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g_utils.c
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// g_utils.c -- misc utility functions for game module
#include "./g_local.h"
#define SF_PLAYBACK_3D 16
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
{
result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
}
void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result)
{
result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] + up[0] * distance[2];
result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] + up[1] * distance[2];
result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + up[2] * distance[2];
}
/*
=============
G_Find
Searches all active entities for the next one that holds
the matching string at fieldofs (use the FOFS() macro) in the structure.
Searches beginning at the edict after from, or the beginning if NULL
NULL will be returned if the end of the list is reached.
=============
*/
edict_t *G_Find (edict_t *from, int fieldofs, char *match)
{
char *s;
if (!from)
from = g_edicts;
else
from++;
for ( ; from < &g_edicts[globals.num_edicts] ; from++)
{
if (!from->inuse)
continue;
s = *(char **) ((byte *)from + fieldofs);
if (!s)
continue;
if (!Q_strcasecmp (s, match))
return from;
}
return NULL;
}
/*
=================
findradius
Returns entities that have origins within a spherical area
findradius (origin, radius)
=================
*/
edict_t *findradius (edict_t *from, vec3_t org, float rad)
{
vec3_t eorg;
int j;
if (!from)
from = g_edicts;
else
from++;
for ( ; from < &g_edicts[globals.num_edicts]; from++)
{
if (!from->inuse)
continue;
if (from->solid == SOLID_NOT)
continue;
for (j=0 ; j<3 ; j++)
eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
if (VectorLength(eorg) > rad)
continue;
return from;
}
return NULL;
}
/*
=================
findradius2
Returns entities that have origins within a spherical area
ROGUE - tweaks for performance for tesla specific code
only returns entities that can be damaged
only returns entities that are SVF_DAMAGEABLE
findradius2 (origin, radius)
=================
*/
edict_t *findradius2 (edict_t *from, vec3_t org, float rad)
{
// rad must be positive
vec3_t eorg;
int j;
if (!from)
from = g_edicts;
else
from++;
for ( ; from < &g_edicts[globals.num_edicts]; from++)
{
if (!from->inuse)
continue;
if (from->solid == SOLID_NOT)
continue;
if (!from->takedamage)
continue;
if (!(from->svflags & SVF_DAMAGEABLE))
continue;
for (j=0 ; j<3 ; j++)
eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
if (VectorLength(eorg) > rad)
continue;
return from;
}
return NULL;
}
/*
=============
G_PickTarget
Searches all active entities for the next one that holds
the matching string at fieldofs (use the FOFS() macro) in the structure.
Searches beginning at the edict after from, or the beginning if NULL
NULL will be returned if the end of the list is reached.
=============
*/
#define MAXCHOICES 8
edict_t *G_PickTarget (char *targetname)
{
edict_t *ent = NULL;
int num_choices = 0;
edict_t *choice[MAXCHOICES];
if (!targetname)
{
gi.dprintf("G_PickTarget called with NULL targetname\n");
return NULL;
}
while(1)
{
ent = G_Find (ent, FOFS(targetname), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
if (!num_choices)
{
gi.dprintf("G_PickTarget: target %s not found\n", targetname);
return NULL;
}
return choice[rand() % num_choices];
}
void Think_Delay (edict_t *ent)
{
G_UseTargets (ent, ent->activator);
G_FreeEdict (ent);
}
/*
==============================
G_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void G_UseTargets (edict_t *ent, edict_t *activator)
{
edict_t *t;
edict_t *master;
qboolean done = false;
//
// check for a delay
//
if (ent->delay)
{
// create a temp object to fire at a later time
t = G_Spawn();
t->classname = "DelayedUse";
t->nextthink = level.time + ent->delay;
t->think = Think_Delay;
t->activator = activator;
if (!activator)
gi.dprintf ("Think_Delay with no activator\n");
t->message = ent->message;
t->target = ent->target;
t->killtarget = ent->killtarget;
return;
}
//
// print the message
//
if ((ent->message) && !(activator->svflags & SVF_MONSTER))
{
// Lazarus - change so that noise_index < 0 means no sound
gi.centerprintf (activator, "%s", ent->message);
if (ent->noise_index > 0)
gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
else
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
//
// kill killtargets
//
if (ent->killtarget)
{
t = NULL;
while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
{
// Lazarus: remove LIVE killtargeted monsters from total_monsters
if((t->svflags & SVF_MONSTER) && (t->deadflag == DEAD_NO))
{
if(!t->dmgteam || strcmp(t->dmgteam,"player"))
if(!(t->monsterinfo.aiflags & AI_GOOD_GUY))
level.total_monsters--;
}
// and decrement secret count if target_secret is removed
else if(!Q_strcasecmp(t->classname,"target_secret"))
level.total_secrets--;
// same deal with target_goal, but also turn off CD music if applicable
else if(!Q_strcasecmp(t->classname,"target_goal"))
{
level.total_goals--;
if (level.found_goals >= level.total_goals)
gi.configstring (CS_CDTRACK, "0");
}
// PMM - if this entity is part of a train, cleanly remove it
else if (t->flags & FL_TEAMSLAVE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Removing %s from train!\n", t->classname);
if (t->teammaster)
{
master = t->teammaster;
while (!done)
{
if (master->teamchain == t)
{
master->teamchain = t->teamchain;
done = true;
}
master = master->teamchain;
if (!master)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n");
//Knightmare- why the hell didin't Rogue put this here? Ijits.
break;
}
}
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("No master to free myself from, ignoring!\n");
}
}
// PMM
G_FreeEdict (t);
if (!ent->inuse)
{
gi.dprintf("entity was removed while using killtargets\n");
return;
}
}
}
//
// fire targets
//
if (ent->target)
{
t = NULL;
while ((t = G_Find (t, FOFS(targetname), ent->target)))
{
// doors fire area portals in a specific way
if (!Q_strcasecmp(t->classname, "func_areaportal") &&
(!Q_strcasecmp(ent->classname, "func_door") || !Q_strcasecmp(ent->classname, "func_door_rotating")
/*DWH*/ || !Q_strcasecmp(ent->classname,"func_door_rot_dh")
/*Knightmare*/|| !Q_strcasecmp(ent->classname, "func_door_secret") || !Q_strcasecmp(ent->classname, "func_door_secret2")))
continue;
if (t == ent)
{
gi.dprintf ("WARNING: Entity used itself.\n");
}
else
{
if (t->use)
t->use (t, ent, activator);
}
if (!ent->inuse)
{
gi.dprintf("entity was removed while using targets\n");
return;
}
}
}
}
/*
=============
TempVector
This is just a convenience function
for making temporary vectors for function calls
=============
*/
float *tv (float x, float y, float z)
{
static int index;
static vec3_t vecs[8];
float *v;
// use an array so that multiple tempvectors won't collide
// for a while
v = vecs[index];
index = (index + 1)&7;
v[0] = x;
v[1] = y;
v[2] = z;
return v;
}
/*
=============
VectorToString
This is just a convenience function
for printing vectors
=============
*/
char *vtos (vec3_t v)
{
static int index;
static char str[8][32];
char *s;
// use an array so that multiple vtos won't collide
s = str[index];
index = (index + 1)&7;
Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
return s;
}
vec3_t VEC_UP = {0, -1, 0};
vec3_t MOVEDIR_UP = {0, 0, 1};
vec3_t VEC_DOWN = {0, -2, 0};
vec3_t MOVEDIR_DOWN = {0, 0, -1};
void G_SetMovedir (vec3_t angles, vec3_t movedir)
{
if (VectorCompare (angles, VEC_UP))
{
VectorCopy (MOVEDIR_UP, movedir);
}
else if (VectorCompare (angles, VEC_DOWN))
{
VectorCopy (MOVEDIR_DOWN, movedir);
}
else
{
AngleVectors (angles, movedir, NULL, NULL);
}
VectorClear (angles);
}
//Knightmare- this is almost the same as G_SetMovedir,
//only it doesn't clear the source vector
//useful for point entities that use movedir
void G_SetMovedir2 (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);
}
}
float vectoyaw (vec3_t vec)
{
float yaw;
// PMM - fixed to correct for pitch of 0
if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
if (vec[YAW] == 0)
yaw = 0;
else if (vec[YAW] > 0)
yaw = 90;
else
yaw = 270;
else
{
yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
}
return yaw;
}
float vectoyaw2 (vec3_t vec)
{
float yaw;
// PMM - fixed to correct for pitch of 0
if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
if (vec[YAW] == 0)
yaw = 0;
else if (vec[YAW] > 0)
yaw = 90;
else
yaw = 270;
else
{
yaw = (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
}
return yaw;
}
//Knightmare
float vectopitch (vec3_t vec)
{
float pitch;
float forward;
if (vec[2] == 0) //no pitch if vector has no vertical value
pitch = 0;
else if (vec[1] == 0 && vec[0] == 0) //if x & y components are zero
{
if (vec[2] > 0) //straight up
pitch = 90;
else //straight down
pitch = -90;
}
else
{
forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]); //get combined length of horizontal parts
pitch = (int) (atan2(vec[2], forward) * 180 / M_PI);
if (pitch < -90)
pitch += 180;
}
return (pitch * -1);
}
void vectoangles (vec3_t value1, vec3_t angles)
{
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0)
{
yaw = 0;
if (value1[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
// PMM - fixed to correct for pitch of 0
if (value1[0])
yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
else if (value1[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = (int) (atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
void vectoangles2 (vec3_t value1, vec3_t angles)
{
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0)
{
yaw = 0;
if (value1[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
// PMM - fixed to correct for pitch of 0
if (value1[0])
yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
else if (value1[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = (atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
char *G_CopyString (const char *in)
{
char *out;
out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
strcpy (out, in);
return out;
}
void *G_Malloc( int32_t size )
{
return gi.TagMalloc(size, TAG_LEVEL);
}
void G_Free(void *block ) {
gi.TagFree(block);
}
void G_InitEdict (edict_t *e)
{
// ROGUE
// FIXME -
// this fixes a bug somewhere that is settling "nextthink" for an entity that has
// already been released. nextthink is being set to FRAMETIME after level.time,
// since freetime = nextthink - 0.1
if (e->nextthink)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("G_SPAWN: Fixed bad nextthink time\n");
e->nextthink = 0;
}
// ROGUE
e->inuse = true;
e->classname = "noclass";
e->gravity = 1.0;
e->s.number = e - g_edicts;
//PGM - do this before calling the spawn function so it can be overridden.
#ifdef ROGUE_GRAVITY
e->gravityVector[0] = 0.0;
e->gravityVector[1] = 0.0;
e->gravityVector[2] = -1.0;
#endif
//PGM
}
/*
=================
G_Spawn
Either finds a free edict, or allocates a new one.
Try to avoid reusing an entity that was recently freed, because it
can cause the client to think the entity morphed into something else
instead of being removed and recreated, which can cause interpolated
angles and bad trails.
=================
*/
edict_t *G_Spawn (void)
{
int i;
edict_t *e;
e = &g_edicts[(int)maxclients->value+1];
for ( i=maxclients->value+1 ; i<globals.num_edicts ; i++, e++)
{
// the first couple seconds of server time can involve a lot of
// freeing and allocating, so relax the replacement policy
if (!e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
{
G_InitEdict (e);
return e;
}
}
if (i == game.maxentities)
gi.error ("ED_Alloc: no free edicts");
globals.num_edicts++;
G_InitEdict (e);
return e;
}
/*
=================
G_FreeEdict
Marks the edict as free
=================
*/
void G_FreeEdict (edict_t *ed)
{
if (ed->speaker) //recursively remove train's speaker entity
G_FreeEdict(ed->speaker);
gi.unlinkentity (ed); // unlink from world
if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
{
// gi.dprintf("tried to free special edict\n");
return;
}
memset (ed, 0, sizeof(*ed));
ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = false;
}
/*
============
G_TouchTriggers
============
*/
void G_TouchTriggers (edict_t *ent)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
// added stasis generator support
// Lazarus: nothing touches anything if game is frozen
if (level.freeze)
return;
// dead things don't activate triggers!
if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
return;
num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
, MAX_EDICTS, AREA_TRIGGERS);
// be careful, it is possible to have an entity in this
// list removed before we get to it (killtriggered)
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if (!hit->inuse)
continue;
if (!hit->touch)
continue;
if (ent->client && ent->client->spycam && !(hit->svflags & SVF_TRIGGER_CAMOWNER))
continue;
hit->touch (hit, ent, NULL, NULL);
}
}
/*
============
G_TouchSolids
Call after linking a new trigger in during gameplay
to force all entities it covers to immediately touch it
============
*/
void G_TouchSolids (edict_t *ent)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
, MAX_EDICTS, AREA_SOLID);
// be careful, it is possible to have an entity in this
// list removed before we get to it (killtriggered)
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if (!hit->inuse)
continue;
if (ent->touch)
ent->touch (hit, ent, NULL, NULL);
if (!ent->inuse)
break;
}
}
/*
==============================================================================
Kill box
==============================================================================
*/
/*
=================
KillBox
Kills all entities that would touch the proposed new positioning
of ent. Ent should be unlinked before calling this!
=================
*/
qboolean KillBox (edict_t *ent)
{
trace_t tr;
while (1)
{
tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
if (!tr.ent)
break;
// nail it
T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
// if we didn't kill it, fail
if (tr.ent->solid)
return false;
}
return true; // all clear
}
void AnglesNormalize(vec3_t vec)
{
while(vec[0] > 180)
vec[0] -= 360;
while(vec[0] < -180)
vec[0] += 360;
while(vec[1] > 360)
vec[1] -= 360;
while(vec[1] < 0)
vec[1] += 360;
}
float SnapToEights(float x)
{
x *= 8.0;
if (x > 0.0)
x += 0.5;
else
x -= 0.5;
return 0.125 * (int)x;
}
/* Lazarus - added functions */
void stuffcmd(edict_t *ent, char *s)
{
gi.WriteByte (11);
gi.WriteString (s);
gi.unicast (ent, true);
}
qboolean point_infront (edict_t *self, vec3_t point)
{
vec3_t vec;
float dot;
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorSubtract (point, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > 0.3)
return true;
return false;
}
float AtLeast(float x, float dx)
{
float xx;
xx = (float)(floor(x/dx - 0.5)+1.)*dx;
if(xx < x) xx += dx;
return xx;
}
edict_t *LookingAt(edict_t *ent, int filter, vec3_t endpos, float *range)
{
edict_t *who;
edict_t *trigger[MAX_EDICTS];
edict_t *ignore;
trace_t tr;
vec_t r;
vec3_t end, forward, start;
vec3_t dir, entp, mins, maxs;
int i, num;
if(!ent->client)
{
if(endpos) VectorClear(endpos);
if(range) *range = 0;
return NULL;
}
VectorClear(end);
if(ent->client->chasetoggle)
{
AngleVectors(ent->client->v_angle, forward, NULL, NULL);
VectorCopy(ent->client->chasecam->s.origin,start);
ignore = ent->client->chasecam;
}
else if(ent->client->spycam)
{
AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL);
VectorCopy(ent->s.origin,start);
ignore = ent->client->spycam;
}
else
{
AngleVectors(ent->client->v_angle, forward, NULL, NULL);
VectorCopy(ent->s.origin, start);
start[2] += ent->viewheight;
ignore = ent;
}
VectorMA(start, 8192, forward, end);
/* First check for looking directly at a pickup item */
VectorSet(mins,-4096,-4096,-4096);
VectorSet(maxs, 4096, 4096, 4096);
num = gi.BoxEdicts (mins, maxs, trigger, MAX_EDICTS, AREA_TRIGGERS);
for (i=0 ; i<num ; i++)
{
who = trigger[i];
if (!who->inuse)
continue;
if (!who->item)
continue;
if (!visible(ent,who))
continue;
if (!infront(ent,who))
continue;
VectorSubtract(who->s.origin,start,dir);
r = VectorLength(dir);
VectorMA(start, r, forward, entp);
if(entp[0] < who->s.origin[0] - 17) continue;
if(entp[1] < who->s.origin[1] - 17) continue;
if(entp[2] < who->s.origin[2] - 17) continue;
if(entp[0] > who->s.origin[0] + 17) continue;
if(entp[1] > who->s.origin[1] + 17) continue;
if(entp[2] > who->s.origin[2] + 17) continue;
if(endpos)
VectorCopy(who->s.origin,endpos);
if(range)
*range = r;
return who;
}
tr = gi.trace (start, NULL, NULL, end, ignore, MASK_SHOT);
if (tr.fraction == 1.0)
{
// too far away
gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
return NULL;
}
if(!tr.ent)
{
// no hit
gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
return NULL;
}
if(!tr.ent->classname)
{
// should never happen
gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
return NULL;
}
if((strstr(tr.ent->classname,"func_") != NULL) && (filter & LOOKAT_NOBRUSHMODELS))
{
// don't hit on brush models
gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
return NULL;
}
if((Q_strcasecmp(tr.ent->classname,"worldspawn") == 0) && (filter & LOOKAT_NOWORLD))
{
// world brush
gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
return NULL;
}
if(endpos) {
endpos[0] = tr.endpos[0];
endpos[1] = tr.endpos[1];
endpos[2] = tr.endpos[2];
}
if(range) {
VectorSubtract(tr.endpos,start,start);
*range = VectorLength(start);
}
return tr.ent;
}
void GameDirRelativePath(char *filename, char *output)
{
cvar_t *basedir, *gamedir;
basedir = gi.cvar("basedir", "", 0);
gamedir = gi.cvar("gamedir", "", 0);
if (strlen(gamedir->string))
sprintf(output,"%s/%s/%s",basedir->string,gamedir->string,filename);
else
sprintf(output,"%s/%s",basedir->string,filename);
}
/* Lazarus: G_UseTarget is similar to G_UseTargets, but only triggers
a single target rather than all entities matching target
criteria. It *does*, however, kill all killtargets */
void Think_Delay_Single (edict_t *ent)
{
G_UseTarget (ent, ent->activator, ent->target_ent);
G_FreeEdict (ent);
}
void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target)
{
edict_t *t;
//