill ) ); + Info_SetValueForKey( userinfo, "team", team ); + + bot = &g_entities[ clientNum ]; + bot->r.svFlags |= SVF_BOT; + bot->inuse = qtrue; + + // register the userinfo + trap_SetUserinfo( clientNum, userinfo ); + + // have it connect to the game as a normal client + if ( ClientConnect( clientNum, qtrue, qtrue ) ) { + return; + } + + if( delay == 0 ) { + ClientBegin( clientNum ); + return; + } + + AddBotToSpawnQueue( clientNum, delay ); +} + + +/* +=============== +Svcmd_AddBot_f +=============== +*/ +void Svcmd_AddBot_f( void ) { + float skill; + int delay; + char name[MAX_TOKEN_CHARS]; + char altname[MAX_TOKEN_CHARS]; + char string[MAX_TOKEN_CHARS]; + char team[MAX_TOKEN_CHARS]; + + // are bots enabled? + if ( !trap_Cvar_VariableIntegerValue( "bot_enable" ) || !trap_AAS_Initialized() ) { + return; + } + + // name + trap_Argv( 1, name, sizeof( name ) ); + if ( !name[0] ) { + trap_Printf( "Usage: Addbot [skill 1-5] [team] [msec delay] [altname]\n" ); + return; + } + + // skill + trap_Argv( 2, string, sizeof( string ) ); + if ( !string[0] ) { + skill = 4; + } + else { + skill = atof( string ); + } + + // team + trap_Argv( 3, team, sizeof( team ) ); + + // delay + trap_Argv( 4, string, sizeof( string ) ); + if ( !string[0] ) { + delay = 0; + } + else { + delay = atoi( string ); + } + + // alternative name + trap_Argv( 5, altname, sizeof( altname ) ); + + G_AddBot( name, skill, team, delay, altname ); + + // if this was issued during gameplay and we are playing locally, + // go ahead and load the bot's media immediately + if ( level.time - level.startTime > 1000 && + trap_Cvar_VariableIntegerValue( "cl_running" ) ) { + trap_SendServerCommand( -1, "loaddefered\n" ); // FIXME: spelled wrong, but not changing for demo + } +} + +/* +=============== +Svcmd_BotList_f +=============== +*/ +void Svcmd_BotList_f( void ) { + int i; + char name[MAX_TOKEN_CHARS]; + char funname[MAX_TOKEN_CHARS]; + char model[MAX_TOKEN_CHARS]; + char aifile[MAX_TOKEN_CHARS]; + + trap_Printf("^1name model aifile funname\n"); + for (i = 0; i < g_numBots; i++) { + strcpy(name, Info_ValueForKey( g_botInfos[i], "name" )); + if ( !*name ) { + strcpy(name, "UnnamedPlayer"); + } + strcpy(funname, Info_ValueForKey( g_botInfos[i], "funname" )); + if ( !*funname ) { + strcpy(funname, ""); + } + strcpy(model, Info_ValueForKey( g_botInfos[i], "model" )); + if ( !*model ) { + strcpy(model, "sarge/default"); + } + strcpy(aifile, Info_ValueForKey( g_botInfos[i], "aifile")); + if (!*aifile ) { + strcpy(aifile, "bots/default_c.c"); + } + trap_Printf(va("%-16s %-16s %-20s %-20s\n", name, model, aifile, funname)); + } +} + + +/* +=============== +G_SpawnBots +=============== +*/ +static void G_SpawnBots( char *botList, int baseDelay ) { + char *bot; + char *p; + float skill; + int delay; + char bots[MAX_INFO_VALUE]; + + podium1 = NULL; + podium2 = NULL; + podium3 = NULL; + + skill = trap_Cvar_VariableValue( "g_spSkill" ); + if( skill < 1 ) { + trap_Cvar_Set( "g_spSkill", "1" ); + skill = 1; + } + else if ( skill > 5 ) { + trap_Cvar_Set( "g_spSkill", "5" ); + skill = 5; + } + + Q_strncpyz( bots, botList, sizeof(bots) ); + p = &bots[0]; + delay = baseDelay; + while( *p ) { + //skip spaces + while( *p && *p == ' ' ) { + p++; + } + if( !p ) { + break; + } + + // mark start of bot name + bot = p; + + // skip until space of null + while( *p && *p != ' ' ) { + p++; + } + if( *p ) { + *p++ = 0; + } + + // we must add the bot this way, calling G_AddBot directly at this stage + // does "Bad Things" + trap_SendConsoleCommand( EXEC_INSERT, va("addbot %s %f free %i\n", bot, skill, delay) ); + + delay += BOT_BEGIN_DELAY_INCREMENT; + } +} + + +/* +=============== +G_LoadBotsFromFile +=============== +*/ +static void G_LoadBotsFromFile( char *filename ) { + int len; + fileHandle_t f; + char buf[MAX_BOTS_TEXT]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) ); + return; + } + if ( len >= MAX_BOTS_TEXT ) { + trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + g_numBots += G_ParseInfos( buf, MAX_BOTS - g_numBots, &g_botInfos[g_numBots] ); +} + +/* +=============== +G_LoadBots +=============== +*/ +static void G_LoadBots( void ) { + vmCvar_t botsFile; + int numdirs; + char filename[128]; + char dirlist[1024]; + char* dirptr; + int i; + int dirlen; + + if ( !trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { + return; + } + + g_numBots = 0; + + trap_Cvar_Register( &botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM ); + if( *botsFile.string ) { + G_LoadBotsFromFile(botsFile.string); + } + else { + G_LoadBotsFromFile("scripts/bots.txt"); + } + + // get all bots from .bot files + numdirs = trap_FS_GetFileList("scripts", ".bot", dirlist, 1024 ); + dirptr = dirlist; + for (i = 0; i < numdirs; i++, dirptr += dirlen+1) { + dirlen = strlen(dirptr); + strcpy(filename, "scripts/"); + strcat(filename, dirptr); + G_LoadBotsFromFile(filename); + } + trap_Printf( va( "%i bots parsed\n", g_numBots ) ); +} + + + +/* +=============== +G_GetBotInfoByNumber +=============== +*/ +char *G_GetBotInfoByNumber( int num ) { + if( num < 0 || num >= g_numBots ) { + trap_Printf( va( S_COLOR_RED "Invalid bot number: %i\n", num ) ); + return NULL; + } + return g_botInfos[num]; +} + + +/* +=============== +G_GetBotInfoByName +=============== +*/ +char *G_GetBotInfoByName( const char *name ) { + int n; + char *value; + + for ( n = 0; n < g_numBots ; n++ ) { + value = Info_ValueForKey( g_botInfos[n], "name" ); + if ( !Q_stricmp( value, name ) ) { + return g_botInfos[n]; + } + } + + return NULL; +} + +/* +=============== +G_InitBots +=============== +*/ +void G_InitBots( qboolean restart ) { + int fragLimit; + int timeLimit; + const char *arenainfo; + char *strValue; + int basedelay; + char map[MAX_QPATH]; + char serverinfo[MAX_INFO_STRING]; + + G_LoadBots(); + G_LoadArenas(); + + trap_Cvar_Register( &bot_minplayers, "bot_minplayers", "0", CVAR_SERVERINFO ); + + if( g_gametype.integer == GT_SINGLE_PLAYER ) { + trap_GetServerinfo( serverinfo, sizeof(serverinfo) ); + Q_strncpyz( map, Info_ValueForKey( serverinfo, "mapname" ), sizeof(map) ); + arenainfo = G_GetArenaInfoByMap( map ); + if ( !arenainfo ) { + return; + } + + strValue = Info_ValueForKey( arenainfo, "fraglimit" ); + fragLimit = atoi( strValue ); + if ( fragLimit ) { + trap_Cvar_Set( "fraglimit", strValue ); + } + else { + trap_Cvar_Set( "fraglimit", "0" ); + } + + strValue = Info_ValueForKey( arenainfo, "timelimit" ); + timeLimit = atoi( strValue ); + if ( timeLimit ) { + trap_Cvar_Set( "timelimit", strValue ); + } + else { + trap_Cvar_Set( "timelimit", "0" ); + } + + if ( !fragLimit && !timeLimit ) { + trap_Cvar_Set( "fraglimit", "10" ); + trap_Cvar_Set( "timelimit", "0" ); + } + + basedelay = BOT_BEGIN_DELAY_BASE; + strValue = Info_ValueForKey( arenainfo, "special" ); + if( Q_stricmp( strValue, "training" ) == 0 ) { + basedelay += 10000; + } + + if( !restart ) { + G_SpawnBots( Info_ValueForKey( arenainfo, "bots" ), basedelay ); + } + } +} diff --git a/code/game/g_client.c b/code/game/g_client.c new file mode 100644 index 0000000..e58ef91 --- /dev/null +++ b/code/game/g_client.c @@ -0,0 +1,2218 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#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 ); +} + +//Three for Double_D +void SP_info_player_dd(gentity_t *ent) { +} +void SP_info_player_dd_red(gentity_t *ent) { +} +void SP_info_player_dd_blue(gentity_t *ent) { +} + +//One for Standard Domination, not really a player spawn point +void SP_domination_point(gentity_t *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 ) { + +} + + + +/* +======================================================================= + + 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 ; iclient && 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]; +} + +/* +=========== +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; +} + +/* +=========== +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 ) { + //gentity_t *spot; + + FindIntermissionPoint(); + + VectorCopy( level.intermission_origin, origin ); + VectorCopy( level.intermission_angle, angles ); + + + + //for some reason we need to return an specific point in elimination (this might not be neccecary anymore but to be sure...) + //if(g_gametype.integer == GT_ELIMINATION) + // return SelectSpawnPoint( vec3_origin, origin, angles ); + + //VectorCopy (origin,spot->s.origin); + //spot->s.origin[2] += 9; + //VectorCopy (angles, spot->s.angles); + + return NULL; //spot; +} + +/* +======================================================================= + +BODYQUE + +======================================================================= +*/ + +/* +=============== +InitBodyQue +=============== +*/ +void InitBodyQue (void) { + int i; + gentity_t *ent; + + level.bodyQueIndex = 0; + for (i=0; iclassname = "bodyque"; + ent->neverFree = qtrue; + level.bodyQue[i] = ent; + } +} + +/* +============= +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 *e; + int i; + gentity_t *body; + int contents; + + 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) && !(ent->s.eFlags & EF_KAMIKAZE) ) { //the check for kamikaze is a workaround for ctf4ish + return; + } + + // grab a body que and cycle to the next one + body = level.bodyQue[ level.bodyQueIndex ]; + level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE; + + //Check if the next body has the kamikaze, in that case skip it. + for(i=0;(level.bodyQue[ level.bodyQueIndex ]->s.eFlags & EF_KAMIKAZE) && (i<10);i++) { + level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE; + } + + body->s = ent->s; + body->s.eFlags = EF_DEAD; // clear EF_TALK, etc + if ( ent->s.eFlags & EF_KAMIKAZE ) { + ent->s.eFlags &= ~EF_KAMIKAZE; + body->s.eFlags |= EF_KAMIKAZE; + + // check if there is a kamikaze timer around for this owner + for (i = 0; i < MAX_GENTITIES; i++) { + e = &g_entities[i]; + if (!e->inuse) + continue; + if (e->activator != ent) + continue; + if (strcmp(e->classname, "kamikaze timer")) + continue; + e->activator = body; + break; + } + } + body->s.powerups = 0; // clear powerups + body->s.loopSound = 0; // clear lava burning + body->s.number = body - g_entities; + body->timestamp = level.time; + body->physicsObject = qtrue; + body->physicsBounce = 0; // don't bounce + 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.event = 0; + + // change the animation to the last-frame only, so the sequence + // doesn't repeat anew for the body + 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->r.svFlags = ent->r.svFlags; + VectorCopy (ent->r.mins, body->r.mins); + VectorCopy (ent->r.maxs, body->r.maxs); + VectorCopy (ent->r.absmin, body->r.absmin); + VectorCopy (ent->r.absmax, body->r.absmax); + + body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP; + body->r.contents = CONTENTS_CORPSE; + body->r.ownerNum = ent->s.number; + + body->nextthink = level.time + 5000; + body->think = BodySink; + + body->die = body_die; + + // don't take more damage if already gibbed + if ( ent->health <= GIB_HEALTH ) { + body->takedamage = qfalse; + } else { + body->takedamage = qtrue; + } + + + 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 ClientRespawn( gentity_t *ent ) { + gentity_t *tent; + + if((g_gametype.integer!=GT_ELIMINATION && g_gametype.integer!=GT_CTF_ELIMINATION && g_gametype.integer !=GT_LMS) && !ent->client->isEliminated) + { + ent->client->isEliminated = qtrue; //must not be true in warmup + //Tried moving CopyToBodyQue + } else { + //Must always be false in other gametypes + ent->client->isEliminated = qfalse; + } + CopyToBodyQue (ent); //Unlinks ent + + if(g_gametype.integer==GT_LMS) { + if(ent->client->pers.livesLeft>0) + { + //ent->client->pers.livesLeft--; Coutned down somewhere else + ent->client->isEliminated = qfalse; + } + else //We have used all our lives + { + if( ent->client->isEliminated!=qtrue) { + ent->client->isEliminated = qtrue; + if((g_lms_mode.integer == 2 || g_lms_mode.integer == 3) && level.roundNumber == level.roundNumberStarted) + LMSpoint(); + //Sago: This is really bad + //TODO: Try not to make people spectators here + ent->client->sess.spectatorState = PM_SPECTATOR; + //We have to force spawn imidiantly to prevent lag. + ClientSpawn(ent); + } + return; + } + } + + if((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION || g_gametype.integer==GT_LMS) + && ent->client->ps.pm_type == PM_SPECTATOR && ent->client->ps.stats[STAT_HEALTH] > 0) + return; + ClientSpawn(ent); + + // add a teleportation effect + if(g_gametype.integer!=GT_ELIMINATION && g_gametype.integer!=GT_CTF_ELIMINATION && g_gametype.integer!=GT_LMS) + { + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + tent->s.clientNum = ent->s.clientNum; + } +} + +/* +================ +respawnRound +================ +*/ +void respawnRound( gentity_t *ent ) { + gentity_t *tent; + + //if(g_gametype.integer!=GT_ELIMINATION || !ent->client->isEliminated) + //{ + // ent->client->isEliminated = qtrue; + //CopyToBodyQue (ent); + //} + + + //if(g_gametype.integer==GT_ELIMINATION && ent->client->ps.pm_type == PM_SPECTATOR && ent->client->ps.stats[STAT_HEALTH] > 0) + // return; + if(ent->client->hook) + Weapon_HookFree(ent->client->hook); + + trap_UnlinkEntity (ent); + + ClientSpawn(ent); + + // add a teleportation effect + if(g_gametype.integer!=GT_ELIMINATION && g_gametype.integer!=GT_CTF_ELIMINATION && g_gametype.integer!=GT_LMS) + { + tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN ); + tent->s.clientNum = ent->s.clientNum; + } +} + +/* +================ +TeamCvarSet + +Sets the red and blue team client number cvars. +================ + */ +void TeamCvarSet( void ) +{ + int i; + qboolean redChanged = qfalse; + qboolean blueChanged = qfalse; + qboolean first = qtrue; + char* temp = NULL; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + if ( level.clients[i].sess.sessionTeam == TEAM_RED ) { + if(first) { + temp = va("%i",i); + first = qfalse; + } + else + temp = va("%s,%i",temp,i); + } + } + + if(Q_stricmp(g_redTeamClientNumbers.string,temp)) + redChanged = qtrue; + trap_Cvar_Set("g_redTeamClientNumbers",temp); //Set it right + first= qtrue; + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + if ( level.clients[i].sess.sessionTeam == TEAM_BLUE ) { + if(first) { + temp = va("%i",i); + first = qfalse; + } + else + temp = va("%s,%i",temp,i); + } + } + if(Q_stricmp(g_blueTeamClientNumbers.string,temp)) + blueChanged = qtrue; + trap_Cvar_Set("g_blueTeamClientNumbers",temp); + + //Note: We need to force update of the cvar or SendYourTeamMessage will send the old cvar value! + if(redChanged) { + trap_Cvar_Update(&g_redTeamClientNumbers); //Force update of CVAR + SendYourTeamMessageToTeam(TEAM_RED); + } + if(blueChanged) { + trap_Cvar_Update(&g_blueTeamClientNumbers); + SendYourTeamMessageToTeam(TEAM_BLUE); //Force update of CVAR + } +} + +/* +================ +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].pers.connected == CON_CONNECTING) { + continue; + } + + if ( level.clients[i].sess.sessionTeam == team ) { + count++; + } + } + + return count; +} + +/* +================ +TeamLivingCount + +Returns number of living players on a team +================ +*/ +team_t TeamLivingCount( int ignoreClientNum, int team ) { + int i; + int count = 0; + qboolean LMS = (g_gametype.integer==GT_LMS); + + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( i == ignoreClientNum ) { + continue; + } + if ( level.clients[i].pers.connected == CON_DISCONNECTED ) { + continue; + } + + if ( level.clients[i].pers.connected == CON_CONNECTING) { + continue; + } + //crash if g_gametype.integer is used here, why? + if ( level.clients[i].sess.sessionTeam == team && (level.clients[i].ps.stats[STAT_HEALTH]>0 || LMS) && !(level.clients[i].isEliminated)) { + count++; + } + } + + return count; +} + +/* +================ +TeamHealthCount + +Count total number of healthpoints on teh teams used for draws in Elimination +================ +*/ + +team_t TeamHealthCount(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].pers.connected == CON_CONNECTING) { + continue; + } + + //only count clients with positive health + if ( level.clients[i].sess.sessionTeam == team && (level.clients[i].ps.stats[STAT_HEALTH]>0)&& !(level.clients[i].isEliminated)) { + count+=level.clients[i].ps.stats[STAT_HEALTH]; + } + } + + return count; +} + + +/* +================ +RespawnAll + +Forces all clients to respawn. +================ +*/ + +void RespawnAll(void) +{ + int i; + gentity_t *client; + for(i=0;iclient->ps.pm_type = PM_NORMAL; + client->client->pers.livesLeft = g_lms_lives.integer; + respawnRound(client); + } + return; +} + +/* +================ +RespawnDead + +Forces all *DEAD* clients to respawn. +================ +*/ + +void RespawnDead(void) +{ + int i; + gentity_t *client; + for(i=0;iclient->pers.livesLeft = g_lms_lives.integer-1; + if ( level.clients[i].isEliminated == qfalse ){ + continue; + } + if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR ) { + continue; + } + + client->client->pers.livesLeft = g_lms_lives.integer; + + respawnRound(client); + } + return; +} + +/* +================ +DisableWeapons + +disables all weapons +================ +*/ + +void DisableWeapons(void) +{ + int i; + gentity_t *client; + for(i=0;iclient->ps.pm_flags |= PMF_ELIMWARMUP; + } + ProximityMine_RemoveAll(); //Remove all the prox mines + return; +} + +/* +================ +EnableWeapons + +enables all weapons +================ +*/ + +void EnableWeapons(void) +{ + int i; + gentity_t *client; + for(i=0;iclient->ps.pm_flags &= ~PMF_ELIMWARMUP; + } + return; +} + +/* +================ +LMSpoint + +Gives a point to the lucky survivor +================ +*/ + +void LMSpoint(void) +{ + int i; + gentity_t *client; + for(i=0;ihealth <= 0 ){ + continue; + } + */ + + client->client->ps.persistant[PERS_SCORE] += 1; + G_LogPrintf("PlayerScore: %i %i: %s now has %d points\n", + i, client->client->ps.persistant[PERS_SCORE], client->client->pers.netname, client->client->ps.persistant[PERS_SCORE] ); + } + + CalculateRanks(); + return; +} + +/* +================ +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_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE ); + counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED ); + + //KK-OAX Both Teams locked...forget about it, print an error message, keep as spec + if ( level.RedTeamLocked && level.BlueTeamLocked ) { + G_Printf( "Both teams have been locked by the Admin! \n" ); + return TEAM_NONE; + } + if ( ( counts[TEAM_BLUE] > counts[TEAM_RED] ) && ( !level.RedTeamLocked ) ) { + return TEAM_RED; + } + if ( ( counts[TEAM_RED] > counts[TEAM_BLUE] ) && ( !level.BlueTeamLocked ) ) { + return TEAM_BLUE; + } + // equal team count, so join the team with the lowest score + if ( ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) && ( !level.RedTeamLocked ) ) { + return TEAM_RED; + } + if ( ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) && ( !level.BlueTeamLocked ) ) { + return TEAM_BLUE; + } + //KK-OAX Force Team Blue? + return TEAM_BLUE; +} + +/* +=========== +ForceClientSkin + +Forces a client's skin (for teamplay) +=========== +*/ +/* +static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) { + char *p; + + if ((p = 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 clientNum) +{ + int outpos = 0, colorlessLen = 0, spaces = 0, notblack=0; + qboolean black = qfalse; + + // discard leading spaces + for(; *in == ' '; in++); + + for(; *in && outpos < outSize - 1; in++) + { + out[outpos] = *in; + + if(*in == ' ') + { + // don't allow too many consecutive spaces + if(spaces > 2) + continue; + + spaces++; + } + else if(outpos > 0 && out[outpos - 1] == Q_COLOR_ESCAPE) + { + if(Q_IsColorString(&out[outpos - 1])) + { + colorlessLen--; + + if(ColorIndex(*in) == 0) + { + // Disallow color black in names to prevent players + // from getting advantage playing in front of black backgrounds + //outpos--; + //continue; + black = qtrue; + } + else + black = qfalse; + } + else + { + spaces = 0; + colorlessLen++; + } + } + else + { + spaces = 0; + colorlessLen++; + if(!black && (Q_isalpha(*in) || (*in>='0' && *in<='9') ) ) + notblack++; + } + + outpos++; + } + + out[outpos] = '\0'; + + //There was none not-black alphanum chars. Remove all colors + if(notblack<1) + Q_CleanStr(out); + + // don't allow empty names + if( *out == '\0' || colorlessLen == 0) + Q_strncpyz(out, va("Nameless%i",clientNum), 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 headModel[MAX_QPATH]; + char oldname[MAX_STRING_CHARS]; + //KK-OAX + char err[MAX_STRING_CHARS]; + qboolean revertName = qfalse; + + gclient_t *client; + char c1[MAX_INFO_STRING]; + char c2[MAX_INFO_STRING]; + char redTeam[MAX_INFO_STRING]; + char blueTeam[MAX_INFO_STRING]; + char userinfo[MAX_INFO_STRING]; + + 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; + } + +//unlagged - client options + // see if the player has opted out + s = Info_ValueForKey( userinfo, "cg_delag" ); + if ( !atoi( s ) ) { + client->pers.delag = 0; + } else { + client->pers.delag = atoi( s ); + } + + // see if the player is nudging his shots + s = Info_ValueForKey( userinfo, "cg_cmdTimeNudge" ); + client->pers.cmdTimeNudge = atoi( s ); + + // see if the player wants to debug the backward reconciliation + /*s = Info_ValueForKey( userinfo, "cg_debugDelag" ); + if ( !atoi( s ) ) { + client->pers.debugDelag = qfalse; + } + else { + client->pers.debugDelag = qtrue; + }*/ + + // see if the player is simulating incoming latency + //s = Info_ValueForKey( userinfo, "cg_latentSnaps" ); + //client->pers.latentSnaps = atoi( s ); + + // see if the player is simulating outgoing latency + //s = Info_ValueForKey( userinfo, "cg_latentCmds" ); + //client->pers.latentCmds = atoi( s ); + + // see if the player is simulating outgoing packet loss + //s = Info_ValueForKey( userinfo, "cg_plOut" ); + //client->pers.plOut = atoi( s ); +//unlagged - client options + + // set name + Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) ); + s = Info_ValueForKey (userinfo, "name"); + ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname), clientNum ); + + //KK-OAPub Added From Tremulous-Control Name Changes + if( strcmp( oldname, client->pers.netname ) ) + { + if( client->pers.nameChangeTime && + ( level.time - client->pers.nameChangeTime ) + <= ( g_minNameChangePeriod.value * 1000 ) ) + { + trap_SendServerCommand( ent - g_entities, va( + "print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"", + g_minNameChangePeriod.integer ) ); + revertName = qtrue; + } + else if( g_maxNameChanges.integer > 0 + && client->pers.nameChanges >= g_maxNameChanges.integer ) + { + trap_SendServerCommand( ent - g_entities, va( + "print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"", + g_maxNameChanges.integer ) ); + revertName = qtrue; + } + else if( client->pers.muted ) + { + trap_SendServerCommand( ent - g_entities, + "print \"You cannot change your name while you are muted\n\"" ); + revertName = qtrue; + } + else if( !G_admin_name_check( ent, client->pers.netname, err, sizeof( err ) ) ) + { + trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) ); + revertName = qtrue; + } + + //Never revert a bots name... just to bad if it hapens... but the bot will always be expendeble :-) + if (ent->r.svFlags & SVF_BOT) + revertName = qfalse; + + if( revertName ) + { + Q_strncpyz( client->pers.netname, *oldname ? oldname : "UnnamedPlayer", + sizeof( client->pers.netname ) ); + Info_SetValueForKey( userinfo, "name", oldname ); + trap_SetUserinfo( clientNum, userinfo ); + } + else + { + if( client->pers.connected == CON_CONNECTED ) + { + client->pers.nameChangeTime = level.time; + client->pers.nameChanges++; + } + } + } + // N_G: this condition makes no sense to me and I'm not going to + // try finding out what it means, I've added parentheses according to + // evaluation rules of the original code so grab a + // parentheses pairing highlighting text editor and see for yourself + // if you got it right + //Sago: One redundant check and CTF Elim and LMS was missing. Not an important function and I might never have noticed, should properly be || + if ( ( ( client->sess.sessionTeam == TEAM_SPECTATOR ) || + ( ( ( client->isEliminated ) /*|| + ( client->ps.pm_type == PM_SPECTATOR )*/ ) && //Sago: If this is true client.isEliminated or TEAM_SPECTATOR is true to and this is redundant + ( g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS) ) ) && + ( 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 + if (client->ps.powerups[PW_GUARD]) { + client->pers.maxHealth = 200; + } else { + 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 + if( g_gametype.integer >= GT_TEAM && g_ffa_gt==0) { + Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) ); + Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) ); + } else { + Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) ); + Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) ); + } + + // bots set their team a few frames later + if (g_gametype.integer >= GT_TEAM && g_ffa_gt==0 && g_entities[clientNum].r.svFlags & SVF_BOT) { + s = Info_ValueForKey( userinfo, "team" ); + if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) { + team = TEAM_RED; + } else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) { + team = TEAM_BLUE; + } else { + // pick the team with the least number of players + team = PickTeam( clientNum ); + } + client->sess.sessionTeam = team; + } + else { + team = client->sess.sessionTeam; + } + +/* NOTE: all client side now +Sago: I am not happy with this exception + + // team + switch( team ) { + case TEAM_RED: + ForceClientSkin(client, model, "red"); +// ForceClientSkin(client, headModel, "red"); + break; + case TEAM_BLUE: + ForceClientSkin(client, model, "blue"); +// ForceClientSkin(client, headModel, "blue"); + break; + } + // don't ever use a default skin in teamplay, it would just waste memory + // however bots will always join a team but they spawn in as spectator + if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) { + ForceClientSkin(client, model, "red"); +// ForceClientSkin(client, headModel, "red"); + } +*/ + + if (g_gametype.integer >= GT_TEAM && g_ffa_gt!=1) { + client->pers.teamInfo = qtrue; + } else { + s = Info_ValueForKey( userinfo, "teamoverlay" ); + if ( ! *s || atoi( s ) != 0 ) { + client->pers.teamInfo = qtrue; + } else { + client->pers.teamInfo = qfalse; + } + } + /* + s = Info_ValueForKey( userinfo, "cg_pmove_fixed" ); + if ( !*s || atoi( s ) == 0 ) { + client->pers.pmoveFixed = qfalse; + } + else { + client->pers.pmoveFixed = qtrue; + } + */ + + // 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 + if( g_gametype.integer >= GT_TEAM && g_ffa_gt==0 && g_instantgib.integer) { + switch(team) { + case TEAM_RED: + c1[0] = COLOR_BLUE; + c2[0] = COLOR_BLUE; + c1[1] = 0; + c2[1] = 0; + break; + case TEAM_BLUE: + c1[0] = COLOR_RED; + c2[0] = COLOR_RED; + c1[1] = 0; + c2[1] = 0; + break; + default: + break; + } + } else { + strcpy(c1, Info_ValueForKey( userinfo, "color1" )); + strcpy(c2, Info_ValueForKey( userinfo, "color2" )); + } + + strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" )); + strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" )); + + // 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\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d", + client->pers.netname, team, model, headModel, c1, c2, + 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\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d", + client->pers.netname, client->sess.sessionTeam, model, headModel, redTeam, blueTeam, c1, c2, + client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader); + } + + trap_SetConfigstring( CS_PLAYERS+clientNum, s ); + + // this is not the userinfo, more like the configstring actually + G_LogPrintf( "ClientUserinfoChanged: %i %s\\id\\%s\n", clientNum, s, Info_ValueForKey(userinfo, "cl_guid") ); +} + + +/* +=========== +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; +// char *areabits; + gclient_t *client; + char userinfo[MAX_INFO_STRING]; + gentity_t *ent; + char reason[ MAX_STRING_CHARS ] = {""}; + int i; + + //KK-OAX I moved these up so userinfo could be assigned/used. + ent = &g_entities[ clientNum ]; + client = &level.clients[ clientNum ]; + ent->client = client; + memset( client, 0, sizeof(*client) ); + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + value = Info_ValueForKey( userinfo, "cl_guid" ); + Q_strncpyz( client->pers.guid, value, sizeof( client->pers.guid ) ); + + + // IP filtering //KK-OAX Has this been obsoleted? + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 + // recommanding PB based IP / GUID banning, the builtin system is pretty limited + // check to see if they are on the banned IP list + value = Info_ValueForKey (userinfo, "ip"); + Q_strncpyz( client->pers.ip, value, sizeof( client->pers.ip ) ); + + if ( G_FilterPacket( value ) && !Q_stricmp(value,"localhost") ) { + G_Printf("Player with IP: %s is banned\n",value); + return "You are banned from this server."; + } + + if( G_admin_ban_check( userinfo, reason, sizeof( reason ) ) ) { + return va( "%s", reason ); + } + + //KK-OAX + // we don't check GUID or password for bots and local client + // NOTE: local client <-> "ip" "localhost" + // this means this client is not running in our current process + if ( !isBot && (strcmp(value, "localhost") != 0)) { + // 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"; + } + for( i = 0; i < sizeof( client->pers.guid ) - 1 && + isxdigit( client->pers.guid[ i ] ); i++ ); + if( i < sizeof( client->pers.guid ) - 1 ) + return "Invalid GUID"; + + for( i = 0; i < level.maxclients; i++ ) { + + if( level.clients[ i ].pers.connected == CON_DISCONNECTED ) + continue; + + if( !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) ) { + if( !G_ClientIsLagging( level.clients + i ) ) { + trap_SendServerCommand( i, "cp \"Your GUID is not secure\"" ); + return "Duplicate GUID"; + } + trap_DropClient( i, "Ghost" ); + } + } + + } + + //Check for local client + if( !strcmp( client->pers.ip, "localhost" ) ) + client->pers.localClient = qtrue; + client->pers.adminLevel = G_admin_level( ent ); + + client->pers.connected = CON_CONNECTING; + + // read or initialize the session data + if ( firstTime || level.newSession ) { + G_InitSessionData( client, userinfo ); + } + G_ReadSessionData( client ); + + if( isBot ) { + ent->r.svFlags |= SVF_BOT; + ent->inuse = qtrue; + if( !G_BotConnect( clientNum, !firstTime ) ) { + return "BotConnectfailed"; + } + } + + //KK-OAX Swapped these in order...seemed to help the connection process. + // get and distribute relevent paramters + ClientUserinfoChanged( clientNum ); + G_LogPrintf( "ClientConnect: %i\n", 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(); + + // for statistics +// client->areabits = areabits; +// if ( !client->areabits ) +// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 ); + +//Sago: Changed the message +//unlagged - backward reconciliation #5 + // announce it + if ( g_delagHitscan.integer ) { + trap_SendServerCommand( clientNum, "print \"Full lag compensation is ON!\n\"" ); + } + else { + trap_SendServerCommand( clientNum, "print \"Full lag compensation is OFF!\n\"" ); + } + +//unlagged - backward reconciliation #5 + G_admin_namelog_update( client, qfalse ); + return NULL; +} + +void motd (gentity_t *ent) +{ + char motd[1024]; + fileHandle_t motdFile; + int motdLen; + int fileLen; + + strcpy (motd, "cp \""); + fileLen = trap_FS_FOpenFile(g_motdfile.string, &motdFile, FS_READ); + if(motdFile) + { + char * p; + + motdLen = strlen(motd); + if((motdLen + fileLen) > (sizeof(motd) - 2)) + fileLen = (sizeof(motd) - 2 - motdLen); + trap_FS_Read(motd + motdLen, fileLen, motdFile); + motd[motdLen + fileLen] = '"'; + motd[motdLen + fileLen + 1] = 0; + trap_FS_FCloseFile(motdFile); + + while((p = strchr(motd, '\r'))) //Remove carrier return. 0x0D + memmove(p, p + 1, motdLen + fileLen - (p - motd)); + } + trap_SendServerCommand(ent - g_entities, motd); +} + +/* +=========== +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; + int countRed, countBlue, countFree; + char userinfo[MAX_INFO_STRING]; + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + ent = g_entities + clientNum; + + client = level.clients + clientNum; + + if ( ent->r.linked ) { + trap_UnlinkEntity( ent ); + } + G_InitGentity( ent ); + ent->touch = 0; + ent->pain = 0; + ent->client = client; + + client->pers.connected = CON_CONNECTED; + client->pers.enterTime = level.time; + client->pers.teamState.state = TEAM_BEGIN; + + //Elimination: + client->pers.roundReached = 0; //We will spawn in next round + if(g_gametype.integer == GT_LMS) { + client->isEliminated = qtrue; //So player does not give a point in gamemode 2 and 3 + //trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " will start dead\n\"", client->pers.netname) ); + } + + //player is a bot: + if( ent->r.svFlags & SVF_BOT ) + { + if(!level.hadBots) + { + G_LogPrintf( "Info: There has been at least 1 bot now\n" ); + level.hadBots = qtrue; + } + } + + //Count smallest team + countFree = TeamCount(-1,TEAM_FREE); + countRed = TeamCount(-1,TEAM_RED); + countBlue = TeamCount(-1,TEAM_BLUE); + if(g_gametype.integer < GT_TEAM || g_ffa_gt) + { + if(countFree>level.teamSize) + level.teamSize=countFree; + } + else + if(countRed>countBlue) + { + if(countBlue>level.teamSize) + level.teamSize=countBlue; + } + else + { + if(countRed>level.teamSize) + level.teamSize=countRed; + } + + // 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 ) ); + if( client->sess.sessionTeam != TEAM_SPECTATOR ) + PlayerStore_restore(Info_ValueForKey(userinfo,"cl_guid"),&(client->ps)); + client->ps.eFlags = flags; + + // locate ent at a spawn point + ClientSpawn( ent ); + + if( ( client->sess.sessionTeam != TEAM_SPECTATOR ) && + ( ( !( client->isEliminated ) /*&& + ( ( !client->ps.pm_type ) == PM_SPECTATOR ) */ ) || //Sago: Yes, it made no sense + ( ( g_gametype.integer != GT_ELIMINATION || level.intermissiontime) && + ( g_gametype.integer != GT_CTF_ELIMINATION || level.intermissiontime) && + ( g_gametype.integer != GT_LMS || level.intermissiontime ) ) ) ) { + // 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) ); + } + } + + motd ( ent ); + + G_LogPrintf( "ClientBegin: %i\n", clientNum ); + + //Send domination point names: + if(g_gametype.integer == GT_DOMINATION) { + DominationPointNamesMessage(ent); + DominationPointStatusMessage(ent); + } + + TeamCvarSet(); + + // count current clients and rank for scoreboard + CalculateRanks(); + + //Send the list of custom vote options: + if(strlen(custom_vote_info)) + SendCustomVoteCommands(clientNum); +} + +/* +=========== +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; + //gentity_t *tent; + int flags; + int savedPing; +// char *savedAreaBits; + int accuracy_hits, accuracy_shots,vote; + int accuracy[WP_NUM_WEAPONS][2]; + int eventSequence; + char userinfo[MAX_INFO_STRING]; + + index = ent - g_entities; + client = ent->client; + + //In Elimination the player should not spawn if he have already spawned in the round (but not for spectators) + // N_G: You've obviously wanted something ELSE + //Sago: Yes, the !level.intermissiontime is currently redundant but it might still be the bast place to make the test, CheckElimination in g_main makes sure the next if will fail and the rest of the things this block does might not affect if in Intermission (I'll just test that) + if( + ( + ( + g_gametype.integer == GT_ELIMINATION || + g_gametype.integer == GT_CTF_ELIMINATION || (g_gametype.integer == GT_LMS && client->isEliminated)) && + (!level.intermissiontime || level.warmupTime != 0) + ) && + ( client->sess.sessionTeam != TEAM_SPECTATOR ) + ) + { + // N_G: Another condition that makes no sense to me, see for + // yourself if you really meant this + // Sago: I beleive the TeamCount is to make sure people can join even if the game can't start + if( ( level.roundNumber == level.roundNumberStarted ) || + ( (level.time < level.roundStartTime - g_elimination_activewarmup.integer*1000 ) && + TeamCount( -1, TEAM_BLUE ) && + TeamCount( -1, TEAM_RED ) ) ) + { + client->sess.spectatorState = SPECTATOR_FREE; + client->isEliminated = qtrue; + if(g_gametype.integer == GT_LMS) + G_LogPrintf( "LMS: %i %i %i: Player \"%s^7\" eliminated!\n", level.roundNumber, index, 1, client->pers.netname ); + client->ps.pm_type = PM_SPECTATOR; + CalculateRanks(); + return; + } + else + { + client->pers.roundReached = level.roundNumber+1; + client->sess.spectatorState = SPECTATOR_NOT; + client->ps.pm_type = PM_NORMAL; + client->isEliminated = qfalse; + CalculateRanks(); + } + } else { + //Force false. + if(client->isEliminated) { + client->isEliminated = qfalse; + CalculateRanks(); + } + } + + if(g_gametype.integer == GT_LMS && client->sess.sessionTeam != TEAM_SPECTATOR && (!level.intermissiontime || level.warmupTime != 0)) + { + if(level.roundNumber==level.roundNumberStarted /*|| level.timeclient->pers.livesLeft) + { + client->sess.spectatorState = SPECTATOR_FREE; + if( ent->client->isEliminated!=qtrue) { + client->isEliminated = qtrue; + if((g_lms_mode.integer == 2 || g_lms_mode.integer == 3) && level.roundNumber == level.roundNumberStarted) + LMSpoint(); + G_LogPrintf( "LMS: %i %i %i: Player \"%s^7\" eliminated!\n", level.roundNumber, index, 1, client->pers.netname ); + } + client->ps.pm_type = PM_SPECTATOR; + return; + } + + client->sess.spectatorState = SPECTATOR_NOT; + client->ps.pm_type = PM_NORMAL; + client->isEliminated = qfalse; + if(client->pers.livesLeft>0) + client->pers.livesLeft--; + } + + // 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) + || ( (client->ps.pm_type == PM_SPECTATOR || client->isEliminated ) && (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) ) ) { + spawnPoint = SelectSpectatorSpawnPoint ( spawn_origin, spawn_angles); + } else if (g_gametype.integer == GT_DOUBLE_D) { + //Double Domination uses special spawn points: + spawnPoint = SelectDoubleDominationSpawnPoint (client->sess.sessionTeam, spawn_origin, spawn_angles); + } else if (g_gametype.integer >= GT_CTF && g_ffa_gt==0 && g_gametype.integer!= GT_DOMINATION) { + // all base oriented team games use the CTF spawn points + spawnPoint = SelectCTFSpawnPoint ( + client->sess.sessionTeam, + client->pers.teamState.state, + spawn_origin, spawn_angles); + } else { + do { + // the first spawn should be at a good looking spot + if ( !client->pers.initialSpawn && client->pers.localClient ) { + client->pers.initialSpawn = qtrue; + spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles ); + } else { + // don't spawn near existing origin if possible + spawnPoint = SelectSpawnPoint ( + client->ps.origin, + spawn_origin, spawn_angles); + } + + // Tim needs to prevent bots from spawning at the initial point + // on q3dm0... + if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) { + //Sago: The game has a tendency to select the furtest spawn point + //This is a problem if the fursest spawnpoint keeps being NO_BOTS and it does! + //This is a hot fix that seeks a spawn point faraway from the the currently found one + vec3_t old_origin; + VectorCopy(spawn_origin,old_origin); + spawnPoint = SelectSpawnPoint (old_origin, spawn_origin, spawn_angles); + if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) { + continue; // try again + } + } + // just to be symetric, we have a nohumans option... + if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) { + continue; // try again + } + + break; + + } while ( 1 ); + } + client->pers.teamState.state = TEAM_ACTIVE; + + // always clear the kamikaze flag + ent->s.eFlags &= ~EF_KAMIKAZE; + + // toggle the teleport bit so the client knows to not lerp + // and never clear the voted flag + flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED); + flags ^= EF_TELEPORT_BIT; + +//unlagged - backward reconciliation #3 + // we don't want players being backward-reconciled to the place they died + G_ResetHistory( ent ); + // and this is as good a time as any to clear the saved state + ent->client->saved.leveltime = 0; +//unlagged - backward reconciliation #3 + + // clear everything but the persistant data + + saved = client->pers; + savedSess = client->sess; + savedPing = client->ps.ping; + vote = client->vote; +// savedAreaBits = client->areabits; + accuracy_hits = client->accuracy_hits; + accuracy_shots = client->accuracy_shots; + memcpy(accuracy,client->accuracy,sizeof(accuracy)); + + memcpy(persistant,client->ps.persistant,MAX_PERSISTANT*sizeof(int)); + eventSequence = client->ps.eventSequence; + + Com_Memset (client, 0, sizeof(*client)); + + client->pers = saved; + client->sess = savedSess; + client->ps.ping = savedPing; + client->vote = vote; +// client->areabits = savedAreaBits; + client->accuracy_hits = accuracy_hits; + client->accuracy_shots = accuracy_shots; + for( i = 0 ; i < WP_NUM_WEAPONS ; i++ ){ + client->accuracy[i][0] = accuracy[i][0]; + client->accuracy[i][1] = accuracy[i][1]; + } + + client->lastkilled_client = -1; + + for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) { + client->ps.persistant[i] = persistant[i]; + } + client->ps.eventSequence = eventSequence; + // increment the spawncount so the client will detect the respawn + client->ps.persistant[PERS_SPAWN_COUNT]++; + client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam; + + client->airOutTime = level.time + 12000; + + trap_GetUserinfo( index, userinfo, sizeof(userinfo) ); + // set max health + client->pers.maxHealth = atoi( Info_ValueForKey( userinfo, "handicap" ) ); + if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) { + client->pers.maxHealth = 100; + } + // clear entity values + client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth; + client->ps.eFlags = flags; + + 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; + + //Sago: No one has hit the client yet! + client->lastSentFlying = -1; + + VectorCopy (playerMins, ent->r.mins); + VectorCopy (playerMaxs, ent->r.maxs); + + client->ps.clientNum = index; + +if(g_gametype.integer != GT_ELIMINATION && g_gametype.integer != GT_CTF_ELIMINATION && g_gametype.integer != GT_LMS && !g_elimination_allgametypes.integer) +{ + client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN ); + if ( g_gametype.integer == GT_TEAM ) { + client->ps.ammo[WP_MACHINEGUN] = 50; + } else { + client->ps.ammo[WP_MACHINEGUN] = 100; + } + + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); + client->ps.ammo[WP_GAUNTLET] = -1; + client->ps.ammo[WP_GRAPPLING_HOOK] = -1; + + // health will count down towards max_health + ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25; +} +else +{ + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); + client->ps.ammo[WP_GAUNTLET] = -1; + client->ps.ammo[WP_GRAPPLING_HOOK] = -1; + if (g_elimination_machinegun.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_MACHINEGUN ); + client->ps.ammo[WP_MACHINEGUN] = g_elimination_machinegun.integer; + } + if (g_elimination_shotgun.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SHOTGUN ); + client->ps.ammo[WP_SHOTGUN] = g_elimination_shotgun.integer; + } + if (g_elimination_grenade.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER ); + client->ps.ammo[WP_GRENADE_LAUNCHER] = g_elimination_grenade.integer; + } + if (g_elimination_rocket.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ROCKET_LAUNCHER ); + client->ps.ammo[WP_ROCKET_LAUNCHER] = g_elimination_rocket.integer; + } + if (g_elimination_lightning.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_LIGHTNING ); + client->ps.ammo[WP_LIGHTNING] = g_elimination_lightning.integer; + } + if (g_elimination_railgun.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_RAILGUN ); + client->ps.ammo[WP_RAILGUN] = g_elimination_railgun.integer; + } + if (g_elimination_plasmagun.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PLASMAGUN ); + client->ps.ammo[WP_PLASMAGUN] = g_elimination_plasmagun.integer; + } + if (g_elimination_bfg.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BFG ); + client->ps.ammo[WP_BFG] = g_elimination_bfg.integer; + } + if (g_elimination_grapple.integer) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRAPPLING_HOOK ); + } + if (g_elimination_nail.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NAILGUN ); + client->ps.ammo[WP_NAILGUN] = g_elimination_nail.integer; + } + if (g_elimination_mine.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_PROX_LAUNCHER ); + client->ps.ammo[WP_PROX_LAUNCHER] = g_elimination_mine.integer; + } + if (g_elimination_chain.integer > 0) { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_CHAINGUN ); + client->ps.ammo[WP_CHAINGUN] = g_elimination_chain.integer; + } + + ent->health = client->ps.stats[STAT_ARMOR] = g_elimination_startArmor.integer; //client->ps.stats[STAT_MAX_HEALTH]*2; + ent->health = client->ps.stats[STAT_HEALTH] = g_elimination_startHealth.integer; //client->ps.stats[STAT_MAX_HEALTH]*2; + + + // ent->health = client->ps.stats[STAT_HEALTH] = 0; +} + //Instantgib mode, replace weapons with rail (and maybe gauntlet) + if(g_instantgib.integer) + { + client->ps.stats[STAT_WEAPONS] = ( 1 << WP_RAILGUN ); + client->ps.ammo[WP_RAILGUN] = 999; //Don't display any ammo + if(g_instantgib.integer>1) + { + client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET ); + client->ps.ammo[WP_GAUNTLET] = -1; + } + } + + //nexuiz style rocket arena (rocket launcher only) + if(g_rockets.integer) + { + client->ps.stats[STAT_WEAPONS] = ( 1 << WP_ROCKET_LAUNCHER ); + client->ps.ammo[WP_ROCKET_LAUNCHER] = 999; + } + + 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; + if(g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION || g_gametype.integer==GT_LMS) + client->ps.pm_flags |= PMF_ELIMWARMUP; + + trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd ); + SetClientViewAngle( ent, spawn_angles ); + + if ( (ent->client->sess.sessionTeam == TEAM_SPECTATOR) || ((client->ps.pm_type == PM_SPECTATOR || client->isEliminated) && + (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS) ) ) { + //Sago: Lets see if this fixes the bots only bug - loose all point on dead bug. (It didn't) + /*if(g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS) { + G_KillBox( ent ); + trap_LinkEntity (ent); + }*/ + } else { + G_KillBox( ent ); + trap_LinkEntity (ent); + + // force the base weapon up + client->ps.weapon = WP_MACHINEGUN; + 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 ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) && i !=WP_GRAPPLING_HOOK ) { + 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 ( (ent->client->sess.sessionTeam != TEAM_SPECTATOR) || ( (!client->isEliminated || client->ps.pm_type != PM_SPECTATOR)&& + (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS) ) ) { + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); + VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + } + + // run the presend to set anything else + ClientEndFrame( ent ); + + // clear entity state values + BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); + + if(g_spawnprotect.integer) + client->spawnprotected = qtrue; + + RespawnTimeMessage(ent,0); +} + + +/* +=========== +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; + int i; + char userinfo[MAX_INFO_STRING]; + + // cleanup if we are kicking a bot that + // hasn't spawned yet + G_RemoveQueuedBotBegin( clientNum ); + + ent = g_entities + clientNum; + if ( !ent->client ) { + return; + } + + ClientLeaving( clientNum); + //KK-OAX Admin + G_admin_namelog_update( ent->client, qtrue ); + + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + + // stop any following clients + for ( i = 0 ; i < level.maxclients ; i++ ) { + if ( (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR || level.clients[i].ps.pm_type == PM_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 + /* + *Sago: I have removed this. A little dangerous but I make him suicide in a moment. + */ + /*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 ); + TossClientPersistantPowerups( ent ); + if( g_gametype.integer == GT_HARVESTER ) { + TossClientCubes( ent ); + } +//#endif + + }*/ + + //Is the player alive? + i = (ent->client->ps.stats[STAT_HEALTH]>0); + //Commit suicide! + if ( ent->client->pers.connected == CON_CONNECTED + && ent->client->sess.sessionTeam != TEAM_SPECTATOR && i ) { + //Prevent a team from loosing point because of player leaving + int teamscore = 0; + if(g_gametype.integer == GT_TEAM) + teamscore = level.teamScores[ ent->client->sess.sessionTeam ]; + // 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, g_entities + ENTITYNUM_WORLD, 100000, MOD_SUICIDE); + if(g_gametype.integer == GT_TEAM) + level.teamScores[ ent->client->sess.sessionTeam ] = teamscore; + } + + + + if ( ent->client->pers.connected == CON_CONNECTED && ent->client->sess.sessionTeam != TEAM_SPECTATOR) + PlayerStore_store(Info_ValueForKey(userinfo,"cl_guid"),ent->client->ps); + + 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] ); + } + + if( g_gametype.integer == GT_TOURNAMENT && + ent->client->sess.sessionTeam == TEAM_FREE && + level.intermissiontime ) { + + trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" ); + level.restarted = qtrue; + level.changemap = NULL; + level.intermissiontime = 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(); + CountVotes(); + + if ( ent->r.svFlags & SVF_BOT ) { + BotAIShutdownClient( clientNum, qfalse ); + } +} + + diff --git a/code/game/g_cmds.c b/code/game/g_cmds.c new file mode 100644 index 0000000..3a14e51 --- /dev/null +++ b/code/game/g_cmds.c @@ -0,0 +1,2312 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#include "g_local.h" + +#include "../../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, scoreFlags, accuracy, perfect; + + // 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 { +//unlagged - true ping + //ping = cl->ps.ping < 999 ? cl->ps.ping : 999; + ping = cl->pers.realPing < 999 ? cl->pers.realPing : 999; +//unlagged - true ping + } + + if( cl->accuracy_shots ) { + accuracy = cl->accuracy_hits * 100 / cl->accuracy_shots; + } + else { + accuracy = 0; + } + perfect = ( cl->ps.persistant[PERS_RANK] == 0 && cl->ps.persistant[PERS_KILLED] == 0 ) ? 1 : 0; + + if(g_gametype.integer == GT_LMS) { + Com_sprintf (entry, sizeof(entry), + " %i %i %i %i %i %i %i %i %i %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, accuracy, + cl->ps.persistant[PERS_IMPRESSIVE_COUNT], + cl->ps.persistant[PERS_EXCELLENT_COUNT], + cl->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], + cl->ps.persistant[PERS_DEFEND_COUNT], + cl->ps.persistant[PERS_ASSIST_COUNT], + perfect, + cl->ps.persistant[PERS_CAPTURES], + cl->pers.livesLeft + (cl->isEliminated?0:1)); + } + else { + Com_sprintf (entry, sizeof(entry), + " %i %i %i %i %i %i %i %i %i %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, accuracy, + cl->ps.persistant[PERS_IMPRESSIVE_COUNT], + cl->ps.persistant[PERS_EXCELLENT_COUNT], + cl->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], + cl->ps.persistant[PERS_DEFEND_COUNT], + cl->ps.persistant[PERS_ASSIST_COUNT], + perfect, + cl->ps.persistant[PERS_CAPTURES], + cl->isEliminated); + } + j = strlen(entry); + if (stringlength + j > 1024) + break; + strcpy (string + stringlength, entry); + stringlength += j; + } + + trap_SendServerCommand( ent-g_entities, va("scores %i %i %i %i%s", i, + level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE], level.roundStartTime, + string ) ); +} + +/* +================== +AccMessage + +================== +*/ +void AccMessage( gentity_t *ent ) { + char entry[1024]; + + Com_sprintf (entry, sizeof(entry), + " %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i ", + ent->client->accuracy[WP_MACHINEGUN][0], ent->client->accuracy[WP_MACHINEGUN][1], + ent->client->accuracy[WP_SHOTGUN][0], ent->client->accuracy[WP_SHOTGUN][1], + ent->client->accuracy[WP_GRENADE_LAUNCHER][0], ent->client->accuracy[WP_GRENADE_LAUNCHER][1], + ent->client->accuracy[WP_ROCKET_LAUNCHER][0], ent->client->accuracy[WP_ROCKET_LAUNCHER][1], + ent->client->accuracy[WP_LIGHTNING][0], ent->client->accuracy[WP_LIGHTNING][1], + ent->client->accuracy[WP_RAILGUN][0], ent->client->accuracy[WP_RAILGUN][1], + ent->client->accuracy[WP_PLASMAGUN][0], ent->client->accuracy[WP_PLASMAGUN][1], + ent->client->accuracy[WP_BFG][0], ent->client->accuracy[WP_BFG][1], + 0,0, //Hook + ent->client->accuracy[WP_NAILGUN][0], ent->client->accuracy[WP_NAILGUN][1], + 0,0, + ent->client->accuracy[WP_CHAINGUN][0], ent->client->accuracy[WP_CHAINGUN][1] + ); + + trap_SendServerCommand( ent-g_entities, va("accs%s", entry )); +} + + +/* +================== +DominationPointStatusMessage + +================== +*/ +void DominationPointStatusMessage( gentity_t *ent ) { + char entry[10]; //Will more likely be 2... in fact cannot be more since we are the server + char string[10*(MAX_DOMINATION_POINTS+1)]; + int stringlength; + int i, j; + + string[0] = 0; + stringlength = 0; + + for(i = 0;i 10*MAX_DOMINATION_POINTS) + break; + strcpy (string + stringlength, entry); + stringlength += j; + } + + trap_SendServerCommand( ent-g_entities, va("domStatus %i%s", level.domination_points_count, string ) ); +} + +/* +================== +EliminationMessage + +================== +*/ + +void EliminationMessage(gentity_t *ent) { + trap_SendServerCommand( ent-g_entities, va("elimination %i %i %i", + level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE], level.roundStartTime) ); +} + +void RespawnTimeMessage(gentity_t *ent, int time) { + trap_SendServerCommand( ent-g_entities, va("respawn %i", time) ); +} + +/* +================== +DoubleDominationScoreTime + +================== +*/ +void DoubleDominationScoreTimeMessage( gentity_t *ent ) { + trap_SendServerCommand( ent-g_entities, va("ddtaken %i", level.timeTaken)); +} + +/* +================== +DominationPointNames +================== +*/ + +void DominationPointNamesMessage( gentity_t *ent ) { + char text[MAX_DOMINATION_POINTS_NAMES*MAX_DOMINATION_POINTS]; + int i,j; + qboolean nullFound; + for(i=0;ihealth <= 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; +} + +/* +================== +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 cleanName[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 + for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) { + if ( cl->pers.connected != CON_CONNECTED ) { + continue; + } + Q_strncpyz(cleanName, cl->pers.netname, sizeof(cleanName)); + Q_CleanStr(cleanName); + if ( Q_strequal( cleanName, s ) ) { + 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_strequal(name, "all") + give_all = qtrue; + else + give_all = qfalse; + + if (give_all || Q_strequal( name, "health")) + { + ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; + if (!give_all) + return; + } + + if (give_all || Q_strequal(name, "weapons")) + { + ent->client->ps.stats[STAT_WEAPONS] = (1 << WP_NUM_WEAPONS) - 1 - + ( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE ); + if (!give_all) + return; + } + + if (give_all || Q_strequal(name, "ammo")) + { + for ( i = 0 ; i < MAX_WEAPONS ; i++ ) { + ent->client->ps.ammo[i] = 999; + } + if (!give_all) + return; + } + + if (give_all || Q_strequal(name, "armor")) + { + ent->client->ps.stats[STAT_ARMOR] = 200; + + if (!give_all) + return; + } + + if (Q_strequal(name, "excellent")) { + ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++; + return; + } + if (Q_strequal(name, "impressive")) { + ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; + return; + } + if (Q_strequal(name, "gauntletaward")) { + ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; + return; + } + if (Q_strequal(name, "defend")) { + ent->client->ps.persistant[PERS_DEFEND_COUNT]++; + return; + } + if (Q_strequal(name, "assist")) { + ent->client->ps.persistant[PERS_ASSIST_COUNT]++; + 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; + } + + if(!ent->client->pers.localClient) + { + trap_SendServerCommand(ent-g_entities, + "print \"The levelshot command must be executed by a local client\n\""); + return; + } + + + BeginIntermission(); + trap_SendServerCommand( ent-g_entities, "clientLevelShot" ); +} + + +/* +================== +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_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) || ent->client->isEliminated ) { + return; + } + if (ent->health <= 0) { + return; + } + ent->flags &= ~FL_GODMODE; + ent->client->ps.stats[STAT_HEALTH] = ent->health = -999; + if(ent->client->lastSentFlying>-1) + //If player is in the air because of knockback we give credit to the person who sent it flying + player_die (ent, ent, &g_entities[ent->client->lastSentFlying], 100000, MOD_FALLING); + else + 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_RED ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the red team.\n\"", + client->pers.netname) ); + } else if ( client->sess.sessionTeam == TEAM_BLUE ) { + trap_SendServerCommand( -1, va("cp \"%s" S_COLOR_WHITE " joined the blue team.\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 +KK-OAX Modded this to accept a forced admin change. +================= +*/ +void SetTeam( gentity_t *ent, char *s ) { + int team, oldTeam; + gclient_t *client; + int clientNum; + spectatorState_t specState; + int specClient; + int teamLeader; + char userinfo[MAX_INFO_STRING]; + qboolean force; + + force = G_admin_permission(ent, ADMF_FORCETEAMCHANGE); + + // + // see what change is requested + // + client = ent->client; + + clientNum = client - level.clients; + trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) ); + specClient = 0; + specState = SPECTATOR_NOT; + if ( Q_strequal( s, "scoreboard" ) || Q_strequal( s, "score" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_SCOREBOARD; + } else if ( Q_strequal( s, "follow1" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FOLLOW; + specClient = -1; + } else if ( Q_strequal( s, "follow2" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FOLLOW; + specClient = -2; + } else if ( Q_strequal( s, "spectator" ) || Q_strequal( s, "s" ) ) { + team = TEAM_SPECTATOR; + specState = SPECTATOR_FREE; + } else if ( g_gametype.integer >= GT_TEAM && g_ffa_gt!=1) { + // if running a team game, assign player to one of the teams + specState = SPECTATOR_NOT; + if ( Q_strequal( s, "red" ) || Q_strequal( s, "r" ) ) { + team = TEAM_RED; + } else if ( Q_strequal( s, "blue" ) || Q_strequal( s, "b" ) ) { + team = TEAM_BLUE; + } else { + // pick the team with the least number of players + team = PickTeam( clientNum ); + } + if ( !force ) { + if ( g_teamForceBalance.integer ) { + int counts[TEAM_NUM_TEAMS]; + + counts[TEAM_BLUE] = TeamCount( ent->client->ps.clientNum, TEAM_BLUE ); + counts[TEAM_RED] = TeamCount( ent->client->ps.clientNum, TEAM_RED ); + + // We allow a spread of two + if ( team == TEAM_RED && counts[TEAM_RED] - counts[TEAM_BLUE] > 1 ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"Red team has too many players.\n\"" ); + return; // ignore the request + } + if ( team == TEAM_BLUE && counts[TEAM_BLUE] - counts[TEAM_RED] > 1 ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"Blue 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; + } + if ( !force ) { + // 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; + } + //KK-OAX Check to make sure the team is not locked from Admin + if ( !force ) { + if ( team == TEAM_RED && level.RedTeamLocked ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"The Red Team has been locked by the Admin! \n\"" ); + return; + } + if ( team == TEAM_BLUE && level.BlueTeamLocked ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"The Blue Team has been locked by the Admin! \n\"" ); + return; + } + if ( team == TEAM_FREE && level.FFALocked ) { + trap_SendServerCommand( ent->client->ps.clientNum, + "cp \"This Deathmatch has been locked by the Admin! \n\"" ); + return; + } + } + // + // execute the team change + // + + // if the player was dead leave the body + if ( client->ps.stats[STAT_HEALTH] <= 0 ) { + CopyToBodyQue(ent); + } + + // he starts at 'base' + client->pers.teamState.state = TEAM_BEGIN; + if ( oldTeam != TEAM_SPECTATOR ) { + int teamscore = -99; + //Prevent a team from loosing point because of player leaving team + if(g_gametype.integer == GT_TEAM && ent->client->ps.stats[STAT_HEALTH]) + teamscore = level.teamScores[ ent->client->sess.sessionTeam ]; + // 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); + if(teamscore != -99) + level.teamScores[ ent->client->sess.sessionTeam ] = teamscore; + + } + + if(oldTeam!=TEAM_SPECTATOR) + PlayerStore_store(Info_ValueForKey(userinfo,"cl_guid"),client->ps); + + // they go to the end of the line for tournements + if(team == TEAM_SPECTATOR && oldTeam != team) + AddTournamentQueue(client); + + client->sess.sessionTeam = team; + client->sess.spectatorState = specState; + client->sess.spectatorClient = specClient; + + client->sess.teamLeader = qfalse; + if ( team == TEAM_RED || team == TEAM_BLUE ) { + teamLeader = TeamLeader( team ); + // if there is no team leader or the team leader is a bot and this client is not a bot + if ( teamLeader == -1 || ( !(g_entities[clientNum].r.svFlags & SVF_BOT) && (g_entities[teamLeader].r.svFlags & SVF_BOT) ) ) { + SetLeader( team, clientNum ); + } + } + // make sure there is a team leader on the team the player came from + if ( oldTeam == TEAM_RED || oldTeam == TEAM_BLUE ) { + CheckTeamLeader( oldTeam ); + } + + 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 ) { + if(g_gametype.integerGT_LMS) + { + //Shouldn't this already be the case? + ent->client->ps.persistant[ PERS_TEAM ] = TEAM_SPECTATOR; + ent->client->sess.sessionTeam = TEAM_SPECTATOR; + } + else { + ent->client->ps.stats[STAT_HEALTH] = 0; + ent->health = 0; + } + 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]; + qboolean force; + + if ( trap_Argc() != 2 ) { + oldTeam = ent->client->sess.sessionTeam; + switch ( oldTeam ) { + case TEAM_BLUE: + trap_SendServerCommand( ent-g_entities, "print \"Blue team\n\"" ); + break; + case TEAM_RED: + trap_SendServerCommand( ent-g_entities, "print \"Red team\n\"" ); + break; + case TEAM_FREE: + trap_SendServerCommand( ent-g_entities, "print \"Deathmatch-Playing\n\"" ); + break; + case TEAM_SPECTATOR: + trap_SendServerCommand( ent-g_entities, "print \"Spectator team\n\"" ); + break; + } + return; + } + + force = G_admin_permission(ent, ADMF_FORCETEAMCHANGE); + + if( !force ) { + if ( ent->client->switchTeamTime > level.time ) { + trap_SendServerCommand( ent-g_entities, "print \"May not switch teams more than once per 5 seconds.\n\"" ); + 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++; + } + + trap_Argv( 1, s, sizeof( s ) ); + + SetTeam( ent, s ); + + ent->client->switchTeamTime = level.time + 5000; +} + + +/* +================= +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 (or an eliminated player) + if ( (level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR) || level.clients[ i ].isEliminated) { + return; + } + + if ( (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) && g_elimination_lockspectator.integer + && ((ent->client->sess.sessionTeam == TEAM_RED && level.clients[ i ].sess.sessionTeam == TEAM_BLUE) || + (ent->client->sess.sessionTeam == TEAM_BLUE && level.clients[ i ].sess.sessionTeam == TEAM_RED) ) ) { + 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 ) { + if ( ent->client->sess.spectatorState == SPECTATOR_NOT ) { + SetTeam( ent, "spectator" ); + } + + ent->client->sess.spectatorState = SPECTATOR_FOLLOW; + ent->client->sess.spectatorClient = i; +} + +/* +================= +Cmd_FollowCycle_f +KK-OAX Modified to trap arguments. +================= +*/ +void Cmd_FollowCycle_f( gentity_t *ent ) { + int clientnum; + int original; + int count; + char args[11]; + int dir; + + if( ent->client->sess.sessionTeam == TEAM_NONE ) { + dir = 1; + } + + trap_Argv( 0, args, sizeof( args ) ); + if( Q_strequal( args, "followprev" )) { + dir = -1; + } else if( Q_strequal( args, "follownext" )) { + dir = 1; + } else { + dir = 1; + } + + // 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; + count = 0; + do { + clientnum += dir; + count++; + if ( clientnum >= level.maxclients ) { + clientnum = 0; + } + if ( clientnum < 0 ) { + clientnum = level.maxclients - 1; + } + + if(count>level.maxclients) //We have looked at all clients at least once and found nothing + return; //We might end up in an infinite loop here. Stop it! + + // 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) || level.clients[ clientnum ].isEliminated) { + continue; + } + + //Stop players from spectating players on the enemy team in elimination modes. + if ( (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) && g_elimination_lockspectator.integer + && ((ent->client->sess.sessionTeam == TEAM_RED && level.clients[ clientnum ].sess.sessionTeam == TEAM_BLUE) || + (ent->client->sess.sessionTeam == TEAM_BLUE && level.clients[ clientnum ].sess.sessionTeam == TEAM_RED) ) ) { + 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 ( other->client->pers.connected != CON_CONNECTED ) { + return; + } + if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) { + return; + } + + if ((ent->r.svFlags & SVF_BOT) && trap_Cvar_VariableValue( "bot_nochat" )>1) 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 ((ent->r.svFlags & SVF_BOT) && trap_Cvar_VariableValue( "bot_nochat" )>1) return; + + if ( (g_gametype.integer < GT_TEAM || g_ffa_gt == 1) && 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 && g_ffa_gt != 1 && + 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 ); + } + //KK-OAX Admin Command Check from Say/SayTeam line + if( g_adminParseSay.integer ) + { + G_admin_cmd_check ( ent, qtrue ); + } +} + + +/* +================== +Cmd_Say_f +KK-OAX Modified this to trap the additional arguments from console. +================== +*/ +static void Cmd_Say_f( gentity_t *ent ){ + char *p; + char arg[MAX_TOKEN_CHARS]; + int mode = SAY_ALL; + + trap_Argv( 0, arg, sizeof( arg ) ); + if( Q_strequal( arg, "say_team" ) ) + mode = SAY_TEAM ; + // KK-OAX Disabled until PM'ing is added + // support parsing /m out of say text since some people have a hard + // time figuring out what the console is. + /*if( !Q_stricmpn( args, "say /m ", 7 ) || + !Q_stricmpn( args, "say_team /m ", 12 ) || + !Q_stricmpn( args, "say /mt ", 8 ) || + !Q_stricmpn( args, "say_team /mt ", 13 ) ) + { + Cmd_PrivateMessage_f( ent ); + return; + } + + // support parsing /a out of say text for the same reason + if( !Q_stricmpn( args, "say /a ", 7 ) || + !Q_stricmpn( args, "say_team /a ", 12 ) ) + { + Cmd_AdminMessage_f( ent ); + return; + }*/ + + if( trap_Argc( ) < 2 ) + return; + + 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 || g_ffa_gt==1 ) && 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 +KK-OAX Modified this to trap args. + +In the original, every call to this function would always set "arg0" to false, and it was +never passed along to other functions, so I removed/commented it out. +================== +*/ +static void Cmd_Voice_f( gentity_t *ent ) { + char *p; + char arg[MAX_TOKEN_CHARS]; + int mode = SAY_ALL; + qboolean voiceonly = qfalse; + + trap_Argv( 0, arg, sizeof( arg ) ); + if((Q_strequal( arg, "vsay_team" ) ) || + Q_strequal( arg, "vosay_team" ) ) + mode = SAY_TEAM; + + if((Q_strequal( arg, "vosay" ) ) || + Q_strequal( arg, "vosay_team" ) ) + voiceonly = qtrue; + + //KK-OAX Removed "arg0" since it will always be set to qfalse. + if ( trap_Argc () < 2 ) { + return; + } + //KK-OAX This was tricky to figure out, but since none of the original command handlings + //set it to "qtrue"... + + /*if (arg0) + { + p = ConcatArgs( 0 ); + } + else + {*/ + p = ConcatArgs( 1 ); + //} + + G_Voice( ent, NULL, mode, p, voiceonly ); +} + +/* +================== +Cmd_VoiceTell_f +KK-OAX Modified this to trap args. +================== +*/ +static void Cmd_VoiceTell_f( gentity_t *ent ) { + int targetNum; + gentity_t *target; + char *id; + char arg[MAX_TOKEN_CHARS]; + qboolean voiceonly = qfalse; + + if ( trap_Argc () < 2 ) { + return; + } + + trap_Argv( 0, arg, sizeof( arg ) ); + if( Q_strequal( arg, "votell" ) ) + voiceonly = qtrue; + + 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 && g_ffa_gt!=1) { + // 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->r.currentOrigin) ) ); +} + +static const char *gameNames[] = { + "Free For All", + "Tournament", + "Single Player", + "Team Deathmatch", + "Capture the Flag", + "One Flag CTF", + "Overload", + "Harvester", + "Elimination", + "CTF Elimination", + "Last Man Standing", + "Double Domination", + "Domination" +}; + + + +/* +================== +Cmd_CallVote_f +================== +*/ +void Cmd_CallVote_f( gentity_t *ent ) { + char* c; + int i; + char arg1[MAX_STRING_TOKENS]; + char arg2[MAX_STRING_TOKENS]; + char buffer[256]; + + 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 >= g_maxvotes.integer ) { + 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 ) ); + + // check for command separators in arg2 + for( c = arg2; *c; ++c) { + switch(*c) { + case '\n': + case '\r': + case ';': + trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" ); + return; + break; + } + } + + + 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 if ( !Q_stricmp( arg1, "custom" ) ) { + } else if ( !Q_stricmp( arg1, "shuffle" ) ) { + } else { + trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" ); + //trap_SendServerCommand( ent-g_entities, "print \"Vote commands are: map_restart, nextmap, map , g_gametype , kick , clientkick , g_doWarmup, timelimit