aboutsummaryrefslogtreecommitdiff
path: root/code/game
diff options
context:
space:
mode:
Diffstat (limited to 'code/game')
-rw-r--r--code/game/ai_chat.c1226
-rw-r--r--code/game/ai_chat.h61
-rw-r--r--code/game/ai_cmd.c1992
-rw-r--r--code/game/ai_cmd.h37
-rw-r--r--code/game/ai_dmnet.c2610
-rw-r--r--code/game/ai_dmnet.h61
-rw-r--r--code/game/ai_dmq3.c5460
-rw-r--r--code/game/ai_dmq3.h206
-rw-r--r--code/game/ai_main.c1698
-rw-r--r--code/game/ai_main.h299
-rw-r--r--code/game/ai_team.c2080
-rw-r--r--code/game/ai_team.h39
-rw-r--r--code/game/ai_vcmd.c550
-rw-r--r--code/game/ai_vcmd.h36
-rw-r--r--code/game/bg_lib.c2133
-rw-r--r--code/game/bg_lib.h125
-rw-r--r--code/game/bg_local.h83
-rw-r--r--code/game/bg_misc.c1604
-rw-r--r--code/game/bg_pmove.c2069
-rw-r--r--code/game/bg_public.h738
-rw-r--r--code/game/bg_slidemove.c325
-rw-r--r--code/game/chars.h134
-rw-r--r--code/game/g_active.c1191
-rw-r--r--code/game/g_arenas.c376
-rw-r--r--code/game/g_bot.c1013
-rw-r--r--code/game/g_client.c1364
-rw-r--r--code/game/g_cmds.c1685
-rw-r--r--code/game/g_combat.c1196
-rw-r--r--code/game/g_items.c1010
-rw-r--r--code/game/g_local.h972
-rw-r--r--code/game/g_main.c1845
-rw-r--r--code/game/g_mem.c61
-rw-r--r--code/game/g_misc.c482
-rw-r--r--code/game/g_missile.c808
-rw-r--r--code/game/g_mover.c1631
-rw-r--r--code/game/g_public.h429
-rw-r--r--code/game/g_rankings.c1135
-rw-r--r--code/game/g_rankings.h396
-rw-r--r--code/game/g_session.c190
-rw-r--r--code/game/g_spawn.c643
-rw-r--r--code/game/g_svcmds.c508
-rw-r--r--code/game/g_syscalls.asm225
-rw-r--r--code/game/g_syscalls.c790
-rw-r--r--code/game/g_target.c467
-rw-r--r--code/game/g_team.c1486
-rw-r--r--code/game/g_team.h88
-rw-r--r--code/game/g_trigger.c465
-rw-r--r--code/game/g_utils.c666
-rw-r--r--code/game/g_weapon.c1145
-rw-r--r--code/game/inv.h166
-rw-r--r--code/game/match.h134
-rw-r--r--code/game/syn.h34
52 files changed, 46167 insertions, 0 deletions
diff --git a/code/game/ai_chat.c b/code/game/ai_chat.c
new file mode 100644
index 0000000..a55cbea
--- /dev/null
+++ b/code/game/ai_chat.c
@@ -0,0 +1,1226 @@
+/*
+===========================================================================
+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
+#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";
+#ifdef MISSIONPACK
+ 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";
+#endif
+ case MOD_GRAPPLE: return "Grapple";
+ default: return "[unknown weapon]";
+ }
+}
+
+/*
+==================
+BotRandomWeaponName
+==================
+*/
+char *BotRandomWeaponName(void) {
+ int rnd;
+
+#ifdef MISSIONPACK
+ rnd = random() * 11.9;
+#else
+ rnd = random() * 8.9;
+#endif
+ 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";
+#ifdef MISSIONPACK
+ case 8: return "Nailgun";
+ case 9: return "Chaingun";
+ case 10: return "Proximity Launcher";
+#endif
+ 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;
+ //never start chatting with a powerup
+ if (bs->inventory[INVENTORY_QUAD] ||
+ 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);
+#ifdef MISSIONPACK
+ else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "death_kamikaze"))
+ BotAI_BotInitialChat(bs, "death_kamikaze", name, NULL);
+#endif
+ 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);
+ }
+#ifdef MISSIONPACK
+ else if (bs->botdeathtype == MOD_KAMIKAZE && trap_BotNumInitialChats(bs->cs, "kill_kamikaze"))
+ BotAI_BotInitialChat(bs, "kill_kamikaze", name, NULL);
+#endif
+ //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_KILL, 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_client);
+ //
+ 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) {
+ strcpy(name, BotRandomOpponentName(bs));
+ }
+ 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;
+
+ 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) {
+ strcpy(name, BotRandomOpponentName(bs));
+ }
+ 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..db95485
--- /dev/null
+++ b/code/game/ai_cmd.c
@@ -0,0 +1,1992 @@
+/*
+===========================================================================
+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;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ 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;
+ }
+ 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_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) {
+ if (!ctf_redflag.areanum || !ctf_blueflag.areanum)
+ return;
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (!ctf_neutralflag.areanum || !ctf_redflag.areanum || !ctf_blueflag.areanum)
+ return;
+ }
+#endif
+ 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) {
+ //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) {
+ BotMatch_GetFlag(bs, match);
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF || gametype == GT_OBELISK || gametype == GT_HARVESTER) {
+ if (!redobelisk.areanum || !blueobelisk.areanum)
+ return;
+ }
+#endif
+ 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
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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
+}
+#endif
+
+/*
+==================
+BotMatch_RushBase
+==================
+*/
+void BotMatch_RushBase(bot_state_t *bs, bot_match_t *match) {
+ char netname[MAX_MESSAGE_SIZE];
+ int client;
+
+ if (gametype == GT_CTF) {
+ if (!ctf_redflag.areanum || !ctf_blueflag.areanum)
+ return;
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF || gametype == GT_HARVESTER) {
+ if (!redobelisk.areanum || !blueobelisk.areanum)
+ return;
+ }
+#endif
+ 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
+#ifdef MISSIONPACK
+ && gametype != GT_1FCTF
+#endif
+ )
+ 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;
+ }
+#ifdef MISSIONPACK
+ case LTG_ATTACKENEMYBASE:
+ {
+ BotAI_BotInitialChat(bs, "attackingenemybase", NULL);
+ break;
+ }
+ case LTG_HARVEST:
+ {
+ BotAI_BotInitialChat(bs, "harvesting", NULL);
+ break;
+ }
+#endif
+ 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",
+#ifdef MISSIONPACK
+ "Nailgun",
+ "Prox Launcher",
+ "Chaingun",
+ "Scout",
+ "Guard",
+ "Doubler",
+ "Ammo Regen",
+ "Neutral Flag",
+ "Red Obelisk",
+ "Blue Obelisk",
+ "Neutral Obelisk",
+#endif
+ 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
+#ifdef MISSIONPACK
+ || gametype == GT_1FCTF
+#endif
+ ) {
+ 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);
+ }
+ }
+#ifdef MISSIONPACK
+ 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);
+ }
+ }
+#endif
+ 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) {
+ 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;
+ }
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (match->subtype & ST_1FCTFGOTFLAG) {
+ trap_BotMatchVariable(match, NETNAME, netname, sizeof(netname));
+ bs->flagcarrier = ClientFromName(netname);
+ }
+ }
+#endif
+}
+
+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)) {
+ 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;
+ }
+#ifdef MISSIONPACK
+ //CTF & 1FCTF & Obelisk & Harvester
+ case MSG_ATTACKENEMYBASE:
+ {
+ BotMatch_AttackEnemyBase(bs, &match);
+ break;
+ }
+ //Harvester
+ case MSG_HARVEST:
+ {
+ BotMatch_Harvest(bs, &match);
+ break;
+ }
+#endif
+ //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;
+ }
+ 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..5050bd1
--- /dev/null
+++ b/code/game/ai_dmnet.c
@@ -0,0 +1,2610 @@
+/*
+===========================================================================
+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
+
+/*
+==================
+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 the enemy flag
+ if (BotCTFCarryingFlag(bs)) {
+ //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;
+ }
+ }
+ //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) {
+ //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
+#ifdef MISSIONPACK
+ 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;
+#ifdef MISSIONPACK
+ 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;
+#endif
+ 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) {
+ //if carrying a flag the bot shouldn't be distracted too much
+ if (BotCTFCarryingFlag(bs))
+ range = 50;
+ }
+#endif //CTF
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (Bot1FCTFCarryingFlag(bs))
+ range = 50;
+ }
+ else if (gametype == GT_HARVESTER) {
+ if (BotHarvesterCarryingCubes(bs))
+ range = 80;
+ }
+#endif
+ //
+ 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;
+}
+
+/*
+==================
+AIEnter_Battle_Fight
+==================
+*/
+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) {
+#ifdef MISSIONPACK
+ // if attacking an obelisk
+ if ( bs->enemy == redobelisk.entitynum ||
+ bs->enemy == blueobelisk.entitynum ) {
+ target[2] += 16;
+ }
+#endif
+ }
+ //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)) {
+ 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) {
+#ifdef MISSIONPACK
+ // if attacking an obelisk
+ if ( bs->enemy == redobelisk.entitynum ||
+ bs->enemy == blueobelisk.entitynum ) {
+ target[2] += 16;
+ }
+#endif
+ }
+ //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) {
+ //if carrying a flag the bot shouldn't be distracted too much
+ if (BotCTFCarryingFlag(bs))
+ range = 50;
+ }
+#endif //CTF
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (Bot1FCTFCarryingFlag(bs))
+ range = 50;
+ }
+ else if (gametype == GT_HARVESTER) {
+ if (BotHarvesterCarryingCubes(bs))
+ range = 80;
+ }
+#endif
+ //
+ 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) {
+#ifdef MISSIONPACK
+ // if attacking an obelisk
+ if ( bs->enemy == redobelisk.entitynum ||
+ bs->enemy == blueobelisk.entitynum ) {
+ target[2] += 16;
+ }
+#endif
+ }
+ //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..894e295
--- /dev/null
+++ b/code/game/ai_dmq3.c
@@ -0,0 +1,5460 @@
+/*
+===========================================================================
+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
+//
+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;
+#ifdef MISSIONPACK
+bot_goal_t ctf_neutralflag;
+bot_goal_t redobelisk;
+bot_goal_t blueobelisk;
+bot_goal_t neutralobelisk;
+#endif
+
+#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;
+
+
+/*
+==================
+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) 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) {
+ char info[1024];
+
+ if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
+ //BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
+ return qfalse;
+ }
+ trap_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info));
+ //
+ if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return TEAM_RED;
+ else if (atoi(Info_ValueForKey(info, "t")) == 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;
+#ifdef MISSIONPACK
+ if ( entinfo->powerups & ( 1 << PW_NEUTRALFLAG ) )
+ return qtrue;
+#endif
+ 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;
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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) {
+#ifdef MISSIONPACK
+ 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_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;
+ default:
+ teamtask = TEAMTASK_PATROL;
+ break;
+ }
+ BotSetUserInfo(bs, "teamtask", va("%d", teamtask));
+#endif
+}
+
+/*
+==================
+BotSetLastOrderedTask
+==================
+*/
+int BotSetLastOrderedTask(bot_state_t *bs) {
+
+ if (gametype == GT_CTF) {
+ // 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 ) {
+ 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);
+ }
+ }
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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) {
+ BotCTFRetreatGoals(bs);
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ Bot1FCTFRetreatGoals(bs);
+ }
+ else if (gametype == GT_OBELISK) {
+ BotObeliskRetreatGoals(bs);
+ }
+ else if (gametype == GT_HARVESTER) {
+ BotHarvesterRetreatGoals(bs);
+ }
+#endif
+ }
+ else {
+ if (gametype == GT_CTF) {
+ //decide what to do in CTF mode
+ BotCTFSeekGoals(bs);
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ Bot1FCTFSeekGoals(bs);
+ }
+ else if (gametype == GT_OBELISK) {
+ BotObeliskSeekGoals(bs);
+ }
+ else if (gametype == GT_HARVESTER) {
+ BotHarvesterSeekGoals(bs);
+ }
+#endif
+ }
+ // 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];
+
+ strcpy(name, 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
+#ifdef MISSIONPACK
+ || gametype == GT_1FCTF
+#endif
+ ) {
+ if (BotTeam(bs) == TEAM_RED) context |= CONTEXT_CTFREDTEAM;
+ else context |= CONTEXT_CTFBLUETEAM;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ 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 {
+ 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) {
+#ifdef MISSIONPACK
+ int offence, leader;
+
+ if (gametype <= GT_TEAM)
+ 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 ) {
+ //
+ if ((gametype != GT_CTF || (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) {
+ if ( bs->ltgtype != LTG_DEFENDKEYAREA ) {
+ //
+ if ((gametype != GT_CTF || (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;
+#ifdef MISSIONPACK
+ 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;;
+#endif
+ //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];
+#ifdef MISSIONPACK
+ 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];
+#endif
+ //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;
+#ifdef MISSIONPACK
+ 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;
+#endif
+ 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;
+#ifdef MISSIONPACK
+ 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;
+#endif
+ bs->inventory[INVENTORY_REDFLAG] = bs->cur_ps.powerups[PW_REDFLAG] != 0;
+ bs->inventory[INVENTORY_BLUEFLAG] = bs->cur_ps.powerups[PW_BLUEFLAG] != 0;
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ 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
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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) {
+ //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) {
+ //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;
+ }
+ }
+ }
+}
+#endif
+
+/*
+==================
+BotBattleUseItems
+==================
+*/
+void BotBattleUseItems(bot_state_t *bs) {
+ if (bs->inventory[INVENTORY_HEALTH] < 40) {
+ if (bs->inventory[INVENTORY_TELEPORTER] > 0) {
+ if (!BotCTFCarryingFlag(bs)
+#ifdef MISSIONPACK
+ && !Bot1FCTFCarryingFlag(bs)
+ && !BotHarvesterCarryingCubes(bs)
+#endif
+ ) {
+ trap_EA_Use(bs->client);
+ }
+ }
+ }
+ if (bs->inventory[INVENTORY_HEALTH] < 60) {
+ if (bs->inventory[INVENTORY_MEDKIT] > 0) {
+ trap_EA_Use(bs->client);
+ }
+ }
+#ifdef MISSIONPACK
+ BotUseKamikaze(bs);
+ BotUseInvulnerability(bs);
+#endif
+}
+
+/*
+==================
+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 );
+}
+
+/*
+==================
+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) {
+ //always retreat when carrying a CTF flag
+ if (BotCTFCarryingFlag(bs))
+ return qtrue;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ //
+ if (bs->enemy >= 0) {
+ //if the enemy is carrying a flag
+ BotEntityInfo(bs->enemy, &entinfo);
+ if (EntityCarriesFlag(&entinfo))
+ return qfalse;
+ }
+ //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) {
+ //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;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ //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;
+ //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) {
+#ifdef MISSIONPACK
+ // if the bot does not have a persistant powerup
+ if (!bs->inventory[INVENTORY_SCOUT] &&
+ !bs->inventory[INVENTORY_GUARD] &&
+ !bs->inventory[INVENTORY_DOUBLER] &&
+ !bs->inventory[INVENTORY_AMMOREGEN] ) {
+ return qfalse;
+ }
+#endif
+ //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) {
+ char info1[1024], info2[1024];
+
+ 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 ) {
+ trap_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1));
+ trap_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2));
+ //
+ if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) 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;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+#endif
+ //
+ 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;
+ }
+ //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)++;
+ }
+ }
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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);
+#ifdef MISSIONPACK
+ // if attacking an obelisk
+ if ( bs->enemy == redobelisk.entitynum ||
+ bs->enemy == blueobelisk.entitynum ) {
+ target[2] += 32;
+ }
+#endif
+ //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) {
+#ifdef MISSIONPACK
+ // 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;
+ }
+ }
+#endif
+ }
+ //
+ 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
+==================
+*/
+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);
+}
+
+#ifdef MISSIONPACK
+/*
+==================
+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;
+}
+#endif
+
+/*
+==================
+BotCheckEvents
+==================
+*/
+void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
+ int event;
+ char buf[128];
+#ifdef MISSIONPACK
+ aas_entityinfo_t entinfo;
+#endif
+
+ //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;
+ }
+ //
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+ }
+#endif
+ 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*/
+#ifdef MISSIONPACK
+ if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) {
+ //the kamikaze respawned so dont avoid it
+ BotDontAvoid(bs, "Kamikaze");
+ }
+ else
+#endif
+ if (!strcmp(buf, "sound/items/poweruprespawn.wav")) {
+ //powerup respawned... go get it
+ BotGoForPowerups(bs);
+ }
+ break;
+ }
+ case EV_GLOBAL_TEAM_SOUND:
+ {
+ if (gametype == GT_CTF) {
+ 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
+ }
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+#endif
+ 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);
+ //
+#ifdef MISSIONPACK
+ //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);
+#endif
+ }
+ //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;
+#ifdef MISSIONPACK
+ if (gametype == GT_CTF) {
+ 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) {
+ //
+ 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, "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);
+ }
+ else if (gametype == GT_HARVESTER) {
+ //
+ 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);
+ }
+#endif
+ 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
+ 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);
+ }
+ //
+ 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;
+ 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) {
+ if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
+ BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
+ if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
+ BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
+ BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Flag\n");
+ if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
+ BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
+ if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
+ BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
+ }
+ else if (gametype == GT_OBELISK) {
+ if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Obelisk without red obelisk\n");
+ BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
+ if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Obelisk without blue obelisk\n");
+ BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
+ }
+ else if (gametype == GT_HARVESTER) {
+ if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Harvester without red obelisk\n");
+ BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
+ if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Harvester without blue obelisk\n");
+ BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
+ if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
+ BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
+ BotSetEntityNumForGoal(&neutralobelisk, "team_neutralobelisk");
+ }
+#endif
+
+ max_bspmodelindex = 0;
+ for (ent = trap_AAS_NextBSPEntity(0); ent; ent = trap_AAS_NextBSPEntity(ent)) {
+ if (!trap_AAS_ValueForBSPEpairKey(ent, "model", model, sizeof(model))) continue;
+ if (model[0] == '*') {
+ modelnum = atoi(model+1);
+ if (modelnum > 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..f6829be
--- /dev/null
+++ b/code/game/ai_dmq3.h
@@ -0,0 +1,206 @@
+/*
+===========================================================================
+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);
+#ifdef MISSIONPACK
+//returns true if this entity has the kamikaze
+qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo);
+#endif
+// 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);
+//
+#ifdef MISSIONPACK
+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);
+#endif
+//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;
+#ifdef MISSIONPACK
+extern bot_goal_t ctf_neutralflag;
+extern bot_goal_t redobelisk;
+extern bot_goal_t blueobelisk;
+extern bot_goal_t neutralobelisk;
+#endif
diff --git a/code/game/ai_main.c b/code/game/ai_main.c
new file mode 100644
index 0000000..fb37c28
--- /dev/null
+++ b/code/game/ai_main.c
@@ -0,0 +1,1698 @@
+/*
+===========================================================================
+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 (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) {
+ if (BotCTFCarryingFlag(bs)) {
+ if (BotTeam(bs) == TEAM_RED) strcpy(flagstatus, S_COLOR_RED"F ");
+ else strcpy(flagstatus, S_COLOR_BLUE"F ");
+ }
+ }
+#ifdef MISSIONPACK
+ 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]);
+ }
+ }
+#endif
+
+ 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;
+ }
+ 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) {
+ if (BotCTFCarryingFlag(bs)) {
+ strcpy(carrying, "F ");
+ }
+ }
+#ifdef MISSIONPACK
+ 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]);
+ }
+ }
+#endif
+
+ 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;
+ }
+ 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;
+
+ //clear the whole structure
+ memset(ucmd, 0, sizeof(usercmd_t));
+ //
+ //Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
+ //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
+ ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed;
+ ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed;
+ ucmd->upmove = abs(forward[2]) * bi->dir[2] * bi->speed;
+ //normal keyboard movement
+ 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;
+ //
+ //Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
+ //Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime);
+}
+
+/*
+==============
+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;
+
+ if (!botstates[client]) botstates[client] = G_Alloc(sizeof(bot_state_t));
+ 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;
+}
+
+#ifdef MISSIONPACK
+void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace );
+#endif
+
+/*
+==================
+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 (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;
+ }
+#ifdef MISSIONPACK
+ // never link prox mine triggers
+ if (ent->r.contents == CONTENTS_TRIGGER) {
+ if (ent->touch == ProximityMine_Trigger) {
+ trap_BotLibUpdateEntity(i, NULL);
+ continue;
+ }
+ }
+#endif
+ //
+ 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..effa306
--- /dev/null
+++ b/code/game/ai_main.h
@@ -0,0 +1,299 @@
+/*
+===========================================================================
+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
+//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
+//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..858c16c
--- /dev/null
+++ b/code/game/ai_team.c
@@ -0,0 +1,2080 @@
+/*
+===========================================================================
+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) {
+ if (BotTeam(bs) == TEAM_RED)
+ goal = &ctf_redflag;
+ else
+ goal = &ctf_blueflag;
+ }
+#ifdef MISSIONPACK
+ else {
+ if (BotTeam(bs) == TEAM_RED)
+ goal = &redobelisk;
+ else
+ goal = &blueobelisk;
+ }
+#endif
+ 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;
+}
+
+/*
+==================
+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 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));
+ 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) {
+ 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);
+ //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));
+ BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
+ BotSayTeamOrder(bs, other);
+ 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) {
+ BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
+ BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWME);
+ }
+ else {
+ BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
+ BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWFLAGCARRIER);
+ }
+ BotSayTeamOrder(bs, teammates[i]);
+ }
+ }
+ else {
+ for (i = 0; i < defenders; i++) {
+ //
+ if (teammates[i] == bs->flagcarrier) {
+ continue;
+ }
+ //
+ ClientName(teammates[i], name, sizeof(name));
+ BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
+ BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG);
+ 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));
+ BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
+ BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
+ 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];
+
+ numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof(teammates));
+ BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
+ //passive strategy
+ if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
+ //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_defendbase", 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:
+ {
+ //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 * 0.7 + 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_defendbase", 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];
+
+ 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;
+ }
+ }
+}
+
+
+/*
+==================
+BotCTFOrders
+==================
+*/
+void BotCTFOrders_BothFlagsAtBase(bot_state_t *bs) {
+ int numteammates, defenders, attackers, i;
+ int teammates[MAX_CLIENTS];
+ char name[MAX_NETNAME];
+
+ //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:
+ {
+ 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;
+ }
+}
+
+
+/*
+==================
+BotCreateGroup
+==================
+*/
+void BotCreateGroup(bot_state_t *bs, int *teammates, int groupsize) {
+ char name[MAX_NETNAME], leadername[MAX_NETNAME];
+ int i;
+
+ // 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;
+ }
+ }
+}
+
+#ifdef MISSIONPACK
+
+/*
+==================
+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];
+
+ //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];
+
+ //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];
+
+ //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 > 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;
+ }
+ }
+ }
+ 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 > 8) defenders = 8;
+ //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];
+
+ //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_DEFEND);
+ }
+ //
+ 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];
+
+ //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];
+
+ //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;
+ }
+ }
+ }
+}
+#endif
+
+/*
+==================
+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
+ BotVoiceChat_Defend(bs, i, SAY_TELL);
+ }
+ return qtrue;
+ }
+ }
+ }
+ }
+ }
+ return qfalse;
+}
+
+/*
+==================
+BotTeamAI
+==================
+*/
+void BotTeamAI(bot_state_t *bs) {
+ int numteammates;
+ char netname[MAX_NETNAME];
+
+ //
+ if ( gametype < GT_TEAM )
+ 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:
+ {
+ //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) {
+ bs->teamgiveorders_time = FloatTime();
+ bs->numteammates = numteammates;
+ bs->flagstatuschanged = qfalse;
+ bs->forceorders = qfalse;
+ }
+ //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;
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+#endif
+ }
+}
+
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..205c4b8
--- /dev/null
+++ b/code/game/ai_vcmd.c
@@ -0,0 +1,550 @@
+/*
+===========================================================================
+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) {
+ if (!ctf_redflag.areanum || !ctf_blueflag.areanum)
+ return;
+ }
+#ifdef MISSIONPACK
+ else if (gametype == GT_1FCTF) {
+ if (!ctf_neutralflag.areanum || !ctf_redflag.areanum || !ctf_blueflag.areanum)
+ return;
+ }
+#endif
+ 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) {
+ //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
+#ifdef MISSIONPACK
+ || gametype == GT_1FCTF
+#endif
+ ) {
+ BotVoiceChat_GetFlag(bs, client, mode);
+ return;
+ }
+#ifdef MISSIONPACK
+ 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
+#endif
+ {
+ //
+ 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) {
+#ifdef MISSIONPACK
+ 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
+#endif
+ if (gametype == GT_CTF
+#ifdef MISSIONPACK
+ || gametype == GT_1FCTF
+#endif
+ ) {
+ //
+ 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
+#ifdef MISSIONPACK
+ && gametype != GT_1FCTF
+#endif
+ ) {
+ 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_lib.c b/code/game/bg_lib.c
new file mode 100644
index 0000000..e1e9e9e
--- /dev/null
+++ b/code/game/bg_lib.c
@@ -0,0 +1,2133 @@
+//
+//
+// 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++;
+ }
+ return (char *)0;
+}
+
+char *strstr( const char *string, const char *strCharSet ) {
+ while ( *string ) {
+ int i;
+
+ for ( i = 0 ; strCharSet[i] ; i++ ) {
+ if ( string[i] != strCharSet[i] ) {
+ break;
+ }
+ }
+ if ( !strCharSet[i] ) {
+ return (char *)string;
+ }
+ string++;
+ }
+ return (char *)0;
+}
+
+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,
+0.036807,0.038340,0.039873,0.041406,0.042938,0.044471,0.046003,0.047535,
+0.049068,0.050600,0.052132,0.053664,0.055195,0.056727,0.058258,0.059790,
+0.061321,0.062852,0.064383,0.065913,0.067444,0.068974,0.070505,0.072035,
+0.073565,0.075094,0.076624,0.078153,0.079682,0.081211,0.082740,0.084269,
+0.085797,0.087326,0.088854,0.090381,0.091909,0.093436,0.094963,0.096490,
+0.098017,0.099544,0.101070,0.102596,0.104122,0.105647,0.107172,0.108697,
+0.110222,0.111747,0.113271,0.114795,0.116319,0.117842,0.119365,0.120888,
+0.122411,0.123933,0.125455,0.126977,0.128498,0.130019,0.131540,0.133061,
+0.134581,0.136101,0.137620,0.139139,0.140658,0.142177,0.143695,0.145213,
+0.146730,0.148248,0.149765,0.151281,0.152797,0.154313,0.155828,0.157343,
+0.158858,0.160372,0.161886,0.163400,0.164913,0.166426,0.167938,0.169450,
+0.170962,0.172473,0.173984,0.175494,0.177004,0.178514,0.180023,0.181532,
+0.183040,0.184548,0.186055,0.187562,0.189069,0.190575,0.192080,0.193586,
+0.195090,0.196595,0.198098,0.199602,0.201105,0.202607,0.204109,0.205610,
+0.207111,0.208612,0.210112,0.211611,0.213110,0.214609,0.216107,0.217604,
+0.219101,0.220598,0.222094,0.223589,0.225084,0.226578,0.228072,0.229565,
+0.231058,0.232550,0.234042,0.235533,0.237024,0.238514,0.240003,0.241492,
+0.242980,0.244468,0.245955,0.247442,0.248928,0.250413,0.251898,0.253382,
+0.254866,0.256349,0.257831,0.259313,0.260794,0.262275,0.263755,0.265234,
+0.266713,0.268191,0.269668,0.271145,0.272621,0.274097,0.275572,0.277046,
+0.278520,0.279993,0.281465,0.282937,0.284408,0.285878,0.287347,0.288816,
+0.290285,0.291752,0.293219,0.294685,0.296151,0.297616,0.299080,0.300543,
+0.302006,0.303468,0.304929,0.306390,0.307850,0.309309,0.310767,0.312225,
+0.313682,0.315138,0.316593,0.318048,0.319502,0.320955,0.322408,0.323859,
+0.325310,0.326760,0.328210,0.329658,0.331106,0.332553,0.334000,0.335445,
+0.336890,0.338334,0.339777,0.341219,0.342661,0.344101,0.345541,0.346980,
+0.348419,0.349856,0.351293,0.352729,0.354164,0.355598,0.357031,0.358463,
+0.359895,0.361326,0.362756,0.364185,0.365613,0.367040,0.368467,0.369892,
+0.371317,0.372741,0.374164,0.375586,0.377007,0.378428,0.379847,0.381266,
+0.382683,0.384100,0.385516,0.386931,0.388345,0.389758,0.391170,0.392582,
+0.393992,0.395401,0.396810,0.398218,0.399624,0.401030,0.402435,0.403838,
+0.405241,0.406643,0.408044,0.409444,0.410843,0.412241,0.413638,0.415034,
+0.416430,0.417824,0.419217,0.420609,0.422000,0.423390,0.424780,0.426168,
+0.427555,0.428941,0.430326,0.431711,0.433094,0.434476,0.435857,0.437237,
+0.438616,0.439994,0.441371,0.442747,0.444122,0.445496,0.446869,0.448241,
+0.449611,0.450981,0.452350,0.453717,0.455084,0.456449,0.457813,0.459177,
+0.460539,0.461900,0.463260,0.464619,0.465976,0.467333,0.468689,0.470043,
+0.471397,0.472749,0.474100,0.475450,0.476799,0.478147,0.479494,0.480839,
+0.482184,0.483527,0.484869,0.486210,0.487550,0.488889,0.490226,0.491563,
+0.492898,0.494232,0.495565,0.496897,0.498228,0.499557,0.500885,0.502212,
+0.503538,0.504863,0.506187,0.507509,0.508830,0.510150,0.511469,0.512786,
+0.514103,0.515418,0.516732,0.518045,0.519356,0.520666,0.521975,0.523283,
+0.524590,0.525895,0.527199,0.528502,0.529804,0.531104,0.532403,0.533701,
+0.534998,0.536293,0.537587,0.538880,0.540171,0.541462,0.542751,0.544039,
+0.545325,0.546610,0.547894,0.549177,0.550458,0.551738,0.553017,0.554294,
+0.555570,0.556845,0.558119,0.559391,0.560662,0.561931,0.563199,0.564466,
+0.565732,0.566996,0.568259,0.569521,0.570781,0.572040,0.573297,0.574553,
+0.575808,0.577062,0.578314,0.579565,0.580814,0.582062,0.583309,0.584554,
+0.585798,0.587040,0.588282,0.589521,0.590760,0.591997,0.593232,0.594466,
+0.595699,0.596931,0.598161,0.599389,0.600616,0.601842,0.603067,0.604290,
+0.605511,0.606731,0.607950,0.609167,0.610383,0.611597,0.612810,0.614022,
+0.615232,0.616440,0.617647,0.618853,0.620057,0.621260,0.622461,0.623661,
+0.624859,0.626056,0.627252,0.628446,0.629638,0.630829,0.632019,0.633207,
+0.634393,0.635578,0.636762,0.637944,0.639124,0.640303,0.641481,0.642657,
+0.643832,0.645005,0.646176,0.647346,0.648514,0.649681,0.650847,0.652011,
+0.653173,0.654334,0.655493,0.656651,0.657807,0.658961,0.660114,0.661266,
+0.662416,0.663564,0.664711,0.665856,0.667000,0.668142,0.669283,0.670422,
+0.671559,0.672695,0.673829,0.674962,0.676093,0.677222,0.678350,0.679476,
+0.680601,0.681724,0.682846,0.683965,0.685084,0.686200,0.687315,0.688429,
+0.689541,0.690651,0.691759,0.692866,0.693971,0.695075,0.696177,0.697278,
+0.698376,0.699473,0.700569,0.701663,0.702755,0.703845,0.704934,0.706021,
+0.707107,0.708191,0.709273,0.710353,0.711432,0.712509,0.713585,0.714659,
+0.715731,0.716801,0.717870,0.718937,0.720003,0.721066,0.722128,0.723188,
+0.724247,0.725304,0.726359,0.727413,0.728464,0.729514,0.730563,0.731609,
+0.732654,0.733697,0.734739,0.735779,0.736817,0.737853,0.738887,0.739920,
+0.740951,0.741980,0.743008,0.744034,0.745058,0.746080,0.747101,0.748119,
+0.749136,0.750152,0.751165,0.752177,0.753187,0.754195,0.755201,0.756206,
+0.757209,0.758210,0.759209,0.760207,0.761202,0.762196,0.763188,0.764179,
+0.765167,0.766154,0.767139,0.768122,0.769103,0.770083,0.771061,0.772036,
+0.773010,0.773983,0.774953,0.775922,0.776888,0.777853,0.778817,0.779778,
+0.780737,0.781695,0.782651,0.783605,0.784557,0.785507,0.786455,0.787402,
+0.788346,0.789289,0.790230,0.791169,0.792107,0.793042,0.793975,0.794907,
+0.795837,0.796765,0.797691,0.798615,0.799537,0.800458,0.801376,0.802293,
+0.803208,0.804120,0.805031,0.805940,0.806848,0.807753,0.808656,0.809558,
+0.810457,0.811355,0.812251,0.813144,0.814036,0.814926,0.815814,0.816701,
+0.817585,0.818467,0.819348,0.820226,0.821103,0.821977,0.822850,0.823721,
+0.824589,0.825456,0.826321,0.827184,0.828045,0.828904,0.829761,0.830616,
+0.831470,0.832321,0.833170,0.834018,0.834863,0.835706,0.836548,0.837387,
+0.838225,0.839060,0.839894,0.840725,0.841555,0.842383,0.843208,0.844032,
+0.844854,0.845673,0.846491,0.847307,0.848120,0.848932,0.849742,0.850549,
+0.851355,0.852159,0.852961,0.853760,0.854558,0.855354,0.856147,0.856939,
+0.857729,0.858516,0.859302,0.860085,0.860867,0.861646,0.862424,0.863199,
+0.863973,0.864744,0.865514,0.866281,0.867046,0.867809,0.868571,0.869330,
+0.870087,0.870842,0.871595,0.872346,0.873095,0.873842,0.874587,0.875329,
+0.876070,0.876809,0.877545,0.878280,0.879012,0.879743,0.880471,0.881197,
+0.881921,0.882643,0.883363,0.884081,0.884797,0.885511,0.886223,0.886932,
+0.887640,0.888345,0.889048,0.889750,0.890449,0.891146,0.891841,0.892534,
+0.893224,0.893913,0.894599,0.895284,0.895966,0.896646,0.897325,0.898001,
+0.898674,0.899346,0.900016,0.900683,0.901349,0.902012,0.902673,0.903332,
+0.903989,0.904644,0.905297,0.905947,0.906596,0.907242,0.907886,0.908528,
+0.909168,0.909806,0.910441,0.911075,0.911706,0.912335,0.912962,0.913587,
+0.914210,0.914830,0.915449,0.916065,0.916679,0.917291,0.917901,0.918508,
+0.919114,0.919717,0.920318,0.920917,0.921514,0.922109,0.922701,0.923291,
+0.923880,0.924465,0.925049,0.925631,0.926210,0.926787,0.927363,0.927935,
+0.928506,0.929075,0.929641,0.930205,0.930767,0.931327,0.931884,0.932440,
+0.932993,0.933544,0.934093,0.934639,0.935184,0.935726,0.936266,0.936803,
+0.937339,0.937872,0.938404,0.938932,0.939459,0.939984,0.940506,0.941026,
+0.941544,0.942060,0.942573,0.943084,0.943593,0.944100,0.944605,0.945107,
+0.945607,0.946105,0.946601,0.947094,0.947586,0.948075,0.948561,0.949046,
+0.949528,0.950008,0.950486,0.950962,0.951435,0.951906,0.952375,0.952842,
+0.953306,0.953768,0.954228,0.954686,0.955141,0.955594,0.956045,0.956494,
+0.956940,0.957385,0.957826,0.958266,0.958703,0.959139,0.959572,0.960002,
+0.960431,0.960857,0.961280,0.961702,0.962121,0.962538,0.962953,0.963366,
+0.963776,0.964184,0.964590,0.964993,0.965394,0.965793,0.966190,0.966584,
+0.966976,0.967366,0.967754,0.968139,0.968522,0.968903,0.969281,0.969657,
+0.970031,0.970403,0.970772,0.971139,0.971504,0.971866,0.972226,0.972584,
+0.972940,0.973293,0.973644,0.973993,0.974339,0.974684,0.975025,0.975365,
+0.975702,0.976037,0.976370,0.976700,0.977028,0.977354,0.977677,0.977999,
+0.978317,0.978634,0.978948,0.979260,0.979570,0.979877,0.980182,0.980485,
+0.980785,0.981083,0.981379,0.981673,0.981964,0.982253,0.982539,0.982824,
+0.983105,0.983385,0.983662,0.983937,0.984210,0.984480,0.984749,0.985014,
+0.985278,0.985539,0.985798,0.986054,0.986308,0.986560,0.986809,0.987057,
+0.987301,0.987544,0.987784,0.988022,0.988258,0.988491,0.988722,0.988950,
+0.989177,0.989400,0.989622,0.989841,0.990058,0.990273,0.990485,0.990695,
+0.990903,0.991108,0.991311,0.991511,0.991710,0.991906,0.992099,0.992291,
+0.992480,0.992666,0.992850,0.993032,0.993212,0.993389,0.993564,0.993737,
+0.993907,0.994075,0.994240,0.994404,0.994565,0.994723,0.994879,0.995033,
+0.995185,0.995334,0.995481,0.995625,0.995767,0.995907,0.996045,0.996180,
+0.996313,0.996443,0.996571,0.996697,0.996820,0.996941,0.997060,0.997176,
+0.997290,0.997402,0.997511,0.997618,0.997723,0.997825,0.997925,0.998023,
+0.998118,0.998211,0.998302,0.998390,0.998476,0.998559,0.998640,0.998719,
+0.998795,0.998870,0.998941,0.999011,0.999078,0.999142,0.999205,0.999265,
+0.999322,0.999378,0.999431,0.999481,0.999529,0.999575,0.999619,0.999660,
+0.999699,0.999735,0.999769,0.999801,0.999831,0.999858,0.999882,0.999905,
+0.999925,0.999942,0.999958,0.999971,0.999981,0.999989,0.999995,0.999999
+};
+
+double sin( double x ) {
+ int index;
+ int quad;
+
+ index = 1024 * x / (M_PI * 0.5);
+ quad = ( index >> 10 ) & 3;
+ index &= 1023;
+ switch ( quad ) {
+ case 0:
+ return sintable[index];
+ case 1:
+ return sintable[1023-index];
+ case 2:
+ return -sintable[index];
+ case 3:
+ return -sintable[1023-index];
+ }
+ return 0;
+}
+
+
+double cos( double x ) {
+ int index;
+ int quad;
+
+ index = 1024 * x / (M_PI * 0.5);
+ quad = ( index >> 10 ) & 3;
+ index &= 1023;
+ switch ( quad ) {
+ case 3:
+ return sintable[index];
+ case 0:
+ return sintable[1023-index];
+ case 1:
+ return -sintable[index];
+ case 2:
+ return -sintable[1023-index];
+ }
+ return 0;
+}
+
+
+/*
+void create_acostable( void ) {
+ int i;
+ FILE *fp;
+ float a;
+
+ fp = fopen("c:\\acostable.txt", "w");
+ fprintf(fp, "float acostable[] = {");
+ for (i = 0; i < 1024; i++) {
+ if (!(i & 7))
+ fprintf(fp, "\n");
+ a = acos( (float) -1 + i / 512 );
+ fprintf(fp, "%1.8f,", a);
+ }
+ fprintf(fp, "\n}\n");
+ fclose(fp);
+}
+*/
+
+float acostable[] = {
+3.14159265,3.07908248,3.05317551,3.03328655,3.01651113,3.00172442,2.98834964,2.97604422,
+2.96458497,2.95381690,2.94362719,2.93393068,2.92466119,2.91576615,2.90720289,2.89893629,
+2.89093699,2.88318015,2.87564455,2.86831188,2.86116621,2.85419358,2.84738169,2.84071962,
+2.83419760,2.82780691,2.82153967,2.81538876,2.80934770,2.80341062,2.79757211,2.79182724,
+2.78617145,2.78060056,2.77511069,2.76969824,2.76435988,2.75909250,2.75389319,2.74875926,
+2.74368816,2.73867752,2.73372510,2.72882880,2.72398665,2.71919677,2.71445741,2.70976688,
+2.70512362,2.70052613,2.69597298,2.69146283,2.68699438,2.68256642,2.67817778,2.67382735,
+2.66951407,2.66523692,2.66099493,2.65678719,2.65261279,2.64847088,2.64436066,2.64028133,
+2.63623214,2.63221238,2.62822133,2.62425835,2.62032277,2.61641398,2.61253138,2.60867440,
+2.60484248,2.60103507,2.59725167,2.59349176,2.58975488,2.58604053,2.58234828,2.57867769,
+2.57502832,2.57139977,2.56779164,2.56420354,2.56063509,2.55708594,2.55355572,2.55004409,
+2.54655073,2.54307530,2.53961750,2.53617701,2.53275354,2.52934680,2.52595650,2.52258238,
+2.51922417,2.51588159,2.51255441,2.50924238,2.50594525,2.50266278,2.49939476,2.49614096,
+2.49290115,2.48967513,2.48646269,2.48326362,2.48007773,2.47690482,2.47374472,2.47059722,
+2.46746215,2.46433933,2.46122860,2.45812977,2.45504269,2.45196720,2.44890314,2.44585034,
+2.44280867,2.43977797,2.43675809,2.43374890,2.43075025,2.42776201,2.42478404,2.42181622,
+2.41885841,2.41591048,2.41297232,2.41004380,2.40712480,2.40421521,2.40131491,2.39842379,
+2.39554173,2.39266863,2.38980439,2.38694889,2.38410204,2.38126374,2.37843388,2.37561237,
+2.37279910,2.36999400,2.36719697,2.36440790,2.36162673,2.35885335,2.35608768,2.35332964,
+2.35057914,2.34783610,2.34510044,2.34237208,2.33965094,2.33693695,2.33423003,2.33153010,
+2.32883709,2.32615093,2.32347155,2.32079888,2.31813284,2.31547337,2.31282041,2.31017388,
+2.30753373,2.30489988,2.30227228,2.29965086,2.29703556,2.29442632,2.29182309,2.28922580,
+2.28663439,2.28404881,2.28146900,2.27889490,2.27632647,2.27376364,2.27120637,2.26865460,
+2.26610827,2.26356735,2.26103177,2.25850149,2.25597646,2.25345663,2.25094195,2.24843238,
+2.24592786,2.24342836,2.24093382,2.23844420,2.23595946,2.23347956,2.23100444,2.22853408,
+2.22606842,2.22360742,2.22115104,2.21869925,2.21625199,2.21380924,2.21137096,2.20893709,
+2.20650761,2.20408248,2.20166166,2.19924511,2.19683280,2.19442469,2.19202074,2.18962092,
+2.18722520,2.18483354,2.18244590,2.18006225,2.17768257,2.17530680,2.17293493,2.17056692,
+2.16820274,2.16584236,2.16348574,2.16113285,2.15878367,2.15643816,2.15409630,2.15175805,
+2.14942338,2.14709226,2.14476468,2.14244059,2.14011997,2.13780279,2.13548903,2.13317865,
+2.13087163,2.12856795,2.12626757,2.12397047,2.12167662,2.11938600,2.11709859,2.11481435,
+2.11253326,2.11025530,2.10798044,2.10570867,2.10343994,2.10117424,2.09891156,2.09665185,
+2.09439510,2.09214129,2.08989040,2.08764239,2.08539725,2.08315496,2.08091550,2.07867884,
+2.07644495,2.07421383,2.07198545,2.06975978,2.06753681,2.06531651,2.06309887,2.06088387,
+2.05867147,2.05646168,2.05425445,2.05204979,2.04984765,2.04764804,2.04545092,2.04325628,
+2.04106409,2.03887435,2.03668703,2.03450211,2.03231957,2.03013941,2.02796159,2.02578610,
+2.02361292,2.02144204,2.01927344,2.01710710,2.01494300,2.01278113,2.01062146,2.00846399,
+2.00630870,2.00415556,2.00200457,1.99985570,1.99770895,1.99556429,1.99342171,1.99128119,
+1.98914271,1.98700627,1.98487185,1.98273942,1.98060898,1.97848051,1.97635399,1.97422942,
+1.97210676,1.96998602,1.96786718,1.96575021,1.96363511,1.96152187,1.95941046,1.95730088,
+1.95519310,1.95308712,1.95098292,1.94888050,1.94677982,1.94468089,1.94258368,1.94048818,
+1.93839439,1.93630228,1.93421185,1.93212308,1.93003595,1.92795046,1.92586659,1.92378433,
+1.92170367,1.91962459,1.91754708,1.91547113,1.91339673,1.91132385,1.90925250,1.90718266,
+1.90511432,1.90304746,1.90098208,1.89891815,1.89685568,1.89479464,1.89273503,1.89067683,
+1.88862003,1.88656463,1.88451060,1.88245794,1.88040664,1.87835668,1.87630806,1.87426076,
+1.87221477,1.87017008,1.86812668,1.86608457,1.86404371,1.86200412,1.85996577,1.85792866,
+1.85589277,1.85385809,1.85182462,1.84979234,1.84776125,1.84573132,1.84370256,1.84167495,
+1.83964848,1.83762314,1.83559892,1.83357582,1.83155381,1.82953289,1.82751305,1.82549429,
+1.82347658,1.82145993,1.81944431,1.81742973,1.81541617,1.81340362,1.81139207,1.80938151,
+1.80737194,1.80536334,1.80335570,1.80134902,1.79934328,1.79733848,1.79533460,1.79333164,
+1.79132959,1.78932843,1.78732817,1.78532878,1.78333027,1.78133261,1.77933581,1.77733985,
+1.77534473,1.77335043,1.77135695,1.76936428,1.76737240,1.76538132,1.76339101,1.76140148,
+1.75941271,1.75742470,1.75543743,1.75345090,1.75146510,1.74948002,1.74749565,1.74551198,
+1.74352900,1.74154672,1.73956511,1.73758417,1.73560389,1.73362426,1.73164527,1.72966692,
+1.72768920,1.72571209,1.72373560,1.72175971,1.71978441,1.71780969,1.71583556,1.71386199,
+1.71188899,1.70991653,1.70794462,1.70597325,1.70400241,1.70203209,1.70006228,1.69809297,
+1.69612416,1.69415584,1.69218799,1.69022062,1.68825372,1.68628727,1.68432127,1.68235571,
+1.68039058,1.67842588,1.67646160,1.67449772,1.67253424,1.67057116,1.66860847,1.66664615,
+1.66468420,1.66272262,1.66076139,1.65880050,1.65683996,1.65487975,1.65291986,1.65096028,
+1.64900102,1.64704205,1.64508338,1.64312500,1.64116689,1.63920905,1.63725148,1.63529416,
+1.63333709,1.63138026,1.62942366,1.62746728,1.62551112,1.62355517,1.62159943,1.61964388,
+1.61768851,1.61573332,1.61377831,1.61182346,1.60986877,1.60791422,1.60595982,1.60400556,
+1.60205142,1.60009739,1.59814349,1.59618968,1.59423597,1.59228235,1.59032882,1.58837536,
+1.58642196,1.58446863,1.58251535,1.58056211,1.57860891,1.57665574,1.57470259,1.57274945,
+1.57079633,1.56884320,1.56689007,1.56493692,1.56298375,1.56103055,1.55907731,1.55712403,
+1.55517069,1.55321730,1.55126383,1.54931030,1.54735668,1.54540297,1.54344917,1.54149526,
+1.53954124,1.53758710,1.53563283,1.53367843,1.53172389,1.52976919,1.52781434,1.52585933,
+1.52390414,1.52194878,1.51999323,1.51803748,1.51608153,1.51412537,1.51216900,1.51021240,
+1.50825556,1.50629849,1.50434117,1.50238360,1.50042576,1.49846765,1.49650927,1.49455060,
+1.49259163,1.49063237,1.48867280,1.48671291,1.48475270,1.48279215,1.48083127,1.47887004,
+1.47690845,1.47494650,1.47298419,1.47102149,1.46905841,1.46709493,1.46513106,1.46316677,
+1.46120207,1.45923694,1.45727138,1.45530538,1.45333893,1.45137203,1.44940466,1.44743682,
+1.44546850,1.44349969,1.44153038,1.43956057,1.43759024,1.43561940,1.43364803,1.43167612,
+1.42970367,1.42773066,1.42575709,1.42378296,1.42180825,1.41983295,1.41785705,1.41588056,
+1.41390346,1.41192573,1.40994738,1.40796840,1.40598877,1.40400849,1.40202755,1.40004594,
+1.39806365,1.39608068,1.39409701,1.39211264,1.39012756,1.38814175,1.38615522,1.38416795,
+1.38217994,1.38019117,1.37820164,1.37621134,1.37422025,1.37222837,1.37023570,1.36824222,
+1.36624792,1.36425280,1.36225684,1.36026004,1.35826239,1.35626387,1.35426449,1.35226422,
+1.35026307,1.34826101,1.34625805,1.34425418,1.34224937,1.34024364,1.33823695,1.33622932,
+1.33422072,1.33221114,1.33020059,1.32818904,1.32617649,1.32416292,1.32214834,1.32013273,
+1.31811607,1.31609837,1.31407960,1.31205976,1.31003885,1.30801684,1.30599373,1.30396951,
+1.30194417,1.29991770,1.29789009,1.29586133,1.29383141,1.29180031,1.28976803,1.28773456,
+1.28569989,1.28366400,1.28162688,1.27958854,1.27754894,1.27550809,1.27346597,1.27142257,
+1.26937788,1.26733189,1.26528459,1.26323597,1.26118602,1.25913471,1.25708205,1.25502803,
+1.25297262,1.25091583,1.24885763,1.24679802,1.24473698,1.24267450,1.24061058,1.23854519,
+1.23647833,1.23440999,1.23234015,1.23026880,1.22819593,1.22612152,1.22404557,1.22196806,
+1.21988898,1.21780832,1.21572606,1.21364219,1.21155670,1.20946958,1.20738080,1.20529037,
+1.20319826,1.20110447,1.19900898,1.19691177,1.19481283,1.19271216,1.19060973,1.18850553,
+1.18639955,1.18429178,1.18218219,1.18007079,1.17795754,1.17584244,1.17372548,1.17160663,
+1.16948589,1.16736324,1.16523866,1.16311215,1.16098368,1.15885323,1.15672081,1.15458638,
+1.15244994,1.15031147,1.14817095,1.14602836,1.14388370,1.14173695,1.13958808,1.13743709,
+1.13528396,1.13312866,1.13097119,1.12881153,1.12664966,1.12448556,1.12231921,1.12015061,
+1.11797973,1.11580656,1.11363107,1.11145325,1.10927308,1.10709055,1.10490563,1.10271831,
+1.10052856,1.09833638,1.09614174,1.09394462,1.09174500,1.08954287,1.08733820,1.08513098,
+1.08292118,1.08070879,1.07849378,1.07627614,1.07405585,1.07183287,1.06960721,1.06737882,
+1.06514770,1.06291382,1.06067715,1.05843769,1.05619540,1.05395026,1.05170226,1.04945136,
+1.04719755,1.04494080,1.04268110,1.04041841,1.03815271,1.03588399,1.03361221,1.03133735,
+1.02905939,1.02677830,1.02449407,1.02220665,1.01991603,1.01762219,1.01532509,1.01302471,
+1.01072102,1.00841400,1.00610363,1.00378986,1.00147268,0.99915206,0.99682798,0.99450039,
+0.99216928,0.98983461,0.98749636,0.98515449,0.98280898,0.98045980,0.97810691,0.97575030,
+0.97338991,0.97102573,0.96865772,0.96628585,0.96391009,0.96153040,0.95914675,0.95675912,
+0.95436745,0.95197173,0.94957191,0.94716796,0.94475985,0.94234754,0.93993099,0.93751017,
+0.93508504,0.93265556,0.93022170,0.92778341,0.92534066,0.92289341,0.92044161,0.91798524,
+0.91552424,0.91305858,0.91058821,0.90811309,0.90563319,0.90314845,0.90065884,0.89816430,
+0.89566479,0.89316028,0.89065070,0.88813602,0.88561619,0.88309116,0.88056088,0.87802531,
+0.87548438,0.87293806,0.87038629,0.86782901,0.86526619,0.86269775,0.86012366,0.85754385,
+0.85495827,0.85236686,0.84976956,0.84716633,0.84455709,0.84194179,0.83932037,0.83669277,
+0.83405893,0.83141877,0.82877225,0.82611928,0.82345981,0.82079378,0.81812110,0.81544172,
+0.81275556,0.81006255,0.80736262,0.80465570,0.80194171,0.79922057,0.79649221,0.79375655,
+0.79101352,0.78826302,0.78550497,0.78273931,0.77996593,0.77718475,0.77439569,0.77159865,
+0.76879355,0.76598029,0.76315878,0.76032891,0.75749061,0.75464376,0.75178826,0.74892402,
+0.74605092,0.74316887,0.74027775,0.73737744,0.73446785,0.73154885,0.72862033,0.72568217,
+0.72273425,0.71977644,0.71680861,0.71383064,0.71084240,0.70784376,0.70483456,0.70181469,
+0.69878398,0.69574231,0.69268952,0.68962545,0.68654996,0.68346288,0.68036406,0.67725332,
+0.67413051,0.67099544,0.66784794,0.66468783,0.66151492,0.65832903,0.65512997,0.65191753,
+0.64869151,0.64545170,0.64219789,0.63892987,0.63564741,0.63235028,0.62903824,0.62571106,
+0.62236849,0.61901027,0.61563615,0.61224585,0.60883911,0.60541564,0.60197515,0.59851735,
+0.59504192,0.59154856,0.58803694,0.58450672,0.58095756,0.57738911,0.57380101,0.57019288,
+0.56656433,0.56291496,0.55924437,0.55555212,0.55183778,0.54810089,0.54434099,0.54055758,
+0.53675018,0.53291825,0.52906127,0.52517867,0.52126988,0.51733431,0.51337132,0.50938028,
+0.50536051,0.50131132,0.49723200,0.49312177,0.48897987,0.48480547,0.48059772,0.47635573,
+0.47207859,0.46776530,0.46341487,0.45902623,0.45459827,0.45012983,0.44561967,0.44106652,
+0.43646903,0.43182577,0.42713525,0.42239588,0.41760600,0.41276385,0.40786755,0.40291513,
+0.39790449,0.39283339,0.38769946,0.38250016,0.37723277,0.37189441,0.36648196,0.36099209,
+0.35542120,0.34976542,0.34402054,0.33818204,0.33224495,0.32620390,0.32005298,0.31378574,
+0.30739505,0.30087304,0.29421096,0.28739907,0.28042645,0.27328078,0.26594810,0.25841250,
+0.25065566,0.24265636,0.23438976,0.22582651,0.21693146,0.20766198,0.19796546,0.18777575,
+0.17700769,0.16554844,0.15324301,0.13986823,0.12508152,0.10830610,0.08841715,0.06251018,
+}
+
+double acos( double x ) {
+ int index;
+
+ if (x < -1)
+ x = -1;
+ if (x > 1)
+ x = 1;
+ index = (float) (1.0 + x) * 511.9;
+ return acostable[index];
+}
+
+double atan2( double y, double x ) {
+ float base;
+ float temp;
+ float dir;
+ float test;
+ int i;
+
+ if ( x < 0 ) {
+ if ( y >= 0 ) {
+ // quad 1
+ base = M_PI / 2;
+ temp = x;
+ x = y;
+ y = -temp;
+ } else {
+ // quad 2
+ base = M_PI;
+ x = -x;
+ y = -y;
+ }
+ } else {
+ if ( y < 0 ) {
+ // quad 3
+ base = 3 * M_PI / 2;
+ temp = x;
+ x = -y;
+ y = temp;
+ }
+ }
+
+ if ( y > x ) {
+ base += M_PI/2;
+ temp = x;
+ x = y;
+ y = temp;
+ dir = -1;
+ } else {
+ dir = 1;
+ }
+
+ // calcualte angle in octant 0
+ if ( x == 0 ) {
+ return base;
+ }
+ y /= x;
+
+ for ( i = 0 ; i < 512 ; i++ ) {
+ test = sintable[i] / sintable[1023-i];
+ if ( test > y ) {
+ break;
+ }
+ }
+
+ return base + dir * i * ( M_PI/2048);
+}
+
+
+#endif
+
+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 <blong@fiction.net> 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 <blong@fiction.net> 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 <roessler@guug.de> 01/27/98 for mutt 0.89i
+ * The PGP code was using unsigned hexadecimal formats.
+ * Unfortunately, unsigned formats simply didn't work.
+ *
+ * Michael Elkins <me@cs.hmc.edu> 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 <rra@stanford.edu> 2000-08-26
+ * fixed return value to comply with C99
+ * fixed handling of snprintf(NULL, ...)
+ *
+ * Hrvoje Niksic <hniksic@arsdigita.com> 2000-11-04
+ * include <config.h> instead of "config.h".
+ * moved TEST_SNPRINTF stuff out of HAVE_SNPRINTF ifdef.
+ * include <stdio.h> 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 = "<NULL>";
+ }
+
+ 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..0090ddd
--- /dev/null
+++ b/code/game/bg_lib.h
@@ -0,0 +1,125 @@
+/*
+===========================================================================
+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 *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..a6ec86e
--- /dev/null
+++ b/code/game/bg_misc.c
@@ -0,0 +1,1604 @@
+/*
+===========================================================================
+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_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 */ ""
+ },
+
+#ifdef MISSIONPACK
+/*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
+
+ // 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;
+#ifdef MISSIONPACK
+ int upperBound;
+#endif
+
+ 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:
+#ifdef MISSIONPACK
+ 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;
+ }
+#else
+ if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
+ return qfalse;
+ }
+#endif
+ return qtrue;
+
+ case IT_HEALTH:
+ // small and mega healths will go over the max, otherwise
+ // don't pick up if already at max
+#ifdef MISSIONPACK
+ if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ upperBound = ps->stats[STAT_MAX_HEALTH];
+ }
+ else
+#endif
+ 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
+
+#ifdef MISSIONPACK
+ case IT_PERSISTANT_POWERUP:
+ // 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;
+#endif
+
+ case IT_TEAM: // team items, such as flags
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+ }
+#endif
+ if( gametype == GT_CTF ) {
+ // 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;
+ }
+ }
+
+#ifdef MISSIONPACK
+ if( gametype == GT_HARVESTER ) {
+ return qtrue;
+ }
+#endif
+ 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
+ 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
+
+//#ifdef MISSIONPACK
+ "EV_PROXIMITY_MINE_STICK",
+ "EV_PROXIMITY_MINE_TRIGGER",
+ "EV_KAMIKAZE", // kamikaze explodes
+ "EV_OBELISKEXPLODE", // obelisk explodes
+ "EV_INVUL_IMPACT", // invulnerability sphere impact
+ "EV_JUICED", // invulnerability juiced effect
+ "EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere
+//#endif
+
+ "EV_DEBUG_LINE",
+ "EV_STOPLOOPINGSOUND",
+ "EV_TAUNT"
+
+};
+
+/*
+===============
+BG_AddPredictableEventToPlayerstate
+
+Handles the sequence numbers
+===============
+*/
+
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
+
+void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
+
+#ifdef _DEBUG
+ {
+ char buf[256];
+ trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
+ if ( atof(buf) != 0 ) {
+#ifdef QAGAME
+ Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+#else
+ Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+#endif
+ }
+ }
+#endif
+ ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
+ ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
+ ps->eventSequence++;
+}
+
+/*
+========================
+BG_TouchJumpPad
+========================
+*/
+void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
+ vec3_t angles;
+ float p;
+ int effectNum;
+
+ // spectators don't use jump pads
+ if ( ps->pm_type != PM_NORMAL ) {
+ return;
+ }
+
+ // flying characters don't hit bounce pads
+ if ( ps->powerups[PW_FLIGHT] ) {
+ return;
+ }
+
+ // if we didn't hit this same jumppad the previous frame
+ // then don't play the event sound again if we are in a fat trigger
+ if ( ps->jumppad_ent != jumppad->number ) {
+
+ vectoangles( jumppad->origin2, angles);
+ p = fabs( AngleNormalize180( angles[PITCH] ) );
+ if( p < 45 ) {
+ effectNum = 0;
+ } else {
+ effectNum = 1;
+ }
+ BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
+ }
+ // remember hitting this jumppad this frame
+ ps->jumppad_ent = jumppad->number;
+ ps->jumppad_frame = ps->pmove_framecount;
+ // give the player the velocity from the jumppad
+ VectorCopy( jumppad->origin2, ps->velocity );
+}
+
+/*
+========================
+BG_PlayerStateToEntityState
+
+This is done after each set of usercmd_t on the server,
+and after local prediction on the client
+========================
+*/
+void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
+ int i;
+
+ 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;
+}
diff --git a/code/game/bg_pmove.c b/code/game/bg_pmove.c
new file mode 100644
index 0000000..f31222a
--- /dev/null
+++ b/code/game/bg_pmove.c
@@ -0,0 +1,2069 @@
+/*
+===========================================================================
+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
+
+Handles user intended acceleration
+==============
+*/
+static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
+#if 1
+ // q2 style
+ int i;
+ float addspeed, accelspeed, currentspeed;
+
+ currentspeed = DotProduct (pm->ps->velocity, wishdir);
+ addspeed = wishspeed - currentspeed;
+ if (addspeed <= 0) {
+ return;
+ }
+ accelspeed = accel*pml.frametime*wishspeed;
+ if (accelspeed > addspeed) {
+ accelspeed = addspeed;
+ }
+
+ for (i=0 ; i<3 ; i++) {
+ pm->ps->velocity[i] += accelspeed*wishdir[i];
+ }
+#else
+ // proper way (avoids strafe jump maxspeed bug), but feels bad
+ vec3_t wishVelocity;
+ vec3_t pushDir;
+ float pushLen;
+ float canPush;
+
+ VectorScale( wishdir, wishspeed, wishVelocity );
+ VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
+ pushLen = VectorNormalize( pushDir );
+
+ canPush = accel*pml.frametime*wishspeed;
+ if (canPush > pushLen) {
+ canPush = pushLen;
+ }
+
+ VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
+#endif
+}
+
+
+
+/*
+============
+PM_CmdScale
+
+Returns the scale factor to apply to cmd movements
+This allows the clients to use axial -127 to 127 values for all directions
+without getting a sqrt(2) distortion in speed.
+============
+*/
+static float PM_CmdScale( usercmd_t *cmd ) {
+ int max;
+ float total;
+ float scale;
+
+ 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 ) {
+ 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 );
+}
+
+#ifdef MISSIONPACK
+/*
+===================
+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);
+}
+#endif
+
+/*
+===================
+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;
+ }
+
+ 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;
+ pm->ps->weaponTime += 250;
+ PM_StartTorsoAnim( TORSO_RAISE );
+}
+
+
+/*
+==============
+PM_TorsoAnimation
+
+==============
+*/
+static void PM_TorsoAnimation( void ) {
+ if ( pm->ps->weaponstate == WEAPON_READY ) {
+ if ( pm->ps->weapon == WP_GAUNTLET ) {
+ PM_ContinueTorsoAnim( TORSO_STAND2 );
+ } else {
+ PM_ContinueTorsoAnim( TORSO_STAND );
+ }
+ return;
+ }
+}
+
+
+/*
+==============
+PM_Weapon
+
+Generates weapon events and modifes the weapon counter
+==============
+*/
+static void PM_Weapon( void ) {
+ int addTime;
+
+ // don't allow attack until all buttons are up
+ if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
+ return;
+ }
+
+ // ignore if spectator
+ if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
+ return;
+ }
+
+ // check for dead player
+ if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
+ pm->ps->weapon = WP_NONE;
+ return;
+ }
+
+ // check for item using
+ 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
+ if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
+ 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;
+#ifdef MISSIONPACK
+ case WP_NAILGUN:
+ addTime = 1000;
+ break;
+ case WP_PROX_LAUNCHER:
+ addTime = 800;
+ break;
+ case WP_CHAINGUN:
+ addTime = 30;
+ break;
+#endif
+ }
+
+#ifdef MISSIONPACK
+ 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
+#endif
+ 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 );
+ }
+#ifdef MISSIONPACK
+ } 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;
+ }
+#endif
+ }
+}
+
+
+/*
+================
+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->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();
+
+#ifdef MISSIONPACK
+ if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
+ PM_InvulnerabilityMove();
+ } else
+#endif
+ 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
+ PM_Weapon();
+
+ // torso animation
+ PM_TorsoAnimation();
+
+ // footstep events / legs animations
+ PM_Footsteps();
+
+ // entering / leaving water splashes
+ PM_WaterEvents();
+
+ // snap some parts of playerstate to save network bandwidth
+ trap_SnapVector( pm->ps->velocity );
+}
+
+
+/*
+================
+Pmove
+
+Can be called by either the server or the client
+================
+*/
+void Pmove (pmove_t *pmove) {
+ int finalTime;
+
+ finalTime = pmove->cmd.serverTime;
+
+ if ( finalTime < pmove->ps->commandTime ) {
+ return; // should not happen
+ }
+
+ if ( finalTime > pmove->ps->commandTime + 1000 ) {
+ pmove->ps->commandTime = finalTime - 1000;
+ }
+
+ pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
+
+ // chop the move up if it is too long, to prevent framerate
+ // dependent behavior
+ while ( pmove->ps->commandTime != finalTime ) {
+ int msec;
+
+ msec = finalTime - pmove->ps->commandTime;
+
+ if ( pmove->pmove_fixed ) {
+ if ( msec > pmove->pmove_msec ) {
+ msec = pmove->pmove_msec;
+ }
+ }
+ else {
+ if ( msec > 66 ) {
+ msec = 66;
+ }
+ }
+ pmove->cmd.serverTime = pmove->ps->commandTime + msec;
+ PmoveSingle( pmove );
+
+ if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
+ pmove->cmd.upmove = 20;
+ }
+ }
+
+ //PM_CheckStuck();
+
+}
+
diff --git a/code/game/bg_public.h b/code/game/bg_public.h
new file mode 100644
index 0000000..ad5ab39
--- /dev/null
+++ b/code/game/bg_public.h
@@ -0,0 +1,738 @@
+/*
+===========================================================================
+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
+
+#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
+
+//
+// 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
+ GT_CTF, // capture the flag
+ GT_1FCTF,
+ GT_OBELISK,
+ GT_HARVESTER,
+ GT_MAX_GAME_TYPE
+} gametype_t;
+
+typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
+
+/*
+===================================================================================
+
+PMOVE MODULE
+
+The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
+and some other output data. Used for local prediction on the client game and true
+movement on the server game.
+===================================================================================
+*/
+
+typedef enum {
+ PM_NORMAL, // can accelerate and turn
+ PM_NOCLIP, // noclip movement
+ PM_SPECTATOR, // still run into walls
+ PM_DEAD, // no acceleration or turning, but free falling
+ PM_FREEZE, // stuck in place with no control
+ PM_INTERMISSION, // no movement or status bar
+ PM_SPINTERMISSION // no movement or status bar
+} pmtype_t;
+
+typedef enum {
+ WEAPON_READY,
+ WEAPON_RAISING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING
+} 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
+
+#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
+
+#define MAXTOUCH 32
+typedef struct {
+ // state (in / out)
+ playerState_t *ps;
+
+ // command (in)
+ usercmd_t cmd;
+ int tracemask; // collide against these types of surfaces
+ int debugLevel; // if set, diagnostic output will be printed
+ qboolean noFootsteps; // if the game is setup for no footsteps by the server
+ qboolean gauntletHit; // true if a gauntlet attack would actually hit something
+
+ int framecount;
+
+ // results (out)
+ int numtouch;
+ int touchents[MAXTOUCH];
+
+ vec3_t mins, maxs; // bounding box size
+
+ int watertype;
+ int waterlevel;
+
+ float xyspeed;
+
+ // for fixed msec Pmove
+ int pmove_fixed;
+ int pmove_msec;
+
+ // callbacks to test the world
+ // these will be different functions during game and cgame
+ void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
+ int (*pointcontents)( const vec3_t point, int passEntityNum );
+} pmove_t;
+
+// if a full pmove isn't done on the client, you can just update the angles
+void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
+void Pmove (pmove_t *pmove);
+
+//===================================================================================
+
+
+// player_state->stats[] indexes
+// NOTE: may not have more than 16
+typedef enum {
+ STAT_HEALTH,
+ STAT_HOLDABLE_ITEM,
+#ifdef MISSIONPACK
+ STAT_PERSISTANT_POWERUP,
+#endif
+ 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
+#ifdef MISSIONPACK
+#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
+#endif
+#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 {
+ 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,
+#ifdef MISSIONPACK
+ WP_NAILGUN,
+ WP_PROX_LAUNCHER,
+ WP_CHAINGUN,
+#endif
+
+ 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,
+ EV_WATER_TOUCH, // foot touches
+ EV_WATER_LEAVE, // foot leaves
+ EV_WATER_UNDER, // head touches
+ EV_WATER_CLEAR, // head leaves
+
+ EV_ITEM_PICKUP, // normal item pickups are predictable
+ EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
+
+ EV_NOAMMO,
+ EV_CHANGE_WEAPON,
+ EV_FIRE_WEAPON,
+
+ EV_USE_ITEM0,
+ EV_USE_ITEM1,
+ EV_USE_ITEM2,
+ EV_USE_ITEM3,
+ EV_USE_ITEM4,
+ EV_USE_ITEM5,
+ EV_USE_ITEM6,
+ EV_USE_ITEM7,
+ EV_USE_ITEM8,
+ EV_USE_ITEM9,
+ EV_USE_ITEM10,
+ EV_USE_ITEM11,
+ EV_USE_ITEM12,
+ EV_USE_ITEM13,
+ EV_USE_ITEM14,
+ EV_USE_ITEM15,
+
+ EV_ITEM_RESPAWN,
+ EV_ITEM_POP,
+ EV_PLAYER_TELEPORT_IN,
+ EV_PLAYER_TELEPORT_OUT,
+
+ EV_GRENADE_BOUNCE, // eventParm will be the soundindex
+
+ EV_GENERAL_SOUND,
+ EV_GLOBAL_SOUND, // no attenuation
+ EV_GLOBAL_TEAM_SOUND,
+
+ EV_BULLET_HIT_FLESH,
+ EV_BULLET_HIT_WALL,
+
+ EV_MISSILE_HIT,
+ EV_MISSILE_MISS,
+ EV_MISSILE_MISS_METAL,
+ EV_RAILTRAIL,
+ EV_SHOTGUN,
+ EV_BULLET, // otherEntity is the shooter
+
+ EV_PAIN,
+ EV_DEATH1,
+ EV_DEATH2,
+ EV_DEATH3,
+ EV_OBITUARY,
+
+ EV_POWERUP_QUAD,
+ EV_POWERUP_BATTLESUIT,
+ EV_POWERUP_REGEN,
+
+ EV_GIB_PLAYER, // gib a previously living player
+ EV_SCOREPLUM, // score plum
+
+//#ifdef MISSIONPACK
+ EV_PROXIMITY_MINE_STICK,
+ EV_PROXIMITY_MINE_TRIGGER,
+ EV_KAMIKAZE, // kamikaze explodes
+ EV_OBELISKEXPLODE, // obelisk explodes
+ EV_OBELISKPAIN, // obelisk is in pain
+ EV_INVUL_IMPACT, // invulnerability sphere impact
+ EV_JUICED, // invulnerability juiced effect
+ EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
+//#endif
+
+ EV_DEBUG_LINE,
+ EV_STOPLOOPINGSOUND,
+ EV_TAUNT,
+ 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,
+
+ 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;
+
+// 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,
+#ifdef MISSIONPACK
+ MOD_NAIL,
+ MOD_CHAINGUN,
+ MOD_PROXIMITY_MINE,
+ MOD_KAMIKAZE,
+ MOD_JUICED,
+#endif
+ 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
+
+// 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;
+
+
+
+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
+
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/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..aa48c80
--- /dev/null
+++ b/code/game/g_active.c
@@ -0,0 +1,1191 @@
+/*
+===========================================================================
+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;
+
+ // play a gurp sound instead of a normal pain sound
+ if (ent->health <= ent->damage) {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
+ } else if (rand()&1) {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
+ } else {
+ G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
+ }
+
+ // don't play a normal pain sound
+ ent->pain_debounce_time = level.time + 200;
+
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
+ }
+ }
+ } else {
+ ent->client->airOutTime = level.time + 12000;
+ ent->damage = 2;
+ }
+
+ //
+ // check for sizzle damage (move to pmove?)
+ //
+ if (waterlevel &&
+ (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
+ if (ent->health > 0
+ && ent->pain_debounce_time <= level.time ) {
+
+ if ( envirosuit ) {
+ G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
+ } else {
+ if (ent->watertype & CONTENTS_LAVA) {
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ 30*waterlevel, 0, MOD_LAVA);
+ }
+
+ if (ent->watertype & CONTENTS_SLIME) {
+ G_Damage (ent, NULL, NULL, NULL, NULL,
+ 10*waterlevel, 0, MOD_SLIME);
+ }
+ }
+ }
+ }
+}
+
+
+
+/*
+===============
+G_SetClientSound
+===============
+*/
+void G_SetClientSound( gentity_t *ent ) {
+#ifdef MISSIONPACK
+ if( ent->s.eFlags & EF_TICKING ) {
+ ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
+ }
+ else
+#endif
+ if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
+ ent->client->ps.loopSound = level.snd_fry;
+ } else {
+ ent->client->ps.loopSound = 0;
+ }
+}
+
+
+
+//==============================================================
+
+/*
+==============
+ClientImpacts
+==============
+*/
+void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
+ int i, j;
+ trace_t trace;
+ gentity_t *other;
+
+ memset( &trace, 0, sizeof( trace ) );
+ for (i=0 ; i<pm->numtouch ; i++) {
+ for (j=0 ; j<i ; j++) {
+ if (pm->touchents[j] == pm->touchents[i] ) {
+ break;
+ }
+ }
+ if (j != i) {
+ continue; // duplicated
+ }
+ other = &g_entities[ pm->touchents[i] ];
+
+ if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
+ ent->touch( ent, other, &trace );
+ }
+
+ if ( !other->touch ) {
+ continue;
+ }
+
+ other->touch( other, ent, &trace );
+ }
+
+}
+
+/*
+============
+G_TouchTriggers
+
+Find all trigger entities that ent's current position touches.
+Spectators will only interact with teleporters.
+============
+*/
+void G_TouchTriggers( gentity_t *ent ) {
+ int i, num;
+ int touch[MAX_GENTITIES];
+ gentity_t *hit;
+ trace_t trace;
+ vec3_t mins, maxs;
+ static vec3_t range = { 40, 40, 52 };
+
+ if ( !ent->client ) {
+ return;
+ }
+
+ // dead clients don't activate triggers!
+ if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
+ return;
+ }
+
+ VectorSubtract( ent->client->ps.origin, range, mins );
+ VectorAdd( ent->client->ps.origin, range, maxs );
+
+ num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
+
+ // can't use ent->absmin, because that has a one unit pad
+ VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
+ VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
+
+ for ( i=0 ; i<num ; i++ ) {
+ hit = &g_entities[touch[i]];
+
+ if ( !hit->touch && !ent->touch ) {
+ continue;
+ }
+ if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
+ continue;
+ }
+
+ // ignore most entities if a spectator
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
+ // this is ugly but adding a new ET_? type will
+ // most likely cause network incompatibilities
+ hit->touch != Touch_DoorTrigger) {
+ continue;
+ }
+ }
+
+ // use seperate code for determining if an item is picked up
+ // so you don't have to actually contact its bounding box
+ if ( hit->s.eType == ET_ITEM ) {
+ if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
+ continue;
+ }
+ } else {
+ if ( !trap_EntityContact( mins, maxs, hit ) ) {
+ continue;
+ }
+ }
+
+ memset( &trace, 0, sizeof(trace) );
+
+ if ( hit->touch ) {
+ hit->touch (hit, ent, &trace);
+ }
+
+ if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
+ ent->touch( ent, hit, &trace );
+ }
+ }
+
+ // if we didn't touch a jump pad this pmove frame
+ if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
+ ent->client->ps.jumppad_frame = 0;
+ ent->client->ps.jumppad_ent = 0;
+ }
+}
+
+/*
+=================
+SpectatorThink
+=================
+*/
+void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
+ pmove_t pm;
+ gclient_t *client;
+
+ client = ent->client;
+
+ if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
+ client->ps.pm_type = PM_SPECTATOR;
+ client->ps.speed = 400; // faster than normal
+
+ // set up for pmove
+ memset (&pm, 0, sizeof(pm));
+ pm.ps = &client->ps;
+ pm.cmd = *ucmd;
+ pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; // spectators can fly through bodies
+ pm.trace = trap_Trace;
+ pm.pointcontents = trap_PointContents;
+
+ // perform a pmove
+ Pmove (&pm);
+ // save results of pmove
+ VectorCopy( client->ps.origin, ent->s.origin );
+
+ G_TouchTriggers( ent );
+ trap_UnlinkEntity( ent );
+ }
+
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+
+ // attack button cycles through spectators
+ if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
+ Cmd_FollowCycle_f( ent, 1 );
+ }
+}
+
+
+
+/*
+=================
+ClientInactivityTimer
+
+Returns qfalse if the client is dropped
+=================
+*/
+qboolean ClientInactivityTimer( gclient_t *client ) {
+ if ( ! g_inactivity.integer ) {
+ // give everyone some time, so if the operator sets g_inactivity during
+ // gameplay, everyone isn't kicked
+ client->inactivityTime = level.time + 60 * 1000;
+ client->inactivityWarning = qfalse;
+ } else if ( client->pers.cmd.forwardmove ||
+ client->pers.cmd.rightmove ||
+ client->pers.cmd.upmove ||
+ (client->pers.cmd.buttons & BUTTON_ATTACK) ) {
+ client->inactivityTime = level.time + g_inactivity.integer * 1000;
+ client->inactivityWarning = qfalse;
+ } else if ( !client->pers.localClient ) {
+ if ( level.time > client->inactivityTime ) {
+ trap_DropClient( client - level.clients, "Dropped due to inactivity" );
+ return qfalse;
+ }
+ if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
+ client->inactivityWarning = qtrue;
+ trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
+ }
+ }
+ return qtrue;
+}
+
+/*
+==================
+ClientTimerActions
+
+Actions that happen once a second
+==================
+*/
+void ClientTimerActions( gentity_t *ent, int msec ) {
+ gclient_t *client;
+#ifdef MISSIONPACK
+ int maxHealth;
+#endif
+
+ client = ent->client;
+ client->timeResidual += msec;
+
+ while ( client->timeResidual >= 1000 ) {
+ client->timeResidual -= 1000;
+
+ // regenerate
+#ifdef MISSIONPACK
+ 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
+ if ( client->ps.powerups[PW_REGEN] ) {
+ if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
+ ent->health += 15;
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
+ ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ } else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
+ ent->health += 5;
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
+ ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
+ }
+ G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
+ }
+#endif
+ } else {
+ // count down health when over max
+ if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
+ ent->health--;
+ }
+ }
+
+ // count down armor when over max
+ if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
+ client->ps.stats[STAT_ARMOR]--;
+ }
+ }
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+ }
+ }
+#endif
+}
+
+/*
+====================
+ClientIntermissionThink
+====================
+*/
+void ClientIntermissionThink( gclient_t *client ) {
+ client->ps.eFlags &= ~EF_TALK;
+ client->ps.eFlags &= ~EF_FIRING;
+
+ // the level will exit when everyone wants to or after timeouts
+
+ // swap and latch button actions
+ client->oldbuttons = client->buttons;
+ client->buttons = client->pers.cmd.buttons;
+ if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
+ // 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;
+ }
+
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+#endif
+ SelectSpawnPoint( ent->client->ps.origin, origin, angles, qfalse );
+ TeleportPlayer( ent, origin, angles );
+ break;
+
+ case EV_USE_ITEM2: // medkit
+ ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
+
+ break;
+
+#ifdef MISSIONPACK
+ 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;
+#endif
+
+ default:
+ break;
+ }
+ }
+
+}
+
+#ifdef MISSIONPACK
+/*
+==============
+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;
+}
+#endif
+
+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" );
+ }
+
+ msec = ucmd->serverTime - client->ps.commandTime;
+ // following others may result in bad times, but we still want
+ // to check for follow toggles
+ if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
+ return;
+ }
+ if ( msec > 200 ) {
+ msec = 200;
+ }
+
+ if ( pmove_msec.integer < 8 ) {
+ trap_Cvar_Set("pmove_msec", "8");
+ }
+ else if (pmove_msec.integer > 33) {
+ trap_Cvar_Set("pmove_msec", "33");
+ }
+
+ if ( pmove_fixed.integer || client->pers.pmoveFixed ) {
+ ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
+ //if (ucmd->serverTime - client->ps.commandTime <= 0)
+ // return;
+ }
+
+ //
+ // check for exiting intermission
+ //
+ if ( level.intermissiontime ) {
+ ClientIntermissionThink( client );
+ return;
+ }
+
+ // spectators don't do much
+ if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
+ return;
+ }
+ SpectatorThink( ent, ucmd );
+ return;
+ }
+
+ // check for inactivity timer, but never drop the local client of a non-dedicated server
+ if ( !ClientInactivityTimer( client ) ) {
+ return;
+ }
+
+ // clear the rewards if time
+ if ( level.time > client->rewardTime ) {
+ client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | 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;
+
+ // set speed
+ client->ps.speed = g_speed.value;
+
+#ifdef MISSIONPACK
+ if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
+ client->ps.speed *= 1.5;
+ }
+ else
+#endif
+ 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;
+ }
+
+#ifdef MISSIONPACK
+ // 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);
+ }
+ }
+#endif
+
+ pm.ps = &client->ps;
+ pm.cmd = *ucmd;
+ if ( pm.ps->pm_type == PM_DEAD ) {
+ pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
+ }
+ else if ( ent->r.svFlags & SVF_BOT ) {
+ pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
+ }
+ else {
+ pm.tracemask = MASK_PLAYERSOLID;
+ }
+ pm.trace = trap_Trace;
+ pm.pointcontents = trap_PointContents;
+ pm.debugLevel = g_debugMove.integer;
+ pm.noFootsteps = ( g_dmflags.integer & DF_NO_FOOTSTEPS ) > 0;
+
+ pm.pmove_fixed = pmove_fixed.integer | client->pers.pmoveFixed;
+ pm.pmove_msec = pmove_msec.integer;
+
+ VectorCopy( client->ps.origin, client->oldOrigin );
+
+#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;
+ }
+ }
+ Pmove (&pm);
+#else
+ Pmove (&pm);
+#endif
+
+ // save results of pmove
+ if ( ent->client->ps.eventSequence != oldEventSequence ) {
+ ent->eventTime = level.time;
+ }
+ if (g_smoothClients.integer) {
+ BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
+ }
+ else {
+ BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
+ }
+ SendPendingPredictableEvents( &ent->client->ps );
+
+ if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
+ client->fireHeld = qfalse; // for grapple
+ }
+
+ // 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
+ if ( level.time > client->respawnTime ) {
+ // forcerespawn is to prevent users from waiting out powerups
+ if ( g_forcerespawn.integer > 0 &&
+ ( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
+ respawn( ent );
+ return;
+ }
+
+ // pressing attack or use is the normal respawn method
+ if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
+ respawn( ent );
+ }
+ }
+ return;
+ }
+
+ // perform once-a-second actions
+ ClientTimerActions( ent, msec );
+}
+
+/*
+==================
+ClientThink
+
+A new command has arrived from the client
+==================
+*/
+void ClientThink( int clientNum ) {
+ gentity_t *ent;
+
+ ent = g_entities + clientNum;
+ trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
+
+ // mark the time we got info, so we can display the
+ // phone jack if they don't get any for a while
+ ent->client->lastCmdTime = level.time;
+
+ if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
+ ClientThink_real( ent );
+ }
+}
+
+
+void G_RunClient( gentity_t *ent ) {
+ if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
+ return;
+ }
+ ent->client->pers.cmd.serverTime = level.time;
+ ClientThink_real( ent );
+}
+
+
+/*
+==================
+SpectatorClientEndFrame
+
+==================
+*/
+void SpectatorClientEndFrame( gentity_t *ent ) {
+ gclient_t *cl;
+
+ // if we are doing a chase cam or a remote view, grab the latest info
+ if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
+ int clientNum, flags;
+
+ clientNum = ent->client->sess.spectatorClient;
+
+ // team follow1 and team follow2 go to whatever clients are playing
+ if ( clientNum == -1 ) {
+ clientNum = level.follow1;
+ } else if ( clientNum == -2 ) {
+ clientNum = level.follow2;
+ }
+ if ( clientNum >= 0 ) {
+ cl = &level.clients[ clientNum ];
+ if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
+ flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
+ ent->client->ps = cl->ps;
+ ent->client->ps.pm_flags |= PMF_FOLLOW;
+ ent->client->ps.eFlags = flags;
+ return;
+ } else {
+ // drop them to free spectators unless they are dedicated camera followers
+ if ( ent->client->sess.spectatorClient >= 0 ) {
+ ent->client->sess.spectatorState = SPECTATOR_FREE;
+ ClientBegin( ent->client - level.clients );
+ }
+ }
+ }
+ }
+
+ if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
+ ent->client->ps.pm_flags |= PMF_SCOREBOARD;
+ } else {
+ ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
+ }
+}
+
+/*
+==============
+ClientEndFrame
+
+Called at the end of each server frame for each connected client
+A fast client will have multiple ClientThink for each ClientEdFrame,
+while a slow client may have multiple ClientEndFrame between ClientThink.
+==============
+*/
+void ClientEndFrame( gentity_t *ent ) {
+ int i;
+ clientPersistant_t *pers;
+
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ SpectatorClientEndFrame( ent );
+ return;
+ }
+
+ pers = &ent->client->pers;
+
+ // turn off any expired powerups
+ for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
+ if ( ent->client->ps.powerups[ i ] < level.time ) {
+ ent->client->ps.powerups[ i ] = 0;
+ }
+ }
+
+#ifdef MISSIONPACK
+ // 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;
+ }
+#endif
+
+ // save network bandwidth
+#if 0
+ if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
+ // FIXME: this must change eventually for non-sync demo recording
+ VectorClear( ent->client->ps.viewangles );
+ }
+#endif
+
+ //
+ // If the end of unit layout is displayed, don't give
+ // the player any normal movement attributes
+ //
+ if ( level.intermissiontime ) {
+ return;
+ }
+
+ // burn from lava, etc
+ P_WorldEffects (ent);
+
+ // apply all the damage taken this frame
+ P_DamageFeedback (ent);
+
+ // add the EF_CONNECTION flag if we haven't gotten commands recently
+ if ( level.time - ent->client->lastCmdTime > 1000 ) {
+ ent->s.eFlags |= EF_CONNECTION;
+ } else {
+ ent->s.eFlags &= ~EF_CONNECTION;
+ }
+
+ ent->client->ps.stats[STAT_HEALTH] = ent->health; // FIXME: get rid of ent->health...
+
+ G_SetClientSound (ent);
+
+ // set the latest infor
+ if (g_smoothClients.integer) {
+ BG_PlayerStateToEntityStateExtraPolate( &ent->client->ps, &ent->s, ent->client->ps.commandTime, qtrue );
+ }
+ else {
+ BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
+ }
+ SendPendingPredictableEvents( &ent->client->ps );
+
+ // 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_arenas.c b/code/game/g_arenas.c
new file mode 100644
index 0000000..da96c47
--- /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;
+ int buflen;
+#ifdef MISSIONPACK
+ 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) {
+ 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] );
+ buflen = strlen( buf );
+ if( msglen + buflen + 1 >= 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..4c9cf8c
--- /dev/null
+++ b/code/game/g_bot.c
@@ -0,0 +1,1013 @@
+/*
+===========================================================================
+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 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, "<NULL>" );
+ }
+ Info_SetValueForKey( info, key, token );
+ }
+ //NOTE: extra space for arena number
+ infos[count] = G_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", 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 = Q_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;
+
+ 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 (g_gametype.integer >= GT_TEAM) {
+ 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) {
+ 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 (!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 = "visor/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 ) {
+ 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" ) ) {
+ return;
+ }
+
+ // name
+ trap_Argv( 1, name, sizeof( name ) );
+ if ( !name[0] ) {
+ trap_Printf( "Usage: Addbot <botname> [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, "visor/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", 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..1c9dbd7
--- /dev/null
+++ b/code/game/g_client.c
@@ -0,0 +1,1364 @@
+/*
+===========================================================================
+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 );
+}
+
+/*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 ; i<num ; i++) {
+ hit = &g_entities[touch[i]];
+ //if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
+ if ( hit->client) {
+ return qtrue;
+ }
+
+ }
+
+ return qfalse;
+}
+
+/*
+================
+SelectNearestDeathmatchSpawnPoint
+
+Find the spot that we DON'T want to use
+================
+*/
+#define MAX_SPAWN_POINTS 128
+gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
+ gentity_t *spot;
+ vec3_t delta;
+ float dist, nearestDist;
+ gentity_t *nearestSpot;
+
+ nearestDist = 999999;
+ nearestSpot = NULL;
+ spot = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
+
+ VectorSubtract( spot->s.origin, from, delta );
+ dist = VectorLength( delta );
+ if ( dist < nearestDist ) {
+ nearestDist = dist;
+ nearestSpot = spot;
+ }
+ }
+
+ return nearestSpot;
+}
+
+
+/*
+================
+SelectRandomDeathmatchSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+#define MAX_SPAWN_POINTS 128
+gentity_t *SelectRandomDeathmatchSpawnPoint(qboolean isbot) {
+ 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 && count < MAX_SPAWN_POINTS)
+ {
+ if(SpotWouldTelefrag(spot))
+ continue;
+
+ if(((spot->flags & FL_NO_BOTS) && isbot) ||
+ ((spot->flags & FL_NO_HUMANS) && !isbot))
+ {
+ // spot is not for this human/bot player
+ 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, qboolean isbot ) {
+ gentity_t *spot;
+ vec3_t delta;
+ float dist;
+ float list_dist[MAX_SPAWN_POINTS];
+ gentity_t *list_spot[MAX_SPAWN_POINTS];
+ int numSpots, rnd, i, j;
+
+ numSpots = 0;
+ spot = NULL;
+
+ while((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ if(SpotWouldTelefrag(spot))
+ continue;
+
+ if(((spot->flags & FL_NO_BOTS) && isbot) ||
+ ((spot->flags & FL_NO_HUMANS) && !isbot))
+ {
+ // spot is not for this human/bot player
+ continue;
+ }
+
+ VectorSubtract( spot->s.origin, avoidPoint, delta );
+ dist = VectorLength( delta );
+
+ for (i = 0; i < numSpots; i++)
+ {
+ if(dist > list_dist[i])
+ {
+ if (numSpots >= MAX_SPAWN_POINTS)
+ numSpots = MAX_SPAWN_POINTS - 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++;
+ break;
+ }
+ }
+
+ if(i >= numSpots && numSpots < MAX_SPAWN_POINTS)
+ {
+ 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, qboolean isbot ) {
+ return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles, isbot );
+
+ /*
+ 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, qboolean isbot ) {
+ gentity_t *spot;
+
+ spot = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ if(((spot->flags & FL_NO_BOTS) && isbot) ||
+ ((spot->flags & FL_NO_HUMANS) && !isbot))
+ {
+ continue;
+ }
+
+ if((spot->spawnflags & 0x01))
+ break;
+ }
+
+ if (!spot || SpotWouldTelefrag(spot))
+ return SelectSpawnPoint(vec3_origin, origin, angles, isbot);
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+
+ return spot;
+}
+
+/*
+===========
+SelectSpectatorSpawnPoint
+
+============
+*/
+gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
+ FindIntermissionPoint();
+
+ VectorCopy( level.intermission_origin, origin );
+ VectorCopy( level.intermission_angle, angles );
+
+ return NULL;
+}
+
+/*
+=======================================================================
+
+BODYQUE
+
+=======================================================================
+*/
+
+/*
+===============
+InitBodyQue
+===============
+*/
+void InitBodyQue (void) {
+ int i;
+ gentity_t *ent;
+
+ level.bodyQueIndex = 0;
+ for (i=0; i<BODY_QUEUE_SIZE ; i++) {
+ ent = G_Spawn();
+ ent->classname = "bodyque";
+ ent->neverFree = qtrue;
+ level.bodyQue[i] = ent;
+ }
+}
+
+/*
+=============
+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 ) {
+#ifdef MISSIONPACK
+ gentity_t *e;
+ int i;
+#endif
+ 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 ) {
+ return;
+ }
+
+ // grab a body que and cycle to the next one
+ body = level.bodyQue[ level.bodyQueIndex ];
+ level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
+
+ trap_UnlinkEntity (body);
+
+ body->s = ent->s;
+ body->s.eFlags = EF_DEAD; // clear EF_TALK, etc
+#ifdef MISSIONPACK
+ if ( 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;
+ }
+ }
+#endif
+ 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 respawn( gentity_t *ent ) {
+ gentity_t *tent;
+
+ CopyToBodyQue (ent);
+ ClientSpawn(ent);
+
+ // add a teleportation effect
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
+ tent->s.clientNum = ent->s.clientNum;
+}
+
+/*
+================
+TeamCount
+
+Returns number of players on a team
+================
+*/
+team_t TeamCount( int ignoreClientNum, int team ) {
+ int i;
+ int count = 0;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( i == ignoreClientNum ) {
+ continue;
+ }
+ if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
+ continue;
+ }
+ if ( level.clients[i].sess.sessionTeam == team ) {
+ count++;
+ }
+ }
+
+ return count;
+}
+
+/*
+================
+TeamLeader
+
+Returns the client number of the team leader
+================
+*/
+int TeamLeader( int team ) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
+ continue;
+ }
+ if ( level.clients[i].sess.sessionTeam == team ) {
+ if ( level.clients[i].sess.teamLeader )
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+
+/*
+================
+PickTeam
+
+================
+*/
+team_t PickTeam( int ignoreClientNum ) {
+ int counts[TEAM_NUM_TEAMS];
+
+ counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
+ counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
+
+ if ( counts[TEAM_BLUE] > counts[TEAM_RED] ) {
+ return TEAM_RED;
+ }
+ if ( counts[TEAM_RED] > counts[TEAM_BLUE] ) {
+ return TEAM_BLUE;
+ }
+ // equal team count, so join the team with the lowest score
+ if ( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) {
+ return TEAM_RED;
+ }
+ 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 = Q_strrchr(model, '/')) != 0) {
+ *p = 0;
+ }
+
+ Q_strcat(model, MAX_QPATH, "/");
+ Q_strcat(model, MAX_QPATH, skin);
+}
+*/
+
+/*
+===========
+ClientCheckName
+============
+*/
+static void ClientCleanName(const char *in, char *out, int outSize)
+{
+ int outpos = 0, colorlessLen = 0, spaces = 0;
+
+ // 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;
+ }
+ }
+ else
+ {
+ spaces = 0;
+ colorlessLen++;
+ }
+ }
+ else
+ {
+ spaces = 0;
+ colorlessLen++;
+ }
+
+ outpos++;
+ }
+
+ out[outpos] = '\0';
+
+ // don't allow empty names
+ if( *out == '\0' || colorlessLen == 0)
+ Q_strncpyz(out, "UnnamedPlayer", outSize );
+}
+
+
+/*
+===========
+ClientUserInfoChanged
+
+Called from ClientConnect when the player first connects and
+directly by the server system when the player updates a userinfo variable.
+
+The game can override any of the settings and call trap_SetUserinfo
+if desired.
+============
+*/
+void ClientUserinfoChanged( int clientNum ) {
+ gentity_t *ent;
+ int teamTask, teamLeader, team, health;
+ char *s;
+ char model[MAX_QPATH];
+ char headModel[MAX_QPATH];
+ char oldname[MAX_STRING_CHARS];
+ gclient_t *client;
+ char c1[MAX_INFO_STRING];
+ char c2[MAX_INFO_STRING];
+ char redTeam[MAX_INFO_STRING];
+ char blueTeam[MAX_INFO_STRING];
+ char userinfo[MAX_INFO_STRING];
+ char guid[MAX_INFO_STRING];
+
+ ent = g_entities + clientNum;
+ client = ent->client;
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ // check for malformed or illegal info strings
+ if ( !Info_Validate(userinfo) ) {
+ strcpy (userinfo, "\\name\\badinfo");
+ }
+
+ // check for local client
+ s = Info_ValueForKey( userinfo, "ip" );
+ if ( !strcmp( s, "localhost" ) ) {
+ client->pers.localClient = qtrue;
+ }
+
+ // check the item prediction
+ s = Info_ValueForKey( userinfo, "cg_predictItems" );
+ if ( !atoi( s ) ) {
+ client->pers.predictItemPickup = qfalse;
+ } else {
+ client->pers.predictItemPickup = qtrue;
+ }
+
+ // set name
+ Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
+ s = Info_ValueForKey (userinfo, "name");
+ ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) );
+
+ if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
+ Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) );
+ }
+ }
+
+ if ( client->pers.connected == CON_CONNECTED ) {
+ if ( strcmp( oldname, client->pers.netname ) ) {
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname,
+ client->pers.netname) );
+ }
+ }
+
+ // set max health
+#ifdef MISSIONPACK
+ 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;
+ }
+ }
+#else
+ health = atoi( Info_ValueForKey( userinfo, "handicap" ) );
+ client->pers.maxHealth = health;
+ if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
+ client->pers.maxHealth = 100;
+ }
+#endif
+ client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
+
+ // set model
+ if( g_gametype.integer >= GT_TEAM ) {
+ 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_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 );
+ }
+ }
+ else {
+ team = client->sess.sessionTeam;
+ }
+
+/* NOTE: all client side now
+
+ // 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");
+ }
+*/
+
+#ifdef MISSIONPACK
+ if (g_gametype.integer >= GT_TEAM) {
+ client->pers.teamInfo = qtrue;
+ } else {
+ s = Info_ValueForKey( userinfo, "teamoverlay" );
+ if ( ! *s || atoi( s ) != 0 ) {
+ client->pers.teamInfo = qtrue;
+ } else {
+ client->pers.teamInfo = qfalse;
+ }
+ }
+#else
+ // teamInfo
+ s = Info_ValueForKey( userinfo, "teamoverlay" );
+ if ( ! *s || atoi( s ) != 0 ) {
+ client->pers.teamInfo = qtrue;
+ } else {
+ client->pers.teamInfo = qfalse;
+ }
+#endif
+ /*
+ 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
+ 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" ));
+ strcpy(guid, Info_ValueForKey(userinfo, "cl_guid"));
+
+ // 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\\guid\\%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, guid, 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\n", clientNum, s );
+}
+
+
+/*
+===========
+ClientConnect
+
+Called when a player begins connecting to the server.
+Called again for every map change or tournement restart.
+
+The session information will be valid after exit.
+
+Return NULL if the client should be allowed, otherwise return
+a string with the reason for denial.
+
+Otherwise, the client will be sent the current gamestate
+and will eventually get to ClientBegin.
+
+firstTime will be qtrue the very first time a client connects
+to the server machine, but qfalse on map changes and tournement
+restarts.
+============
+*/
+char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
+ char *value;
+// char *areabits;
+ gclient_t *client;
+ char userinfo[MAX_INFO_STRING];
+ gentity_t *ent;
+
+ ent = &g_entities[ clientNum ];
+
+ trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
+
+ // IP filtering
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
+ // recommanding PB based IP / GUID banning, the builtin system is pretty limited
+ // check to see if they are on the banned IP list
+ value = Info_ValueForKey (userinfo, "ip");
+ if ( G_FilterPacket( value ) ) {
+ return "You are banned from this server.";
+ }
+
+ // we don't check 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";
+ }
+ }
+
+ // they can connect
+ ent->client = level.clients + clientNum;
+ client = ent->client;
+
+// areabits = client->areabits;
+
+ memset( client, 0, sizeof(*client) );
+
+ client->pers.connected = CON_CONNECTING;
+
+ // read or initialize the session data
+ if ( firstTime || level.newSession ) {
+ G_InitSessionData( client, userinfo );
+ }
+ G_ReadSessionData( client );
+
+ if( isBot ) {
+ ent->r.svFlags |= SVF_BOT;
+ ent->inuse = qtrue;
+ if( !G_BotConnect( clientNum, !firstTime ) ) {
+ return "BotConnectfailed";
+ }
+ }
+
+ // get and distribute relevent paramters
+ G_LogPrintf( "ClientConnect: %i\n", clientNum );
+ ClientUserinfoChanged( clientNum );
+
+ // don't do the "xxx connected" messages if they were caried over from previous level
+ if ( firstTime ) {
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname) );
+ }
+
+ if ( g_gametype.integer >= GT_TEAM &&
+ client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ BroadcastTeamChange( client, -1 );
+ }
+
+ // count current clients and rank for scoreboard
+ CalculateRanks();
+
+ // for statistics
+// client->areabits = areabits;
+// if ( !client->areabits )
+// client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );
+
+ return NULL;
+}
+
+/*
+===========
+ClientBegin
+
+called when a client has finished connecting, and is ready
+to be placed into the level. This will happen every level load,
+and on transition between teams, but doesn't happen on respawns
+============
+*/
+void ClientBegin( int clientNum ) {
+ gentity_t *ent;
+ gclient_t *client;
+ gentity_t *tent;
+ int flags;
+
+ ent = g_entities + clientNum;
+
+ client = level.clients + clientNum;
+
+ if ( ent->r.linked ) {
+ trap_UnlinkEntity( ent );
+ }
+ G_InitGentity( ent );
+ ent->touch = 0;
+ ent->pain = 0;
+ ent->client = client;
+
+ client->pers.connected = CON_CONNECTED;
+ client->pers.enterTime = level.time;
+ client->pers.teamState.state = TEAM_BEGIN;
+
+ // save eflags around this, because changing teams will
+ // cause this to happen with a valid entity, and we
+ // want to make sure the teleport bit is set right
+ // so the viewpoint doesn't interpolate through the
+ // world to the new position
+ flags = client->ps.eFlags;
+ memset( &client->ps, 0, sizeof( client->ps ) );
+ client->ps.eFlags = flags;
+
+ // locate ent at a spawn point
+ ClientSpawn( ent );
+
+ if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ // send event
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
+ tent->s.clientNum = ent->s.clientNum;
+
+ if ( g_gametype.integer != GT_TOURNAMENT ) {
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
+ }
+ }
+ G_LogPrintf( "ClientBegin: %i\n", clientNum );
+
+ // count current clients and rank for scoreboard
+ CalculateRanks();
+}
+
+/*
+===========
+ClientSpawn
+
+Called every time a client is placed fresh in the world:
+after the first ClientBegin, and after each respawn
+Initializes all non-persistant parts of playerState
+============
+*/
+void ClientSpawn(gentity_t *ent) {
+ int index;
+ vec3_t spawn_origin, spawn_angles;
+ gclient_t *client;
+ int i;
+ clientPersistant_t saved;
+ clientSession_t savedSess;
+ int persistant[MAX_PERSISTANT];
+ gentity_t *spawnPoint;
+ int flags;
+ int savedPing;
+// char *savedAreaBits;
+ int accuracy_hits, accuracy_shots;
+ int eventSequence;
+ char userinfo[MAX_INFO_STRING];
+
+ index = ent - g_entities;
+ client = ent->client;
+
+ VectorClear(spawn_origin);
+
+ // 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 ) {
+ spawnPoint = SelectSpectatorSpawnPoint (
+ spawn_origin, spawn_angles);
+ } else if (g_gametype.integer >= GT_CTF ) {
+ // all base oriented team games use the CTF spawn points
+ spawnPoint = SelectCTFSpawnPoint (
+ client->sess.sessionTeam,
+ client->pers.teamState.state,
+ spawn_origin, spawn_angles,
+ !!(ent->r.svFlags & SVF_BOT));
+ }
+ else
+ {
+ // 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,
+ !!(ent->r.svFlags & SVF_BOT));
+ }
+ else
+ {
+ // don't spawn near existing origin if possible
+ spawnPoint = SelectSpawnPoint (
+ client->ps.origin,
+ spawn_origin, spawn_angles, !!(ent->r.svFlags & SVF_BOT));
+ }
+ }
+ 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;
+
+ // clear everything but the persistant data
+
+ saved = client->pers;
+ savedSess = client->sess;
+ savedPing = client->ps.ping;
+// savedAreaBits = client->areabits;
+ accuracy_hits = client->accuracy_hits;
+ accuracy_shots = client->accuracy_shots;
+ for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
+ persistant[i] = client->ps.persistant[i];
+ }
+ eventSequence = client->ps.eventSequence;
+
+ Com_Memset (client, 0, sizeof(*client));
+
+ client->pers = saved;
+ client->sess = savedSess;
+ client->ps.ping = savedPing;
+// client->areabits = savedAreaBits;
+ client->accuracy_hits = accuracy_hits;
+ client->accuracy_shots = accuracy_shots;
+ client->lastkilled_client = -1;
+
+ for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
+ client->ps.persistant[i] = persistant[i];
+ }
+ 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;
+
+ VectorCopy (playerMins, ent->r.mins);
+ VectorCopy (playerMaxs, ent->r.maxs);
+
+ client->ps.clientNum = index;
+
+ 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;
+
+ G_SetOrigin( ent, spawn_origin );
+ VectorCopy( spawn_origin, client->ps.origin );
+
+ // the respawned flag will be cleared after the attack and jump keys come up
+ client->ps.pm_flags |= PMF_RESPAWNED;
+
+ trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
+ SetClientViewAngle( ent, spawn_angles );
+
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+
+ } 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 ) ) {
+ 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 ) {
+ 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 );
+}
+
+
+/*
+===========
+ClientDisconnect
+
+Called when a player drops from the server.
+Will not be called between levels.
+
+This should NOT be called directly by any game logic,
+call trap_DropClient(), which will call this and do
+server system housekeeping.
+============
+*/
+void ClientDisconnect( int clientNum ) {
+ gentity_t *ent;
+ gentity_t *tent;
+ int i;
+
+ // cleanup if we are kicking a bot that
+ // hasn't spawned yet
+ G_RemoveQueuedBotBegin( clientNum );
+
+ ent = g_entities + clientNum;
+ if ( !ent->client ) {
+ return;
+ }
+
+ // stop any following clients
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
+ && level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
+ && level.clients[i].sess.spectatorClient == clientNum ) {
+ StopFollowing( &g_entities[i] );
+ }
+ }
+
+ // send effect if they were completely connected
+ if ( ent->client->pers.connected == CON_CONNECTED
+ && ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
+ tent->s.clientNum = ent->s.clientNum;
+
+ // They don't get to take powerups with them!
+ // Especially important for stuff like CTF flags
+ TossClientItems( ent );
+#ifdef MISSIONPACK
+ TossClientPersistantPowerups( ent );
+ if( g_gametype.integer == GT_HARVESTER ) {
+ TossClientCubes( ent );
+ }
+#endif
+
+ }
+
+ 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();
+
+ 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..06df2db
--- /dev/null
+++ b/code/game/g_cmds.c
@@ -0,0 +1,1685 @@
+/*
+===========================================================================
+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 {
+ ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
+ }
+
+ 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;
+
+ Com_sprintf (entry, sizeof(entry),
+ " %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]);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ trap_SendServerCommand( ent-g_entities, va("scores %i %i %i%s", i,
+ level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE],
+ string ) );
+}
+
+
+/*
+==================
+Cmd_Score_f
+
+Request current scoreboard information
+==================
+*/
+void Cmd_Score_f( gentity_t *ent ) {
+ DeathmatchScoreboardMessage( ent );
+}
+
+
+
+/*
+==================
+CheatsOk
+==================
+*/
+qboolean CheatsOk( gentity_t *ent ) {
+ if ( !g_cheats.integer ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\""));
+ return qfalse;
+ }
+ if ( ent->health <= 0 ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be alive to use this command.\n\""));
+ return qfalse;
+ }
+ return qtrue;
+}
+
+
+/*
+==================
+ConcatArgs
+==================
+*/
+char *ConcatArgs( int start ) {
+ int i, c, tlen;
+ static char line[MAX_STRING_CHARS];
+ int len;
+ char arg[MAX_STRING_CHARS];
+
+ len = 0;
+ c = trap_Argc();
+ for ( i = start ; i < c ; i++ ) {
+ trap_Argv( i, arg, sizeof( arg ) );
+ tlen = strlen( arg );
+ if ( len + tlen >= MAX_STRING_CHARS - 1 ) {
+ break;
+ }
+ memcpy( line + len, arg, tlen );
+ len += tlen;
+ if ( i != c - 1 ) {
+ line[len] = ' ';
+ len++;
+ }
+ }
+
+ line[len] = 0;
+
+ return line;
+}
+
+/*
+==================
+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_stricmp( 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_stricmp(name, "all") == 0)
+ give_all = qtrue;
+ else
+ give_all = qfalse;
+
+ if (give_all || Q_stricmp( name, "health") == 0)
+ {
+ ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || Q_stricmp(name, "weapons") == 0)
+ {
+ 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_stricmp(name, "ammo") == 0)
+ {
+ for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
+ ent->client->ps.ammo[i] = 999;
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || Q_stricmp(name, "armor") == 0)
+ {
+ ent->client->ps.stats[STAT_ARMOR] = 200;
+
+ if (!give_all)
+ return;
+ }
+
+ if (Q_stricmp(name, "excellent") == 0) {
+ ent->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
+ return;
+ }
+ if (Q_stricmp(name, "impressive") == 0) {
+ ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
+ return;
+ }
+ if (Q_stricmp(name, "gauntletaward") == 0) {
+ ent->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
+ return;
+ }
+ if (Q_stricmp(name, "defend") == 0) {
+ ent->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ return;
+ }
+ if (Q_stricmp(name, "assist") == 0) {
+ 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;
+ }
+
+ 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 ) {
+ return;
+ }
+ if (ent->health <= 0) {
+ return;
+ }
+ ent->flags &= ~FL_GODMODE;
+ ent->client->ps.stats[STAT_HEALTH] = ent->health = -999;
+ 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
+=================
+*/
+void SetTeam( gentity_t *ent, char *s ) {
+ int team, oldTeam;
+ gclient_t *client;
+ int clientNum;
+ spectatorState_t specState;
+ int specClient;
+ int teamLeader;
+
+ //
+ // see what change is requested
+ //
+ client = ent->client;
+
+ clientNum = client - level.clients;
+ specClient = 0;
+ specState = SPECTATOR_NOT;
+ if ( !Q_stricmp( s, "scoreboard" ) || !Q_stricmp( s, "score" ) ) {
+ team = TEAM_SPECTATOR;
+ specState = SPECTATOR_SCOREBOARD;
+ } else if ( !Q_stricmp( s, "follow1" ) ) {
+ team = TEAM_SPECTATOR;
+ specState = SPECTATOR_FOLLOW;
+ specClient = -1;
+ } else if ( !Q_stricmp( s, "follow2" ) ) {
+ team = TEAM_SPECTATOR;
+ specState = SPECTATOR_FOLLOW;
+ specClient = -2;
+ } else if ( !Q_stricmp( s, "spectator" ) || !Q_stricmp( s, "s" ) ) {
+ team = TEAM_SPECTATOR;
+ specState = SPECTATOR_FREE;
+ } else if ( g_gametype.integer >= GT_TEAM ) {
+ // if running a team game, assign player to one of the teams
+ specState = SPECTATOR_NOT;
+ if ( !Q_stricmp( s, "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 );
+ }
+
+ if ( g_teamForceBalance.integer ) {
+ int counts[TEAM_NUM_TEAMS];
+
+ counts[TEAM_BLUE] = TeamCount( clientNum, TEAM_BLUE );
+ counts[TEAM_RED] = TeamCount( clientNum, TEAM_RED );
+
+ // We allow a spread of two
+ if ( team == TEAM_RED && counts[TEAM_RED] - counts[TEAM_BLUE] > 1 ) {
+ trap_SendServerCommand( 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( 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;
+ }
+
+ // override decision if limiting the players
+ if ( (g_gametype.integer == GT_TOURNAMENT)
+ && level.numNonSpectatorClients >= 2 ) {
+ team = TEAM_SPECTATOR;
+ } else if ( g_maxGameClients.integer > 0 &&
+ level.numNonSpectatorClients >= g_maxGameClients.integer ) {
+ team = TEAM_SPECTATOR;
+ }
+
+ //
+ // decide if we will allow the change
+ //
+ oldTeam = client->sess.sessionTeam;
+ if ( team == oldTeam && team != TEAM_SPECTATOR ) {
+ return;
+ }
+
+ //
+ // execute the team change
+ //
+
+ // 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 ) {
+ // Kill him (makes sure he loses flags, etc)
+ ent->flags &= ~FL_GODMODE;
+ ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
+ player_die (ent, ent, ent, 100000, MOD_SUICIDE);
+
+ }
+ // they go to the end of the line for tournements
+ if ( team == TEAM_SPECTATOR ) {
+ client->sess.spectatorTime = level.time;
+ }
+
+ client->sess.sessionTeam = team;
+ client->sess.spectatorState = specState;
+ client->sess.spectatorClient = specClient;
+
+ 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 ) {
+ ent->client->ps.persistant[ PERS_TEAM ] = TEAM_SPECTATOR;
+ ent->client->sess.sessionTeam = TEAM_SPECTATOR;
+ ent->client->sess.spectatorState = SPECTATOR_FREE;
+ ent->client->ps.pm_flags &= ~PMF_FOLLOW;
+ ent->r.svFlags &= ~SVF_BOT;
+ ent->client->ps.clientNum = ent - g_entities;
+}
+
+/*
+=================
+Cmd_Team_f
+=================
+*/
+void Cmd_Team_f( gentity_t *ent ) {
+ int oldTeam;
+ char s[MAX_TOKEN_CHARS];
+
+ 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 \"Free team\n\"" );
+ break;
+ case TEAM_SPECTATOR:
+ trap_SendServerCommand( ent-g_entities, "print \"Spectator team\n\"" );
+ break;
+ }
+ return;
+ }
+
+ 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
+ if ( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR ) {
+ return;
+ }
+
+ // if they are playing a tournement game, count as a loss
+ if ( (g_gametype.integer == GT_TOURNAMENT )
+ && ent->client->sess.sessionTeam == TEAM_FREE ) {
+ ent->client->sess.losses++;
+ }
+
+ // first set them to spectator
+ if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ SetTeam( ent, "spectator" );
+ }
+
+ ent->client->sess.spectatorState = SPECTATOR_FOLLOW;
+ ent->client->sess.spectatorClient = i;
+}
+
+/*
+=================
+Cmd_FollowCycle_f
+=================
+*/
+void Cmd_FollowCycle_f( gentity_t *ent, int dir ) {
+ int clientnum;
+ int original;
+
+ // if they are playing a tournement game, count as a loss
+ if ( (g_gametype.integer == GT_TOURNAMENT )
+ && ent->client->sess.sessionTeam == TEAM_FREE ) {
+ ent->client->sess.losses++;
+ }
+ // first set them to spectator
+ if ( ent->client->sess.spectatorState == SPECTATOR_NOT ) {
+ SetTeam( ent, "spectator" );
+ }
+
+ if ( dir != 1 && dir != -1 ) {
+ G_Error( "Cmd_FollowCycle_f: bad dir %i", dir );
+ }
+
+ clientnum = ent->client->sess.spectatorClient;
+ original = clientnum;
+ do {
+ clientnum += dir;
+ if ( clientnum >= level.maxclients ) {
+ clientnum = 0;
+ }
+ if ( clientnum < 0 ) {
+ clientnum = level.maxclients - 1;
+ }
+
+ // can only follow connected clients
+ if ( level.clients[ clientnum ].pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+
+ // can't follow another spectator
+ if ( level.clients[ clientnum ].sess.sessionTeam == TEAM_SPECTATOR ) {
+ continue;
+ }
+
+ // this is good, we can use it
+ ent->client->sess.spectatorClient = clientnum;
+ ent->client->sess.spectatorState = SPECTATOR_FOLLOW;
+ return;
+ } while ( clientnum != original );
+
+ // leave it where it was
+}
+
+
+/*
+==================
+G_Say
+==================
+*/
+
+static void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message ) {
+ if (!other) {
+ return;
+ }
+ if (!other->inuse) {
+ return;
+ }
+ if (!other->client) {
+ return;
+ }
+ if ( other->client->pers.connected != CON_CONNECTED ) {
+ return;
+ }
+ if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) {
+ return;
+ }
+ // no chatting to players in tournements
+ if ( (g_gametype.integer == GT_TOURNAMENT )
+ && other->client->sess.sessionTeam == TEAM_FREE
+ && ent->client->sess.sessionTeam != TEAM_FREE ) {
+ return;
+ }
+
+ trap_SendServerCommand( other-g_entities, va("%s \"%s%c%c%s\"",
+ mode == SAY_TEAM ? "tchat" : "chat",
+ name, Q_COLOR_ESCAPE, color, message));
+}
+
+#define EC "\x19"
+
+void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText ) {
+ int j;
+ gentity_t *other;
+ int color;
+ char name[64];
+ // don't let text be too long for malicious reasons
+ char text[MAX_SAY_TEXT];
+ char location[64];
+
+ if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) {
+ mode = SAY_ALL;
+ }
+
+ switch ( mode ) {
+ default:
+ case SAY_ALL:
+ G_LogPrintf( "say: %s: %s\n", ent->client->pers.netname, chatText );
+ Com_sprintf (name, sizeof(name), "%s%c%c"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
+ color = COLOR_GREEN;
+ break;
+ case SAY_TEAM:
+ G_LogPrintf( "sayteam: %s: %s\n", ent->client->pers.netname, chatText );
+ if (Team_GetLocationMsg(ent, location, sizeof(location)))
+ Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC") (%s)"EC": ",
+ ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location);
+ else
+ Com_sprintf (name, sizeof(name), EC"(%s%c%c"EC")"EC": ",
+ ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
+ color = COLOR_CYAN;
+ break;
+ case SAY_TELL:
+ if (target && g_gametype.integer >= GT_TEAM &&
+ target->client->sess.sessionTeam == ent->client->sess.sessionTeam &&
+ Team_GetLocationMsg(ent, location, sizeof(location)))
+ Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"] (%s)"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE, location );
+ else
+ Com_sprintf (name, sizeof(name), EC"[%s%c%c"EC"]"EC": ", ent->client->pers.netname, Q_COLOR_ESCAPE, COLOR_WHITE );
+ color = COLOR_MAGENTA;
+ break;
+ }
+
+ Q_strncpyz( text, chatText, sizeof(text) );
+
+ if ( target ) {
+ G_SayTo( ent, target, mode, color, name, text );
+ return;
+ }
+
+ // echo the text to the console
+ if ( g_dedicated.integer ) {
+ G_Printf( "%s%s\n", name, text);
+ }
+
+ // send it to all the apropriate clients
+ for (j = 0; j < level.maxclients; j++) {
+ other = &g_entities[j];
+ G_SayTo( ent, other, mode, color, name, text );
+ }
+}
+
+
+/*
+==================
+Cmd_Say_f
+==================
+*/
+static void Cmd_Say_f( gentity_t *ent, int mode, qboolean arg0 ) {
+ char *p;
+
+ if ( trap_Argc () < 2 && !arg0 ) {
+ return;
+ }
+
+ if (arg0)
+ {
+ p = ConcatArgs( 0 );
+ }
+ else
+ {
+ p = ConcatArgs( 1 );
+ }
+
+ G_Say( ent, NULL, mode, p );
+}
+
+/*
+==================
+Cmd_Tell_f
+==================
+*/
+static void Cmd_Tell_f( gentity_t *ent ) {
+ int targetNum;
+ gentity_t *target;
+ char *p;
+ char arg[MAX_TOKEN_CHARS];
+
+ if ( trap_Argc () < 2 ) {
+ return;
+ }
+
+ trap_Argv( 1, arg, sizeof( arg ) );
+ targetNum = atoi( arg );
+ if ( targetNum < 0 || targetNum >= level.maxclients ) {
+ return;
+ }
+
+ target = &g_entities[targetNum];
+ if ( !target || !target->inuse || !target->client ) {
+ return;
+ }
+
+ p = ConcatArgs( 2 );
+
+ G_LogPrintf( "tell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, p );
+ G_Say( ent, target, SAY_TELL, p );
+ // don't tell to the player self if it was already directed to this player
+ // also don't send the chat back to a bot
+ if ( ent != target && !(ent->r.svFlags & SVF_BOT)) {
+ G_Say( ent, ent, SAY_TELL, p );
+ }
+}
+
+
+static void G_VoiceTo( gentity_t *ent, gentity_t *other, int mode, const char *id, qboolean voiceonly ) {
+ int color;
+ char *cmd;
+
+ if (!other) {
+ return;
+ }
+ if (!other->inuse) {
+ return;
+ }
+ if (!other->client) {
+ return;
+ }
+ if ( mode == SAY_TEAM && !OnSameTeam(ent, other) ) {
+ return;
+ }
+ // no chatting to players in tournements
+ if ( (g_gametype.integer == GT_TOURNAMENT )) {
+ return;
+ }
+
+ if (mode == SAY_TEAM) {
+ color = COLOR_CYAN;
+ cmd = "vtchat";
+ }
+ else if (mode == SAY_TELL) {
+ color = COLOR_MAGENTA;
+ cmd = "vtell";
+ }
+ else {
+ color = COLOR_GREEN;
+ cmd = "vchat";
+ }
+
+ trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
+}
+
+void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qboolean voiceonly ) {
+ int j;
+ gentity_t *other;
+
+ if ( g_gametype.integer < GT_TEAM && mode == SAY_TEAM ) {
+ mode = SAY_ALL;
+ }
+
+ if ( target ) {
+ G_VoiceTo( ent, target, mode, id, voiceonly );
+ return;
+ }
+
+ // echo the text to the console
+ if ( g_dedicated.integer ) {
+ G_Printf( "voice: %s %s\n", ent->client->pers.netname, id);
+ }
+
+ // send it to all the apropriate clients
+ for (j = 0; j < level.maxclients; j++) {
+ other = &g_entities[j];
+ G_VoiceTo( ent, other, mode, id, voiceonly );
+ }
+}
+
+/*
+==================
+Cmd_Voice_f
+==================
+*/
+static void Cmd_Voice_f( gentity_t *ent, int mode, qboolean arg0, qboolean voiceonly ) {
+ char *p;
+
+ if ( trap_Argc () < 2 && !arg0 ) {
+ return;
+ }
+
+ if (arg0)
+ {
+ p = ConcatArgs( 0 );
+ }
+ else
+ {
+ p = ConcatArgs( 1 );
+ }
+
+ G_Voice( ent, NULL, mode, p, voiceonly );
+}
+
+/*
+==================
+Cmd_VoiceTell_f
+==================
+*/
+static void Cmd_VoiceTell_f( gentity_t *ent, qboolean voiceonly ) {
+ int targetNum;
+ gentity_t *target;
+ char *id;
+ char arg[MAX_TOKEN_CHARS];
+
+ if ( trap_Argc () < 2 ) {
+ return;
+ }
+
+ trap_Argv( 1, arg, sizeof( arg ) );
+ targetNum = atoi( arg );
+ if ( targetNum < 0 || targetNum >= level.maxclients ) {
+ return;
+ }
+
+ target = &g_entities[targetNum];
+ if ( !target || !target->inuse || !target->client ) {
+ return;
+ }
+
+ id = ConcatArgs( 2 );
+
+ G_LogPrintf( "vtell: %s to %s: %s\n", ent->client->pers.netname, target->client->pers.netname, id );
+ G_Voice( ent, target, SAY_TELL, id, voiceonly );
+ // don't tell to the player self if it was already directed to this player
+ // also don't send the chat back to a bot
+ if ( ent != target && !(ent->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent, SAY_TELL, id, voiceonly );
+ }
+}
+
+
+/*
+==================
+Cmd_VoiceTaunt_f
+==================
+*/
+static void Cmd_VoiceTaunt_f( gentity_t *ent ) {
+ gentity_t *who;
+ int i;
+
+ if (!ent->client) {
+ return;
+ }
+
+ // insult someone who just killed you
+ if (ent->enemy && ent->enemy->client && ent->enemy->client->lastkilled_client == ent->s.number) {
+ // i am a dead corpse
+ if (!(ent->enemy->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent->enemy, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
+ }
+ if (!(ent->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
+ }
+ ent->enemy = NULL;
+ return;
+ }
+ // insult someone you just killed
+ if (ent->client->lastkilled_client >= 0 && ent->client->lastkilled_client != ent->s.number) {
+ who = g_entities + ent->client->lastkilled_client;
+ if (who->client) {
+ // who is the person I just killed
+ if (who->client->lasthurt_mod == MOD_GAUNTLET) {
+ if (!(who->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); // and I killed them with a gauntlet
+ }
+ if (!(ent->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse );
+ }
+ } else {
+ if (!(who->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); // and I killed them with something else
+ }
+ if (!(ent->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLINSULT, qfalse );
+ }
+ }
+ ent->client->lastkilled_client = -1;
+ return;
+ }
+ }
+
+ if (g_gametype.integer >= GT_TEAM) {
+ // praise a team mate who just got a reward
+ for(i = 0; i < MAX_CLIENTS; i++) {
+ who = g_entities + i;
+ if (who->client && who != ent && who->client->sess.sessionTeam == ent->client->sess.sessionTeam) {
+ if (who->client->rewardTime > level.time) {
+ if (!(who->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, who, SAY_TELL, VOICECHAT_PRAISE, qfalse );
+ }
+ if (!(ent->r.svFlags & SVF_BOT)) {
+ G_Voice( ent, ent, SAY_TELL, VOICECHAT_PRAISE, qfalse );
+ }
+ return;
+ }
+ }
+ }
+ }
+
+ // just say something
+ G_Voice( ent, NULL, SAY_ALL, VOICECHAT_TAUNT, qfalse );
+}
+
+
+
+static char *gc_orders[] = {
+ "hold your position",
+ "hold this position",
+ "come here",
+ "cover me",
+ "guard location",
+ "search and destroy",
+ "report"
+};
+
+void Cmd_GameCommand_f( gentity_t *ent ) {
+ int player;
+ int order;
+ char str[MAX_TOKEN_CHARS];
+
+ trap_Argv( 1, str, sizeof( str ) );
+ player = atoi( str );
+ trap_Argv( 2, str, sizeof( str ) );
+ order = atoi( str );
+
+ if ( player < 0 || player >= MAX_CLIENTS ) {
+ return;
+ }
+ if ( order < 0 || order > sizeof(gc_orders)/sizeof(char *) ) {
+ return;
+ }
+ G_Say( ent, &g_entities[player], SAY_TELL, gc_orders[order] );
+ G_Say( ent, ent, SAY_TELL, gc_orders[order] );
+}
+
+/*
+==================
+Cmd_Where_f
+==================
+*/
+void Cmd_Where_f( gentity_t *ent ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos( ent->s.origin ) ) );
+}
+
+static const char *gameNames[] = {
+ "Free For All",
+ "Tournament",
+ "Single Player",
+ "Team Deathmatch",
+ "Capture the Flag",
+ "One Flag CTF",
+ "Overload",
+ "Harvester"
+};
+
+/*
+==================
+Cmd_CallVote_f
+==================
+*/
+void Cmd_CallVote_f( gentity_t *ent ) {
+ char* c;
+ int i;
+ char arg1[MAX_STRING_TOKENS];
+ char arg2[MAX_STRING_TOKENS];
+
+ if ( !g_allowVote.integer ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" );
+ return;
+ }
+
+ if ( level.voteTime ) {
+ trap_SendServerCommand( ent-g_entities, "print \"A vote is already in progress.\n\"" );
+ return;
+ }
+ if ( ent->client->pers.voteCount >= MAX_VOTE_COUNT ) {
+ trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of votes.\n\"" );
+ return;
+ }
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Not allowed to call a vote as spectator.\n\"" );
+ return;
+ }
+
+ // make sure it is a valid command to vote on
+ trap_Argv( 1, arg1, sizeof( arg1 ) );
+ trap_Argv( 2, arg2, sizeof( arg2 ) );
+
+ // 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 {
+ trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
+ trap_SendServerCommand( ent-g_entities, "print \"Vote commands are: map_restart, nextmap, map <mapname>, g_gametype <n>, kick <player>, clientkick <clientnum>, g_doWarmup, timelimit <time>, fraglimit <frags>.\n\"" );
+ return;
+ }
+
+ // if there is still a vote to be executed
+ if ( level.voteExecuteTime ) {
+ level.voteExecuteTime = 0;
+ trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
+ }
+
+ // special case for g_gametype, check for bad values
+ if ( !Q_stricmp( arg1, "g_gametype" ) ) {
+ i = atoi( arg2 );
+ if( i == GT_SINGLE_PLAYER || i < GT_FFA || i >= GT_MAX_GAME_TYPE) {
+ trap_SendServerCommand( ent-g_entities, "print \"Invalid gametype.\n\"" );
+ return;
+ }
+
+ Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %d", arg1, i );
+ Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s %s", arg1, gameNames[i] );
+ } else if ( !Q_stricmp( arg1, "map" ) ) {
+ // special case for map changes, we want to reset the nextmap setting
+ // this allows a player to change maps, but not upset the map rotation
+ char s[MAX_STRING_CHARS];
+
+ trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof(s) );
+ if (*s) {
+ Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s; set nextmap \"%s\"", arg1, arg2, s );
+ } else {
+ Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s", arg1, arg2 );
+ }
+ Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
+ } else if ( !Q_stricmp( arg1, "nextmap" ) ) {
+ char s[MAX_STRING_CHARS];
+
+ trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof(s) );
+ if (!*s) {
+ trap_SendServerCommand( ent-g_entities, "print \"nextmap not set.\n\"" );
+ return;
+ }
+ Com_sprintf( level.voteString, sizeof( level.voteString ), "vstr nextmap");
+ Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
+ } else {
+ Com_sprintf( level.voteString, sizeof( level.voteString ), "%s \"%s\"", arg1, arg2 );
+ Com_sprintf( level.voteDisplayString, sizeof( level.voteDisplayString ), "%s", level.voteString );
+ }
+
+ trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) );
+
+ // start the voting, the caller autoamtically votes yes
+ level.voteTime = level.time;
+ level.voteYes = 1;
+ level.voteNo = 0;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ level.clients[i].ps.eFlags &= ~EF_VOTED;
+ }
+ ent->client->ps.eFlags |= EF_VOTED;
+
+ trap_SetConfigstring( CS_VOTE_TIME, va("%i", level.voteTime ) );
+ trap_SetConfigstring( CS_VOTE_STRING, level.voteDisplayString );
+ trap_SetConfigstring( CS_VOTE_YES, va("%i", level.voteYes ) );
+ trap_SetConfigstring( CS_VOTE_NO, va("%i", level.voteNo ) );
+}
+
+/*
+==================
+Cmd_Vote_f
+==================
+*/
+void Cmd_Vote_f( gentity_t *ent ) {
+ char msg[64];
+
+ if ( !level.voteTime ) {
+ trap_SendServerCommand( ent-g_entities, "print \"No vote in progress.\n\"" );
+ return;
+ }
+ if ( ent->client->ps.eFlags & EF_VOTED ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Vote already cast.\n\"" );
+ return;
+ }
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" );
+ return;
+ }
+
+ trap_SendServerCommand( ent-g_entities, "print \"Vote cast.\n\"" );
+
+ ent->client->ps.eFlags |= EF_VOTED;
+
+ trap_Argv( 1, msg, sizeof( msg ) );
+
+ if ( msg[0] == 'y' || msg[1] == 'Y' || msg[1] == '1' ) {
+ level.voteYes++;
+ trap_SetConfigstring( CS_VOTE_YES, va("%i", level.voteYes ) );
+ } else {
+ level.voteNo++;
+ trap_SetConfigstring( CS_VOTE_NO, va("%i", level.voteNo ) );
+ }
+
+ // a majority will be determined in CheckVote, which will also account
+ // for players entering or leaving
+}
+
+/*
+==================
+Cmd_CallTeamVote_f
+==================
+*/
+void Cmd_CallTeamVote_f( gentity_t *ent ) {
+ int i, team, cs_offset;
+ char arg1[MAX_STRING_TOKENS];
+ char arg2[MAX_STRING_TOKENS];
+
+ team = ent->client->sess.sessionTeam;
+ if ( team == TEAM_RED )
+ cs_offset = 0;
+ else if ( team == TEAM_BLUE )
+ cs_offset = 1;
+ else
+ return;
+
+ if ( !g_allowVote.integer ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Voting not allowed here.\n\"" );
+ return;
+ }
+
+ if ( level.teamVoteTime[cs_offset] ) {
+ trap_SendServerCommand( ent-g_entities, "print \"A team vote is already in progress.\n\"" );
+ return;
+ }
+ if ( ent->client->pers.teamVoteCount >= MAX_VOTE_COUNT ) {
+ trap_SendServerCommand( ent-g_entities, "print \"You have called the maximum number of team votes.\n\"" );
+ return;
+ }
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Not allowed to call a vote as spectator.\n\"" );
+ return;
+ }
+
+ // make sure it is a valid command to vote on
+ trap_Argv( 1, arg1, sizeof( arg1 ) );
+ arg2[0] = '\0';
+ for ( i = 2; i < trap_Argc(); i++ ) {
+ if (i > 2)
+ strcat(arg2, " ");
+ trap_Argv( i, &arg2[strlen(arg2)], sizeof( arg2 ) - strlen(arg2) );
+ }
+
+ if( strchr( arg1, ';' ) || strchr( arg2, ';' ) ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
+ return;
+ }
+
+ if ( !Q_stricmp( arg1, "leader" ) ) {
+ char netname[MAX_NETNAME], leader[MAX_NETNAME];
+
+ if ( !arg2[0] ) {
+ i = ent->client->ps.clientNum;
+ }
+ else {
+ // numeric values are just slot numbers
+ for (i = 0; i < 3; i++) {
+ if ( !arg2[i] || arg2[i] < '0' || arg2[i] > '9' )
+ break;
+ }
+ if ( i >= 3 || !arg2[i]) {
+ i = atoi( arg2 );
+ if ( i < 0 || i >= level.maxclients ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"Bad client slot: %i\n\"", i) );
+ return;
+ }
+
+ if ( !g_entities[i].inuse ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"Client %i is not active\n\"", i) );
+ return;
+ }
+ }
+ else {
+ Q_strncpyz(leader, arg2, sizeof(leader));
+ Q_CleanStr(leader);
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_DISCONNECTED )
+ continue;
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ Q_strncpyz(netname, level.clients[i].pers.netname, sizeof(netname));
+ Q_CleanStr(netname);
+ if ( !Q_stricmp(netname, leader) ) {
+ break;
+ }
+ }
+ if ( i >= level.maxclients ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"%s is not a valid player on your team.\n\"", arg2) );
+ return;
+ }
+ }
+ }
+ Com_sprintf(arg2, sizeof(arg2), "%d", i);
+ } else {
+ trap_SendServerCommand( ent-g_entities, "print \"Invalid vote string.\n\"" );
+ trap_SendServerCommand( ent-g_entities, "print \"Team vote commands are: leader <player>.\n\"" );
+ return;
+ }
+
+ Com_sprintf( level.teamVoteString[cs_offset], sizeof( level.teamVoteString[cs_offset] ), "%s %s", arg1, arg2 );
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_DISCONNECTED )
+ continue;
+ if (level.clients[i].sess.sessionTeam == team)
+ trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) );
+ }
+
+ // start the voting, the caller autoamtically votes yes
+ level.teamVoteTime[cs_offset] = level.time;
+ level.teamVoteYes[cs_offset] = 1;
+ level.teamVoteNo[cs_offset] = 0;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam == team)
+ level.clients[i].ps.eFlags &= ~EF_TEAMVOTED;
+ }
+ ent->client->ps.eFlags |= EF_TEAMVOTED;
+
+ trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, va("%i", level.teamVoteTime[cs_offset] ) );
+ trap_SetConfigstring( CS_TEAMVOTE_STRING + cs_offset, level.teamVoteString[cs_offset] );
+ trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va("%i", level.teamVoteYes[cs_offset] ) );
+ trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va("%i", level.teamVoteNo[cs_offset] ) );
+}
+
+/*
+==================
+Cmd_TeamVote_f
+==================
+*/
+void Cmd_TeamVote_f( gentity_t *ent ) {
+ int team, cs_offset;
+ char msg[64];
+
+ team = ent->client->sess.sessionTeam;
+ if ( team == TEAM_RED )
+ cs_offset = 0;
+ else if ( team == TEAM_BLUE )
+ cs_offset = 1;
+ else
+ return;
+
+ if ( !level.teamVoteTime[cs_offset] ) {
+ trap_SendServerCommand( ent-g_entities, "print \"No team vote in progress.\n\"" );
+ return;
+ }
+ if ( ent->client->ps.eFlags & EF_TEAMVOTED ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Team vote already cast.\n\"" );
+ return;
+ }
+ if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ trap_SendServerCommand( ent-g_entities, "print \"Not allowed to vote as spectator.\n\"" );
+ return;
+ }
+
+ trap_SendServerCommand( ent-g_entities, "print \"Team vote cast.\n\"" );
+
+ ent->client->ps.eFlags |= EF_TEAMVOTED;
+
+ trap_Argv( 1, msg, sizeof( msg ) );
+
+ if ( msg[0] == 'y' || msg[1] == 'Y' || msg[1] == '1' ) {
+ level.teamVoteYes[cs_offset]++;
+ trap_SetConfigstring( CS_TEAMVOTE_YES + cs_offset, va("%i", level.teamVoteYes[cs_offset] ) );
+ } else {
+ level.teamVoteNo[cs_offset]++;
+ trap_SetConfigstring( CS_TEAMVOTE_NO + cs_offset, va("%i", level.teamVoteNo[cs_offset] ) );
+ }
+
+ // a majority will be determined in TeamCheckVote, which will also account
+ // for players entering or leaving
+}
+
+
+/*
+=================
+Cmd_SetViewpos_f
+=================
+*/
+void Cmd_SetViewpos_f( gentity_t *ent ) {
+ vec3_t origin, angles;
+ char buffer[MAX_TOKEN_CHARS];
+ int i;
+
+ if ( !g_cheats.integer ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\""));
+ return;
+ }
+ if ( trap_Argc() != 5 ) {
+ trap_SendServerCommand( ent-g_entities, va("print \"usage: setviewpos x y z yaw\n\""));
+ return;
+ }
+
+ VectorClear( angles );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ trap_Argv( i + 1, buffer, sizeof( buffer ) );
+ origin[i] = atof( buffer );
+ }
+
+ trap_Argv( 4, buffer, sizeof( buffer ) );
+ angles[YAW] = atof( buffer );
+
+ TeleportPlayer( ent, origin, angles );
+}
+
+
+
+/*
+=================
+Cmd_Stats_f
+=================
+*/
+void Cmd_Stats_f( gentity_t *ent ) {
+/*
+ int max, n, i;
+
+ max = trap_AAS_PointReachabilityAreaIndex( NULL );
+
+ n = 0;
+ for ( i = 0; i < max; i++ ) {
+ if ( ent->client->areabits[i >> 3] & (1 << (i & 7)) )
+ n++;
+ }
+
+ //trap_SendServerCommand( ent-g_entities, va("print \"visited %d of %d areas\n\"", n, max));
+ trap_SendServerCommand( ent-g_entities, va("print \"%d%% level coverage\n\"", n * 100 / max));
+*/
+}
+
+/*
+=================
+ClientCommand
+=================
+*/
+void ClientCommand( int clientNum ) {
+ gentity_t *ent;
+ char cmd[MAX_TOKEN_CHARS];
+
+ ent = g_entities + clientNum;
+ if ( !ent->client ) {
+ return; // not fully in game yet
+ }
+
+
+ trap_Argv( 0, cmd, sizeof( cmd ) );
+
+ if (Q_stricmp (cmd, "say") == 0) {
+ Cmd_Say_f (ent, SAY_ALL, qfalse);
+ return;
+ }
+ if (Q_stricmp (cmd, "say_team") == 0) {
+ Cmd_Say_f (ent, SAY_TEAM, qfalse);
+ return;
+ }
+ if (Q_stricmp (cmd, "tell") == 0) {
+ Cmd_Tell_f ( ent );
+ return;
+ }
+ if (Q_stricmp (cmd, "vsay") == 0) {
+ Cmd_Voice_f (ent, SAY_ALL, qfalse, qfalse);
+ return;
+ }
+ if (Q_stricmp (cmd, "vsay_team") == 0) {
+ Cmd_Voice_f (ent, SAY_TEAM, qfalse, qfalse);
+ return;
+ }
+ if (Q_stricmp (cmd, "vtell") == 0) {
+ Cmd_VoiceTell_f ( ent, qfalse );
+ return;
+ }
+ if (Q_stricmp (cmd, "vosay") == 0) {
+ Cmd_Voice_f (ent, SAY_ALL, qfalse, qtrue);
+ return;
+ }
+ if (Q_stricmp (cmd, "vosay_team") == 0) {
+ Cmd_Voice_f (ent, SAY_TEAM, qfalse, qtrue);
+ return;
+ }
+ if (Q_stricmp (cmd, "votell") == 0) {
+ Cmd_VoiceTell_f ( ent, qtrue );
+ return;
+ }
+ if (Q_stricmp (cmd, "vtaunt") == 0) {
+ Cmd_VoiceTaunt_f ( ent );
+ return;
+ }
+ if (Q_stricmp (cmd, "score") == 0) {
+ Cmd_Score_f (ent);
+ return;
+ }
+
+ // ignore all other commands when at intermission
+ if (level.intermissiontime) {
+ Cmd_Say_f (ent, qfalse, qtrue);
+ return;
+ }
+
+ if (Q_stricmp (cmd, "give") == 0)
+ Cmd_Give_f (ent);
+ else if (Q_stricmp (cmd, "god") == 0)
+ Cmd_God_f (ent);
+ else if (Q_stricmp (cmd, "notarget") == 0)
+ Cmd_Notarget_f (ent);
+ else if (Q_stricmp (cmd, "noclip") == 0)
+ Cmd_Noclip_f (ent);
+ else if (Q_stricmp (cmd, "kill") == 0)
+ Cmd_Kill_f (ent);
+ else if (Q_stricmp (cmd, "teamtask") == 0)
+ Cmd_TeamTask_f (ent);
+ else if (Q_stricmp (cmd, "levelshot") == 0)
+ Cmd_LevelShot_f (ent);
+ else if (Q_stricmp (cmd, "follow") == 0)
+ Cmd_Follow_f (ent);
+ else if (Q_stricmp (cmd, "follownext") == 0)
+ Cmd_FollowCycle_f (ent, 1);
+ else if (Q_stricmp (cmd, "followprev") == 0)
+ Cmd_FollowCycle_f (ent, -1);
+ else if (Q_stricmp (cmd, "team") == 0)
+ Cmd_Team_f (ent);
+ else if (Q_stricmp (cmd, "where") == 0)
+ Cmd_Where_f (ent);
+ else if (Q_stricmp (cmd, "callvote") == 0)
+ Cmd_CallVote_f (ent);
+ else if (Q_stricmp (cmd, "vote") == 0)
+ Cmd_Vote_f (ent);
+ else if (Q_stricmp (cmd, "callteamvote") == 0)
+ Cmd_CallTeamVote_f (ent);
+ else if (Q_stricmp (cmd, "teamvote") == 0)
+ Cmd_TeamVote_f (ent);
+ else if (Q_stricmp (cmd, "gc") == 0)
+ Cmd_GameCommand_f( ent );
+ else if (Q_stricmp (cmd, "setviewpos") == 0)
+ Cmd_SetViewpos_f( ent );
+ else if (Q_stricmp (cmd, "stats") == 0)
+ Cmd_Stats_f( ent );
+ else
+ trap_SendServerCommand( clientNum, va("print \"unknown cmd %s\n\"", cmd ) );
+}
diff --git a/code/game/g_combat.c b/code/game/g_combat.c
new file mode 100644
index 0000000..6538656
--- /dev/null
+++ b/code/game/g_combat.c
@@ -0,0 +1,1196 @@
+/*
+===========================================================================
+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_combat.c
+
+#include "g_local.h"
+
+
+/*
+============
+ScorePlum
+============
+*/
+void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
+ gentity_t *plum;
+
+ plum = G_TempEntity( origin, EV_SCOREPLUM );
+ // only send this temp entity to a single client
+ plum->r.svFlags |= SVF_SINGLECLIENT;
+ plum->r.singleClient = ent->s.number;
+ //
+ plum->s.otherEntityNum = ent->s.number;
+ plum->s.time = score;
+}
+
+/*
+============
+AddScore
+
+Adds score to both the client and his team
+============
+*/
+void AddScore( gentity_t *ent, vec3_t origin, int score ) {
+ if ( !ent->client ) {
+ return;
+ }
+ // no scoring during pre-match warmup
+ if ( level.warmupTime ) {
+ return;
+ }
+ // show score plum
+ ScorePlum(ent, origin, score);
+ //
+ ent->client->ps.persistant[PERS_SCORE] += score;
+ if ( g_gametype.integer == GT_TEAM )
+ level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
+ CalculateRanks();
+}
+
+/*
+=================
+TossClientItems
+
+Toss the weapon and powerups for the killed player
+=================
+*/
+void TossClientItems( gentity_t *self ) {
+ gitem_t *item;
+ int weapon;
+ float angle;
+ int i;
+ gentity_t *drop;
+
+ // drop the weapon if not a gauntlet or machinegun
+ weapon = self->s.weapon;
+
+ // make a special check to see if they are changing to a new
+ // weapon that isn't the mg or gauntlet. Without this, a client
+ // can pick up a weapon, be killed, and not drop the weapon because
+ // their weapon change hasn't completed yet and they are still holding the MG.
+ if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
+ if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
+ weapon = self->client->pers.cmd.weapon;
+ }
+ if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
+ weapon = WP_NONE;
+ }
+ }
+
+ if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
+ self->client->ps.ammo[ weapon ] ) {
+ // find the item type for this weapon
+ item = BG_FindItemForWeapon( weapon );
+
+ // spawn the item
+ Drop_Item( self, item, 0 );
+ }
+
+ // drop all the powerups if not in teamplay
+ if ( g_gametype.integer != GT_TEAM ) {
+ angle = 45;
+ for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
+ if ( self->client->ps.powerups[ i ] > level.time ) {
+ item = BG_FindItemForPowerup( i );
+ if ( !item ) {
+ continue;
+ }
+ drop = Drop_Item( self, item, angle );
+ // decide how many seconds it has left
+ drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
+ if ( drop->count < 1 ) {
+ drop->count = 1;
+ }
+ angle += 45;
+ }
+ }
+ }
+}
+
+#ifdef MISSIONPACK
+
+/*
+=================
+TossClientCubes
+=================
+*/
+extern gentity_t *neutralObelisk;
+
+void TossClientCubes( gentity_t *self ) {
+ gitem_t *item;
+ gentity_t *drop;
+ vec3_t velocity;
+ vec3_t angles;
+ vec3_t origin;
+
+ self->client->ps.generic1 = 0;
+
+ // this should never happen but we should never
+ // get the server to crash due to skull being spawned in
+ if (!G_EntitiesFree()) {
+ return;
+ }
+
+ if( self->client->sess.sessionTeam == TEAM_RED ) {
+ item = BG_FindItem( "Red Cube" );
+ }
+ else {
+ item = BG_FindItem( "Blue Cube" );
+ }
+
+ angles[YAW] = (float)(level.time % 360);
+ angles[PITCH] = 0; // always forward
+ angles[ROLL] = 0;
+
+ AngleVectors( angles, velocity, NULL, NULL );
+ VectorScale( velocity, 150, velocity );
+ velocity[2] += 200 + crandom() * 50;
+
+ if( neutralObelisk ) {
+ VectorCopy( neutralObelisk->s.pos.trBase, origin );
+ origin[2] += 44;
+ } else {
+ VectorClear( origin ) ;
+ }
+
+ drop = LaunchItem( item, origin, velocity );
+
+ drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
+ drop->think = G_FreeEntity;
+ drop->spawnflags = self->client->sess.sessionTeam;
+}
+
+
+/*
+=================
+TossClientPersistantPowerups
+=================
+*/
+void TossClientPersistantPowerups( gentity_t *ent ) {
+ gentity_t *powerup;
+
+ if( !ent->client ) {
+ return;
+ }
+
+ if( !ent->client->persistantPowerup ) {
+ return;
+ }
+
+ powerup = ent->client->persistantPowerup;
+
+ powerup->r.svFlags &= ~SVF_NOCLIENT;
+ powerup->s.eFlags &= ~EF_NODRAW;
+ powerup->r.contents = CONTENTS_TRIGGER;
+ trap_LinkEntity( powerup );
+
+ ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
+ ent->client->persistantPowerup = NULL;
+}
+#endif
+
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
+ vec3_t dir;
+ vec3_t angles;
+
+ if ( attacker && attacker != self ) {
+ VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
+ } else if ( inflictor && inflictor != self ) {
+ VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
+ } else {
+ self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
+ return;
+ }
+
+ self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
+
+ angles[YAW] = vectoyaw ( dir );
+ angles[PITCH] = 0;
+ angles[ROLL] = 0;
+}
+
+/*
+==================
+GibEntity
+==================
+*/
+void GibEntity( gentity_t *self, int killer ) {
+ gentity_t *ent;
+ int i;
+
+ //if this entity still has kamikaze
+ if (self->s.eFlags & EF_KAMIKAZE) {
+ // check if there is a kamikaze timer around for this owner
+ for (i = 0; i < MAX_GENTITIES; i++) {
+ ent = &g_entities[i];
+ if (!ent->inuse)
+ continue;
+ if (ent->activator != self)
+ continue;
+ if (strcmp(ent->classname, "kamikaze timer"))
+ continue;
+ G_FreeEntity(ent);
+ break;
+ }
+ }
+ G_AddEvent( self, EV_GIB_PLAYER, killer );
+ self->takedamage = qfalse;
+ self->s.eType = ET_INVISIBLE;
+ self->r.contents = 0;
+}
+
+/*
+==================
+body_die
+==================
+*/
+void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
+ if ( self->health > GIB_HEALTH ) {
+ return;
+ }
+ if ( !g_blood.integer ) {
+ self->health = GIB_HEALTH+1;
+ return;
+ }
+
+ GibEntity( self, 0 );
+}
+
+
+// these are just for logging, the client prints its own messages
+char *modNames[] = {
+ "MOD_UNKNOWN",
+ "MOD_SHOTGUN",
+ "MOD_GAUNTLET",
+ "MOD_MACHINEGUN",
+ "MOD_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",
+#ifdef MISSIONPACK
+ "MOD_NAIL",
+ "MOD_CHAINGUN",
+ "MOD_PROXIMITY_MINE",
+ "MOD_KAMIKAZE",
+ "MOD_JUICED",
+#endif
+ "MOD_GRAPPLE"
+};
+
+#ifdef MISSIONPACK
+/*
+==================
+Kamikaze_DeathActivate
+==================
+*/
+void Kamikaze_DeathActivate( gentity_t *ent ) {
+ G_StartKamikaze(ent);
+ G_FreeEntity(ent);
+}
+
+/*
+==================
+Kamikaze_DeathTimer
+==================
+*/
+void Kamikaze_DeathTimer( gentity_t *self ) {
+ gentity_t *ent;
+
+ ent = G_Spawn();
+ ent->classname = "kamikaze timer";
+ VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
+ ent->r.svFlags |= SVF_NOCLIENT;
+ ent->think = Kamikaze_DeathActivate;
+ ent->nextthink = level.time + 5 * 1000;
+
+ ent->activator = self;
+}
+
+#endif
+
+/*
+==================
+CheckAlmostCapture
+==================
+*/
+void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
+ gentity_t *ent;
+ vec3_t dir;
+ char *classname;
+
+ // if this player was carrying a flag
+ if ( self->client->ps.powerups[PW_REDFLAG] ||
+ self->client->ps.powerups[PW_BLUEFLAG] ||
+ self->client->ps.powerups[PW_NEUTRALFLAG] ) {
+ // get the goal flag this player should have been going for
+ if ( g_gametype.integer == GT_CTF ) {
+ if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
+ classname = "team_CTF_blueflag";
+ }
+ else {
+ classname = "team_CTF_redflag";
+ }
+ }
+ else {
+ if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
+ classname = "team_CTF_redflag";
+ }
+ else {
+ classname = "team_CTF_blueflag";
+ }
+ }
+ ent = NULL;
+ do
+ {
+ ent = G_Find(ent, FOFS(classname), classname);
+ } while (ent && (ent->flags & FL_DROPPED_ITEM));
+ // if we found the destination flag and it's not picked up
+ if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
+ // if the player was *very* close
+ VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
+ if ( VectorLength(dir) < 200 ) {
+ self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ if ( attacker->client ) {
+ attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ }
+ }
+ }
+ }
+}
+
+/*
+==================
+CheckAlmostScored
+==================
+*/
+void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
+ gentity_t *ent;
+ vec3_t dir;
+ char *classname;
+
+ // if the player was carrying cubes
+ if ( self->client->ps.generic1 ) {
+ if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
+ classname = "team_redobelisk";
+ }
+ else {
+ classname = "team_blueobelisk";
+ }
+ ent = G_Find(NULL, FOFS(classname), classname);
+ // if we found the destination obelisk
+ if ( ent ) {
+ // if the player was *very* close
+ VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
+ if ( VectorLength(dir) < 200 ) {
+ self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ if ( attacker->client ) {
+ attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ }
+ }
+ }
+ }
+}
+
+/*
+==================
+player_die
+==================
+*/
+void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
+ gentity_t *ent;
+ int anim;
+ int contents;
+ int killer;
+ int i;
+ char *killerName, *obit;
+
+ if ( self->client->ps.pm_type == PM_DEAD ) {
+ return;
+ }
+
+ if ( level.intermissiontime ) {
+ return;
+ }
+
+ // check for an almost capture
+ CheckAlmostCapture( self, attacker );
+ // check for a player that almost brought in cubes
+ CheckAlmostScored( self, attacker );
+
+ if (self->client && self->client->hook) {
+ Weapon_HookFree(self->client->hook);
+ }
+#ifdef MISSIONPACK
+ if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
+ self->client->ps.eFlags &= ~EF_TICKING;
+ self->activator->think = G_FreeEntity;
+ self->activator->nextthink = level.time;
+ }
+#endif
+ self->client->ps.pm_type = PM_DEAD;
+
+ if ( attacker ) {
+ killer = attacker->s.number;
+ if ( attacker->client ) {
+ killerName = attacker->client->pers.netname;
+ } else {
+ killerName = "<non-client>";
+ }
+ } else {
+ killer = ENTITYNUM_WORLD;
+ killerName = "<world>";
+ }
+
+ if ( killer < 0 || killer >= MAX_CLIENTS ) {
+ killer = ENTITYNUM_WORLD;
+ killerName = "<world>";
+ }
+
+ if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
+ obit = "<bad obituary>";
+ } else {
+ obit = modNames[meansOfDeath];
+ }
+
+ G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
+ killer, self->s.number, meansOfDeath, killerName,
+ self->client->pers.netname, obit );
+
+ // broadcast the death event to everyone
+ ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
+ ent->s.eventParm = meansOfDeath;
+ ent->s.otherEntityNum = self->s.number;
+ ent->s.otherEntityNum2 = killer;
+ ent->r.svFlags = SVF_BROADCAST; // send to everyone
+
+ self->enemy = attacker;
+
+ self->client->ps.persistant[PERS_KILLED]++;
+
+ if (attacker && attacker->client) {
+ attacker->client->lastkilled_client = self->s.number;
+
+ if ( attacker == self || OnSameTeam (self, attacker ) ) {
+ AddScore( attacker, self->r.currentOrigin, -1 );
+ } else {
+ AddScore( attacker, self->r.currentOrigin, 1 );
+
+ if( meansOfDeath == MOD_GAUNTLET ) {
+
+ // play humiliation on player
+ attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
+
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ // also play humiliation on target
+ self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
+ }
+
+ // check for two kills in a short amount of time
+ // if this is close enough to the last kill, give a reward sound
+ if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
+ // play excellent on player
+ attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
+
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }
+ attacker->client->lastKillTime = level.time;
+
+ }
+ } else {
+ AddScore( self, self->r.currentOrigin, -1 );
+ }
+
+ // Add team bonuses
+ Team_FragBonuses(self, inflictor, attacker);
+
+ // if I committed suicide, the flag does not fall, it returns.
+ if (meansOfDeath == MOD_SUICIDE) {
+ if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
+ Team_ReturnFlag( TEAM_FREE );
+ self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
+ }
+ else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
+ Team_ReturnFlag( TEAM_RED );
+ self->client->ps.powerups[PW_REDFLAG] = 0;
+ }
+ else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
+ Team_ReturnFlag( TEAM_BLUE );
+ self->client->ps.powerups[PW_BLUEFLAG] = 0;
+ }
+ }
+
+ // if client is in a nodrop area, don't drop anything (but return CTF flags!)
+ contents = trap_PointContents( self->r.currentOrigin, -1 );
+ if ( !( contents & CONTENTS_NODROP )) {
+ TossClientItems( self );
+ }
+ else {
+ if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
+ Team_ReturnFlag( TEAM_FREE );
+ }
+ else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
+ Team_ReturnFlag( TEAM_RED );
+ }
+ else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
+ Team_ReturnFlag( TEAM_BLUE );
+ }
+ }
+#ifdef MISSIONPACK
+ TossClientPersistantPowerups( self );
+ if( g_gametype.integer == GT_HARVESTER ) {
+ TossClientCubes( self );
+ }
+#endif
+
+ Cmd_Score_f( self ); // show scores
+ // send updated scores to any clients that are following this one,
+ // or they would get stale scoreboards
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ gclient_t *client;
+
+ client = &level.clients[i];
+ if ( client->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+ if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ continue;
+ }
+ if ( client->sess.spectatorClient == self->s.number ) {
+ Cmd_Score_f( g_entities + i );
+ }
+ }
+
+ self->takedamage = qtrue; // can still be gibbed
+
+ self->s.weapon = WP_NONE;
+ self->s.powerups = 0;
+ self->r.contents = CONTENTS_CORPSE;
+
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+ LookAtKiller (self, inflictor, attacker);
+
+ VectorCopy( self->s.angles, self->client->ps.viewangles );
+
+ self->s.loopSound = 0;
+
+ self->r.maxs[2] = -8;
+
+ // don't allow respawn until the death anim is done
+ // g_forcerespawn may force spawning at some later time
+ self->client->respawnTime = level.time + 1700;
+
+ // remove powerups
+ memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
+
+ // never gib in a nodrop
+ if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
+ // gib death
+ GibEntity( self, killer );
+ } else {
+ // normal death
+ static int i;
+
+ switch ( i ) {
+ case 0:
+ anim = BOTH_DEATH1;
+ break;
+ case 1:
+ anim = BOTH_DEATH2;
+ break;
+ case 2:
+ default:
+ anim = BOTH_DEATH3;
+ break;
+ }
+
+ // for the no-blood option, we need to prevent the health
+ // from going to gib level
+ if ( self->health <= GIB_HEALTH ) {
+ self->health = GIB_HEALTH+1;
+ }
+
+ self->client->ps.legsAnim =
+ ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
+ self->client->ps.torsoAnim =
+ ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
+
+ G_AddEvent( self, EV_DEATH1 + i, killer );
+
+ // the body can still be gibbed
+ self->die = body_die;
+
+ // globally cycle through the different death animations
+ i = ( i + 1 ) % 3;
+
+#ifdef MISSIONPACK
+ if (self->s.eFlags & EF_KAMIKAZE) {
+ Kamikaze_DeathTimer( self );
+ }
+#endif
+ }
+
+ trap_LinkEntity (self);
+
+}
+
+
+/*
+================
+CheckArmor
+================
+*/
+int CheckArmor (gentity_t *ent, int damage, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int count;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (!client)
+ return 0;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ // armor
+ count = client->ps.stats[STAT_ARMOR];
+ save = ceil( damage * ARMOR_PROTECTION );
+ if (save >= count)
+ save = count;
+
+ if (!save)
+ return 0;
+
+ client->ps.stats[STAT_ARMOR] -= save;
+
+ return save;
+}
+
+/*
+================
+RaySphereIntersections
+================
+*/
+int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
+ float b, c, d, t;
+
+ // | origin - (point + t * dir) | = radius
+ // a = dir[0]^2 + dir[1]^2 + dir[2]^2;
+ // b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
+ // c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
+
+ // normalize dir so a = 1
+ VectorNormalize(dir);
+ b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
+ c = (point[0] - origin[0]) * (point[0] - origin[0]) +
+ (point[1] - origin[1]) * (point[1] - origin[1]) +
+ (point[2] - origin[2]) * (point[2] - origin[2]) -
+ radius * radius;
+
+ d = b * b - 4 * c;
+ if (d > 0) {
+ t = (- b + sqrt(d)) / 2;
+ VectorMA(point, t, dir, intersections[0]);
+ t = (- b - sqrt(d)) / 2;
+ VectorMA(point, t, dir, intersections[1]);
+ return 2;
+ }
+ else if (d == 0) {
+ t = (- b ) / 2;
+ VectorMA(point, t, dir, intersections[0]);
+ return 1;
+ }
+ return 0;
+}
+
+#ifdef MISSIONPACK
+/*
+================
+G_InvulnerabilityEffect
+================
+*/
+int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
+ gentity_t *impact;
+ vec3_t intersections[2], vec;
+ int n;
+
+ if ( !targ->client ) {
+ return qfalse;
+ }
+ VectorCopy(dir, vec);
+ VectorInverse(vec);
+ // sphere model radius = 42 units
+ n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
+ if (n > 0) {
+ impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
+ VectorSubtract(intersections[0], targ->client->ps.origin, vec);
+ vectoangles(vec, impact->s.angles);
+ impact->s.angles[0] += 90;
+ if (impact->s.angles[0] > 360)
+ impact->s.angles[0] -= 360;
+ if ( impactpoint ) {
+ VectorCopy( intersections[0], impactpoint );
+ }
+ if ( bouncedir ) {
+ VectorCopy( vec, bouncedir );
+ VectorNormalize( bouncedir );
+ }
+ return qtrue;
+ }
+ else {
+ return qfalse;
+ }
+}
+#endif
+/*
+============
+T_Damage
+
+targ entity that is being damaged
+inflictor entity that is causing the damage
+attacker entity that caused the inflictor to damage targ
+ example: targ=monster, inflictor=rocket, attacker=player
+
+dir direction of the attack for knockback
+point point at which the damage is being inflicted, used for headshots
+damage amount of damage being inflicted
+knockback force to be applied against targ as a result of the damage
+
+inflictor, attacker, dir, and point can be NULL for environmental effects
+
+dflags these flags are used to control how T_Damage works
+ DAMAGE_RADIUS damage was indirect (from a nearby explosion)
+ DAMAGE_NO_ARMOR armor does not protect from this damage
+ DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
+ DAMAGE_NO_PROTECTION kills godmode, armor, everything
+============
+*/
+
+void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
+ vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
+ gclient_t *client;
+ int take;
+ int save;
+ int asave;
+ int knockback;
+ int max;
+#ifdef MISSIONPACK
+ vec3_t bouncedir, impactpoint;
+#endif
+
+ if (!targ->takedamage) {
+ return;
+ }
+
+ // the intermission has allready been qualified for, so don't
+ // allow any extra scoring
+ if ( level.intermissionQueued ) {
+ return;
+ }
+#ifdef MISSIONPACK
+ if ( targ->client && mod != MOD_JUICED) {
+ if ( targ->client->invulnerabilityTime > level.time) {
+ if ( dir && point ) {
+ G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
+ }
+ return;
+ }
+ }
+#endif
+ if ( !inflictor ) {
+ inflictor = &g_entities[ENTITYNUM_WORLD];
+ }
+ if ( !attacker ) {
+ attacker = &g_entities[ENTITYNUM_WORLD];
+ }
+
+ // shootable doors / buttons don't actually have any health
+ if ( targ->s.eType == ET_MOVER ) {
+ if ( targ->use && targ->moverState == MOVER_POS1 ) {
+ targ->use( targ, inflictor, attacker );
+ }
+ return;
+ }
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
+ return;
+ }
+#endif
+ // reduce damage by the attacker's handicap value
+ // unless they are rocket jumping
+ if ( attacker->client && attacker != targ ) {
+ max = attacker->client->ps.stats[STAT_MAX_HEALTH];
+#ifdef MISSIONPACK
+ if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ max /= 2;
+ }
+#endif
+ damage = damage * max / 100;
+ }
+
+ client = targ->client;
+
+ if ( client ) {
+ if ( client->noclip ) {
+ return;
+ }
+ }
+
+ if ( !dir ) {
+ dflags |= DAMAGE_NO_KNOCKBACK;
+ } else {
+ VectorNormalize(dir);
+ }
+
+ knockback = damage;
+ if ( knockback > 200 ) {
+ knockback = 200;
+ }
+ if ( targ->flags & FL_NO_KNOCKBACK ) {
+ knockback = 0;
+ }
+ if ( dflags & DAMAGE_NO_KNOCKBACK ) {
+ knockback = 0;
+ }
+
+ // figure momentum add, even if the damage won't be taken
+ if ( knockback && targ->client ) {
+ vec3_t kvel;
+ float mass;
+
+ mass = 200;
+
+ VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
+ VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
+
+ // set the timer so that the other client can't cancel
+ // out the movement immediately
+ if ( !targ->client->ps.pm_time ) {
+ int t;
+
+ t = knockback * 2;
+ if ( t < 50 ) {
+ t = 50;
+ }
+ if ( t > 200 ) {
+ t = 200;
+ }
+ targ->client->ps.pm_time = t;
+ targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
+ }
+ }
+
+ // check for completely getting out of the damage
+ if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
+
+ // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
+ // if the attacker was on the same team
+#ifdef MISSIONPACK
+ if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
+#else
+ if ( targ != attacker && OnSameTeam (targ, attacker) ) {
+#endif
+ if ( !g_friendlyFire.integer ) {
+ return;
+ }
+ }
+#ifdef MISSIONPACK
+ if (mod == MOD_PROXIMITY_MINE) {
+ if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
+ return;
+ }
+ if (targ == attacker) {
+ return;
+ }
+ }
+#endif
+
+ // check for godmode
+ if ( targ->flags & FL_GODMODE ) {
+ return;
+ }
+ }
+
+ // battlesuit protects from all radius damage (but takes knockback)
+ // and protects 50% against all damage
+ if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
+ G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
+ if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
+ return;
+ }
+ damage *= 0.5;
+ }
+
+ // add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
+ if ( attacker->client && client
+ && targ != attacker && targ->health > 0
+ && targ->s.eType != ET_MISSILE
+ && targ->s.eType != ET_GENERAL) {
+ if ( OnSameTeam( targ, attacker ) ) {
+ attacker->client->ps.persistant[PERS_HITS]--;
+ } else {
+ attacker->client->ps.persistant[PERS_HITS]++;
+ }
+ attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
+ }
+
+ // always give half damage if hurting self
+ // calculated after knockback, so rocket jumping works
+ if ( targ == attacker) {
+ damage *= 0.5;
+ }
+
+ if ( damage < 1 ) {
+ damage = 1;
+ }
+ take = damage;
+ save = 0;
+
+ // save some from armor
+ asave = CheckArmor (targ, take, dflags);
+ take -= asave;
+
+ if ( g_debugDamage.integer ) {
+ G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
+ targ->health, take, asave );
+ }
+
+ // add to the damage inflicted on a player this frame
+ // the total will be turned into screen blends and view angle kicks
+ // at the end of the frame
+ if ( client ) {
+ if ( attacker ) {
+ client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
+ } else {
+ client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
+ }
+ client->damage_armor += asave;
+ client->damage_blood += take;
+ client->damage_knockback += knockback;
+ if ( dir ) {
+ VectorCopy ( dir, client->damage_from );
+ client->damage_fromWorld = qfalse;
+ } else {
+ VectorCopy ( targ->r.currentOrigin, client->damage_from );
+ client->damage_fromWorld = qtrue;
+ }
+ }
+
+ // See if it's the player hurting the emeny flag carrier
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
+#else
+ if( g_gametype.integer == GT_CTF) {
+#endif
+ Team_CheckHurtCarrier(targ, attacker);
+ }
+
+ if (targ->client) {
+ // set the last client who damaged the target
+ targ->client->lasthurt_client = attacker->s.number;
+ targ->client->lasthurt_mod = mod;
+ }
+
+ // do the damage
+ if (take) {
+ targ->health = targ->health - take;
+ if ( targ->client ) {
+ targ->client->ps.stats[STAT_HEALTH] = targ->health;
+ }
+
+ if ( targ->health <= 0 ) {
+ if ( client )
+ targ->flags |= FL_NO_KNOCKBACK;
+
+ if (targ->health < -999)
+ targ->health = -999;
+
+ targ->enemy = attacker;
+ targ->die (targ, inflictor, attacker, take, mod);
+ return;
+ } else if ( targ->pain ) {
+ targ->pain (targ, attacker, take);
+ }
+ }
+
+}
+
+
+/*
+============
+CanDamage
+
+Returns qtrue if the inflictor can directly damage the target. Used for
+explosions and melee attacks.
+============
+*/
+qboolean CanDamage (gentity_t *targ, vec3_t origin) {
+ vec3_t dest;
+ trace_t tr;
+ vec3_t midpoint;
+
+ // use the midpoint of the bounds instead of the origin, because
+ // bmodels may have their origin is 0,0,0
+ VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
+ VectorScale (midpoint, 0.5, midpoint);
+
+ VectorCopy (midpoint, dest);
+ trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
+ if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
+ return qtrue;
+
+ // this should probably check in the plane of projection,
+ // rather than in world coordinate, and also include Z
+ VectorCopy (midpoint, dest);
+ dest[0] += 15.0;
+ dest[1] += 15.0;
+ trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (midpoint, dest);
+ dest[0] += 15.0;
+ dest[1] -= 15.0;
+ trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (midpoint, dest);
+ dest[0] -= 15.0;
+ dest[1] += 15.0;
+ trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (midpoint, dest);
+ dest[0] -= 15.0;
+ dest[1] -= 15.0;
+ trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ return qtrue;
+
+
+ return qfalse;
+}
+
+
+/*
+============
+G_RadiusDamage
+============
+*/
+qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
+ gentity_t *ignore, int mod) {
+ float points, dist;
+ gentity_t *ent;
+ int entityList[MAX_GENTITIES];
+ int numListedEntities;
+ vec3_t mins, maxs;
+ vec3_t v;
+ vec3_t dir;
+ int i, e;
+ qboolean hitClient = qfalse;
+
+ if ( radius < 1 ) {
+ radius = 1;
+ }
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ mins[i] = origin[i] - radius;
+ maxs[i] = origin[i] + radius;
+ }
+
+ numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+
+ for ( e = 0 ; e < numListedEntities ; e++ ) {
+ ent = &g_entities[entityList[ e ]];
+
+ if (ent == ignore)
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ // find the distance from the edge of the bounding box
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( origin[i] < ent->r.absmin[i] ) {
+ v[i] = ent->r.absmin[i] - origin[i];
+ } else if ( origin[i] > ent->r.absmax[i] ) {
+ v[i] = origin[i] - ent->r.absmax[i];
+ } else {
+ v[i] = 0;
+ }
+ }
+
+ dist = VectorLength( v );
+ if ( dist >= radius ) {
+ continue;
+ }
+
+ points = damage * ( 1.0 - dist / radius );
+
+ if( CanDamage (ent, origin) ) {
+ if( LogAccuracyHit( ent, attacker ) ) {
+ hitClient = qtrue;
+ }
+ VectorSubtract (ent->r.currentOrigin, origin, dir);
+ // push the center of mass higher than the origin so players
+ // get knocked into the air more
+ dir[2] += 24;
+ G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+
+ return hitClient;
+}
diff --git a/code/game/g_items.c b/code/game/g_items.c
new file mode 100644
index 0000000..73b2552
--- /dev/null
+++ b/code/game/g_items.c
@@ -0,0 +1,1010 @@
+/*
+===========================================================================
+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"
+
+/*
+
+ Items are any object that a player can touch to gain some effect.
+
+ Pickup will return the number of seconds until they should respawn.
+
+ all items should pop when dropped in lava or slime
+
+ Respawnable items don't actually go away when picked up, they are
+ just made invisible and untouchable. This allows them to ride
+ movers and respawn apropriately.
+*/
+
+
+#define RESPAWN_ARMOR 25
+#define RESPAWN_HEALTH 35
+#define RESPAWN_AMMO 40
+#define RESPAWN_HOLDABLE 60
+#define RESPAWN_MEGAHEALTH 35//120
+#define RESPAWN_POWERUP 120
+
+
+//======================================================================
+
+int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
+ int quantity;
+ int i;
+ gclient_t *client;
+
+ if ( !other->client->ps.powerups[ent->item->giTag] ) {
+ // round timing to seconds to make multiple powerup timers
+ // count in sync
+ other->client->ps.powerups[ent->item->giTag] =
+ level.time - ( level.time % 1000 );
+ }
+
+ if ( ent->count ) {
+ quantity = ent->count;
+ } else {
+ quantity = ent->item->quantity;
+ }
+
+ other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
+
+ // give any nearby players a "denied" anti-reward
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ vec3_t delta;
+ float len;
+ vec3_t forward;
+ trace_t tr;
+
+ client = &level.clients[i];
+ if ( client == other->client ) {
+ continue;
+ }
+ if ( client->pers.connected == CON_DISCONNECTED ) {
+ continue;
+ }
+ if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
+ continue;
+ }
+
+ // if same team in team game, no sound
+ // cannot use OnSameTeam as it expects to g_entities, not clients
+ if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) {
+ continue;
+ }
+
+ // if too far away, no sound
+ VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
+ len = VectorNormalize( delta );
+ if ( len > 192 ) {
+ continue;
+ }
+
+ // if not facing, no sound
+ AngleVectors( client->ps.viewangles, forward, NULL, NULL );
+ if ( DotProduct( delta, forward ) < 0.4 ) {
+ continue;
+ }
+
+ // if not line of sight, no sound
+ trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
+ if ( tr.fraction != 1.0 ) {
+ continue;
+ }
+
+ // anti-reward
+ client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
+ }
+ return RESPAWN_POWERUP;
+}
+
+//======================================================================
+
+#ifdef MISSIONPACK
+int Pickup_PersistantPowerup( gentity_t *ent, gentity_t *other ) {
+ int clientNum;
+ char userinfo[MAX_INFO_STRING];
+ float handicap;
+ int max;
+
+ other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist;
+ other->client->persistantPowerup = ent;
+
+ switch( ent->item->giTag ) {
+ case PW_GUARD:
+ clientNum = other->client->ps.clientNum;
+ trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
+ handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
+ if( handicap<=0.0f || handicap>100.0f) {
+ handicap = 100.0f;
+ }
+ max = (int)(2 * handicap);
+
+ other->health = max;
+ other->client->ps.stats[STAT_HEALTH] = max;
+ other->client->ps.stats[STAT_MAX_HEALTH] = max;
+ other->client->ps.stats[STAT_ARMOR] = max;
+ other->client->pers.maxHealth = max;
+
+ break;
+
+ case PW_SCOUT:
+ clientNum = other->client->ps.clientNum;
+ trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
+ handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
+ if( handicap<=0.0f || handicap>100.0f) {
+ handicap = 100.0f;
+ }
+ other->client->pers.maxHealth = handicap;
+ other->client->ps.stats[STAT_ARMOR] = 0;
+ break;
+
+ case PW_DOUBLER:
+ clientNum = other->client->ps.clientNum;
+ trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
+ handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
+ if( handicap<=0.0f || handicap>100.0f) {
+ handicap = 100.0f;
+ }
+ other->client->pers.maxHealth = handicap;
+ break;
+ case PW_AMMOREGEN:
+ clientNum = other->client->ps.clientNum;
+ trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
+ handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
+ if( handicap<=0.0f || handicap>100.0f) {
+ handicap = 100.0f;
+ }
+ other->client->pers.maxHealth = handicap;
+ memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes));
+ break;
+ default:
+ clientNum = other->client->ps.clientNum;
+ trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
+ handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
+ if( handicap<=0.0f || handicap>100.0f) {
+ handicap = 100.0f;
+ }
+ other->client->pers.maxHealth = handicap;
+ break;
+ }
+
+ return -1;
+}
+
+//======================================================================
+#endif
+
+int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
+
+ other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
+
+ if( ent->item->giTag == HI_KAMIKAZE ) {
+ other->client->ps.eFlags |= EF_KAMIKAZE;
+ }
+
+ return RESPAWN_HOLDABLE;
+}
+
+
+//======================================================================
+
+void Add_Ammo (gentity_t *ent, int weapon, int count)
+{
+ ent->client->ps.ammo[weapon] += count;
+ if ( ent->client->ps.ammo[weapon] > 200 ) {
+ ent->client->ps.ammo[weapon] = 200;
+ }
+}
+
+int Pickup_Ammo (gentity_t *ent, gentity_t *other)
+{
+ int quantity;
+
+ if ( ent->count ) {
+ quantity = ent->count;
+ } else {
+ quantity = ent->item->quantity;
+ }
+
+ Add_Ammo (other, ent->item->giTag, quantity);
+
+ return RESPAWN_AMMO;
+}
+
+//======================================================================
+
+
+int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
+ int quantity;
+
+ if ( ent->count < 0 ) {
+ quantity = 0; // None for you, sir!
+ } else {
+ if ( ent->count ) {
+ quantity = ent->count;
+ } else {
+ quantity = ent->item->quantity;
+ }
+
+ // dropped items and teamplay weapons always have full ammo
+ if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
+ // respawning rules
+ // drop the quantity if the already have over the minimum
+ if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
+ quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
+ } else {
+ quantity = 1; // only add a single shot
+ }
+ }
+ }
+
+ // add the weapon
+ other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
+
+ Add_Ammo( other, ent->item->giTag, quantity );
+
+ if (ent->item->giTag == WP_GRAPPLING_HOOK)
+ other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo
+
+ // team deathmatch has slow weapon respawns
+ if ( g_gametype.integer == GT_TEAM ) {
+ return g_weaponTeamRespawn.integer;
+ }
+
+ return g_weaponRespawn.integer;
+}
+
+
+//======================================================================
+
+int Pickup_Health (gentity_t *ent, gentity_t *other) {
+ int max;
+ int quantity;
+
+ // small and mega healths will go over the max
+#ifdef MISSIONPACK
+ if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ max = other->client->ps.stats[STAT_MAX_HEALTH];
+ }
+ else
+#endif
+ if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
+ max = other->client->ps.stats[STAT_MAX_HEALTH];
+ } else {
+ max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
+ }
+
+ if ( ent->count ) {
+ quantity = ent->count;
+ } else {
+ quantity = ent->item->quantity;
+ }
+
+ other->health += quantity;
+
+ if (other->health > max ) {
+ other->health = max;
+ }
+ other->client->ps.stats[STAT_HEALTH] = other->health;
+
+ if ( ent->item->quantity == 100 ) { // mega health respawns slow
+ return RESPAWN_MEGAHEALTH;
+ }
+
+ return RESPAWN_HEALTH;
+}
+
+//======================================================================
+
+int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
+#ifdef MISSIONPACK
+ int upperBound;
+
+ other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
+
+ if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ upperBound = other->client->ps.stats[STAT_MAX_HEALTH];
+ }
+ else {
+ upperBound = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
+ }
+
+ if ( other->client->ps.stats[STAT_ARMOR] > upperBound ) {
+ other->client->ps.stats[STAT_ARMOR] = upperBound;
+ }
+#else
+ other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
+ if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
+ other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
+ }
+#endif
+
+ return RESPAWN_ARMOR;
+}
+
+//======================================================================
+
+/*
+===============
+RespawnItem
+===============
+*/
+void RespawnItem( gentity_t *ent ) {
+ // randomly select from teamed entities
+ if (ent->team) {
+ gentity_t *master;
+ int count;
+ int choice;
+
+ if ( !ent->teammaster ) {
+ G_Error( "RespawnItem: bad teammaster");
+ }
+ master = ent->teammaster;
+
+ for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
+ ;
+
+ choice = rand() % count;
+
+ for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++)
+ ;
+ }
+
+ ent->r.contents = CONTENTS_TRIGGER;
+ ent->s.eFlags &= ~EF_NODRAW;
+ ent->r.svFlags &= ~SVF_NOCLIENT;
+ trap_LinkEntity (ent);
+
+ if ( ent->item->giType == IT_POWERUP ) {
+ // play powerup spawn sound to all clients
+ gentity_t *te;
+
+ // if the powerup respawn sound should Not be global
+ if (ent->speed) {
+ te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
+ }
+ else {
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
+ }
+ te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );
+ te->r.svFlags |= SVF_BROADCAST;
+ }
+
+ if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) {
+ // play powerup spawn sound to all clients
+ gentity_t *te;
+
+ // if the powerup respawn sound should Not be global
+ if (ent->speed) {
+ te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
+ }
+ else {
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
+ }
+ te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" );
+ te->r.svFlags |= SVF_BROADCAST;
+ }
+
+ // play the normal respawn sound only to nearby clients
+ G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );
+
+ ent->nextthink = 0;
+}
+
+
+/*
+===============
+Touch_Item
+===============
+*/
+void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
+ int respawn;
+ qboolean predict;
+
+ if (!other->client)
+ return;
+ if (other->health < 1)
+ return; // dead people can't pickup
+
+ // the same pickup rules are used for client side and server side
+ if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) {
+ return;
+ }
+
+ G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
+
+ predict = other->client->pers.predictItemPickup;
+
+ // call the item-specific pickup function
+ switch( ent->item->giType ) {
+ case IT_WEAPON:
+ respawn = Pickup_Weapon(ent, other);
+// predict = qfalse;
+ break;
+ case IT_AMMO:
+ respawn = Pickup_Ammo(ent, other);
+// predict = qfalse;
+ break;
+ case IT_ARMOR:
+ respawn = Pickup_Armor(ent, other);
+ break;
+ case IT_HEALTH:
+ respawn = Pickup_Health(ent, other);
+ break;
+ case IT_POWERUP:
+ respawn = Pickup_Powerup(ent, other);
+ predict = qfalse;
+ break;
+#ifdef MISSIONPACK
+ case IT_PERSISTANT_POWERUP:
+ respawn = Pickup_PersistantPowerup(ent, other);
+ break;
+#endif
+ case IT_TEAM:
+ respawn = Pickup_Team(ent, other);
+ break;
+ case IT_HOLDABLE:
+ respawn = Pickup_Holdable(ent, other);
+ break;
+ default:
+ return;
+ }
+
+ if ( !respawn ) {
+ return;
+ }
+
+ // play the normal pickup sound
+ if (predict) {
+ G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
+ } else {
+ G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
+ }
+
+ // powerup pickups are global broadcasts
+ if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) {
+ // if we want the global sound to play
+ if (!ent->speed) {
+ gentity_t *te;
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
+ te->s.eventParm = ent->s.modelindex;
+ te->r.svFlags |= SVF_BROADCAST;
+ } else {
+ gentity_t *te;
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
+ te->s.eventParm = ent->s.modelindex;
+ // only send this temp entity to a single client
+ te->r.svFlags |= SVF_SINGLECLIENT;
+ te->r.singleClient = other->s.number;
+ }
+ }
+
+ // fire item targets
+ G_UseTargets (ent, other);
+
+ // wait of -1 will not respawn
+ if ( ent->wait == -1 ) {
+ ent->r.svFlags |= SVF_NOCLIENT;
+ ent->s.eFlags |= EF_NODRAW;
+ ent->r.contents = 0;
+ ent->unlinkAfterEvent = qtrue;
+ return;
+ }
+
+ // non zero wait overrides respawn time
+ if ( ent->wait ) {
+ respawn = ent->wait;
+ }
+
+ // random can be used to vary the respawn time
+ if ( ent->random ) {
+ respawn += crandom() * ent->random;
+ if ( respawn < 1 ) {
+ respawn = 1;
+ }
+ }
+
+ // dropped items will not respawn
+ if ( ent->flags & FL_DROPPED_ITEM ) {
+ ent->freeAfterEvent = qtrue;
+ }
+
+ // picked up items still stay around, they just don't
+ // draw anything. This allows respawnable items
+ // to be placed on movers.
+ ent->r.svFlags |= SVF_NOCLIENT;
+ ent->s.eFlags |= EF_NODRAW;
+ ent->r.contents = 0;
+
+ // ZOID
+ // A negative respawn times means to never respawn this item (but don't
+ // delete it). This is used by items that are respawned by third party
+ // events such as ctf flags
+ if ( respawn <= 0 ) {
+ ent->nextthink = 0;
+ ent->think = 0;
+ } else {
+ ent->nextthink = level.time + respawn * 1000;
+ ent->think = RespawnItem;
+ }
+ trap_LinkEntity( ent );
+}
+
+
+//======================================================================
+
+/*
+================
+LaunchItem
+
+Spawns an item and tosses it forward
+================
+*/
+gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
+ gentity_t *dropped;
+
+ dropped = G_Spawn();
+
+ dropped->s.eType = ET_ITEM;
+ dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
+ dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
+
+ dropped->classname = item->classname;
+ dropped->item = item;
+ VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
+ VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
+ dropped->r.contents = CONTENTS_TRIGGER;
+
+ dropped->touch = Touch_Item;
+
+ G_SetOrigin( dropped, origin );
+ dropped->s.pos.trType = TR_GRAVITY;
+ dropped->s.pos.trTime = level.time;
+ VectorCopy( velocity, dropped->s.pos.trDelta );
+
+ dropped->s.eFlags |= EF_BOUNCE_HALF;
+#ifdef MISSIONPACK
+ if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF) && item->giType == IT_TEAM) { // Special case for CTF flags
+#else
+ if (g_gametype.integer == GT_CTF && item->giType == IT_TEAM) { // Special case for CTF flags
+#endif
+ dropped->think = Team_DroppedFlagThink;
+ dropped->nextthink = level.time + 30000;
+ Team_CheckDroppedItem( dropped );
+ } else { // auto-remove after 30 seconds
+ dropped->think = G_FreeEntity;
+ dropped->nextthink = level.time + 30000;
+ }
+
+ dropped->flags = FL_DROPPED_ITEM;
+
+ trap_LinkEntity (dropped);
+
+ return dropped;
+}
+
+/*
+================
+Drop_Item
+
+Spawns an item and tosses it forward
+================
+*/
+gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
+ vec3_t velocity;
+ vec3_t angles;
+
+ VectorCopy( ent->s.apos.trBase, angles );
+ angles[YAW] += angle;
+ angles[PITCH] = 0; // always forward
+
+ AngleVectors( angles, velocity, NULL, NULL );
+ VectorScale( velocity, 150, velocity );
+ velocity[2] += 200 + crandom() * 50;
+
+ return LaunchItem( item, ent->s.pos.trBase, velocity );
+}
+
+
+/*
+================
+Use_Item
+
+Respawn the item
+================
+*/
+void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ RespawnItem( ent );
+}
+
+//======================================================================
+
+/*
+================
+FinishSpawningItem
+
+Traces down to find where an item should rest, instead of letting them
+free fall from their spawn points
+================
+*/
+void FinishSpawningItem( gentity_t *ent ) {
+ trace_t tr;
+ vec3_t dest;
+
+ VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
+ VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
+
+ ent->s.eType = ET_ITEM;
+ ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex
+ ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
+
+ ent->r.contents = CONTENTS_TRIGGER;
+ ent->touch = Touch_Item;
+ // useing an item causes it to respawn
+ ent->use = Use_Item;
+
+ if ( ent->spawnflags & 1 ) {
+ // suspended
+ G_SetOrigin( ent, ent->s.origin );
+ } else {
+ // drop to floor
+ VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
+ trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
+ if ( tr.startsolid ) {
+ G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEntity( ent );
+ return;
+ }
+
+ // allow to ride movers
+ ent->s.groundEntityNum = tr.entityNum;
+
+ G_SetOrigin( ent, tr.endpos );
+ }
+
+ // team slaves and targeted items aren't present at start
+ if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
+ ent->s.eFlags |= EF_NODRAW;
+ ent->r.contents = 0;
+ return;
+ }
+
+ // powerups don't spawn in for a while
+ if ( ent->item->giType == IT_POWERUP ) {
+ float respawn;
+
+ respawn = 45 + crandom() * 15;
+ ent->s.eFlags |= EF_NODRAW;
+ ent->r.contents = 0;
+ ent->nextthink = level.time + respawn * 1000;
+ ent->think = RespawnItem;
+ return;
+ }
+
+
+ trap_LinkEntity (ent);
+}
+
+
+qboolean itemRegistered[MAX_ITEMS];
+
+/*
+==================
+G_CheckTeamItems
+==================
+*/
+void G_CheckTeamItems( void ) {
+
+ // Set up team stuff
+ Team_InitGame();
+
+ if( g_gametype.integer == GT_CTF ) {
+ gitem_t *item;
+
+ // check for the two flags
+ item = BG_FindItem( "Red Flag" );
+ if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+ }
+ item = BG_FindItem( "Blue Flag" );
+ if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+ }
+ }
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ gitem_t *item;
+
+ // check for all three flags
+ item = BG_FindItem( "Red Flag" );
+ if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+ }
+ item = BG_FindItem( "Blue Flag" );
+ if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+ }
+ item = BG_FindItem( "Neutral Flag" );
+ if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" );
+ }
+ }
+
+ if( g_gametype.integer == GT_OBELISK ) {
+ gentity_t *ent;
+
+ // check for the two obelisks
+ ent = NULL;
+ ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
+ if( !ent ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+ }
+
+ ent = NULL;
+ ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
+ if( !ent ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+ }
+ }
+
+ if( g_gametype.integer == GT_HARVESTER ) {
+ gentity_t *ent;
+
+ // check for all three obelisks
+ ent = NULL;
+ ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
+ if( !ent ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+ }
+
+ ent = NULL;
+ ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
+ if( !ent ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+ }
+
+ ent = NULL;
+ ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
+ if( !ent ) {
+ G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" );
+ }
+ }
+#endif
+}
+
+/*
+==============
+ClearRegisteredItems
+==============
+*/
+void ClearRegisteredItems( void ) {
+ memset( itemRegistered, 0, sizeof( itemRegistered ) );
+
+ // players always start with the base weapon
+ RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
+ RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_HARVESTER ) {
+ RegisterItem( BG_FindItem( "Red Cube" ) );
+ RegisterItem( BG_FindItem( "Blue Cube" ) );
+ }
+#endif
+}
+
+/*
+===============
+RegisterItem
+
+The item will be added to the precache list
+===============
+*/
+void RegisterItem( gitem_t *item ) {
+ if ( !item ) {
+ G_Error( "RegisterItem: NULL" );
+ }
+ itemRegistered[ item - bg_itemlist ] = qtrue;
+}
+
+
+/*
+===============
+SaveRegisteredItems
+
+Write the needed items to a config string
+so the client will know which ones to precache
+===============
+*/
+void SaveRegisteredItems( void ) {
+ char string[MAX_ITEMS+1];
+ int i;
+ int count;
+
+ count = 0;
+ for ( i = 0 ; i < bg_numItems ; i++ ) {
+ if ( itemRegistered[i] ) {
+ count++;
+ string[i] = '1';
+ } else {
+ string[i] = '0';
+ }
+ }
+ string[ bg_numItems ] = 0;
+
+ G_Printf( "%i items registered\n", count );
+ trap_SetConfigstring(CS_ITEMS, string);
+}
+
+/*
+============
+G_ItemDisabled
+============
+*/
+int G_ItemDisabled( gitem_t *item ) {
+
+ char name[128];
+
+ Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
+ return trap_Cvar_VariableIntegerValue( name );
+}
+
+/*
+============
+G_SpawnItem
+
+Sets the clipping size and plants the object on the floor.
+
+Items can't be immediately dropped to floor, because they might
+be on an entity that hasn't spawned yet.
+============
+*/
+void G_SpawnItem (gentity_t *ent, gitem_t *item) {
+ G_SpawnFloat( "random", "0", &ent->random );
+ G_SpawnFloat( "wait", "0", &ent->wait );
+
+ RegisterItem( item );
+ if ( G_ItemDisabled(item) )
+ return;
+
+ ent->item = item;
+ // some movers spawn on the second frame, so delay item
+ // spawns until the third frame so they can ride trains
+ ent->nextthink = level.time + FRAMETIME * 2;
+ ent->think = FinishSpawningItem;
+
+ ent->physicsBounce = 0.50; // items are bouncy
+
+ if ( item->giType == IT_POWERUP ) {
+ G_SoundIndex( "sound/items/poweruprespawn.wav" );
+ G_SpawnFloat( "noglobalsound", "0", &ent->speed);
+ }
+
+#ifdef MISSIONPACK
+ if ( item->giType == IT_PERSISTANT_POWERUP ) {
+ ent->s.generic1 = ent->spawnflags;
+ }
+#endif
+}
+
+
+/*
+================
+G_BounceItem
+
+================
+*/
+void G_BounceItem( gentity_t *ent, trace_t *trace ) {
+ vec3_t velocity;
+ float dot;
+ int hitTime;
+
+ // reflect the velocity on the trace plane
+ hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
+ dot = DotProduct( velocity, trace->plane.normal );
+ VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
+
+ // cut the velocity to keep from bouncing forever
+ VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
+
+ // check for stop
+ if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
+ trace->endpos[2] += 1.0; // make sure it is off ground
+ SnapVector( trace->endpos );
+ G_SetOrigin( ent, trace->endpos );
+ ent->s.groundEntityNum = trace->entityNum;
+ return;
+ }
+
+ VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
+ VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
+ ent->s.pos.trTime = level.time;
+}
+
+
+/*
+================
+G_RunItem
+
+================
+*/
+void G_RunItem( gentity_t *ent ) {
+ vec3_t origin;
+ trace_t tr;
+ int contents;
+ int mask;
+
+ // if groundentity has been set to -1, it may have been pushed off an edge
+ if ( ent->s.groundEntityNum == -1 ) {
+ if ( ent->s.pos.trType != TR_GRAVITY ) {
+ ent->s.pos.trType = TR_GRAVITY;
+ ent->s.pos.trTime = level.time;
+ }
+ }
+
+ if ( ent->s.pos.trType == TR_STATIONARY ) {
+ // check think function
+ G_RunThink( ent );
+ return;
+ }
+
+ // get current position
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+
+ // trace a line from the previous position to the current position
+ if ( ent->clipmask ) {
+ mask = ent->clipmask;
+ } else {
+ mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
+ }
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
+ ent->r.ownerNum, mask );
+
+ VectorCopy( tr.endpos, ent->r.currentOrigin );
+
+ if ( tr.startsolid ) {
+ tr.fraction = 0;
+ }
+
+ trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
+
+ // check think function
+ G_RunThink( ent );
+
+ if ( tr.fraction == 1 ) {
+ return;
+ }
+
+ // if it is in a nodrop volume, remove it
+ contents = trap_PointContents( ent->r.currentOrigin, -1 );
+ if ( contents & CONTENTS_NODROP ) {
+ if (ent->item && ent->item->giType == IT_TEAM) {
+ Team_FreeEntity(ent);
+ } else {
+ G_FreeEntity( ent );
+ }
+ return;
+ }
+
+ G_BounceItem( ent, &tr );
+}
+
diff --git a/code/game/g_local.h b/code/game/g_local.h
new file mode 100644
index 0000000..3698a2c
--- /dev/null
+++ b/code/game/g_local.h
@@ -0,0 +1,972 @@
+/*
+===========================================================================
+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_local.h -- local definitions for game module
+
+#include "../qcommon/q_shared.h"
+#include "bg_public.h"
+#include "g_public.h"
+
+//==================================================================
+
+// the "gameversion" client command will print this plus compile date
+#define GAMEVERSION BASEGAME
+
+#define BODY_QUEUE_SIZE 8
+
+#define INFINITE 1000000
+
+#define FRAMETIME 100 // msec
+#define CARNAGE_REWARD_TIME 3000
+#define REWARD_SPRITE_TIME 2000
+
+#define INTERMISSION_DELAY_TIME 1000
+#define SP_INTERMISSION_DELAY_TIME 5000
+
+// gentity->flags
+#define FL_GODMODE 0x00000010
+#define FL_NOTARGET 0x00000020
+#define FL_TEAMSLAVE 0x00000400 // not the first on the team
+#define FL_NO_KNOCKBACK 0x00000800
+#define FL_DROPPED_ITEM 0x00001000
+#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
+#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
+#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
+
+// movers are things like doors, plats, buttons, etc
+typedef enum {
+ MOVER_POS1,
+ MOVER_POS2,
+ MOVER_1TO2,
+ MOVER_2TO1
+} moverState_t;
+
+#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
+
+//============================================================================
+
+typedef struct gentity_s gentity_t;
+typedef struct gclient_s gclient_t;
+
+struct gentity_s {
+ entityState_t s; // communicated by server to clients
+ entityShared_t r; // shared by both the server system and game
+
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+ //================================
+
+ struct gclient_s *client; // NULL if not a client
+
+ qboolean inuse;
+
+ char *classname; // set in QuakeEd
+ int spawnflags; // set in QuakeEd
+
+ qboolean neverFree; // if true, FreeEntity will only unlink
+ // bodyque uses this
+
+ int flags; // FL_* variables
+
+ char *model;
+ char *model2;
+ int freetime; // level.time when the object was freed
+
+ int eventTime; // events will be cleared EVENT_VALID_MSEC after set
+ qboolean freeAfterEvent;
+ qboolean unlinkAfterEvent;
+
+ qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
+ // all game items are physicsObjects,
+ float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
+ int clipmask; // brushes with this content value will be collided against
+ // when moving. items and corpses do not collide against
+ // players, for instance
+
+ // movers
+ moverState_t moverState;
+ int soundPos1;
+ int sound1to2;
+ int sound2to1;
+ int soundPos2;
+ int soundLoop;
+ gentity_t *parent;
+ gentity_t *nextTrain;
+ gentity_t *prevTrain;
+ vec3_t pos1, pos2;
+
+ char *message;
+
+ int timestamp; // body queue sinking, etc
+
+ float angle; // set in editor, -1 = up, -2 = down
+ char *target;
+ char *targetname;
+ char *team;
+ char *targetShaderName;
+ char *targetShaderNewName;
+ gentity_t *target_ent;
+
+ float speed;
+ vec3_t movedir;
+
+ int nextthink;
+ void (*think)(gentity_t *self);
+ void (*reached)(gentity_t *self); // movers call this when hitting endpoint
+ void (*blocked)(gentity_t *self, gentity_t *other);
+ void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
+ void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
+ void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
+ void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
+
+ int pain_debounce_time;
+ int fly_sound_debounce_time; // wind tunnel
+ int last_move_time;
+
+ int health;
+
+ qboolean takedamage;
+
+ int damage;
+ int splashDamage; // quad will increase this without increasing radius
+ int splashRadius;
+ int methodOfDeath;
+ int splashMethodOfDeath;
+
+ int count;
+
+ gentity_t *chain;
+ gentity_t *enemy;
+ gentity_t *activator;
+ gentity_t *teamchain; // next entity in team
+ gentity_t *teammaster; // master of the team
+
+#ifdef MISSIONPACK
+ int kamikazeTime;
+ int kamikazeShockTime;
+#endif
+
+ int watertype;
+ int waterlevel;
+
+ int noise_index;
+
+ // timing variables
+ float wait;
+ float random;
+
+ gitem_t *item; // for bonus items
+};
+
+
+typedef enum {
+ CON_DISCONNECTED,
+ CON_CONNECTING,
+ CON_CONNECTED
+} clientConnected_t;
+
+typedef enum {
+ SPECTATOR_NOT,
+ SPECTATOR_FREE,
+ SPECTATOR_FOLLOW,
+ SPECTATOR_SCOREBOARD
+} spectatorState_t;
+
+typedef enum {
+ TEAM_BEGIN, // Beginning a team game, spawn at base
+ TEAM_ACTIVE // Now actively playing
+} playerTeamStateState_t;
+
+typedef struct {
+ playerTeamStateState_t state;
+
+ int location;
+
+ int captures;
+ int basedefense;
+ int carrierdefense;
+ int flagrecovery;
+ int fragcarrier;
+ int assists;
+
+ float lasthurtcarrier;
+ float lastreturnedflag;
+ float flagsince;
+ float lastfraggedcarrier;
+} playerTeamState_t;
+
+// the auto following clients don't follow a specific client
+// number, but instead follow the first two active players
+#define FOLLOW_ACTIVE1 -1
+#define FOLLOW_ACTIVE2 -2
+
+// client data that stays across multiple levels or tournament restarts
+// this is achieved by writing all the data to cvar strings at game shutdown
+// time and reading them back at connection time. Anything added here
+// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
+typedef struct {
+ team_t sessionTeam;
+ int spectatorTime; // for determining next-in-line to play
+ spectatorState_t spectatorState;
+ int spectatorClient; // for chasecam and follow mode
+ int wins, losses; // tournament stats
+ qboolean teamLeader; // true when this client is a team leader
+} clientSession_t;
+
+//
+#define MAX_NETNAME 36
+#define MAX_VOTE_COUNT 3
+
+// client data that stays across multiple respawns, but is cleared
+// on each level change or team change at ClientBegin()
+typedef struct {
+ clientConnected_t connected;
+ usercmd_t cmd; // we would lose angles if not persistant
+ qboolean localClient; // true if "ip" info key is "localhost"
+ qboolean initialSpawn; // the first spawn should be at a cool location
+ qboolean predictItemPickup; // based on cg_predictItems userinfo
+ qboolean pmoveFixed; //
+ char netname[MAX_NETNAME];
+ int maxHealth; // for handicapping
+ int enterTime; // level.time the client entered the game
+ playerTeamState_t teamState; // status in teamplay games
+ int voteCount; // to prevent people from constantly calling votes
+ int teamVoteCount; // to prevent people from constantly calling votes
+ qboolean teamInfo; // send team overlay updates?
+} clientPersistant_t;
+
+
+// this structure is cleared on each ClientSpawn(),
+// except for 'client->pers' and 'client->sess'
+struct gclient_s {
+ // ps MUST be the first element, because the server expects it
+ playerState_t ps; // communicated by server to clients
+
+ // the rest of the structure is private to game
+ clientPersistant_t pers;
+ clientSession_t sess;
+
+ qboolean readyToExit; // wishes to leave the intermission
+
+ qboolean noclip;
+
+ int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
+ // we can't just use pers.lastCommand.time, because
+ // of the g_sycronousclients case
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
+
+ vec3_t oldOrigin;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ int damage_armor; // damage absorbed by armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
+ vec3_t damage_from; // origin for vector calculation
+ qboolean damage_fromWorld; // if true, don't use the damage_from vector
+
+ int accurateCount; // for "impressive" reward sound
+
+ int accuracy_shots; // total number of shots
+ int accuracy_hits; // total number of hits
+
+ //
+ int lastkilled_client; // last client that this client killed
+ int lasthurt_client; // last client that damaged this client
+ int lasthurt_mod; // type of damage the client did
+
+ // timers
+ int respawnTime; // can respawn when time > this, force after g_forcerespwan
+ int inactivityTime; // kick players when time > this
+ qboolean inactivityWarning; // qtrue if the five seoond warning has been given
+ int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
+
+ int airOutTime;
+
+ int lastKillTime; // for multiple kill rewards
+
+ qboolean fireHeld; // used for hook
+ gentity_t *hook; // grapple hook if out
+
+ int switchTeamTime; // time the player switched teams
+
+ // timeResidual is used to handle events that happen every second
+ // like health / armor countdowns and regeneration
+ int timeResidual;
+
+#ifdef MISSIONPACK
+ gentity_t *persistantPowerup;
+ int portalID;
+ int ammoTimes[WP_NUM_WEAPONS];
+ int invulnerabilityTime;
+#endif
+
+ char *areabits;
+};
+
+
+//
+// this structure is cleared as each map is entered
+//
+#define MAX_SPAWN_VARS 64
+#define MAX_SPAWN_VARS_CHARS 4096
+
+typedef struct {
+ struct gclient_s *clients; // [maxclients]
+
+ struct gentity_s *gentities;
+ int gentitySize;
+ int num_entities; // current number, <= MAX_GENTITIES
+
+ int warmupTime; // restart match at this time
+
+ fileHandle_t logFile;
+
+ // store latched cvars here that we want to get at often
+ int maxclients;
+
+ int framenum;
+ int time; // in msec
+ int previousTime; // so movers can back up when blocked
+
+ int startTime; // level.time the map was started
+
+ int teamScores[TEAM_NUM_TEAMS];
+ int lastTeamLocationTime; // last time of client team location update
+
+ qboolean newSession; // don't use any old session data, because
+ // we changed gametype
+
+ qboolean restarted; // waiting for a map_restart to fire
+
+ int numConnectedClients;
+ int numNonSpectatorClients; // includes connecting clients
+ int numPlayingClients; // connected, non-spectators
+ int sortedClients[MAX_CLIENTS]; // sorted by score
+ int follow1, follow2; // clientNums for auto-follow spectators
+
+ int snd_fry; // sound index for standing in lava
+
+ int warmupModificationCount; // for detecting if g_warmup is changed
+
+ // voting state
+ char voteString[MAX_STRING_CHARS];
+ char voteDisplayString[MAX_STRING_CHARS];
+ int voteTime; // level.time vote was called
+ int voteExecuteTime; // time the vote is executed
+ int voteYes;
+ int voteNo;
+ int numVotingClients; // set by CalculateRanks
+
+ // team voting state
+ char teamVoteString[2][MAX_STRING_CHARS];
+ int teamVoteTime[2]; // level.time vote was called
+ int teamVoteYes[2];
+ int teamVoteNo[2];
+ int numteamVotingClients[2];// set by CalculateRanks
+
+ // spawn variables
+ qboolean spawning; // the G_Spawn*() functions are valid
+ int numSpawnVars;
+ char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
+ int numSpawnVarChars;
+ char spawnVarChars[MAX_SPAWN_VARS_CHARS];
+
+ // intermission state
+ int intermissionQueued; // intermission was qualified, but
+ // wait INTERMISSION_DELAY_TIME before
+ // actually going there so the last
+ // frag can be watched. Disable future
+ // kills during this delay
+ int intermissiontime; // time the intermission was started
+ char *changemap;
+ qboolean readyToExit; // at least one client wants to exit
+ int exitTime;
+ vec3_t intermission_origin; // also used for spectator spawns
+ vec3_t intermission_angle;
+
+ qboolean locationLinked; // target_locations get linked
+ gentity_t *locationHead; // head of the location list
+ int bodyQueIndex; // dead bodies
+ gentity_t *bodyQue[BODY_QUEUE_SIZE];
+#ifdef MISSIONPACK
+ int portalSequence;
+#endif
+} level_locals_t;
+
+
+//
+// g_spawn.c
+//
+qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
+// spawn string returns a temporary reference, you must CopyString() if you want to keep it
+qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
+qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
+qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
+void G_SpawnEntitiesFromString( void );
+char *G_NewString( const char *string );
+
+//
+// g_cmds.c
+//
+void Cmd_Score_f (gentity_t *ent);
+void StopFollowing( gentity_t *ent );
+void BroadcastTeamChange( gclient_t *client, int oldTeam );
+void SetTeam( gentity_t *ent, char *s );
+void Cmd_FollowCycle_f( gentity_t *ent, int dir );
+
+//
+// g_items.c
+//
+void G_CheckTeamItems( void );
+void G_RunItem( gentity_t *ent );
+void RespawnItem( gentity_t *ent );
+
+void UseHoldableItem( gentity_t *ent );
+void PrecacheItem (gitem_t *it);
+gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
+gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
+void SetRespawn (gentity_t *ent, float delay);
+void G_SpawnItem (gentity_t *ent, gitem_t *item);
+void FinishSpawningItem( gentity_t *ent );
+void Think_Weapon (gentity_t *ent);
+int ArmorIndex (gentity_t *ent);
+void Add_Ammo (gentity_t *ent, int weapon, int count);
+void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
+
+void ClearRegisteredItems( void );
+void RegisterItem( gitem_t *item );
+void SaveRegisteredItems( void );
+
+//
+// g_utils.c
+//
+int G_ModelIndex( char *name );
+int G_SoundIndex( char *name );
+void G_TeamCommand( team_t team, char *cmd );
+void G_KillBox (gentity_t *ent);
+gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
+gentity_t *G_PickTarget (char *targetname);
+void G_UseTargets (gentity_t *ent, gentity_t *activator);
+void G_SetMovedir ( vec3_t angles, vec3_t movedir);
+
+void G_InitGentity( gentity_t *e );
+gentity_t *G_Spawn (void);
+gentity_t *G_TempEntity( vec3_t origin, int event );
+void G_Sound( gentity_t *ent, int channel, int soundIndex );
+void G_FreeEntity( gentity_t *e );
+qboolean G_EntitiesFree( void );
+
+void G_TouchTriggers (gentity_t *ent);
+void G_TouchSolids (gentity_t *ent);
+
+float *tv (float x, float y, float z);
+char *vtos( const vec3_t v );
+
+float vectoyaw( const vec3_t vec );
+
+void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
+void G_AddEvent( gentity_t *ent, int event, int eventParm );
+void G_SetOrigin( gentity_t *ent, vec3_t origin );
+void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
+const char *BuildShaderStateConfig( void );
+
+//
+// g_combat.c
+//
+qboolean CanDamage (gentity_t *targ, vec3_t origin);
+void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
+qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
+int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
+void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
+void TossClientItems( gentity_t *self );
+#ifdef MISSIONPACK
+void TossClientPersistantPowerups( gentity_t *self );
+#endif
+void TossClientCubes( gentity_t *self );
+
+// damage flags
+#define DAMAGE_RADIUS 0x00000001 // damage was indirect
+#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
+#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
+#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
+#ifdef MISSIONPACK
+#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
+#endif
+
+//
+// g_missile.c
+//
+void G_RunMissile( gentity_t *ent );
+
+gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
+gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
+gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir);
+gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
+gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
+gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
+#ifdef MISSIONPACK
+gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
+gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
+#endif
+
+
+//
+// g_mover.c
+//
+void G_RunMover( gentity_t *ent );
+void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
+
+//
+// g_trigger.c
+//
+void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
+
+
+//
+// g_misc.c
+//
+void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
+#ifdef MISSIONPACK
+void DropPortalSource( gentity_t *ent );
+void DropPortalDestination( gentity_t *ent );
+#endif
+
+
+//
+// g_weapon.c
+//
+qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
+void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
+void SnapVectorTowards( vec3_t v, vec3_t to );
+qboolean CheckGauntletAttack( gentity_t *ent );
+void Weapon_HookFree (gentity_t *ent);
+void Weapon_HookThink (gentity_t *ent);
+
+
+//
+// g_client.c
+//
+team_t TeamCount( int ignoreClientNum, int team );
+int TeamLeader( int team );
+team_t PickTeam( int ignoreClientNum );
+void SetClientViewAngle( gentity_t *ent, vec3_t angle );
+gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot);
+void CopyToBodyQue( gentity_t *ent );
+void respawn (gentity_t *ent);
+void BeginIntermission (void);
+void InitClientPersistant (gclient_t *client);
+void InitClientResp (gclient_t *client);
+void InitBodyQue (void);
+void ClientSpawn( gentity_t *ent );
+void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
+void AddScore( gentity_t *ent, vec3_t origin, int score );
+void CalculateRanks( void );
+qboolean SpotWouldTelefrag( gentity_t *spot );
+
+//
+// g_svcmds.c
+//
+qboolean ConsoleCommand( void );
+void G_ProcessIPBans(void);
+qboolean G_FilterPacket (char *from);
+
+//
+// g_weapon.c
+//
+void FireWeapon( gentity_t *ent );
+#ifdef MISSIONPACK
+void G_StartKamikaze( gentity_t *ent );
+#endif
+
+//
+// p_hud.c
+//
+void MoveClientToIntermission (gentity_t *client);
+void G_SetStats (gentity_t *ent);
+void DeathmatchScoreboardMessage (gentity_t *client);
+
+//
+// g_cmds.c
+//
+
+//
+// g_pweapon.c
+//
+
+
+//
+// g_main.c
+//
+void FindIntermissionPoint( void );
+void SetLeader(int team, int client);
+void CheckTeamLeader( int team );
+void G_RunThink (gentity_t *ent);
+void QDECL G_LogPrintf( const char *fmt, ... );
+void SendScoreboardMessageToAllClients( void );
+void QDECL G_Printf( const char *fmt, ... );
+void QDECL G_Error( const char *fmt, ... );
+
+//
+// g_client.c
+//
+char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
+void ClientUserinfoChanged( int clientNum );
+void ClientDisconnect( int clientNum );
+void ClientBegin( int clientNum );
+void ClientCommand( int clientNum );
+
+//
+// g_active.c
+//
+void ClientThink( int clientNum );
+void ClientEndFrame( gentity_t *ent );
+void G_RunClient( gentity_t *ent );
+
+//
+// g_team.c
+//
+qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
+void Team_CheckDroppedItem( gentity_t *dropped );
+qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker );
+
+//
+// g_mem.c
+//
+void *G_Alloc( int size );
+void G_InitMemory( void );
+void Svcmd_GameMem_f( void );
+
+//
+// g_session.c
+//
+void G_ReadSessionData( gclient_t *client );
+void G_InitSessionData( gclient_t *client, char *userinfo );
+
+void G_InitWorldSession( void );
+void G_WriteSessionData( void );
+
+//
+// g_arenas.c
+//
+void UpdateTournamentInfo( void );
+void SpawnModelsOnVictoryPads( void );
+void Svcmd_AbortPodium_f( void );
+
+//
+// g_bot.c
+//
+void G_InitBots( qboolean restart );
+char *G_GetBotInfoByNumber( int num );
+char *G_GetBotInfoByName( const char *name );
+void G_CheckBotSpawn( void );
+void G_RemoveQueuedBotBegin( int clientNum );
+qboolean G_BotConnect( int clientNum, qboolean restart );
+void Svcmd_AddBot_f( void );
+void Svcmd_BotList_f( void );
+void BotInterbreedEndMatch( void );
+
+// ai_main.c
+#define MAX_FILEPATH 144
+
+//bot settings
+typedef struct bot_settings_s
+{
+ char characterfile[MAX_FILEPATH];
+ float skill;
+ char team[MAX_FILEPATH];
+} bot_settings_t;
+
+int BotAISetup( int restart );
+int BotAIShutdown( int restart );
+int BotAILoadMap( int restart );
+int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
+int BotAIShutdownClient( int client, qboolean restart );
+int BotAIStartFrame( int time );
+void BotTestAAS(vec3_t origin);
+
+#include "g_team.h" // teamplay specific stuff
+
+
+extern level_locals_t level;
+extern gentity_t g_entities[MAX_GENTITIES];
+
+#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
+
+extern vmCvar_t g_gametype;
+extern vmCvar_t g_dedicated;
+extern vmCvar_t g_cheats;
+extern vmCvar_t g_maxclients; // allow this many total, including spectators
+extern vmCvar_t g_maxGameClients; // allow this many active
+extern vmCvar_t g_restarted;
+
+extern vmCvar_t g_dmflags;
+extern vmCvar_t g_fraglimit;
+extern vmCvar_t g_timelimit;
+extern vmCvar_t g_capturelimit;
+extern vmCvar_t g_friendlyFire;
+extern vmCvar_t g_password;
+extern vmCvar_t g_needpass;
+extern vmCvar_t g_gravity;
+extern vmCvar_t g_speed;
+extern vmCvar_t g_knockback;
+extern vmCvar_t g_quadfactor;
+extern vmCvar_t g_forcerespawn;
+extern vmCvar_t g_inactivity;
+extern vmCvar_t g_debugMove;
+extern vmCvar_t g_debugAlloc;
+extern vmCvar_t g_debugDamage;
+extern vmCvar_t g_weaponRespawn;
+extern vmCvar_t g_weaponTeamRespawn;
+extern vmCvar_t g_synchronousClients;
+extern vmCvar_t g_motd;
+extern vmCvar_t g_warmup;
+extern vmCvar_t g_doWarmup;
+extern vmCvar_t g_blood;
+extern vmCvar_t g_allowVote;
+extern vmCvar_t g_teamAutoJoin;
+extern vmCvar_t g_teamForceBalance;
+extern vmCvar_t g_banIPs;
+extern vmCvar_t g_filterBan;
+extern vmCvar_t g_obeliskHealth;
+extern vmCvar_t g_obeliskRegenPeriod;
+extern vmCvar_t g_obeliskRegenAmount;
+extern vmCvar_t g_obeliskRespawnDelay;
+extern vmCvar_t g_cubeTimeout;
+extern vmCvar_t g_redteam;
+extern vmCvar_t g_blueteam;
+extern vmCvar_t g_smoothClients;
+extern vmCvar_t pmove_fixed;
+extern vmCvar_t pmove_msec;
+extern vmCvar_t g_rankings;
+extern vmCvar_t g_enableDust;
+extern vmCvar_t g_enableBreath;
+extern vmCvar_t g_singlePlayer;
+extern vmCvar_t g_proxMineTimeout;
+
+void trap_Printf( const char *fmt );
+void trap_Error( const char *fmt );
+int trap_Milliseconds( void );
+int trap_RealTime( qtime_t *qtime );
+int trap_Argc( void );
+void trap_Argv( int n, char *buffer, int bufferLength );
+void trap_Args( char *buffer, int bufferLength );
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
+void trap_FS_Read( void *buffer, int len, fileHandle_t f );
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
+void trap_FS_FCloseFile( fileHandle_t f );
+int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
+int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
+void trap_SendConsoleCommand( int exec_when, const char *text );
+void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
+void trap_Cvar_Update( vmCvar_t *cvar );
+void trap_Cvar_Set( const char *var_name, const char *value );
+int trap_Cvar_VariableIntegerValue( const char *var_name );
+float trap_Cvar_VariableValue( const char *var_name );
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
+void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
+void trap_DropClient( int clientNum, const char *reason );
+void trap_SendServerCommand( int clientNum, const char *text );
+void trap_SetConfigstring( int num, const char *string );
+void trap_GetConfigstring( int num, char *buffer, int bufferSize );
+void trap_GetUserinfo( int num, char *buffer, int bufferSize );
+void trap_SetUserinfo( int num, const char *buffer );
+void trap_GetServerinfo( char *buffer, int bufferSize );
+void trap_SetBrushModel( gentity_t *ent, const char *name );
+void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
+int trap_PointContents( const vec3_t point, int passEntityNum );
+qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
+qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
+void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
+qboolean trap_AreasConnected( int area1, int area2 );
+void trap_LinkEntity( gentity_t *ent );
+void trap_UnlinkEntity( gentity_t *ent );
+int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
+qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+int trap_BotAllocateClient( void );
+void trap_BotFreeClient( int clientNum );
+void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
+qboolean trap_GetEntityToken( char *buffer, int bufferSize );
+
+int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
+void trap_DebugPolygonDelete(int id);
+
+int trap_BotLibSetup( void );
+int trap_BotLibShutdown( void );
+int trap_BotLibVarSet(char *var_name, char *value);
+int trap_BotLibVarGet(char *var_name, char *value, int size);
+int trap_BotLibDefine(char *string);
+int trap_BotLibStartFrame(float time);
+int trap_BotLibLoadMap(const char *mapname);
+int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
+int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
+
+int trap_BotGetSnapshotEntity( int clientNum, int sequence );
+int trap_BotGetServerCommand(int clientNum, char *message, int size);
+void trap_BotUserCommand(int client, usercmd_t *ucmd);
+
+int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
+int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
+void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
+
+int trap_AAS_Initialized(void);
+void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
+float trap_AAS_Time(void);
+
+int trap_AAS_PointAreaNum(vec3_t point);
+int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
+int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
+
+int trap_AAS_PointContents(vec3_t point);
+int trap_AAS_NextBSPEntity(int ent);
+int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
+int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
+int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
+int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
+
+int trap_AAS_AreaReachability(int areanum);
+
+int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
+int trap_AAS_EnableRoutingArea( int areanum, int enable );
+int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
+ int goalareanum, int travelflags, int maxareas, int maxtime,
+ int stopevent, int stopcontents, int stoptfl, int stopareanum);
+
+int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
+ void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
+ int type);
+int trap_AAS_Swimming(vec3_t origin);
+int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);
+
+
+void trap_EA_Say(int client, char *str);
+void trap_EA_SayTeam(int client, char *str);
+void trap_EA_Command(int client, char *command);
+
+void trap_EA_Action(int client, int action);
+void trap_EA_Gesture(int client);
+void trap_EA_Talk(int client);
+void trap_EA_Attack(int client);
+void trap_EA_Use(int client);
+void trap_EA_Respawn(int client);
+void trap_EA_Crouch(int client);
+void trap_EA_MoveUp(int client);
+void trap_EA_MoveDown(int client);
+void trap_EA_MoveForward(int client);
+void trap_EA_MoveBack(int client);
+void trap_EA_MoveLeft(int client);
+void trap_EA_MoveRight(int client);
+void trap_EA_SelectWeapon(int client, int weapon);
+void trap_EA_Jump(int client);
+void trap_EA_DelayedJump(int client);
+void trap_EA_Move(int client, vec3_t dir, float speed);
+void trap_EA_View(int client, vec3_t viewangles);
+
+void trap_EA_EndRegular(int client, float thinktime);
+void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
+void trap_EA_ResetInput(int client);
+
+
+int trap_BotLoadCharacter(char *charfile, float skill);
+void trap_BotFreeCharacter(int character);
+float trap_Characteristic_Float(int character, int index);
+float trap_Characteristic_BFloat(int character, int index, float min, float max);
+int trap_Characteristic_Integer(int character, int index);
+int trap_Characteristic_BInteger(int character, int index, int min, int max);
+void trap_Characteristic_String(int character, int index, char *buf, int size);
+
+int trap_BotAllocChatState(void);
+void trap_BotFreeChatState(int handle);
+void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
+void trap_BotRemoveConsoleMessage(int chatstate, int handle);
+int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
+int trap_BotNumConsoleMessages(int chatstate);
+void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
+int trap_BotNumInitialChats(int chatstate, char *type);
+int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
+int trap_BotChatLength(int chatstate);
+void trap_BotEnterChat(int chatstate, int client, int sendto);
+void trap_BotGetChatMessage(int chatstate, char *buf, int size);
+int trap_StringContains(char *str1, char *str2, int casesensitive);
+int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
+void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
+void trap_UnifyWhiteSpaces(char *string);
+void trap_BotReplaceSynonyms(char *string, unsigned long int context);
+int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
+void trap_BotSetChatGender(int chatstate, int gender);
+void trap_BotSetChatName(int chatstate, char *name, int client);
+void trap_BotResetGoalState(int goalstate);
+void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
+void trap_BotResetAvoidGoals(int goalstate);
+void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
+void trap_BotPopGoal(int goalstate);
+void trap_BotEmptyGoalStack(int goalstate);
+void trap_BotDumpAvoidGoals(int goalstate);
+void trap_BotDumpGoalStack(int goalstate);
+void trap_BotGoalName(int number, char *name, int size);
+int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
+int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
+int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
+int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
+int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
+int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
+int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
+int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
+int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
+float trap_BotAvoidGoalTime(int goalstate, int number);
+void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
+void trap_BotInitLevelItems(void);
+void trap_BotUpdateEntityItems(void);
+int trap_BotLoadItemWeights(int goalstate, char *filename);
+void trap_BotFreeItemWeights(int goalstate);
+void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
+void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
+void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
+int trap_BotAllocGoalState(int state);
+void trap_BotFreeGoalState(int handle);
+
+void trap_BotResetMoveState(int movestate);
+void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
+int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
+void trap_BotResetAvoidReach(int movestate);
+void trap_BotResetLastAvoidReach(int movestate);
+int trap_BotReachabilityArea(vec3_t origin, int testground);
+int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
+int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
+int trap_BotAllocMoveState(void);
+void trap_BotFreeMoveState(int handle);
+void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
+void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
+
+int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
+void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
+int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
+int trap_BotAllocWeaponState(void);
+void trap_BotFreeWeaponState(int weaponstate);
+void trap_BotResetWeaponState(int weaponstate);
+
+int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
+
+void trap_SnapVector( float *v );
+
diff --git a/code/game/g_main.c b/code/game/g_main.c
new file mode 100644
index 0000000..583479b
--- /dev/null
+++ b/code/game/g_main.c
@@ -0,0 +1,1845 @@
+/*
+===========================================================================
+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"
+
+level_locals_t level;
+
+typedef struct {
+ vmCvar_t *vmCvar;
+ char *cvarName;
+ char *defaultString;
+ int cvarFlags;
+ int modificationCount; // for tracking changes
+ qboolean trackChange; // track this variable, and announce if changed
+ qboolean teamShader; // track and if changed, update shader state
+} cvarTable_t;
+
+gentity_t g_entities[MAX_GENTITIES];
+gclient_t g_clients[MAX_CLIENTS];
+
+vmCvar_t g_gametype;
+vmCvar_t g_dmflags;
+vmCvar_t g_fraglimit;
+vmCvar_t g_timelimit;
+vmCvar_t g_capturelimit;
+vmCvar_t g_friendlyFire;
+vmCvar_t g_password;
+vmCvar_t g_needpass;
+vmCvar_t g_maxclients;
+vmCvar_t g_maxGameClients;
+vmCvar_t g_dedicated;
+vmCvar_t g_speed;
+vmCvar_t g_gravity;
+vmCvar_t g_cheats;
+vmCvar_t g_knockback;
+vmCvar_t g_quadfactor;
+vmCvar_t g_forcerespawn;
+vmCvar_t g_inactivity;
+vmCvar_t g_debugMove;
+vmCvar_t g_debugDamage;
+vmCvar_t g_debugAlloc;
+vmCvar_t g_weaponRespawn;
+vmCvar_t g_weaponTeamRespawn;
+vmCvar_t g_motd;
+vmCvar_t g_synchronousClients;
+vmCvar_t g_warmup;
+vmCvar_t g_doWarmup;
+vmCvar_t g_restarted;
+vmCvar_t g_logfile;
+vmCvar_t g_logfileSync;
+vmCvar_t g_blood;
+vmCvar_t g_podiumDist;
+vmCvar_t g_podiumDrop;
+vmCvar_t g_allowVote;
+vmCvar_t g_teamAutoJoin;
+vmCvar_t g_teamForceBalance;
+vmCvar_t g_banIPs;
+vmCvar_t g_filterBan;
+vmCvar_t g_smoothClients;
+vmCvar_t pmove_fixed;
+vmCvar_t pmove_msec;
+vmCvar_t g_rankings;
+vmCvar_t g_listEntity;
+#ifdef MISSIONPACK
+vmCvar_t g_obeliskHealth;
+vmCvar_t g_obeliskRegenPeriod;
+vmCvar_t g_obeliskRegenAmount;
+vmCvar_t g_obeliskRespawnDelay;
+vmCvar_t g_cubeTimeout;
+vmCvar_t g_redteam;
+vmCvar_t g_blueteam;
+vmCvar_t g_singlePlayer;
+vmCvar_t g_enableDust;
+vmCvar_t g_enableBreath;
+vmCvar_t g_proxMineTimeout;
+#endif
+
+static cvarTable_t gameCvarTable[] = {
+ // don't override the cheat state set by the system
+ { &g_cheats, "sv_cheats", "", 0, 0, qfalse },
+
+ // noset vars
+ { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+ { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse },
+ { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse },
+ { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+
+ // latched vars
+ { &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse },
+
+ { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
+ { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
+
+ // change anytime vars
+ { &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue },
+ { &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
+ { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
+ { &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
+
+ { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse },
+
+ { &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue },
+
+ { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE },
+ { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE },
+
+ { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue },
+ { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue },
+ { &g_logfile, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse },
+ { &g_logfileSync, "g_logsync", "0", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse },
+
+ { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse },
+ { &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse },
+
+ { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
+
+ { &g_dedicated, "dedicated", "0", 0, 0, qfalse },
+
+ { &g_speed, "g_speed", "320", 0, 0, qtrue },
+ { &g_gravity, "g_gravity", "800", 0, 0, qtrue },
+ { &g_knockback, "g_knockback", "1000", 0, 0, qtrue },
+ { &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue },
+ { &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue },
+ { &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
+ { &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
+ { &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
+ { &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
+ { &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
+ { &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
+ { &g_motd, "g_motd", "", 0, 0, qfalse },
+ { &g_blood, "com_blood", "1", 0, 0, qfalse },
+
+ { &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
+ { &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
+
+ { &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
+ { &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
+
+#ifdef MISSIONPACK
+ { &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
+ { &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
+ { &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
+ { &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },
+
+ { &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
+ { &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
+ { &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
+ { &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse },
+
+ { &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
+ { &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
+ { &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
+#endif
+ { &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
+ { &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
+ { &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
+
+ { &g_rankings, "g_rankings", "0", 0, 0, qfalse}
+
+};
+
+static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] );
+
+
+void G_InitGame( int levelTime, int randomSeed, int restart );
+void G_RunFrame( int levelTime );
+void G_ShutdownGame( int restart );
+void CheckExitRules( void );
+
+
+/*
+================
+vmMain
+
+This is the only way control passes into the module.
+This must be the very first function compiled into the .q3vm file
+================
+*/
+Q_EXPORT 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 GAME_INIT:
+ G_InitGame( arg0, arg1, arg2 );
+ return 0;
+ case GAME_SHUTDOWN:
+ G_ShutdownGame( arg0 );
+ return 0;
+ case GAME_CLIENT_CONNECT:
+ return (intptr_t)ClientConnect( arg0, arg1, arg2 );
+ case GAME_CLIENT_THINK:
+ ClientThink( arg0 );
+ return 0;
+ case GAME_CLIENT_USERINFO_CHANGED:
+ ClientUserinfoChanged( arg0 );
+ return 0;
+ case GAME_CLIENT_DISCONNECT:
+ ClientDisconnect( arg0 );
+ return 0;
+ case GAME_CLIENT_BEGIN:
+ ClientBegin( arg0 );
+ return 0;
+ case GAME_CLIENT_COMMAND:
+ ClientCommand( arg0 );
+ return 0;
+ case GAME_RUN_FRAME:
+ G_RunFrame( arg0 );
+ return 0;
+ case GAME_CONSOLE_COMMAND:
+ return ConsoleCommand();
+ case BOTAI_START_FRAME:
+ return BotAIStartFrame( arg0 );
+ }
+
+ return -1;
+}
+
+
+void QDECL G_Printf( const char *fmt, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, fmt);
+ Q_vsnprintf (text, sizeof(text), fmt, argptr);
+ va_end (argptr);
+
+ trap_Printf( text );
+}
+
+void QDECL G_Error( const char *fmt, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, fmt);
+ Q_vsnprintf (text, sizeof(text), fmt, argptr);
+ va_end (argptr);
+
+ trap_Error( text );
+}
+
+/*
+================
+G_FindTeams
+
+Chain together all entities with a matching team field.
+Entity teams are used for item groups and multi-entity mover groups.
+
+All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
+All but the last will have the teamchain field set to the next one
+================
+*/
+void G_FindTeams( void ) {
+ gentity_t *e, *e2;
+ int i, j;
+ int c, c2;
+
+ c = 0;
+ c2 = 0;
+ for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
+ if (!e->inuse)
+ continue;
+ if (!e->team)
+ continue;
+ if (e->flags & FL_TEAMSLAVE)
+ continue;
+ e->teammaster = e;
+ c++;
+ c2++;
+ for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
+ {
+ if (!e2->inuse)
+ continue;
+ if (!e2->team)
+ continue;
+ if (e2->flags & FL_TEAMSLAVE)
+ continue;
+ if (!strcmp(e->team, e2->team))
+ {
+ c2++;
+ e2->teamchain = e->teamchain;
+ e->teamchain = e2;
+ e2->teammaster = e;
+ e2->flags |= FL_TEAMSLAVE;
+
+ // make sure that targets only point at the master
+ if ( e2->targetname ) {
+ e->targetname = e2->targetname;
+ e2->targetname = NULL;
+ }
+ }
+ }
+ }
+
+ G_Printf ("%i teams with %i entities\n", c, c2);
+}
+
+void G_RemapTeamShaders( void ) {
+#ifdef MISSIONPACK
+ char string[1024];
+ float f = level.time * 0.001;
+ Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
+ AddRemap("textures/ctf2/redteam01", string, f);
+ AddRemap("textures/ctf2/redteam02", string, f);
+ Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
+ AddRemap("textures/ctf2/blueteam01", string, f);
+ AddRemap("textures/ctf2/blueteam02", string, f);
+ trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
+#endif
+}
+
+
+/*
+=================
+G_RegisterCvars
+=================
+*/
+void G_RegisterCvars( void ) {
+ int i;
+ cvarTable_t *cv;
+ qboolean remapped = qfalse;
+
+ for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
+ trap_Cvar_Register( cv->vmCvar, cv->cvarName,
+ cv->defaultString, cv->cvarFlags );
+ if ( cv->vmCvar )
+ cv->modificationCount = cv->vmCvar->modificationCount;
+
+ if (cv->teamShader) {
+ remapped = qtrue;
+ }
+ }
+
+ if (remapped) {
+ G_RemapTeamShaders();
+ }
+
+ // check some things
+ if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
+ G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
+ trap_Cvar_Set( "g_gametype", "0" );
+ }
+
+ level.warmupModificationCount = g_warmup.modificationCount;
+}
+
+/*
+=================
+G_UpdateCvars
+=================
+*/
+void G_UpdateCvars( void ) {
+ int i;
+ cvarTable_t *cv;
+ qboolean remapped = qfalse;
+
+ for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
+ if ( cv->vmCvar ) {
+ trap_Cvar_Update( cv->vmCvar );
+
+ if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
+ cv->modificationCount = cv->vmCvar->modificationCount;
+
+ if ( cv->trackChange ) {
+ trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"",
+ cv->cvarName, cv->vmCvar->string ) );
+ }
+
+ if (cv->teamShader) {
+ remapped = qtrue;
+ }
+ }
+ }
+ }
+
+ if (remapped) {
+ G_RemapTeamShaders();
+ }
+}
+
+/*
+============
+G_InitGame
+
+============
+*/
+void G_InitGame( int levelTime, int randomSeed, int restart ) {
+ int i;
+
+ G_Printf ("------- Game Initialization -------\n");
+ G_Printf ("gamename: %s\n", GAMEVERSION);
+ G_Printf ("gamedate: %s\n", __DATE__);
+
+ srand( randomSeed );
+
+ G_RegisterCvars();
+
+ G_ProcessIPBans();
+
+ G_InitMemory();
+
+ // set some level globals
+ memset( &level, 0, sizeof( level ) );
+ level.time = levelTime;
+ level.startTime = levelTime;
+
+ level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime
+
+ if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) {
+ if ( g_logfileSync.integer ) {
+ trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC );
+ } else {
+ trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND );
+ }
+ if ( !level.logFile ) {
+ G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string );
+ } else {
+ char serverinfo[MAX_INFO_STRING];
+
+ trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
+
+ G_LogPrintf("------------------------------------------------------------\n" );
+ G_LogPrintf("InitGame: %s\n", serverinfo );
+ }
+ } else {
+ G_Printf( "Not logging to disk.\n" );
+ }
+
+ G_InitWorldSession();
+
+ // initialize all entities for this game
+ memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
+ level.gentities = g_entities;
+
+ // initialize all clients for this game
+ level.maxclients = g_maxclients.integer;
+ memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
+ level.clients = g_clients;
+
+ // set client fields on player ents
+ for ( i=0 ; i<level.maxclients ; i++ ) {
+ g_entities[i].client = level.clients + i;
+ }
+
+ // always leave room for the max number of clients,
+ // even if they aren't all used, so numbers inside that
+ // range are NEVER anything but clients
+ level.num_entities = MAX_CLIENTS;
+
+ // let the server system know where the entites are
+ trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
+ &level.clients[0].ps, sizeof( level.clients[0] ) );
+
+ // reserve some spots for dead player bodies
+ InitBodyQue();
+
+ ClearRegisteredItems();
+
+ // parse the key/value pairs and spawn gentities
+ G_SpawnEntitiesFromString();
+
+ // general initialization
+ G_FindTeams();
+
+ // make sure we have flags for CTF, etc
+ if( g_gametype.integer >= GT_TEAM ) {
+ G_CheckTeamItems();
+ }
+
+ SaveRegisteredItems();
+
+ G_Printf ("-----------------------------------\n");
+
+ if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
+ G_ModelIndex( SP_PODIUM_MODEL );
+ G_SoundIndex( "sound/player/gurp1.wav" );
+ G_SoundIndex( "sound/player/gurp2.wav" );
+ }
+
+ if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
+ BotAISetup( restart );
+ BotAILoadMap( restart );
+ G_InitBots( restart );
+ }
+
+ G_RemapTeamShaders();
+
+}
+
+
+
+/*
+=================
+G_ShutdownGame
+=================
+*/
+void G_ShutdownGame( int restart ) {
+ G_Printf ("==== ShutdownGame ====\n");
+
+ if ( level.logFile ) {
+ G_LogPrintf("ShutdownGame:\n" );
+ G_LogPrintf("------------------------------------------------------------\n" );
+ trap_FS_FCloseFile( level.logFile );
+ }
+
+ // write all the client session data so we can get it back
+ G_WriteSessionData();
+
+ if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
+ BotAIShutdown( restart );
+ }
+}
+
+
+
+//===================================================================
+
+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);
+
+ G_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);
+
+ G_Printf ("%s", text);
+}
+
+/*
+========================================================================
+
+PLAYER COUNTING / SCORE SORTING
+
+========================================================================
+*/
+
+/*
+=============
+AddTournamentPlayer
+
+If there are less than two tournament players, put a
+spectator in the game and restart
+=============
+*/
+void AddTournamentPlayer( void ) {
+ int i;
+ gclient_t *client;
+ gclient_t *nextInLine;
+
+ if ( level.numPlayingClients >= 2 ) {
+ return;
+ }
+
+ // never change during intermission
+ if ( level.intermissiontime ) {
+ return;
+ }
+
+ nextInLine = NULL;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ client = &level.clients[i];
+ if ( client->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+ if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ continue;
+ }
+ // never select the dedicated follow or scoreboard clients
+ if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ||
+ client->sess.spectatorClient < 0 ) {
+ continue;
+ }
+
+ if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
+ nextInLine = client;
+ }
+ }
+
+ if ( !nextInLine ) {
+ return;
+ }
+
+ level.warmupTime = -1;
+
+ // set them to free-for-all team
+ SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
+}
+
+/*
+=======================
+RemoveTournamentLoser
+
+Make the loser a spectator at the back of the line
+=======================
+*/
+void RemoveTournamentLoser( void ) {
+ int clientNum;
+
+ if ( level.numPlayingClients != 2 ) {
+ return;
+ }
+
+ clientNum = level.sortedClients[1];
+
+ if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
+ return;
+ }
+
+ // make them a spectator
+ SetTeam( &g_entities[ clientNum ], "s" );
+}
+
+/*
+=======================
+RemoveTournamentWinner
+=======================
+*/
+void RemoveTournamentWinner( void ) {
+ int clientNum;
+
+ if ( level.numPlayingClients != 2 ) {
+ return;
+ }
+
+ clientNum = level.sortedClients[0];
+
+ if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
+ return;
+ }
+
+ // make them a spectator
+ SetTeam( &g_entities[ clientNum ], "s" );
+}
+
+/*
+=======================
+AdjustTournamentScores
+=======================
+*/
+void AdjustTournamentScores( void ) {
+ int clientNum;
+
+ clientNum = level.sortedClients[0];
+ if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
+ level.clients[ clientNum ].sess.wins++;
+ ClientUserinfoChanged( clientNum );
+ }
+
+ clientNum = level.sortedClients[1];
+ if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
+ level.clients[ clientNum ].sess.losses++;
+ ClientUserinfoChanged( clientNum );
+ }
+
+}
+
+/*
+=============
+SortRanks
+
+=============
+*/
+int QDECL SortRanks( const void *a, const void *b ) {
+ gclient_t *ca, *cb;
+
+ ca = &level.clients[*(int *)a];
+ cb = &level.clients[*(int *)b];
+
+ // sort special clients last
+ if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
+ return 1;
+ }
+ if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0 ) {
+ return -1;
+ }
+
+ // then connecting clients
+ if ( ca->pers.connected == CON_CONNECTING ) {
+ return 1;
+ }
+ if ( cb->pers.connected == CON_CONNECTING ) {
+ return -1;
+ }
+
+
+ // then spectators
+ if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
+ if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
+ return -1;
+ }
+ if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
+ return 1;
+ }
+ return 0;
+ }
+ if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
+ return 1;
+ }
+ if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
+ return -1;
+ }
+
+ // then sort by score
+ if ( ca->ps.persistant[PERS_SCORE]
+ > cb->ps.persistant[PERS_SCORE] ) {
+ return -1;
+ }
+ if ( ca->ps.persistant[PERS_SCORE]
+ < cb->ps.persistant[PERS_SCORE] ) {
+ return 1;
+ }
+ return 0;
+}
+
+/*
+============
+CalculateRanks
+
+Recalculates the score ranks of all players
+This will be called on every client connect, begin, disconnect, death,
+and team change.
+============
+*/
+void CalculateRanks( void ) {
+ int i;
+ int rank;
+ int score;
+ int newScore;
+ gclient_t *cl;
+
+ level.follow1 = -1;
+ level.follow2 = -1;
+ level.numConnectedClients = 0;
+ level.numNonSpectatorClients = 0;
+ level.numPlayingClients = 0;
+ level.numVotingClients = 0; // don't count bots
+ for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
+ level.numteamVotingClients[i] = 0;
+ }
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
+ level.sortedClients[level.numConnectedClients] = i;
+ level.numConnectedClients++;
+
+ if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
+ level.numNonSpectatorClients++;
+
+ // decide if this should be auto-followed
+ if ( level.clients[i].pers.connected == CON_CONNECTED ) {
+ level.numPlayingClients++;
+ if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
+ level.numVotingClients++;
+ if ( level.clients[i].sess.sessionTeam == TEAM_RED )
+ level.numteamVotingClients[0]++;
+ else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
+ level.numteamVotingClients[1]++;
+ }
+ if ( level.follow1 == -1 ) {
+ level.follow1 = i;
+ } else if ( level.follow2 == -1 ) {
+ level.follow2 = i;
+ }
+ }
+ }
+ }
+ }
+
+ qsort( level.sortedClients, level.numConnectedClients,
+ sizeof(level.sortedClients[0]), SortRanks );
+
+ // set the rank value for all clients that are connected and not spectators
+ if ( g_gametype.integer >= GT_TEAM ) {
+ // in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
+ for ( i = 0; i < level.numConnectedClients; i++ ) {
+ cl = &level.clients[ level.sortedClients[i] ];
+ if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
+ cl->ps.persistant[PERS_RANK] = 2;
+ } else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
+ cl->ps.persistant[PERS_RANK] = 0;
+ } else {
+ cl->ps.persistant[PERS_RANK] = 1;
+ }
+ }
+ } else {
+ rank = -1;
+ score = 0;
+ for ( i = 0; i < level.numPlayingClients; i++ ) {
+ cl = &level.clients[ level.sortedClients[i] ];
+ newScore = cl->ps.persistant[PERS_SCORE];
+ if ( i == 0 || newScore != score ) {
+ rank = i;
+ // assume we aren't tied until the next client is checked
+ level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
+ } else {
+ // we are tied with the previous client
+ level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
+ level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
+ }
+ score = newScore;
+ if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
+ level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
+ }
+ }
+ }
+
+ // set the CS_SCORES1/2 configstrings, which will be visible to everyone
+ if ( g_gametype.integer >= GT_TEAM ) {
+ trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
+ trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
+ } else {
+ if ( level.numConnectedClients == 0 ) {
+ trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
+ trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
+ } else if ( level.numConnectedClients == 1 ) {
+ trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
+ trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
+ } else {
+ trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
+ trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
+ }
+ }
+
+ // see if it is time to end the level
+ CheckExitRules();
+
+ // if we are at the intermission, send the new info to everyone
+ if ( level.intermissiontime ) {
+ SendScoreboardMessageToAllClients();
+ }
+}
+
+
+/*
+========================================================================
+
+MAP CHANGING
+
+========================================================================
+*/
+
+/*
+========================
+SendScoreboardMessageToAllClients
+
+Do this at BeginIntermission time and whenever ranks are recalculated
+due to enters/exits/forced team changes
+========================
+*/
+void SendScoreboardMessageToAllClients( void ) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
+ DeathmatchScoreboardMessage( g_entities + i );
+ }
+ }
+}
+
+/*
+========================
+MoveClientToIntermission
+
+When the intermission starts, this will be called for all players.
+If a new client connects, this will be called after the spawn function.
+========================
+*/
+void MoveClientToIntermission( gentity_t *ent ) {
+ // take out of follow mode if needed
+ if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
+ StopFollowing( ent );
+ }
+
+
+ // move to the spot
+ VectorCopy( level.intermission_origin, ent->s.origin );
+ VectorCopy( level.intermission_origin, ent->client->ps.origin );
+ VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
+ ent->client->ps.pm_type = PM_INTERMISSION;
+
+ // clean up powerup info
+ memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );
+
+ ent->client->ps.eFlags = 0;
+ ent->s.eFlags = 0;
+ ent->s.eType = ET_GENERAL;
+ ent->s.modelindex = 0;
+ ent->s.loopSound = 0;
+ ent->s.event = 0;
+ ent->r.contents = 0;
+}
+
+/*
+==================
+FindIntermissionPoint
+
+This is also used for spectator spawns
+==================
+*/
+void FindIntermissionPoint( void ) {
+ gentity_t *ent, *target;
+ vec3_t dir;
+
+ // find the intermission spot
+ ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
+ if ( !ent ) { // the map creator forgot to put in an intermission point...
+ SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle, qfalse );
+ } else {
+ VectorCopy (ent->s.origin, level.intermission_origin);
+ VectorCopy (ent->s.angles, level.intermission_angle);
+ // if it has a target, look towards it
+ if ( ent->target ) {
+ target = G_PickTarget( ent->target );
+ if ( target ) {
+ VectorSubtract( target->s.origin, level.intermission_origin, dir );
+ vectoangles( dir, level.intermission_angle );
+ }
+ }
+ }
+
+}
+
+/*
+==================
+BeginIntermission
+==================
+*/
+void BeginIntermission( void ) {
+ int i;
+ gentity_t *client;
+
+ if ( level.intermissiontime ) {
+ return; // already active
+ }
+
+ // if in tournement mode, change the wins / losses
+ if ( g_gametype.integer == GT_TOURNAMENT ) {
+ AdjustTournamentScores();
+ }
+
+ level.intermissiontime = level.time;
+ FindIntermissionPoint();
+
+#ifdef MISSIONPACK
+ if (g_singlePlayer.integer) {
+ trap_Cvar_Set("ui_singlePlayerActive", "0");
+ UpdateTournamentInfo();
+ }
+#else
+ // if single player game
+ if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
+ UpdateTournamentInfo();
+ SpawnModelsOnVictoryPads();
+ }
+#endif
+
+ // move all clients to the intermission point
+ for (i=0 ; i< level.maxclients ; i++) {
+ client = g_entities + i;
+ if (!client->inuse)
+ continue;
+ // respawn if dead
+ if (client->health <= 0) {
+ respawn(client);
+ }
+ MoveClientToIntermission( client );
+ }
+
+ // send the current scoring to all clients
+ SendScoreboardMessageToAllClients();
+
+}
+
+
+/*
+=============
+ExitLevel
+
+When the intermission has been exited, the server is either killed
+or moved to a new level based on the "nextmap" cvar
+
+=============
+*/
+void ExitLevel (void) {
+ int i;
+ gclient_t *cl;
+ char nextmap[MAX_STRING_CHARS];
+ char d1[MAX_STRING_CHARS];
+
+ //bot interbreeding
+ BotInterbreedEndMatch();
+
+ // if we are running a tournement map, kick the loser to spectator status,
+ // which will automatically grab the next spectator and restart
+ if ( g_gametype.integer == GT_TOURNAMENT ) {
+ if ( !level.restarted ) {
+ RemoveTournamentLoser();
+ trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
+ level.restarted = qtrue;
+ level.changemap = NULL;
+ level.intermissiontime = 0;
+ }
+ return;
+ }
+
+ trap_Cvar_VariableStringBuffer( "nextmap", nextmap, sizeof(nextmap) );
+ trap_Cvar_VariableStringBuffer( "d1", d1, sizeof(d1) );
+
+ if( !Q_stricmp( nextmap, "map_restart 0" ) && Q_stricmp( d1, "" ) ) {
+ trap_Cvar_Set( "nextmap", "vstr d2" );
+ trap_SendConsoleCommand( EXEC_APPEND, "vstr d1\n" );
+ } else {
+ trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
+ }
+
+ level.changemap = NULL;
+ level.intermissiontime = 0;
+
+ // reset all the scores so we don't enter the intermission again
+ level.teamScores[TEAM_RED] = 0;
+ level.teamScores[TEAM_BLUE] = 0;
+ for ( i=0 ; i< g_maxclients.integer ; i++ ) {
+ cl = level.clients + i;
+ if ( cl->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+ cl->ps.persistant[PERS_SCORE] = 0;
+ }
+
+ // we need to do this here before chaning to CON_CONNECTING
+ G_WriteSessionData();
+
+ // change all client states to connecting, so the early players into the
+ // next level will know the others aren't done reconnecting
+ for (i=0 ; i< g_maxclients.integer ; i++) {
+ if ( level.clients[i].pers.connected == CON_CONNECTED ) {
+ level.clients[i].pers.connected = CON_CONNECTING;
+ }
+ }
+
+}
+
+/*
+=================
+G_LogPrintf
+
+Print to the logfile with a time stamp if it is open
+=================
+*/
+void QDECL G_LogPrintf( const char *fmt, ... ) {
+ va_list argptr;
+ char string[1024];
+ int min, tens, sec;
+
+ sec = level.time / 1000;
+
+ min = sec / 60;
+ sec -= min * 60;
+ tens = sec / 10;
+ sec -= tens * 10;
+
+ Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
+
+ va_start( argptr, fmt );
+ Q_vsnprintf(string + 7, sizeof(string) - 7, fmt, argptr);
+ va_end( argptr );
+
+ if ( g_dedicated.integer ) {
+ G_Printf( "%s", string + 7 );
+ }
+
+ if ( !level.logFile ) {
+ return;
+ }
+
+ trap_FS_Write( string, strlen( string ), level.logFile );
+}
+
+/*
+================
+LogExit
+
+Append information about this game to the log file
+================
+*/
+void LogExit( const char *string ) {
+ int i, numSorted;
+ gclient_t *cl;
+#ifdef MISSIONPACK
+ qboolean won = qtrue;
+#endif
+ G_LogPrintf( "Exit: %s\n", string );
+
+ level.intermissionQueued = level.time;
+
+ // this will keep the clients from playing any voice sounds
+ // that will get cut off when the queued intermission starts
+ trap_SetConfigstring( CS_INTERMISSION, "1" );
+
+ // don't send more than 32 scores (FIXME?)
+ numSorted = level.numConnectedClients;
+ if ( numSorted > 32 ) {
+ numSorted = 32;
+ }
+
+ if ( g_gametype.integer >= GT_TEAM ) {
+ G_LogPrintf( "red:%i blue:%i\n",
+ level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
+ }
+
+ for (i=0 ; i < numSorted ; i++) {
+ int ping;
+
+ cl = &level.clients[level.sortedClients[i]];
+
+ if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
+ continue;
+ }
+ if ( cl->pers.connected == CON_CONNECTING ) {
+ continue;
+ }
+
+ ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
+
+ G_LogPrintf( "score: %i ping: %i client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i], cl->pers.netname );
+#ifdef MISSIONPACK
+ if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) {
+ if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
+ won = qfalse;
+ }
+ }
+#endif
+
+ }
+
+#ifdef MISSIONPACK
+ if (g_singlePlayer.integer) {
+ if (g_gametype.integer >= GT_CTF) {
+ won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
+ }
+ trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
+ }
+#endif
+
+
+}
+
+
+/*
+=================
+CheckIntermissionExit
+
+The level will stay at the intermission for a minimum of 5 seconds
+If all players wish to continue, the level will then exit.
+If one or more players have not acknowledged the continue, the game will
+wait 10 seconds before going on.
+=================
+*/
+void CheckIntermissionExit( void ) {
+ int ready, notReady, playerCount;
+ int i;
+ gclient_t *cl;
+ int readyMask;
+
+ if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
+ return;
+ }
+
+ // see which players are ready
+ ready = 0;
+ notReady = 0;
+ readyMask = 0;
+ playerCount = 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;
+ }
+
+ playerCount++;
+ if ( cl->readyToExit ) {
+ ready++;
+ if ( i < 16 ) {
+ readyMask |= 1 << i;
+ }
+ } else {
+ notReady++;
+ }
+ }
+
+ // copy the readyMask to each player's stats so
+ // it can be displayed on the scoreboard
+ for (i=0 ; i< g_maxclients.integer ; i++) {
+ cl = level.clients + i;
+ if ( cl->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+ cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
+ }
+
+ // never exit in less than five seconds
+ if ( level.time < level.intermissiontime + 5000 ) {
+ return;
+ }
+
+ // only test ready status when there are real players present
+ if ( playerCount > 0 ) {
+ // if nobody wants to go, clear timer
+ if ( !ready ) {
+ level.readyToExit = qfalse;
+ return;
+ }
+
+ // if everyone wants to go, go now
+ if ( !notReady ) {
+ ExitLevel();
+ return;
+ }
+ }
+
+ // the first person to ready starts the ten second timeout
+ if ( !level.readyToExit ) {
+ level.readyToExit = qtrue;
+ level.exitTime = level.time;
+ }
+
+ // if we have waited ten seconds since at least one player
+ // wanted to exit, go ahead
+ if ( level.time < level.exitTime + 10000 ) {
+ return;
+ }
+
+ ExitLevel();
+}
+
+/*
+=============
+ScoreIsTied
+=============
+*/
+qboolean ScoreIsTied( void ) {
+ int a, b;
+
+ if ( level.numPlayingClients < 2 ) {
+ return qfalse;
+ }
+
+ if ( g_gametype.integer >= GT_TEAM ) {
+ return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
+ }
+
+ a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
+ b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
+
+ return a == b;
+}
+
+/*
+=================
+CheckExitRules
+
+There will be a delay between the time the exit is qualified for
+and the time everyone is moved to the intermission spot, so you
+can see the last frag.
+=================
+*/
+void CheckExitRules( void ) {
+ int i;
+ gclient_t *cl;
+ // if at the intermission, wait for all non-bots to
+ // signal ready, then go to next level
+ if ( level.intermissiontime ) {
+ CheckIntermissionExit ();
+ return;
+ }
+
+ if ( level.intermissionQueued ) {
+#ifdef MISSIONPACK
+ int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
+ if ( level.time - level.intermissionQueued >= time ) {
+ level.intermissionQueued = 0;
+ BeginIntermission();
+ }
+#else
+ if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
+ level.intermissionQueued = 0;
+ BeginIntermission();
+ }
+#endif
+ return;
+ }
+
+ // check for sudden death
+ if ( ScoreIsTied() ) {
+ // always wait for sudden death
+ return;
+ }
+
+ if ( g_timelimit.integer && !level.warmupTime ) {
+ if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
+ trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
+ LogExit( "Timelimit hit." );
+ return;
+ }
+ }
+
+ if ( level.numPlayingClients < 2 ) {
+ return;
+ }
+
+ if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
+ if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
+ trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
+ LogExit( "Fraglimit hit." );
+ return;
+ }
+
+ if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
+ trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" );
+ LogExit( "Fraglimit hit." );
+ return;
+ }
+
+ for ( i=0 ; i< g_maxclients.integer ; i++ ) {
+ cl = level.clients + i;
+ if ( cl->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+ if ( cl->sess.sessionTeam != TEAM_FREE ) {
+ continue;
+ }
+
+ if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
+ LogExit( "Fraglimit hit." );
+ trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
+ cl->pers.netname ) );
+ return;
+ }
+ }
+ }
+
+ if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {
+
+ if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
+ trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
+ LogExit( "Capturelimit hit." );
+ return;
+ }
+
+ if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
+ trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
+ LogExit( "Capturelimit hit." );
+ return;
+ }
+ }
+}
+
+
+
+/*
+========================================================================
+
+FUNCTIONS CALLED EVERY FRAME
+
+========================================================================
+*/
+
+
+/*
+=============
+CheckTournament
+
+Once a frame, check for changes in tournement player state
+=============
+*/
+void CheckTournament( void ) {
+ // check because we run 3 game frames before calling Connect and/or ClientBegin
+ // for clients on a map_restart
+ if ( level.numPlayingClients == 0 ) {
+ return;
+ }
+
+ if ( g_gametype.integer == GT_TOURNAMENT ) {
+
+ // pull in a spectator if needed
+ if ( level.numPlayingClients < 2 ) {
+ AddTournamentPlayer();
+ }
+
+ // if we don't have two players, go back to "waiting for players"
+ if ( level.numPlayingClients != 2 ) {
+ if ( level.warmupTime != -1 ) {
+ level.warmupTime = -1;
+ trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
+ G_LogPrintf( "Warmup:\n" );
+ }
+ return;
+ }
+
+ if ( level.warmupTime == 0 ) {
+ return;
+ }
+
+ // if the warmup is changed at the console, restart it
+ if ( g_warmup.modificationCount != level.warmupModificationCount ) {
+ level.warmupModificationCount = g_warmup.modificationCount;
+ level.warmupTime = -1;
+ }
+
+ // if all players have arrived, start the countdown
+ if ( level.warmupTime < 0 ) {
+ if ( level.numPlayingClients == 2 ) {
+ // fudge by -1 to account for extra delays
+ if ( g_warmup.integer > 1 ) {
+ level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
+ } else {
+ level.warmupTime = 0;
+ }
+
+ trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
+ }
+ return;
+ }
+
+ // if the warmup time has counted down, restart
+ if ( level.time > level.warmupTime ) {
+ level.warmupTime += 10000;
+ trap_Cvar_Set( "g_restarted", "1" );
+ trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
+ level.restarted = qtrue;
+ return;
+ }
+ } else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
+ int counts[TEAM_NUM_TEAMS];
+ qboolean notEnough = qfalse;
+
+ if ( g_gametype.integer > GT_TEAM ) {
+ counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
+ counts[TEAM_RED] = TeamCount( -1, TEAM_RED );
+
+ if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
+ notEnough = qtrue;
+ }
+ } else if ( level.numPlayingClients < 2 ) {
+ notEnough = qtrue;
+ }
+
+ if ( notEnough ) {
+ if ( level.warmupTime != -1 ) {
+ level.warmupTime = -1;
+ trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
+ G_LogPrintf( "Warmup:\n" );
+ }
+ return; // still waiting for team members
+ }
+
+ if ( level.warmupTime == 0 ) {
+ return;
+ }
+
+ // if the warmup is changed at the console, restart it
+ if ( g_warmup.modificationCount != level.warmupModificationCount ) {
+ level.warmupModificationCount = g_warmup.modificationCount;
+ level.warmupTime = -1;
+ }
+
+ // if all players have arrived, start the countdown
+ if ( level.warmupTime < 0 ) {
+ // fudge by -1 to account for extra delays
+ level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
+ trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
+ return;
+ }
+
+ // if the warmup time has counted down, restart
+ if ( level.time > level.warmupTime ) {
+ level.warmupTime += 10000;
+ trap_Cvar_Set( "g_restarted", "1" );
+ trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
+ level.restarted = qtrue;
+ return;
+ }
+ }
+}
+
+
+/*
+==================
+CheckVote
+==================
+*/
+void CheckVote( void ) {
+ if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
+ level.voteExecuteTime = 0;
+ trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
+ }
+ if ( !level.voteTime ) {
+ return;
+ }
+ if ( level.time - level.voteTime >= VOTE_TIME ) {
+ trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
+ } else {
+ // ATVI Q3 1.32 Patch #9, WNF
+ if ( level.voteYes > level.numVotingClients/2 ) {
+ // execute the command, then remove the vote
+ trap_SendServerCommand( -1, "print \"Vote passed.\n\"" );
+ level.voteExecuteTime = level.time + 3000;
+ } else if ( level.voteNo >= level.numVotingClients/2 ) {
+ // same behavior as a timeout
+ trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
+ } else {
+ // still waiting for a majority
+ return;
+ }
+ }
+ level.voteTime = 0;
+ trap_SetConfigstring( CS_VOTE_TIME, "" );
+
+}
+
+/*
+==================
+PrintTeam
+==================
+*/
+void PrintTeam(int team, char *message) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ trap_SendServerCommand( i, message );
+ }
+}
+
+/*
+==================
+SetLeader
+==================
+*/
+void SetLeader(int team, int client) {
+ int i;
+
+ if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
+ PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
+ return;
+ }
+ if (level.clients[client].sess.sessionTeam != team) {
+ PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
+ return;
+ }
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ if (level.clients[i].sess.teamLeader) {
+ level.clients[i].sess.teamLeader = qfalse;
+ ClientUserinfoChanged(i);
+ }
+ }
+ level.clients[client].sess.teamLeader = qtrue;
+ ClientUserinfoChanged( client );
+ PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) );
+}
+
+/*
+==================
+CheckTeamLeader
+==================
+*/
+void CheckTeamLeader( int team ) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ if (level.clients[i].sess.teamLeader)
+ break;
+ }
+ if (i >= level.maxclients) {
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ if (!(g_entities[i].r.svFlags & SVF_BOT)) {
+ level.clients[i].sess.teamLeader = qtrue;
+ break;
+ }
+ }
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if (level.clients[i].sess.sessionTeam != team)
+ continue;
+ level.clients[i].sess.teamLeader = qtrue;
+ break;
+ }
+ }
+}
+
+/*
+==================
+CheckTeamVote
+==================
+*/
+void CheckTeamVote( int team ) {
+ int cs_offset;
+
+ if ( team == TEAM_RED )
+ cs_offset = 0;
+ else if ( team == TEAM_BLUE )
+ cs_offset = 1;
+ else
+ return;
+
+ if ( !level.teamVoteTime[cs_offset] ) {
+ return;
+ }
+ if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
+ trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
+ } else {
+ if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
+ // execute the command, then remove the vote
+ trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
+ //
+ if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
+ //set the team leader
+ SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
+ }
+ else {
+ trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
+ }
+ } else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
+ // same behavior as a timeout
+ trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
+ } else {
+ // still waiting for a majority
+ return;
+ }
+ }
+ level.teamVoteTime[cs_offset] = 0;
+ trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
+
+}
+
+
+/*
+==================
+CheckCvars
+==================
+*/
+void CheckCvars( void ) {
+ static int lastMod = -1;
+
+ if ( g_password.modificationCount != lastMod ) {
+ lastMod = g_password.modificationCount;
+ if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
+ trap_Cvar_Set( "g_needpass", "1" );
+ } else {
+ trap_Cvar_Set( "g_needpass", "0" );
+ }
+ }
+}
+
+/*
+=============
+G_RunThink
+
+Runs thinking code for this frame if necessary
+=============
+*/
+void G_RunThink (gentity_t *ent) {
+ float thinktime;
+
+ thinktime = ent->nextthink;
+ if (thinktime <= 0) {
+ return;
+ }
+ if (thinktime > level.time) {
+ return;
+ }
+
+ ent->nextthink = 0;
+ if (!ent->think) {
+ G_Error ( "NULL ent->think");
+ }
+ ent->think (ent);
+}
+
+/*
+================
+G_RunFrame
+
+Advances the non-player objects in the world
+================
+*/
+void G_RunFrame( int levelTime ) {
+ int i;
+ gentity_t *ent;
+ int msec;
+int start, end;
+
+ // if we are waiting for the level to restart, do nothing
+ if ( level.restarted ) {
+ return;
+ }
+
+ level.framenum++;
+ level.previousTime = level.time;
+ level.time = levelTime;
+ msec = level.time - level.previousTime;
+
+ // get any cvar changes
+ G_UpdateCvars();
+
+ //
+ // go through all allocated objects
+ //
+ start = trap_Milliseconds();
+ ent = &g_entities[0];
+ for (i=0 ; i<level.num_entities ; i++, ent++) {
+ if ( !ent->inuse ) {
+ continue;
+ }
+
+ // clear events that are too old
+ if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
+ if ( ent->s.event ) {
+ ent->s.event = 0; // &= EV_EVENT_BITS;
+ if ( ent->client ) {
+ ent->client->ps.externalEvent = 0;
+ // predicted events should never be set to zero
+ //ent->client->ps.events[0] = 0;
+ //ent->client->ps.events[1] = 0;
+ }
+ }
+ if ( ent->freeAfterEvent ) {
+ // tempEntities or dropped items completely go away after their event
+ G_FreeEntity( ent );
+ continue;
+ } else if ( ent->unlinkAfterEvent ) {
+ // items that will respawn will hide themselves after their pickup event
+ ent->unlinkAfterEvent = qfalse;
+ trap_UnlinkEntity( ent );
+ }
+ }
+
+ // temporary entities don't think
+ if ( ent->freeAfterEvent ) {
+ continue;
+ }
+
+ if ( !ent->r.linked && ent->neverFree ) {
+ continue;
+ }
+
+ if ( ent->s.eType == ET_MISSILE ) {
+ G_RunMissile( ent );
+ continue;
+ }
+
+ if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
+ G_RunItem( ent );
+ continue;
+ }
+
+ if ( ent->s.eType == ET_MOVER ) {
+ G_RunMover( ent );
+ continue;
+ }
+
+ if ( i < MAX_CLIENTS ) {
+ G_RunClient( ent );
+ continue;
+ }
+
+ G_RunThink( ent );
+ }
+end = trap_Milliseconds();
+
+start = trap_Milliseconds();
+ // perform final fixups on the players
+ ent = &g_entities[0];
+ for (i=0 ; i < level.maxclients ; i++, ent++ ) {
+ if ( ent->inuse ) {
+ ClientEndFrame( ent );
+ }
+ }
+end = trap_Milliseconds();
+
+ // see if it is time to do a tournement restart
+ CheckTournament();
+
+ // see if it is time to end the level
+ CheckExitRules();
+
+ // update to team status?
+ CheckTeamStatus();
+
+ // cancel vote if timed out
+ CheckVote();
+
+ // check team votes
+ CheckTeamVote( TEAM_RED );
+ CheckTeamVote( TEAM_BLUE );
+
+ // for tracking changes
+ CheckCvars();
+
+ if (g_listEntity.integer) {
+ for (i = 0; i < MAX_GENTITIES; i++) {
+ G_Printf("%4i: %s\n", i, g_entities[i].classname);
+ }
+ trap_Cvar_Set("g_listEntity", "0");
+ }
+}
diff --git a/code/game/g_mem.c b/code/game/g_mem.c
new file mode 100644
index 0000000..dbeb301
--- /dev/null
+++ b/code/game/g_mem.c
@@ -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
+===========================================================================
+*/
+//
+//
+// g_mem.c
+//
+
+
+#include "g_local.h"
+
+
+#define POOLSIZE (256 * 1024)
+
+static char memoryPool[POOLSIZE];
+static int allocPoint;
+
+void *G_Alloc( int size ) {
+ char *p;
+
+ if ( g_debugAlloc.integer ) {
+ G_Printf( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) );
+ }
+
+ if ( allocPoint + size > POOLSIZE ) {
+ G_Error( "G_Alloc: failed on allocation of %i bytes\n", size );
+ return NULL;
+ }
+
+ p = &memoryPool[allocPoint];
+
+ allocPoint += ( size + 31 ) & ~31;
+
+ return p;
+}
+
+void G_InitMemory( void ) {
+ allocPoint = 0;
+}
+
+void Svcmd_GameMem_f( void ) {
+ G_Printf( "Game memory status: %i out of %i bytes allocated\n", allocPoint, POOLSIZE );
+}
diff --git a/code/game/g_misc.c b/code/game/g_misc.c
new file mode 100644
index 0000000..b736cfd
--- /dev/null
+++ b/code/game/g_misc.c
@@ -0,0 +1,482 @@
+/*
+===========================================================================
+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_misc.c
+
+#include "g_local.h"
+
+
+/*QUAKED func_group (0 0 0) ?
+Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
+*/
+
+
+/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
+*/
+void SP_info_camp( gentity_t *self ) {
+ G_SetOrigin( self, self->s.origin );
+}
+
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
+*/
+void SP_info_null( gentity_t *self ) {
+ G_FreeEntity( self );
+}
+
+
+/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for in-game calculation, like jumppad targets.
+target_position does the same thing
+*/
+void SP_info_notnull( gentity_t *self ){
+ G_SetOrigin( self, self->s.origin );
+}
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
+Non-displayed light.
+"light" overrides the default 300 intensity.
+Linear checbox gives linear falloff instead of inverse square
+Lights pointed at a target will be spotlights.
+"radius" overrides the default 64 unit radius of a spotlight at the target point.
+*/
+void SP_light( gentity_t *self ) {
+ G_FreeEntity( self );
+}
+
+
+
+/*
+=================================================================================
+
+TELEPORTERS
+
+=================================================================================
+*/
+
+void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
+ gentity_t *tent;
+
+ // use temp events at source and destination to prevent the effect
+ // from getting dropped by a second player event
+ if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
+ tent->s.clientNum = player->s.clientNum;
+
+ tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
+ tent->s.clientNum = player->s.clientNum;
+ }
+
+ // unlink to make sure it can't possibly interfere with G_KillBox
+ trap_UnlinkEntity (player);
+
+ VectorCopy ( origin, player->client->ps.origin );
+ player->client->ps.origin[2] += 1;
+
+ // spit the player out
+ AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
+ VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
+ player->client->ps.pm_time = 160; // hold time
+ player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
+
+ // toggle the teleport bit so the client knows to not lerp
+ player->client->ps.eFlags ^= EF_TELEPORT_BIT;
+
+ // set angles
+ SetClientViewAngle( player, angles );
+
+ // kill anything at the destination
+ if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ G_KillBox (player);
+ }
+
+ // save results of pmove
+ BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
+
+ // use the precise origin for linking
+ VectorCopy( player->client->ps.origin, player->r.currentOrigin );
+
+ if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ trap_LinkEntity (player);
+ }
+}
+
+
+/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
+Point teleporters at these.
+Now that we don't have teleport destination pads, this is just
+an info_notnull
+*/
+void SP_misc_teleporter_dest( gentity_t *ent ) {
+}
+
+
+//===========================================================
+
+/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
+"model" arbitrary .md3 file to display
+*/
+void SP_misc_model( gentity_t *ent ) {
+
+#if 0
+ ent->s.modelindex = G_ModelIndex( ent->model );
+ VectorSet (ent->mins, -16, -16, -16);
+ VectorSet (ent->maxs, 16, 16, 16);
+ trap_LinkEntity (ent);
+
+ G_SetOrigin( ent, ent->s.origin );
+ VectorCopy( ent->s.angles, ent->s.apos.trBase );
+#else
+ G_FreeEntity( ent );
+#endif
+}
+
+//===========================================================
+
+void locateCamera( gentity_t *ent ) {
+ vec3_t dir;
+ gentity_t *target;
+ gentity_t *owner;
+
+ owner = G_PickTarget( ent->target );
+ if ( !owner ) {
+ G_Printf( "Couldn't find target for misc_partal_surface\n" );
+ G_FreeEntity( ent );
+ return;
+ }
+ ent->r.ownerNum = owner->s.number;
+
+ // frame holds the rotate speed
+ if ( owner->spawnflags & 1 ) {
+ ent->s.frame = 25;
+ } else if ( owner->spawnflags & 2 ) {
+ ent->s.frame = 75;
+ }
+
+ // swing camera ?
+ if ( owner->spawnflags & 4 ) {
+ // set to 0 for no rotation at all
+ ent->s.powerups = 0;
+ }
+ else {
+ ent->s.powerups = 1;
+ }
+
+ // clientNum holds the rotate offset
+ ent->s.clientNum = owner->s.clientNum;
+
+ VectorCopy( owner->s.origin, ent->s.origin2 );
+
+ // see if the portal_camera has a target
+ target = G_PickTarget( owner->target );
+ if ( target ) {
+ VectorSubtract( target->s.origin, owner->s.origin, dir );
+ VectorNormalize( dir );
+ } else {
+ G_SetMovedir( owner->s.angles, dir );
+ }
+
+ ent->s.eventParm = DirToByte( dir );
+}
+
+/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
+The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
+This must be within 64 world units of the surface!
+*/
+void SP_misc_portal_surface(gentity_t *ent) {
+ VectorClear( ent->r.mins );
+ VectorClear( ent->r.maxs );
+ trap_LinkEntity (ent);
+
+ ent->r.svFlags = SVF_PORTAL;
+ ent->s.eType = ET_PORTAL;
+
+ if ( !ent->target ) {
+ VectorCopy( ent->s.origin, ent->s.origin2 );
+ } else {
+ ent->think = locateCamera;
+ ent->nextthink = level.time + 100;
+ }
+}
+
+/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
+The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
+"roll" an angle modifier to orient the camera around the target vector;
+*/
+void SP_misc_portal_camera(gentity_t *ent) {
+ float roll;
+
+ VectorClear( ent->r.mins );
+ VectorClear( ent->r.maxs );
+ trap_LinkEntity (ent);
+
+ G_SpawnFloat( "roll", "0", &roll );
+
+ ent->s.clientNum = roll/360.0 * 256;
+}
+
+/*
+======================================================================
+
+ SHOOTERS
+
+======================================================================
+*/
+
+void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ vec3_t dir;
+ float deg;
+ vec3_t up, right;
+
+ // see if we have a target
+ if ( ent->enemy ) {
+ VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
+ VectorNormalize( dir );
+ } else {
+ VectorCopy( ent->movedir, dir );
+ }
+
+ // randomize a bit
+ PerpendicularVector( up, dir );
+ CrossProduct( up, dir, right );
+
+ deg = crandom() * ent->random;
+ VectorMA( dir, deg, up, dir );
+
+ deg = crandom() * ent->random;
+ VectorMA( dir, deg, right, dir );
+
+ VectorNormalize( dir );
+
+ switch ( ent->s.weapon ) {
+ case WP_GRENADE_LAUNCHER:
+ fire_grenade( ent, ent->s.origin, dir );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ fire_rocket( ent, ent->s.origin, dir );
+ break;
+ case WP_PLASMAGUN:
+ fire_plasma( ent, ent->s.origin, dir );
+ break;
+ }
+
+ G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
+}
+
+
+static void InitShooter_Finish( gentity_t *ent ) {
+ ent->enemy = G_PickTarget( ent->target );
+ ent->think = 0;
+ ent->nextthink = 0;
+}
+
+void InitShooter( gentity_t *ent, int weapon ) {
+ ent->use = Use_Shooter;
+ ent->s.weapon = weapon;
+
+ RegisterItem( BG_FindItemForWeapon( weapon ) );
+
+ G_SetMovedir( ent->s.angles, ent->movedir );
+
+ if ( !ent->random ) {
+ ent->random = 1.0;
+ }
+ ent->random = sin( M_PI * ent->random / 180 );
+ // target might be a moving object, so we can't set movedir for it
+ if ( ent->target ) {
+ ent->think = InitShooter_Finish;
+ ent->nextthink = level.time + 500;
+ }
+ trap_LinkEntity( ent );
+}
+
+/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
+Fires at either the target or the current direction.
+"random" the number of degrees of deviance from the taget. (1.0 default)
+*/
+void SP_shooter_rocket( gentity_t *ent ) {
+ InitShooter( ent, WP_ROCKET_LAUNCHER );
+}
+
+/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
+Fires at either the target or the current direction.
+"random" is the number of degrees of deviance from the taget. (1.0 default)
+*/
+void SP_shooter_plasma( gentity_t *ent ) {
+ InitShooter( ent, WP_PLASMAGUN);
+}
+
+/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
+Fires at either the target or the current direction.
+"random" is the number of degrees of deviance from the taget. (1.0 default)
+*/
+void SP_shooter_grenade( gentity_t *ent ) {
+ InitShooter( ent, WP_GRENADE_LAUNCHER);
+}
+
+
+#ifdef MISSIONPACK
+static void PortalDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
+ G_FreeEntity( self );
+ //FIXME do something more interesting
+}
+
+
+void DropPortalDestination( gentity_t *player ) {
+ gentity_t *ent;
+ vec3_t snapped;
+
+ // create the portal destination
+ ent = G_Spawn();
+ ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_exit.md3" );
+
+ VectorCopy( player->s.pos.trBase, snapped );
+ SnapVector( snapped );
+ G_SetOrigin( ent, snapped );
+ VectorCopy( player->r.mins, ent->r.mins );
+ VectorCopy( player->r.maxs, ent->r.maxs );
+
+ ent->classname = "hi_portal destination";
+ ent->s.pos.trType = TR_STATIONARY;
+
+ ent->r.contents = CONTENTS_CORPSE;
+ ent->takedamage = qtrue;
+ ent->health = 200;
+ ent->die = PortalDie;
+
+ VectorCopy( player->s.apos.trBase, ent->s.angles );
+
+ ent->think = G_FreeEntity;
+ ent->nextthink = level.time + 2 * 60 * 1000;
+
+ trap_LinkEntity( ent );
+
+ player->client->portalID = ++level.portalSequence;
+ ent->count = player->client->portalID;
+
+ // give the item back so they can drop the source now
+ player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem( "Portal" ) - bg_itemlist;
+}
+
+
+static void PortalTouch( gentity_t *self, gentity_t *other, trace_t *trace) {
+ gentity_t *destination;
+
+ // see if we will even let other try to use it
+ if( other->health <= 0 ) {
+ return;
+ }
+ if( !other->client ) {
+ return;
+ }
+// if( other->client->ps.persistant[PERS_TEAM] != self->spawnflags ) {
+// return;
+// }
+
+ if ( other->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_NEUTRALFLAG ), 0 );
+ other->client->ps.powerups[PW_NEUTRALFLAG] = 0;
+ }
+ else if ( other->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_REDFLAG ), 0 );
+ other->client->ps.powerups[PW_REDFLAG] = 0;
+ }
+ else if ( other->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_BLUEFLAG ), 0 );
+ other->client->ps.powerups[PW_BLUEFLAG] = 0;
+ }
+
+ // find the destination
+ destination = NULL;
+ while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
+ if( destination->count == self->count ) {
+ break;
+ }
+ }
+
+ // if there is not one, die!
+ if( !destination ) {
+ if( self->pos1[0] || self->pos1[1] || self->pos1[2] ) {
+ TeleportPlayer( other, self->pos1, self->s.angles );
+ }
+ G_Damage( other, other, other, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
+ return;
+ }
+
+ TeleportPlayer( other, destination->s.pos.trBase, destination->s.angles );
+}
+
+
+static void PortalEnable( gentity_t *self ) {
+ self->touch = PortalTouch;
+ self->think = G_FreeEntity;
+ self->nextthink = level.time + 2 * 60 * 1000;
+}
+
+
+void DropPortalSource( gentity_t *player ) {
+ gentity_t *ent;
+ gentity_t *destination;
+ vec3_t snapped;
+
+ // create the portal source
+ ent = G_Spawn();
+ ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
+
+ VectorCopy( player->s.pos.trBase, snapped );
+ SnapVector( snapped );
+ G_SetOrigin( ent, snapped );
+ VectorCopy( player->r.mins, ent->r.mins );
+ VectorCopy( player->r.maxs, ent->r.maxs );
+
+ ent->classname = "hi_portal source";
+ ent->s.pos.trType = TR_STATIONARY;
+
+ ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
+ ent->takedamage = qtrue;
+ ent->health = 200;
+ ent->die = PortalDie;
+
+ trap_LinkEntity( ent );
+
+ ent->count = player->client->portalID;
+ player->client->portalID = 0;
+
+// ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
+
+ ent->nextthink = level.time + 1000;
+ ent->think = PortalEnable;
+
+ // find the destination
+ destination = NULL;
+ while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
+ if( destination->count == ent->count ) {
+ VectorCopy( destination->s.pos.trBase, ent->pos1 );
+ break;
+ }
+ }
+
+}
+#endif
diff --git a/code/game/g_missile.c b/code/game/g_missile.c
new file mode 100644
index 0000000..fbf21e4
--- /dev/null
+++ b/code/game/g_missile.c
@@ -0,0 +1,808 @@
+/*
+===========================================================================
+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"
+
+#define MISSILE_PRESTEP_TIME 50
+
+/*
+================
+G_BounceMissile
+
+================
+*/
+void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
+ vec3_t velocity;
+ float dot;
+ int hitTime;
+
+ // reflect the velocity on the trace plane
+ hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
+ dot = DotProduct( velocity, trace->plane.normal );
+ VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
+
+ if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
+ VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
+ // check for stop
+ if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
+ G_SetOrigin( ent, trace->endpos );
+ return;
+ }
+ }
+
+ VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
+ VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
+ ent->s.pos.trTime = level.time;
+}
+
+
+/*
+================
+G_ExplodeMissile
+
+Explode a missile without an impact
+================
+*/
+void G_ExplodeMissile( gentity_t *ent ) {
+ vec3_t dir;
+ vec3_t origin;
+
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+ SnapVector( origin );
+ G_SetOrigin( ent, origin );
+
+ // we don't have a valid direction, so just point straight up
+ dir[0] = dir[1] = 0;
+ dir[2] = 1;
+
+ ent->s.eType = ET_GENERAL;
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
+
+ ent->freeAfterEvent = qtrue;
+
+ // splash damage
+ if ( ent->splashDamage ) {
+ if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
+ , ent->splashMethodOfDeath ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+
+ trap_LinkEntity( ent );
+}
+
+
+#ifdef MISSIONPACK
+/*
+================
+ProximityMine_Explode
+================
+*/
+static void ProximityMine_Explode( gentity_t *mine ) {
+ G_ExplodeMissile( mine );
+ // if the prox mine has a trigger free it
+ if (mine->activator) {
+ G_FreeEntity(mine->activator);
+ mine->activator = NULL;
+ }
+}
+
+/*
+================
+ProximityMine_Die
+================
+*/
+static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
+ ent->think = ProximityMine_Explode;
+ ent->nextthink = level.time + 1;
+}
+
+/*
+================
+ProximityMine_Trigger
+================
+*/
+void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
+ vec3_t v;
+ gentity_t *mine;
+
+ if( !other->client ) {
+ return;
+ }
+
+ // trigger is a cube, do a distance test now to act as if it's a sphere
+ VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
+ if( VectorLength( v ) > trigger->parent->splashRadius ) {
+ return;
+ }
+
+
+ if ( g_gametype.integer >= GT_TEAM ) {
+ // don't trigger same team mines
+ if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
+ return;
+ }
+ }
+
+ // ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
+ if( !CanDamage( other, trigger->s.pos.trBase ) ) {
+ return;
+ }
+
+ // trigger the mine!
+ mine = trigger->parent;
+ mine->s.loopSound = 0;
+ G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
+ mine->nextthink = level.time + 500;
+
+ G_FreeEntity( trigger );
+}
+
+/*
+================
+ProximityMine_Activate
+================
+*/
+static void ProximityMine_Activate( gentity_t *ent ) {
+ gentity_t *trigger;
+ float r;
+
+ ent->think = ProximityMine_Explode;
+ ent->nextthink = level.time + g_proxMineTimeout.integer;
+
+ ent->takedamage = qtrue;
+ ent->health = 1;
+ ent->die = ProximityMine_Die;
+
+ ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );
+
+ // build the proximity trigger
+ trigger = G_Spawn ();
+
+ trigger->classname = "proxmine_trigger";
+
+ r = ent->splashRadius;
+ VectorSet( trigger->r.mins, -r, -r, -r );
+ VectorSet( trigger->r.maxs, r, r, r );
+
+ G_SetOrigin( trigger, ent->s.pos.trBase );
+
+ trigger->parent = ent;
+ trigger->r.contents = CONTENTS_TRIGGER;
+ trigger->touch = ProximityMine_Trigger;
+
+ trap_LinkEntity (trigger);
+
+ // set pointer to trigger so the entity can be freed when the mine explodes
+ ent->activator = trigger;
+}
+
+/*
+================
+ProximityMine_ExplodeOnPlayer
+================
+*/
+static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
+ gentity_t *player;
+
+ player = mine->enemy;
+ player->client->ps.eFlags &= ~EF_TICKING;
+
+ if ( player->client->invulnerabilityTime > level.time ) {
+ G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
+ player->client->invulnerabilityTime = 0;
+ G_TempEntity( player->client->ps.origin, EV_JUICED );
+ }
+ else {
+ G_SetOrigin( mine, player->s.pos.trBase );
+ // make sure the explosion gets to the client
+ mine->r.svFlags &= ~SVF_NOCLIENT;
+ mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
+ G_ExplodeMissile( mine );
+ }
+}
+
+/*
+================
+ProximityMine_Player
+================
+*/
+static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
+ if( mine->s.eFlags & EF_NODRAW ) {
+ return;
+ }
+
+ G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );
+
+ if( player->s.eFlags & EF_TICKING ) {
+ player->activator->splashDamage += mine->splashDamage;
+ player->activator->splashRadius *= 1.50;
+ mine->think = G_FreeEntity;
+ mine->nextthink = level.time;
+ return;
+ }
+
+ player->client->ps.eFlags |= EF_TICKING;
+ player->activator = mine;
+
+ mine->s.eFlags |= EF_NODRAW;
+ mine->r.svFlags |= SVF_NOCLIENT;
+ mine->s.pos.trType = TR_LINEAR;
+ VectorClear( mine->s.pos.trDelta );
+
+ mine->enemy = player;
+ mine->think = ProximityMine_ExplodeOnPlayer;
+ if ( player->client->invulnerabilityTime > level.time ) {
+ mine->nextthink = level.time + 2 * 1000;
+ }
+ else {
+ mine->nextthink = level.time + 10 * 1000;
+ }
+}
+#endif
+
+/*
+================
+G_MissileImpact
+================
+*/
+void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
+ gentity_t *other;
+ qboolean hitClient = qfalse;
+#ifdef MISSIONPACK
+ vec3_t forward, impactpoint, bouncedir;
+ int eFlags;
+#endif
+ other = &g_entities[trace->entityNum];
+
+ // check for bounce
+ if ( !other->takedamage &&
+ ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
+ G_BounceMissile( ent, trace );
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+ return;
+ }
+
+#ifdef MISSIONPACK
+ if ( other->takedamage ) {
+ if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
+ if ( other->client && other->client->invulnerabilityTime > level.time ) {
+ //
+ VectorCopy( ent->s.pos.trDelta, forward );
+ VectorNormalize( forward );
+ if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
+ VectorCopy( bouncedir, trace->plane.normal );
+ eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
+ ent->s.eFlags &= ~EF_BOUNCE_HALF;
+ G_BounceMissile( ent, trace );
+ ent->s.eFlags |= eFlags;
+ }
+ ent->target_ent = other;
+ return;
+ }
+ }
+ }
+#endif
+ // impact damage
+ if (other->takedamage) {
+ // FIXME: wrong damage direction?
+ if ( ent->damage ) {
+ vec3_t velocity;
+
+ if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ hitClient = qtrue;
+ }
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
+ if ( VectorLength( velocity ) == 0 ) {
+ velocity[2] = 1; // stepped on a grenade
+ }
+ G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
+ ent->s.origin, ent->damage,
+ 0, ent->methodOfDeath);
+ }
+ }
+
+#ifdef MISSIONPACK
+ if( ent->s.weapon == WP_PROX_LAUNCHER ) {
+ if( ent->s.pos.trType != TR_GRAVITY ) {
+ return;
+ }
+
+ // if it's a player, stick it on to them (flag them and remove this entity)
+ if( other->s.eType == ET_PLAYER && other->health > 0 ) {
+ ProximityMine_Player( ent, other );
+ return;
+ }
+
+ SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
+ G_SetOrigin( ent, trace->endpos );
+ ent->s.pos.trType = TR_STATIONARY;
+ VectorClear( ent->s.pos.trDelta );
+
+ G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );
+
+ ent->think = ProximityMine_Activate;
+ ent->nextthink = level.time + 2000;
+
+ vectoangles( trace->plane.normal, ent->s.angles );
+ ent->s.angles[0] += 90;
+
+ // link the prox mine to the other entity
+ ent->enemy = other;
+ ent->die = ProximityMine_Die;
+ VectorCopy(trace->plane.normal, ent->movedir);
+ VectorSet(ent->r.mins, -4, -4, -4);
+ VectorSet(ent->r.maxs, 4, 4, 4);
+ trap_LinkEntity(ent);
+
+ return;
+ }
+#endif
+
+ if (!strcmp(ent->classname, "hook")) {
+ gentity_t *nent;
+ vec3_t v;
+
+ nent = G_Spawn();
+ if ( other->takedamage && other->client ) {
+
+ G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
+ nent->s.otherEntityNum = other->s.number;
+
+ ent->enemy = other;
+
+ v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
+ v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
+ v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+ } else {
+ VectorCopy(trace->endpos, v);
+ G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
+ ent->enemy = NULL;
+ }
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+
+ nent->freeAfterEvent = qtrue;
+ // change over to a normal entity right at the point of impact
+ nent->s.eType = ET_GENERAL;
+ ent->s.eType = ET_GRAPPLE;
+
+ G_SetOrigin( ent, v );
+ G_SetOrigin( nent, v );
+
+ ent->think = Weapon_HookThink;
+ ent->nextthink = level.time + FRAMETIME;
+
+ ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
+ VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
+
+ trap_LinkEntity( ent );
+ trap_LinkEntity( nent );
+
+ return;
+ }
+
+ // is it cheaper in bandwidth to just remove this ent and create a new
+ // one, rather than changing the missile into the explosion?
+
+ if ( other->takedamage && other->client ) {
+ G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
+ ent->s.otherEntityNum = other->s.number;
+ } else if( trace->surfaceFlags & SURF_METALSTEPS ) {
+ G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
+ } else {
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
+ }
+
+ ent->freeAfterEvent = qtrue;
+
+ // change over to a normal entity right at the point of impact
+ ent->s.eType = ET_GENERAL;
+
+ SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
+
+ G_SetOrigin( ent, trace->endpos );
+
+ // splash damage (doesn't apply to person directly hit)
+ if ( ent->splashDamage ) {
+ if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
+ other, ent->splashMethodOfDeath ) ) {
+ if( !hitClient ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+ }
+
+ trap_LinkEntity( ent );
+}
+
+/*
+================
+G_RunMissile
+================
+*/
+void G_RunMissile( gentity_t *ent ) {
+ vec3_t origin;
+ trace_t tr;
+ int passent;
+
+ // get current position
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+
+ // if this missile bounced off an invulnerability sphere
+ if ( ent->target_ent ) {
+ passent = ent->target_ent->s.number;
+ }
+#ifdef MISSIONPACK
+ // prox mines that left the owner bbox will attach to anything, even the owner
+ else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
+ passent = ENTITYNUM_NONE;
+ }
+#endif
+ else {
+ // ignore interactions with the missile owner
+ passent = ent->r.ownerNum;
+ }
+ // trace a line from the previous position to the current position
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
+
+ if ( tr.startsolid || tr.allsolid ) {
+ // make sure the tr.entityNum is set to the entity we're stuck in
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
+ tr.fraction = 0;
+ }
+ else {
+ VectorCopy( tr.endpos, ent->r.currentOrigin );
+ }
+
+ trap_LinkEntity( ent );
+
+ if ( tr.fraction != 1 ) {
+ // never explode or bounce on sky
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ // If grapple, reset owner
+ if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
+ ent->parent->client->hook = NULL;
+ }
+ G_FreeEntity( ent );
+ return;
+ }
+ G_MissileImpact( ent, &tr );
+ if ( ent->s.eType != ET_MISSILE ) {
+ return; // exploded
+ }
+ }
+#ifdef MISSIONPACK
+ // if the prox mine wasn't yet outside the player body
+ if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
+ // check if the prox mine is outside the owner bbox
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
+ if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
+ ent->count = 1;
+ }
+ }
+#endif
+ // check think function after bouncing
+ G_RunThink( ent );
+}
+
+
+//=============================================================================
+
+/*
+=================
+fire_plasma
+
+=================
+*/
+gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "plasma";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_PLASMAGUN;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 20;
+ bolt->splashDamage = 15;
+ bolt->splashRadius = 20;
+ bolt->methodOfDeath = MOD_PLASMA;
+ bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_grenade
+=================
+*/
+gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "grenade";
+ bolt->nextthink = level.time + 2500;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_GRENADE_LAUNCHER;
+ bolt->s.eFlags = EF_BOUNCE_HALF;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 150;
+ bolt->methodOfDeath = MOD_GRENADE;
+ bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_GRAVITY;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 700, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "bfg";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_BFG;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_BFG;
+ bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "rocket";
+ bolt->nextthink = level.time + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_ROCKET_LAUNCHER;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_ROCKET;
+ bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 900, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+/*
+=================
+fire_grapple
+=================
+*/
+gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *hook;
+
+ VectorNormalize (dir);
+
+ hook = G_Spawn();
+ hook->classname = "hook";
+ hook->nextthink = level.time + 10000;
+ hook->think = Weapon_HookFree;
+ hook->s.eType = ET_MISSILE;
+ hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ hook->s.weapon = WP_GRAPPLING_HOOK;
+ hook->r.ownerNum = self->s.number;
+ hook->methodOfDeath = MOD_GRAPPLE;
+ hook->clipmask = MASK_SHOT;
+ hook->parent = self;
+ hook->target_ent = NULL;
+
+ hook->s.pos.trType = TR_LINEAR;
+ hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ hook->s.otherEntityNum = self->s.number; // use to match beam in client
+ VectorCopy( start, hook->s.pos.trBase );
+ VectorScale( dir, 800, hook->s.pos.trDelta );
+ SnapVector( hook->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, hook->r.currentOrigin);
+
+ self->client->hook = hook;
+
+ return hook;
+}
+
+
+#ifdef MISSIONPACK
+/*
+=================
+fire_nail
+=================
+*/
+#define NAILGUN_SPREAD 500
+
+gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
+ gentity_t *bolt;
+ vec3_t dir;
+ vec3_t end;
+ float r, u, scale;
+
+ bolt = G_Spawn();
+ bolt->classname = "nail";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_NAILGUN;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 20;
+ bolt->methodOfDeath = MOD_NAIL;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time;
+ VectorCopy( start, bolt->s.pos.trBase );
+
+ r = random() * M_PI * 2.0f;
+ u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
+ r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
+ VectorMA( start, 8192 * 16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ VectorSubtract( end, start, dir );
+ VectorNormalize( dir );
+
+ scale = 555 + random() * 1800;
+ VectorScale( dir, scale, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta );
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+
+/*
+=================
+fire_prox
+=================
+*/
+gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "prox mine";
+ bolt->nextthink = level.time + 3000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_PROX_LAUNCHER;
+ bolt->s.eFlags = 0;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 0;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 150;
+ bolt->methodOfDeath = MOD_PROXIMITY_MINE;
+ bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ // count is used to check if the prox mine left the player bbox
+ // if count == 1 then the prox mine left the player bbox and can attack to it
+ bolt->count = 0;
+
+ //FIXME: we prolly wanna abuse another field
+ bolt->s.generic1 = self->client->sess.sessionTeam;
+
+ bolt->s.pos.trType = TR_GRAVITY;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 700, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+#endif
diff --git a/code/game/g_mover.c b/code/game/g_mover.c
new file mode 100644
index 0000000..63bd54b
--- /dev/null
+++ b/code/game/g_mover.c
@@ -0,0 +1,1631 @@
+/*
+===========================================================================
+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"
+
+
+
+/*
+===============================================================================
+
+PUSHMOVE
+
+===============================================================================
+*/
+
+void MatchTeam( gentity_t *teamLeader, int moverState, int time );
+
+typedef struct {
+ gentity_t *ent;
+ vec3_t origin;
+ vec3_t angles;
+ float deltayaw;
+} pushed_t;
+pushed_t pushed[MAX_GENTITIES], *pushed_p;
+
+
+/*
+============
+G_TestEntityPosition
+
+============
+*/
+gentity_t *G_TestEntityPosition( gentity_t *ent ) {
+ trace_t tr;
+ int mask;
+
+ if ( ent->clipmask ) {
+ mask = ent->clipmask;
+ } else {
+ mask = MASK_SOLID;
+ }
+ if ( ent->client ) {
+ trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, mask );
+ } else {
+ trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask );
+ }
+
+ if (tr.startsolid)
+ return &g_entities[ tr.entityNum ];
+
+ return NULL;
+}
+
+/*
+================
+G_CreateRotationMatrix
+================
+*/
+void G_CreateRotationMatrix(vec3_t angles, vec3_t matrix[3]) {
+ AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
+ VectorInverse(matrix[1]);
+}
+
+/*
+================
+G_TransposeMatrix
+================
+*/
+void G_TransposeMatrix(vec3_t matrix[3], vec3_t transpose[3]) {
+ int i, j;
+ for (i = 0; i < 3; i++) {
+ for (j = 0; j < 3; j++) {
+ transpose[i][j] = matrix[j][i];
+ }
+ }
+}
+
+/*
+================
+G_RotatePoint
+================
+*/
+void G_RotatePoint(vec3_t point, vec3_t matrix[3]) {
+ vec3_t tvec;
+
+ VectorCopy(point, tvec);
+ point[0] = DotProduct(matrix[0], tvec);
+ point[1] = DotProduct(matrix[1], tvec);
+ point[2] = DotProduct(matrix[2], tvec);
+}
+
+/*
+==================
+G_TryPushingEntity
+
+Returns qfalse if the move is blocked
+==================
+*/
+qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
+ vec3_t matrix[3], transpose[3];
+ vec3_t org, org2, move2;
+ gentity_t *block;
+
+ // EF_MOVER_STOP will just stop when contacting another entity
+ // instead of pushing it, but entities can still ride on top of it
+ if ( ( pusher->s.eFlags & EF_MOVER_STOP ) &&
+ check->s.groundEntityNum != pusher->s.number ) {
+ return qfalse;
+ }
+
+ // save off the old position
+ if (pushed_p > &pushed[MAX_GENTITIES]) {
+ G_Error( "pushed_p > &pushed[MAX_GENTITIES]" );
+ }
+ pushed_p->ent = check;
+ VectorCopy (check->s.pos.trBase, pushed_p->origin);
+ VectorCopy (check->s.apos.trBase, pushed_p->angles);
+ if ( check->client ) {
+ pushed_p->deltayaw = check->client->ps.delta_angles[YAW];
+ VectorCopy (check->client->ps.origin, pushed_p->origin);
+ }
+ pushed_p++;
+
+ // try moving the contacted entity
+ // figure movement due to the pusher's amove
+ G_CreateRotationMatrix( amove, transpose );
+ G_TransposeMatrix( transpose, matrix );
+ if ( check->client ) {
+ VectorSubtract (check->client->ps.origin, pusher->r.currentOrigin, org);
+ }
+ else {
+ VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
+ }
+ VectorCopy( org, org2 );
+ G_RotatePoint( org2, matrix );
+ VectorSubtract (org2, org, move2);
+ // add movement
+ VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
+ VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
+ if ( check->client ) {
+ VectorAdd (check->client->ps.origin, move, check->client->ps.origin);
+ VectorAdd (check->client->ps.origin, move2, check->client->ps.origin);
+ // make sure the client's view rotates when on a rotating mover
+ check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
+ }
+
+ // may have pushed them off an edge
+ if ( check->s.groundEntityNum != pusher->s.number ) {
+ check->s.groundEntityNum = -1;
+ }
+
+ block = G_TestEntityPosition( check );
+ if (!block) {
+ // pushed ok
+ if ( check->client ) {
+ VectorCopy( check->client->ps.origin, check->r.currentOrigin );
+ } else {
+ VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
+ }
+ trap_LinkEntity (check);
+ return qtrue;
+ }
+
+ // if it is ok to leave in the old position, do it
+ // this is only relevent for riding entities, not pushed
+ // Sliding trapdoors can cause this.
+ VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase);
+ if ( check->client ) {
+ VectorCopy( (pushed_p-1)->origin, check->client->ps.origin);
+ }
+ VectorCopy( (pushed_p-1)->angles, check->s.apos.trBase );
+ block = G_TestEntityPosition (check);
+ if ( !block ) {
+ check->s.groundEntityNum = -1;
+ pushed_p--;
+ return qtrue;
+ }
+
+ // blocked
+ return qfalse;
+}
+
+/*
+==================
+G_CheckProxMinePosition
+==================
+*/
+qboolean G_CheckProxMinePosition( gentity_t *check ) {
+ vec3_t start, end;
+ trace_t tr;
+
+ VectorMA(check->s.pos.trBase, 0.125, check->movedir, start);
+ VectorMA(check->s.pos.trBase, 2, check->movedir, end);
+ trap_Trace( &tr, start, NULL, NULL, end, check->s.number, MASK_SOLID );
+
+ if (tr.startsolid || tr.fraction < 1)
+ return qfalse;
+
+ return qtrue;
+}
+
+/*
+==================
+G_TryPushingProxMine
+==================
+*/
+qboolean G_TryPushingProxMine( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
+ vec3_t forward, right, up;
+ vec3_t org, org2, move2;
+ int ret;
+
+ // we need this for pushing things later
+ VectorSubtract (vec3_origin, amove, org);
+ AngleVectors (org, forward, right, up);
+
+ // try moving the contacted entity
+ VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
+
+ // figure movement due to the pusher's amove
+ VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = -DotProduct (org, right);
+ org2[2] = DotProduct (org, up);
+ VectorSubtract (org2, org, move2);
+ VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
+
+ ret = G_CheckProxMinePosition( check );
+ if (ret) {
+ VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
+ trap_LinkEntity (check);
+ }
+ return ret;
+}
+
+void G_ExplodeMissile( gentity_t *ent );
+
+/*
+============
+G_MoverPush
+
+Objects need to be moved back on a failed push,
+otherwise riders would continue to slide.
+If qfalse is returned, *obstacle will be the blocking entity
+============
+*/
+qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle ) {
+ int i, e;
+ gentity_t *check;
+ vec3_t mins, maxs;
+ pushed_t *p;
+ int entityList[MAX_GENTITIES];
+ int listedEntities;
+ vec3_t totalMins, totalMaxs;
+
+ *obstacle = NULL;
+
+
+ // mins/maxs are the bounds at the destination
+ // totalMins / totalMaxs are the bounds for the entire move
+ if ( pusher->r.currentAngles[0] || pusher->r.currentAngles[1] || pusher->r.currentAngles[2]
+ || amove[0] || amove[1] || amove[2] ) {
+ float radius;
+
+ radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ mins[i] = pusher->r.currentOrigin[i] + move[i] - radius;
+ maxs[i] = pusher->r.currentOrigin[i] + move[i] + radius;
+ totalMins[i] = mins[i] - move[i];
+ totalMaxs[i] = maxs[i] - move[i];
+ }
+ } else {
+ for (i=0 ; i<3 ; i++) {
+ mins[i] = pusher->r.absmin[i] + move[i];
+ maxs[i] = pusher->r.absmax[i] + move[i];
+ }
+
+ VectorCopy( pusher->r.absmin, totalMins );
+ VectorCopy( pusher->r.absmax, totalMaxs );
+ for (i=0 ; i<3 ; i++) {
+ if ( move[i] > 0 ) {
+ totalMaxs[i] += move[i];
+ } else {
+ totalMins[i] += move[i];
+ }
+ }
+ }
+
+ // unlink the pusher so we don't get it in the entityList
+ trap_UnlinkEntity( pusher );
+
+ listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
+
+ // move the pusher to it's final position
+ VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
+ VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
+ trap_LinkEntity( pusher );
+
+ // see if any solid entities are inside the final position
+ for ( e = 0 ; e < listedEntities ; e++ ) {
+ check = &g_entities[ entityList[ e ] ];
+
+#ifdef MISSIONPACK
+ if ( check->s.eType == ET_MISSILE ) {
+ // if it is a prox mine
+ if ( !strcmp(check->classname, "prox mine") ) {
+ // if this prox mine is attached to this mover try to move it with the pusher
+ if ( check->enemy == pusher ) {
+ if (!G_TryPushingProxMine( check, pusher, move, amove )) {
+ //explode
+ check->s.loopSound = 0;
+ G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
+ G_ExplodeMissile(check);
+ if (check->activator) {
+ G_FreeEntity(check->activator);
+ check->activator = NULL;
+ }
+ //G_Printf("prox mine explodes\n");
+ }
+ }
+ else {
+ //check if the prox mine is crushed by the mover
+ if (!G_CheckProxMinePosition( check )) {
+ //explode
+ check->s.loopSound = 0;
+ G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
+ G_ExplodeMissile(check);
+ if (check->activator) {
+ G_FreeEntity(check->activator);
+ check->activator = NULL;
+ }
+ //G_Printf("prox mine explodes\n");
+ }
+ }
+ continue;
+ }
+ }
+#endif
+ // only push items and players
+ if ( check->s.eType != ET_ITEM && check->s.eType != ET_PLAYER && !check->physicsObject ) {
+ continue;
+ }
+
+ // if the entity is standing on the pusher, it will definitely be moved
+ if ( check->s.groundEntityNum != pusher->s.number ) {
+ // see if the ent needs to be tested
+ if ( check->r.absmin[0] >= maxs[0]
+ || check->r.absmin[1] >= maxs[1]
+ || check->r.absmin[2] >= maxs[2]
+ || check->r.absmax[0] <= mins[0]
+ || check->r.absmax[1] <= mins[1]
+ || check->r.absmax[2] <= mins[2] ) {
+ continue;
+ }
+ // see if the ent's bbox is inside the pusher's final position
+ // this does allow a fast moving object to pass through a thin entity...
+ if (!G_TestEntityPosition (check)) {
+ continue;
+ }
+ }
+
+ // the entity needs to be pushed
+ if ( G_TryPushingEntity( check, pusher, move, amove ) ) {
+ continue;
+ }
+
+ // the move was blocked an entity
+
+ // bobbing entities are instant-kill and never get blocked
+ if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) {
+ G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
+ continue;
+ }
+
+
+ // save off the obstacle so we can call the block function (crush, etc)
+ *obstacle = check;
+
+ // move back any entities we already moved
+ // go backwards, so if the same entity was pushed
+ // twice, it goes back to the original position
+ for ( p=pushed_p-1 ; p>=pushed ; p-- ) {
+ VectorCopy (p->origin, p->ent->s.pos.trBase);
+ VectorCopy (p->angles, p->ent->s.apos.trBase);
+ if ( p->ent->client ) {
+ p->ent->client->ps.delta_angles[YAW] = p->deltayaw;
+ VectorCopy (p->origin, p->ent->client->ps.origin);
+ }
+ trap_LinkEntity (p->ent);
+ }
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+
+/*
+=================
+G_MoverTeam
+=================
+*/
+void G_MoverTeam( gentity_t *ent ) {
+ vec3_t move, amove;
+ gentity_t *part, *obstacle;
+ vec3_t origin, angles;
+
+ obstacle = NULL;
+
+ // make sure all team slaves can move before commiting
+ // any moves or calling any think functions
+ // if the move is blocked, all moved objects will be backed out
+ pushed_p = pushed;
+ for (part = ent ; part ; part=part->teamchain) {
+ // get current position
+ BG_EvaluateTrajectory( &part->s.pos, level.time, origin );
+ BG_EvaluateTrajectory( &part->s.apos, level.time, angles );
+ VectorSubtract( origin, part->r.currentOrigin, move );
+ VectorSubtract( angles, part->r.currentAngles, amove );
+ if ( !G_MoverPush( part, move, amove, &obstacle ) ) {
+ break; // move was blocked
+ }
+ }
+
+ if (part) {
+ // go back to the previous position
+ for ( part = ent ; part ; part = part->teamchain ) {
+ part->s.pos.trTime += level.time - level.previousTime;
+ part->s.apos.trTime += level.time - level.previousTime;
+ BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
+ BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
+ trap_LinkEntity( part );
+ }
+
+ // if the pusher has a "blocked" function, call it
+ if (ent->blocked) {
+ ent->blocked( ent, obstacle );
+ }
+ return;
+ }
+
+ // the move succeeded
+ for ( part = ent ; part ; part = part->teamchain ) {
+ // call the reached function if time is at or past end point
+ if ( part->s.pos.trType == TR_LINEAR_STOP ) {
+ if ( level.time >= part->s.pos.trTime + part->s.pos.trDuration ) {
+ if ( part->reached ) {
+ part->reached( part );
+ }
+ }
+ }
+ }
+}
+
+/*
+================
+G_RunMover
+
+================
+*/
+void G_RunMover( gentity_t *ent ) {
+ // if not a team captain, don't do anything, because
+ // the captain will handle everything
+ if ( ent->flags & FL_TEAMSLAVE ) {
+ return;
+ }
+
+ // if stationary at one of the positions, don't move anything
+ if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) {
+ G_MoverTeam( ent );
+ }
+
+ // check think function
+ G_RunThink( ent );
+}
+
+/*
+============================================================================
+
+GENERAL MOVERS
+
+Doors, plats, and buttons are all binary (two position) movers
+Pos1 is "at rest", pos2 is "activated"
+============================================================================
+*/
+
+/*
+===============
+SetMoverState
+===============
+*/
+void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) {
+ vec3_t delta;
+ float f;
+
+ ent->moverState = moverState;
+
+ ent->s.pos.trTime = time;
+ switch( moverState ) {
+ case MOVER_POS1:
+ VectorCopy( ent->pos1, ent->s.pos.trBase );
+ ent->s.pos.trType = TR_STATIONARY;
+ break;
+ case MOVER_POS2:
+ VectorCopy( ent->pos2, ent->s.pos.trBase );
+ ent->s.pos.trType = TR_STATIONARY;
+ break;
+ case MOVER_1TO2:
+ VectorCopy( ent->pos1, ent->s.pos.trBase );
+ VectorSubtract( ent->pos2, ent->pos1, delta );
+ f = 1000.0 / ent->s.pos.trDuration;
+ VectorScale( delta, f, ent->s.pos.trDelta );
+ ent->s.pos.trType = TR_LINEAR_STOP;
+ break;
+ case MOVER_2TO1:
+ VectorCopy( ent->pos2, ent->s.pos.trBase );
+ VectorSubtract( ent->pos1, ent->pos2, delta );
+ f = 1000.0 / ent->s.pos.trDuration;
+ VectorScale( delta, f, ent->s.pos.trDelta );
+ ent->s.pos.trType = TR_LINEAR_STOP;
+ break;
+ }
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
+ trap_LinkEntity( ent );
+}
+
+/*
+================
+MatchTeam
+
+All entities in a mover team will move from pos1 to pos2
+in the same amount of time
+================
+*/
+void MatchTeam( gentity_t *teamLeader, int moverState, int time ) {
+ gentity_t *slave;
+
+ for ( slave = teamLeader ; slave ; slave = slave->teamchain ) {
+ SetMoverState( slave, moverState, time );
+ }
+}
+
+
+
+/*
+================
+ReturnToPos1
+================
+*/
+void ReturnToPos1( gentity_t *ent ) {
+ MatchTeam( ent, MOVER_2TO1, level.time );
+
+ // looping sound
+ ent->s.loopSound = ent->soundLoop;
+
+ // starting sound
+ if ( ent->sound2to1 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
+ }
+}
+
+
+/*
+================
+Reached_BinaryMover
+================
+*/
+void Reached_BinaryMover( gentity_t *ent ) {
+
+ // stop the looping sound
+ ent->s.loopSound = ent->soundLoop;
+
+ if ( ent->moverState == MOVER_1TO2 ) {
+ // reached pos2
+ SetMoverState( ent, MOVER_POS2, level.time );
+
+ // play sound
+ if ( ent->soundPos2 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
+ }
+
+ // return to pos1 after a delay
+ ent->think = ReturnToPos1;
+ ent->nextthink = level.time + ent->wait;
+
+ // fire targets
+ if ( !ent->activator ) {
+ ent->activator = ent;
+ }
+ G_UseTargets( ent, ent->activator );
+ } else if ( ent->moverState == MOVER_2TO1 ) {
+ // reached pos1
+ SetMoverState( ent, MOVER_POS1, level.time );
+
+ // play sound
+ if ( ent->soundPos1 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
+ }
+
+ // close areaportals
+ if ( ent->teammaster == ent || !ent->teammaster ) {
+ trap_AdjustAreaPortalState( ent, qfalse );
+ }
+ } else {
+ G_Error( "Reached_BinaryMover: bad moverState" );
+ }
+}
+
+
+/*
+================
+Use_BinaryMover
+================
+*/
+void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ int total;
+ int partial;
+
+ // only the master should be used
+ if ( ent->flags & FL_TEAMSLAVE ) {
+ Use_BinaryMover( ent->teammaster, other, activator );
+ return;
+ }
+
+ ent->activator = activator;
+
+ if ( ent->moverState == MOVER_POS1 ) {
+ // start moving 50 msec later, becase if this was player
+ // triggered, level.time hasn't been advanced yet
+ MatchTeam( ent, MOVER_1TO2, level.time + 50 );
+
+ // starting sound
+ if ( ent->sound1to2 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
+ }
+
+ // looping sound
+ ent->s.loopSound = ent->soundLoop;
+
+ // open areaportal
+ if ( ent->teammaster == ent || !ent->teammaster ) {
+ trap_AdjustAreaPortalState( ent, qtrue );
+ }
+ return;
+ }
+
+ // if all the way up, just delay before coming down
+ if ( ent->moverState == MOVER_POS2 ) {
+ ent->nextthink = level.time + ent->wait;
+ return;
+ }
+
+ // only partway down before reversing
+ if ( ent->moverState == MOVER_2TO1 ) {
+ total = ent->s.pos.trDuration;
+ partial = level.time - ent->s.pos.trTime;
+ if ( partial > total ) {
+ partial = total;
+ }
+
+ MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );
+
+ if ( ent->sound1to2 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
+ }
+ return;
+ }
+
+ // only partway up before reversing
+ if ( ent->moverState == MOVER_1TO2 ) {
+ total = ent->s.pos.trDuration;
+ partial = level.time - ent->s.pos.trTime;
+ if ( partial > total ) {
+ partial = total;
+ }
+
+ MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );
+
+ if ( ent->sound2to1 ) {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
+ }
+ return;
+ }
+}
+
+
+
+/*
+================
+InitMover
+
+"pos1", "pos2", and "speed" should be set before calling,
+so the movement delta can be calculated
+================
+*/
+void InitMover( gentity_t *ent ) {
+ vec3_t move;
+ float distance;
+ float light;
+ vec3_t color;
+ qboolean lightSet, colorSet;
+ char *sound;
+
+ // if the "model2" key is set, use a seperate model
+ // for drawing, but clip against the brushes
+ if ( ent->model2 ) {
+ ent->s.modelindex2 = G_ModelIndex( ent->model2 );
+ }
+
+ // if the "loopsound" key is set, use a constant looping sound when moving
+ if ( G_SpawnString( "noise", "100", &sound ) ) {
+ ent->s.loopSound = G_SoundIndex( sound );
+ }
+
+ // if the "color" or "light" keys are set, setup constantLight
+ lightSet = G_SpawnFloat( "light", "100", &light );
+ colorSet = G_SpawnVector( "color", "1 1 1", color );
+ if ( lightSet || colorSet ) {
+ int r, g, b, i;
+
+ r = color[0] * 255;
+ if ( r > 255 ) {
+ r = 255;
+ }
+ g = color[1] * 255;
+ if ( g > 255 ) {
+ g = 255;
+ }
+ b = color[2] * 255;
+ if ( b > 255 ) {
+ b = 255;
+ }
+ i = light / 4;
+ if ( i > 255 ) {
+ i = 255;
+ }
+ ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
+ }
+
+
+ ent->use = Use_BinaryMover;
+ ent->reached = Reached_BinaryMover;
+
+ ent->moverState = MOVER_POS1;
+ ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ ent->s.eType = ET_MOVER;
+ VectorCopy (ent->pos1, ent->r.currentOrigin);
+ trap_LinkEntity (ent);
+
+ ent->s.pos.trType = TR_STATIONARY;
+ VectorCopy( ent->pos1, ent->s.pos.trBase );
+
+ // calculate time to reach second position from speed
+ VectorSubtract( ent->pos2, ent->pos1, move );
+ distance = VectorLength( move );
+ if ( ! ent->speed ) {
+ ent->speed = 100;
+ }
+ VectorScale( move, ent->speed, ent->s.pos.trDelta );
+ ent->s.pos.trDuration = distance * 1000 / ent->speed;
+ if ( ent->s.pos.trDuration <= 0 ) {
+ ent->s.pos.trDuration = 1;
+ }
+}
+
+
+/*
+===============================================================================
+
+DOOR
+
+A use can be triggered either by a touch function, by being shot, or by being
+targeted by another entity.
+
+===============================================================================
+*/
+
+/*
+================
+Blocked_Door
+================
+*/
+void Blocked_Door( gentity_t *ent, gentity_t *other ) {
+ // remove anything other than a client
+ if ( !other->client ) {
+ // except CTF flags!!!!
+ if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
+ Team_DroppedFlagThink( other );
+ return;
+ }
+ G_TempEntity( other->s.origin, EV_ITEM_POP );
+ G_FreeEntity( other );
+ return;
+ }
+
+ if ( ent->damage ) {
+ G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );
+ }
+ if ( ent->spawnflags & 4 ) {
+ return; // crushers don't reverse
+ }
+
+ // reverse direction
+ Use_BinaryMover( ent, ent, other );
+}
+
+/*
+================
+Touch_DoorTriggerSpectator
+================
+*/
+static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
+ int i, axis;
+ vec3_t origin, dir, angles;
+
+ axis = ent->count;
+ VectorClear(dir);
+ if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
+ fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
+ origin[axis] = ent->r.absmin[axis] - 10;
+ dir[axis] = -1;
+ }
+ else {
+ origin[axis] = ent->r.absmax[axis] + 10;
+ dir[axis] = 1;
+ }
+ for (i = 0; i < 3; i++) {
+ if (i == axis) continue;
+ origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5;
+ }
+ vectoangles(dir, angles);
+ TeleportPlayer(other, origin, angles );
+}
+
+/*
+================
+Touch_DoorTrigger
+================
+*/
+void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
+ if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
+ // if the door is not open and not opening
+ if ( ent->parent->moverState != MOVER_1TO2 &&
+ ent->parent->moverState != MOVER_POS2) {
+ Touch_DoorTriggerSpectator( ent, other, trace );
+ }
+ }
+ else if ( ent->parent->moverState != MOVER_1TO2 ) {
+ Use_BinaryMover( ent->parent, ent, other );
+ }
+}
+
+
+/*
+======================
+Think_SpawnNewDoorTrigger
+
+All of the parts of a door have been spawned, so create
+a trigger that encloses all of them
+======================
+*/
+void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
+ gentity_t *other;
+ vec3_t mins, maxs;
+ int i, best;
+
+ // set all of the slaves as shootable
+ for ( other = ent ; other ; other = other->teamchain ) {
+ other->takedamage = qtrue;
+ }
+
+ // find the bounds of everything on the team
+ VectorCopy (ent->r.absmin, mins);
+ VectorCopy (ent->r.absmax, maxs);
+
+ for (other = ent->teamchain ; other ; other=other->teamchain) {
+ AddPointToBounds (other->r.absmin, mins, maxs);
+ AddPointToBounds (other->r.absmax, mins, maxs);
+ }
+
+ // find the thinnest axis, which will be the one we expand
+ best = 0;
+ for ( i = 1 ; i < 3 ; i++ ) {
+ if ( maxs[i] - mins[i] < maxs[best] - mins[best] ) {
+ best = i;
+ }
+ }
+ maxs[best] += 120;
+ mins[best] -= 120;
+
+ // create a trigger with this size
+ other = G_Spawn ();
+ other->classname = "door_trigger";
+ VectorCopy (mins, other->r.mins);
+ VectorCopy (maxs, other->r.maxs);
+ other->parent = ent;
+ other->r.contents = CONTENTS_TRIGGER;
+ other->touch = Touch_DoorTrigger;
+ // remember the thinnest axis
+ other->count = best;
+ trap_LinkEntity (other);
+
+ MatchTeam( ent, ent->moverState, level.time );
+}
+
+void Think_MatchTeam( gentity_t *ent ) {
+ MatchTeam( ent, ent->moverState, level.time );
+}
+
+
+/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
+TOGGLE wait in both the start and end states for a trigger event.
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+"model2" .md3 model to also draw
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"lip" lip remaining at end of move (8 default)
+"dmg" damage to inflict when blocked (2 default)
+"color" constantLight color
+"light" constantLight radius
+"health" if set, the door must be shot open
+*/
+void SP_func_door (gentity_t *ent) {
+ vec3_t abs_movedir;
+ float distance;
+ vec3_t size;
+ float lip;
+
+ ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
+ ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
+
+ ent->blocked = Blocked_Door;
+
+ // default speed of 400
+ if (!ent->speed)
+ ent->speed = 400;
+
+ // default wait of 2 seconds
+ if (!ent->wait)
+ ent->wait = 2;
+ ent->wait *= 1000;
+
+ // default lip of 8 units
+ G_SpawnFloat( "lip", "8", &lip );
+
+ // default damage of 2 points
+ G_SpawnInt( "dmg", "2", &ent->damage );
+
+ // first position at start
+ VectorCopy( ent->s.origin, ent->pos1 );
+
+ // calculate second position
+ trap_SetBrushModel( ent, ent->model );
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ VectorSubtract( ent->r.maxs, ent->r.mins, size );
+ distance = DotProduct( abs_movedir, size ) - lip;
+ VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );
+
+ // if "start_open", reverse position 1 and 2
+ if ( ent->spawnflags & 1 ) {
+ vec3_t temp;
+
+ VectorCopy( ent->pos2, temp );
+ VectorCopy( ent->s.origin, ent->pos2 );
+ VectorCopy( temp, ent->pos1 );
+ }
+
+ InitMover( ent );
+
+ ent->nextthink = level.time + FRAMETIME;
+
+ if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
+ int health;
+
+ G_SpawnInt( "health", "0", &health );
+ if ( health ) {
+ ent->takedamage = qtrue;
+ }
+ if ( ent->targetname || health ) {
+ // non touch/shoot doors
+ ent->think = Think_MatchTeam;
+ } else {
+ ent->think = Think_SpawnNewDoorTrigger;
+ }
+ }
+
+
+}
+
+/*
+===============================================================================
+
+PLAT
+
+===============================================================================
+*/
+
+/*
+==============
+Touch_Plat
+
+Don't allow decent if a living player is on it
+===============
+*/
+void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) {
+ if ( !other->client || other->client->ps.stats[STAT_HEALTH] <= 0 ) {
+ return;
+ }
+
+ // delay return-to-pos1 by one second
+ if ( ent->moverState == MOVER_POS2 ) {
+ ent->nextthink = level.time + 1000;
+ }
+}
+
+/*
+==============
+Touch_PlatCenterTrigger
+
+If the plat is at the bottom position, start it going up
+===============
+*/
+void Touch_PlatCenterTrigger(gentity_t *ent, gentity_t *other, trace_t *trace ) {
+ if ( !other->client ) {
+ return;
+ }
+
+ if ( ent->parent->moverState == MOVER_POS1 ) {
+ Use_BinaryMover( ent->parent, ent, other );
+ }
+}
+
+
+/*
+================
+SpawnPlatTrigger
+
+Spawn a trigger in the middle of the plat's low position
+Elevator cars require that the trigger extend through the entire low position,
+not just sit on top of it.
+================
+*/
+void SpawnPlatTrigger( gentity_t *ent ) {
+ gentity_t *trigger;
+ vec3_t tmin, tmax;
+
+ // the middle trigger will be a thin trigger just
+ // above the starting position
+ trigger = G_Spawn();
+ trigger->classname = "plat_trigger";
+ trigger->touch = Touch_PlatCenterTrigger;
+ trigger->r.contents = CONTENTS_TRIGGER;
+ trigger->parent = ent;
+
+ tmin[0] = ent->pos1[0] + ent->r.mins[0] + 33;
+ tmin[1] = ent->pos1[1] + ent->r.mins[1] + 33;
+ tmin[2] = ent->pos1[2] + ent->r.mins[2];
+
+ tmax[0] = ent->pos1[0] + ent->r.maxs[0] - 33;
+ tmax[1] = ent->pos1[1] + ent->r.maxs[1] - 33;
+ tmax[2] = ent->pos1[2] + ent->r.maxs[2] + 8;
+
+ if ( tmax[0] <= tmin[0] ) {
+ tmin[0] = ent->pos1[0] + (ent->r.mins[0] + ent->r.maxs[0]) *0.5;
+ tmax[0] = tmin[0] + 1;
+ }
+ if ( tmax[1] <= tmin[1] ) {
+ tmin[1] = ent->pos1[1] + (ent->r.mins[1] + ent->r.maxs[1]) *0.5;
+ tmax[1] = tmin[1] + 1;
+ }
+
+ VectorCopy (tmin, trigger->r.mins);
+ VectorCopy (tmax, trigger->r.maxs);
+
+ trap_LinkEntity (trigger);
+}
+
+
+/*QUAKED func_plat (0 .5 .8) ?
+Plats are always drawn in the extended position so they will light correctly.
+
+"lip" default 8, protrusion above rest position
+"height" total height of movement, defaults to model height
+"speed" overrides default 200.
+"dmg" overrides default 2
+"model2" .md3 model to also draw
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_plat (gentity_t *ent) {
+ float lip, height;
+
+ ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
+ ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
+
+ VectorClear (ent->s.angles);
+
+ G_SpawnFloat( "speed", "200", &ent->speed );
+ G_SpawnInt( "dmg", "2", &ent->damage );
+ G_SpawnFloat( "wait", "1", &ent->wait );
+ G_SpawnFloat( "lip", "8", &lip );
+
+ ent->wait = 1000;
+
+ // create second position
+ trap_SetBrushModel( ent, ent->model );
+
+ if ( !G_SpawnFloat( "height", "0", &height ) ) {
+ height = (ent->r.maxs[2] - ent->r.mins[2]) - lip;
+ }
+
+ // pos1 is the rest (bottom) position, pos2 is the top
+ VectorCopy( ent->s.origin, ent->pos2 );
+ VectorCopy( ent->pos2, ent->pos1 );
+ ent->pos1[2] -= height;
+
+ InitMover( ent );
+
+ // touch function keeps the plat from returning while
+ // a live player is standing on it
+ ent->touch = Touch_Plat;
+
+ ent->blocked = Blocked_Door;
+
+ ent->parent = ent; // so it can be treated as a door
+
+ // spawn the trigger if one hasn't been custom made
+ if ( !ent->targetname ) {
+ SpawnPlatTrigger(ent);
+ }
+}
+
+
+/*
+===============================================================================
+
+BUTTON
+
+===============================================================================
+*/
+
+/*
+==============
+Touch_Button
+
+===============
+*/
+void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
+ if ( !other->client ) {
+ return;
+ }
+
+ if ( ent->moverState == MOVER_POS1 ) {
+ Use_BinaryMover( ent, other, other );
+ }
+}
+
+
+/*QUAKED func_button (0 .5 .8) ?
+When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
+
+"model2" .md3 model to also draw
+"angle" determines the opening direction
+"target" all entities with a matching targetname will be used
+"speed" override the default 40 speed
+"wait" override the default 1 second wait (-1 = never return)
+"lip" override the default 4 pixel lip remaining at end of move
+"health" if set, the button must be killed instead of touched
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_button( gentity_t *ent ) {
+ vec3_t abs_movedir;
+ float distance;
+ vec3_t size;
+ float lip;
+
+ ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");
+
+ if ( !ent->speed ) {
+ ent->speed = 40;
+ }
+
+ if ( !ent->wait ) {
+ ent->wait = 1;
+ }
+ ent->wait *= 1000;
+
+ // first position
+ VectorCopy( ent->s.origin, ent->pos1 );
+
+ // calculate second position
+ trap_SetBrushModel( ent, ent->model );
+
+ G_SpawnFloat( "lip", "4", &lip );
+
+ G_SetMovedir( ent->s.angles, ent->movedir );
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ VectorSubtract( ent->r.maxs, ent->r.mins, size );
+ distance = abs_movedir[0] * size[0] + abs_movedir[1] * size[1] + abs_movedir[2] * size[2] - lip;
+ VectorMA (ent->pos1, distance, ent->movedir, ent->pos2);
+
+ if (ent->health) {
+ // shootable button
+ ent->takedamage = qtrue;
+ } else {
+ // touchable button
+ ent->touch = Touch_Button;
+ }
+
+ InitMover( ent );
+}
+
+
+
+/*
+===============================================================================
+
+TRAIN
+
+===============================================================================
+*/
+
+
+#define TRAIN_START_ON 1
+#define TRAIN_TOGGLE 2
+#define TRAIN_BLOCK_STOPS 4
+
+/*
+===============
+Think_BeginMoving
+
+The wait time at a corner has completed, so start moving again
+===============
+*/
+void Think_BeginMoving( gentity_t *ent ) {
+ ent->s.pos.trTime = level.time;
+ ent->s.pos.trType = TR_LINEAR_STOP;
+}
+
+/*
+===============
+Reached_Train
+===============
+*/
+void Reached_Train( gentity_t *ent ) {
+ gentity_t *next;
+ float speed;
+ vec3_t move;
+ float length;
+
+ // copy the apropriate values
+ next = ent->nextTrain;
+ if ( !next || !next->nextTrain ) {
+ return; // just stop
+ }
+
+ // fire all other targets
+ G_UseTargets( next, NULL );
+
+ // set the new trajectory
+ ent->nextTrain = next->nextTrain;
+ VectorCopy( next->s.origin, ent->pos1 );
+ VectorCopy( next->nextTrain->s.origin, ent->pos2 );
+
+ // if the path_corner has a speed, use that
+ if ( next->speed ) {
+ speed = next->speed;
+ } else {
+ // otherwise use the train's speed
+ speed = ent->speed;
+ }
+ if ( speed < 1 ) {
+ speed = 1;
+ }
+
+ // calculate duration
+ VectorSubtract( ent->pos2, ent->pos1, move );
+ length = VectorLength( move );
+
+ ent->s.pos.trDuration = length * 1000 / speed;
+
+ // Tequila comment: Be sure to send to clients after any fast move case
+ ent->r.svFlags &= ~SVF_NOCLIENT;
+
+ // Tequila comment: Fast move case
+ if(ent->s.pos.trDuration<1) {
+ // Tequila comment: As trDuration is used later in a division, we need to avoid that case now
+ // With null trDuration,
+ // the calculated rocks bounding box becomes infinite and the engine think for a short time
+ // any entity is riding that mover but not the world entity... In rare case, I found it
+ // can also stuck every map entities after func_door are used.
+ // The desired effect with very very big speed is to have instant move, so any not null duration
+ // lower than a frame duration should be sufficient.
+ // Afaik, the negative case don't have to be supported.
+ ent->s.pos.trDuration=1;
+
+ // Tequila comment: Don't send entity to clients so it becomes really invisible
+ ent->r.svFlags |= SVF_NOCLIENT;
+ }
+
+ // looping sound
+ ent->s.loopSound = next->soundLoop;
+
+ // start it going
+ SetMoverState( ent, MOVER_1TO2, level.time );
+
+ // if there is a "wait" value on the target, don't start moving yet
+ if ( next->wait ) {
+ ent->nextthink = level.time + next->wait * 1000;
+ ent->think = Think_BeginMoving;
+ ent->s.pos.trType = TR_STATIONARY;
+ }
+}
+
+
+/*
+===============
+Think_SetupTrainTargets
+
+Link all the corners together
+===============
+*/
+void Think_SetupTrainTargets( gentity_t *ent ) {
+ gentity_t *path, *next, *start;
+
+ ent->nextTrain = G_Find( NULL, FOFS(targetname), ent->target );
+ if ( !ent->nextTrain ) {
+ G_Printf( "func_train at %s with an unfound target\n",
+ vtos(ent->r.absmin) );
+ return;
+ }
+
+ start = NULL;
+ for ( path = ent->nextTrain ; path != start ; path = next ) {
+ if ( !start ) {
+ start = path;
+ }
+
+ if ( !path->target ) {
+ G_Printf( "Train corner at %s without a target\n",
+ vtos(path->s.origin) );
+ return;
+ }
+
+ // find a path_corner among the targets
+ // there may also be other targets that get fired when the corner
+ // is reached
+ next = NULL;
+ do {
+ next = G_Find( next, FOFS(targetname), path->target );
+ if ( !next ) {
+ G_Printf( "Train corner at %s without a target path_corner\n",
+ vtos(path->s.origin) );
+ return;
+ }
+ } while ( strcmp( next->classname, "path_corner" ) );
+
+ path->nextTrain = next;
+ }
+
+ // start the train moving from the first corner
+ Reached_Train( ent );
+}
+
+
+
+/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
+Train path corners.
+Target: next path corner and other targets to fire
+"speed" speed to move to the next corner
+"wait" seconds to wait before behining move to next corner
+*/
+void SP_path_corner( gentity_t *self ) {
+ if ( !self->targetname ) {
+ G_Printf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
+ G_FreeEntity( self );
+ return;
+ }
+ // path corners don't need to be linked in
+}
+
+
+
+/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
+A train is a mover that moves between path_corner target points.
+Trains MUST HAVE AN ORIGIN BRUSH.
+The train spawns at the first target it is pointing at.
+"model2" .md3 model to also draw
+"speed" default 100
+"dmg" default 2
+"noise" looping sound to play when the train is in motion
+"target" next path corner
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_train (gentity_t *self) {
+ VectorClear (self->s.angles);
+
+ if (self->spawnflags & TRAIN_BLOCK_STOPS) {
+ self->damage = 0;
+ } else {
+ if (!self->damage) {
+ self->damage = 2;
+ }
+ }
+
+ if ( !self->speed ) {
+ self->speed = 100;
+ }
+
+ if ( !self->target ) {
+ G_Printf ("func_train without a target at %s\n", vtos(self->r.absmin));
+ G_FreeEntity( self );
+ return;
+ }
+
+ trap_SetBrushModel( self, self->model );
+ InitMover( self );
+
+ self->reached = Reached_Train;
+
+ // start trains on the second frame, to make sure their targets have had
+ // a chance to spawn
+ self->nextthink = level.time + FRAMETIME;
+ self->think = Think_SetupTrainTargets;
+}
+
+/*
+===============================================================================
+
+STATIC
+
+===============================================================================
+*/
+
+
+/*QUAKED func_static (0 .5 .8) ?
+A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
+"model2" .md3 model to also draw
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_static( gentity_t *ent ) {
+ trap_SetBrushModel( ent, ent->model );
+ InitMover( ent );
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+ VectorCopy( ent->s.origin, ent->r.currentOrigin );
+}
+
+
+/*
+===============================================================================
+
+ROTATING
+
+===============================================================================
+*/
+
+
+/*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"model2" .md3 model to also draw
+"speed" determines how fast it moves; default value is 100.
+"dmg" damage to inflict when blocked (2 default)
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_rotating (gentity_t *ent) {
+ if ( !ent->speed ) {
+ ent->speed = 100;
+ }
+
+ // set the axis of rotation
+ ent->s.apos.trType = TR_LINEAR;
+ if ( ent->spawnflags & 4 ) {
+ ent->s.apos.trDelta[2] = ent->speed;
+ } else if ( ent->spawnflags & 8 ) {
+ ent->s.apos.trDelta[0] = ent->speed;
+ } else {
+ ent->s.apos.trDelta[1] = ent->speed;
+ }
+
+ if (!ent->damage) {
+ ent->damage = 2;
+ }
+
+ trap_SetBrushModel( ent, ent->model );
+ InitMover( ent );
+
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+ VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
+ VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );
+
+ trap_LinkEntity( ent );
+}
+
+
+/*
+===============================================================================
+
+BOBBING
+
+===============================================================================
+*/
+
+
+/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
+Normally bobs on the Z axis
+"model2" .md3 model to also draw
+"height" amplitude of bob (32 default)
+"speed" seconds to complete a bob cycle (4 default)
+"phase" the 0.0 to 1.0 offset in the cycle to start at
+"dmg" damage to inflict when blocked (2 default)
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_bobbing (gentity_t *ent) {
+ float height;
+ float phase;
+
+ G_SpawnFloat( "speed", "4", &ent->speed );
+ G_SpawnFloat( "height", "32", &height );
+ G_SpawnInt( "dmg", "2", &ent->damage );
+ G_SpawnFloat( "phase", "0", &phase );
+
+ trap_SetBrushModel( ent, ent->model );
+ InitMover( ent );
+
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+ VectorCopy( ent->s.origin, ent->r.currentOrigin );
+
+ ent->s.pos.trDuration = ent->speed * 1000;
+ ent->s.pos.trTime = ent->s.pos.trDuration * phase;
+ ent->s.pos.trType = TR_SINE;
+
+ // set the axis of bobbing
+ if ( ent->spawnflags & 1 ) {
+ ent->s.pos.trDelta[0] = height;
+ } else if ( ent->spawnflags & 2 ) {
+ ent->s.pos.trDelta[1] = height;
+ } else {
+ ent->s.pos.trDelta[2] = height;
+ }
+}
+
+/*
+===============================================================================
+
+PENDULUM
+
+===============================================================================
+*/
+
+
+/*QUAKED func_pendulum (0 .5 .8) ?
+You need to have an origin brush as part of this entity.
+Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
+Pendulum frequency is a physical constant based on the length of the beam and gravity.
+"model2" .md3 model to also draw
+"speed" the number of degrees each way the pendulum swings, (30 default)
+"phase" the 0.0 to 1.0 offset in the cycle to start at
+"dmg" damage to inflict when blocked (2 default)
+"color" constantLight color
+"light" constantLight radius
+*/
+void SP_func_pendulum(gentity_t *ent) {
+ float freq;
+ float length;
+ float phase;
+ float speed;
+
+ G_SpawnFloat( "speed", "30", &speed );
+ G_SpawnInt( "dmg", "2", &ent->damage );
+ G_SpawnFloat( "phase", "0", &phase );
+
+ trap_SetBrushModel( ent, ent->model );
+
+ // find pendulum length
+ length = fabs( ent->r.mins[2] );
+ if ( length < 8 ) {
+ length = 8;
+ }
+
+ freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) );
+
+ ent->s.pos.trDuration = ( 1000 / freq );
+
+ InitMover( ent );
+
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+ VectorCopy( ent->s.origin, ent->r.currentOrigin );
+
+ VectorCopy( ent->s.angles, ent->s.apos.trBase );
+
+ ent->s.apos.trDuration = 1000 / freq;
+ ent->s.apos.trTime = ent->s.apos.trDuration * phase;
+ ent->s.apos.trType = TR_SINE;
+ ent->s.apos.trDelta[2] = speed;
+}
diff --git a/code/game/g_public.h b/code/game/g_public.h
new file mode 100644
index 0000000..ab0aac3
--- /dev/null
+++ b/code/game/g_public.h
@@ -0,0 +1,429 @@
+/*
+===========================================================================
+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_public.h -- game module information visible to server
+
+#define GAME_API_VERSION 8
+
+// entity->svFlags
+// the server does not know how to interpret most of the values
+// in entityStates (level eType), so the game must explicitly flag
+// special server behaviors
+#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
+
+// TTimo
+// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
+#define SVF_CLIENTMASK 0x00000002
+
+#define SVF_BOT 0x00000008 // set if the entity is a bot
+#define SVF_BROADCAST 0x00000020 // send to all connected clients
+#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
+#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
+ // for link position (missiles and movers)
+#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
+#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
+ // so that it can be updated for ping tools without
+ // lagging clients
+#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
+#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
+ // (entityShared_t->singleClient)
+
+
+
+//===============================================================
+
+
+typedef struct {
+ entityState_t s; // communicated by server to clients
+
+ qboolean linked; // qfalse if not in any good cluster
+ int linkcount;
+
+ int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
+
+ // only send to this client when SVF_SINGLECLIENT is set
+ // if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this)
+ int singleClient;
+
+ qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
+ // only set by trap_SetBrushModel
+ vec3_t mins, maxs;
+ int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
+ // a non-solid entity should set to 0
+
+ vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
+
+ // currentOrigin will be used for all collision detection and world linking.
+ // it will not necessarily be the same as the trajectory evaluation for the current
+ // time, because each entity must be moved one at a time after time is advanced
+ // to avoid simultanious collision issues
+ vec3_t currentOrigin;
+ vec3_t currentAngles;
+
+ // when a trace call is made and passEntityNum != ENTITYNUM_NONE,
+ // an ent will be excluded from testing if:
+ // ent->s.number == passEntityNum (don't interact with self)
+ // ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
+ // entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
+ int ownerNum;
+} entityShared_t;
+
+
+
+// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
+typedef struct {
+ entityState_t s; // communicated by server to clients
+ entityShared_t r; // shared by both the server system and game
+} sharedEntity_t;
+
+
+
+//===============================================================
+
+//
+// system traps provided by the main engine
+//
+typedef enum {
+ //============== general Quake services ==================
+
+ G_PRINT, // ( const char *string );
+ // print message on the local console
+
+ G_ERROR, // ( const char *string );
+ // abort the game
+
+ G_MILLISECONDS, // ( void );
+ // get current time for profiling reasons
+ // this should NOT be used for any game related tasks,
+ // because it is not journaled
+
+ // console variable interaction
+ G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
+ G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
+ G_CVAR_SET, // ( const char *var_name, const char *value );
+ G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
+
+ G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
+
+ G_ARGC, // ( void );
+ // ClientCommand and ServerCommand parameter access
+
+ G_ARGV, // ( int n, char *buffer, int bufferLength );
+
+ G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
+ G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
+ G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
+ G_FS_FCLOSE_FILE, // ( fileHandle_t f );
+
+ G_SEND_CONSOLE_COMMAND, // ( const char *text );
+ // add commands to the console as if they were typed in
+ // for map changing, etc
+
+
+ //=========== server specific functionality =============
+
+ G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
+ // playerState_t *clients, int sizeofGameClient );
+ // the game needs to let the server system know where and how big the gentities
+ // are, so it can look at them directly without going through an interface
+
+ G_DROP_CLIENT, // ( int clientNum, const char *reason );
+ // kick a client off the server with a message
+
+ G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
+ // reliably sends a command string to be interpreted by the given
+ // client. If clientNum is -1, it will be sent to all clients
+
+ G_SET_CONFIGSTRING, // ( int num, const char *string );
+ // config strings hold all the index strings, and various other information
+ // that is reliably communicated to all clients
+ // All of the current configstrings are sent to clients when
+ // they connect, and changes are sent to all connected clients.
+ // All confgstrings are cleared at each level start.
+
+ G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
+
+ G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
+ // userinfo strings are maintained by the server system, so they
+ // are persistant across level loads, while all other game visible
+ // data is completely reset
+
+ G_SET_USERINFO, // ( int num, const char *buffer );
+
+ G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
+ // the serverinfo info string has all the cvars visible to server browsers
+
+ G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
+ // sets mins and maxs based on the brushmodel name
+
+ G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
+ // collision detection against all linked entities
+
+ G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
+ // point contents against all linked entities
+
+ G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
+
+ G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
+
+ G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
+
+ G_AREAS_CONNECTED, // ( int area1, int area2 );
+
+ G_LINKENTITY, // ( gentity_t *ent );
+ // an entity will never be sent to a client or used for collision
+ // if it is not passed to linkentity. If the size, position, or
+ // solidity changes, it must be relinked.
+
+ G_UNLINKENTITY, // ( gentity_t *ent );
+ // call before removing an interactive entity
+
+ G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
+ // EntitiesInBox will return brush models based on their bounding box,
+ // so exact determination must still be done with EntityContact
+
+ G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+ // perform an exact check against inline brush models of non-square shape
+
+ // access for bots to get and free a server client (FIXME?)
+ G_BOT_ALLOCATE_CLIENT, // ( void );
+
+ G_BOT_FREE_CLIENT, // ( int clientNum );
+
+ G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
+
+ G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
+ // Retrieves the next string token from the entity spawn text, returning
+ // false when all tokens have been parsed.
+ // This should only be done at GAME_INIT time.
+
+ G_FS_GETFILELIST,
+ G_DEBUG_POLYGON_CREATE,
+ G_DEBUG_POLYGON_DELETE,
+ G_REAL_TIME,
+ G_SNAPVECTOR,
+
+ G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
+ G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+
+ // 1.32
+ G_FS_SEEK,
+
+ BOTLIB_SETUP = 200, // ( void );
+ BOTLIB_SHUTDOWN, // ( void );
+ BOTLIB_LIBVAR_SET,
+ BOTLIB_LIBVAR_GET,
+ BOTLIB_PC_ADD_GLOBAL_DEFINE,
+ BOTLIB_START_FRAME,
+ BOTLIB_LOAD_MAP,
+ BOTLIB_UPDATENTITY,
+ BOTLIB_TEST,
+
+ BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
+ BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
+ BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
+
+ BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
+ BOTLIB_AAS_BBOX_AREAS,
+ BOTLIB_AAS_AREA_INFO,
+ BOTLIB_AAS_ENTITY_INFO,
+
+ BOTLIB_AAS_INITIALIZED,
+ BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
+ BOTLIB_AAS_TIME,
+
+ BOTLIB_AAS_POINT_AREA_NUM,
+ BOTLIB_AAS_TRACE_AREAS,
+
+ BOTLIB_AAS_POINT_CONTENTS,
+ BOTLIB_AAS_NEXT_BSP_ENTITY,
+ BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
+ BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
+ BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
+ BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
+
+ BOTLIB_AAS_AREA_REACHABILITY,
+
+ BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
+
+ BOTLIB_AAS_SWIMMING,
+ BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
+
+ BOTLIB_EA_SAY = 400,
+ BOTLIB_EA_SAY_TEAM,
+ BOTLIB_EA_COMMAND,
+
+ BOTLIB_EA_ACTION,
+ BOTLIB_EA_GESTURE,
+ BOTLIB_EA_TALK,
+ BOTLIB_EA_ATTACK,
+ BOTLIB_EA_USE,
+ BOTLIB_EA_RESPAWN,
+ BOTLIB_EA_CROUCH,
+ BOTLIB_EA_MOVE_UP,
+ BOTLIB_EA_MOVE_DOWN,
+ BOTLIB_EA_MOVE_FORWARD,
+ BOTLIB_EA_MOVE_BACK,
+ BOTLIB_EA_MOVE_LEFT,
+ BOTLIB_EA_MOVE_RIGHT,
+
+ BOTLIB_EA_SELECT_WEAPON,
+ BOTLIB_EA_JUMP,
+ BOTLIB_EA_DELAYED_JUMP,
+ BOTLIB_EA_MOVE,
+ BOTLIB_EA_VIEW,
+
+ BOTLIB_EA_END_REGULAR,
+ BOTLIB_EA_GET_INPUT,
+ BOTLIB_EA_RESET_INPUT,
+
+
+ BOTLIB_AI_LOAD_CHARACTER = 500,
+ BOTLIB_AI_FREE_CHARACTER,
+ BOTLIB_AI_CHARACTERISTIC_FLOAT,
+ BOTLIB_AI_CHARACTERISTIC_BFLOAT,
+ BOTLIB_AI_CHARACTERISTIC_INTEGER,
+ BOTLIB_AI_CHARACTERISTIC_BINTEGER,
+ BOTLIB_AI_CHARACTERISTIC_STRING,
+
+ BOTLIB_AI_ALLOC_CHAT_STATE,
+ BOTLIB_AI_FREE_CHAT_STATE,
+ BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
+ BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
+ BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
+ BOTLIB_AI_NUM_CONSOLE_MESSAGE,
+ BOTLIB_AI_INITIAL_CHAT,
+ BOTLIB_AI_REPLY_CHAT,
+ BOTLIB_AI_CHAT_LENGTH,
+ BOTLIB_AI_ENTER_CHAT,
+ BOTLIB_AI_STRING_CONTAINS,
+ BOTLIB_AI_FIND_MATCH,
+ BOTLIB_AI_MATCH_VARIABLE,
+ BOTLIB_AI_UNIFY_WHITE_SPACES,
+ BOTLIB_AI_REPLACE_SYNONYMS,
+ BOTLIB_AI_LOAD_CHAT_FILE,
+ BOTLIB_AI_SET_CHAT_GENDER,
+ BOTLIB_AI_SET_CHAT_NAME,
+
+ BOTLIB_AI_RESET_GOAL_STATE,
+ BOTLIB_AI_RESET_AVOID_GOALS,
+ BOTLIB_AI_PUSH_GOAL,
+ BOTLIB_AI_POP_GOAL,
+ BOTLIB_AI_EMPTY_GOAL_STACK,
+ BOTLIB_AI_DUMP_AVOID_GOALS,
+ BOTLIB_AI_DUMP_GOAL_STACK,
+ BOTLIB_AI_GOAL_NAME,
+ BOTLIB_AI_GET_TOP_GOAL,
+ BOTLIB_AI_GET_SECOND_GOAL,
+ BOTLIB_AI_CHOOSE_LTG_ITEM,
+ BOTLIB_AI_CHOOSE_NBG_ITEM,
+ BOTLIB_AI_TOUCHING_GOAL,
+ BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
+ BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
+ BOTLIB_AI_AVOID_GOAL_TIME,
+ BOTLIB_AI_INIT_LEVEL_ITEMS,
+ BOTLIB_AI_UPDATE_ENTITY_ITEMS,
+ BOTLIB_AI_LOAD_ITEM_WEIGHTS,
+ BOTLIB_AI_FREE_ITEM_WEIGHTS,
+ BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
+ BOTLIB_AI_ALLOC_GOAL_STATE,
+ BOTLIB_AI_FREE_GOAL_STATE,
+
+ BOTLIB_AI_RESET_MOVE_STATE,
+ BOTLIB_AI_MOVE_TO_GOAL,
+ BOTLIB_AI_MOVE_IN_DIRECTION,
+ BOTLIB_AI_RESET_AVOID_REACH,
+ BOTLIB_AI_RESET_LAST_AVOID_REACH,
+ BOTLIB_AI_REACHABILITY_AREA,
+ BOTLIB_AI_MOVEMENT_VIEW_TARGET,
+ BOTLIB_AI_ALLOC_MOVE_STATE,
+ BOTLIB_AI_FREE_MOVE_STATE,
+ BOTLIB_AI_INIT_MOVE_STATE,
+
+ BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
+ BOTLIB_AI_GET_WEAPON_INFO,
+ BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
+ BOTLIB_AI_ALLOC_WEAPON_STATE,
+ BOTLIB_AI_FREE_WEAPON_STATE,
+ BOTLIB_AI_RESET_WEAPON_STATE,
+
+ BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
+ BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
+ BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
+ BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
+ BOTLIB_AI_GET_MAP_LOCATION_GOAL,
+ BOTLIB_AI_NUM_INITIAL_CHATS,
+ BOTLIB_AI_GET_CHAT_MESSAGE,
+ BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
+ BOTLIB_AI_PREDICT_VISIBLE_POSITION,
+
+ BOTLIB_AI_SET_AVOID_GOAL_TIME,
+ BOTLIB_AI_ADD_AVOID_SPOT,
+ BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
+ BOTLIB_AAS_PREDICT_ROUTE,
+ BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
+
+ BOTLIB_PC_LOAD_SOURCE,
+ BOTLIB_PC_FREE_SOURCE,
+ BOTLIB_PC_READ_TOKEN,
+ BOTLIB_PC_SOURCE_FILE_AND_LINE
+
+} gameImport_t;
+
+
+//
+// functions exported by the game subsystem
+//
+typedef enum {
+ GAME_INIT, // ( int levelTime, int randomSeed, int restart );
+ // init and shutdown will be called every single level
+ // The game should call G_GET_ENTITY_TOKEN to parse through all the
+ // entity configuration text and spawn gentities.
+
+ GAME_SHUTDOWN, // (void);
+
+ GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
+ // return NULL if the client is allowed to connect, otherwise return
+ // a text string with the reason for denial
+
+ GAME_CLIENT_BEGIN, // ( int clientNum );
+
+ GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
+
+ GAME_CLIENT_DISCONNECT, // ( int clientNum );
+
+ GAME_CLIENT_COMMAND, // ( int clientNum );
+
+ GAME_CLIENT_THINK, // ( int clientNum );
+
+ GAME_RUN_FRAME, // ( int levelTime );
+
+ GAME_CONSOLE_COMMAND, // ( void );
+ // ConsoleCommand will be called when a command has been issued
+ // that is not recognized as a builtin function.
+ // The game can issue trap_argc() / trap_argv() commands to get the command
+ // and parameters. Return qfalse if the game doesn't recognize it as a command.
+
+ BOTAI_START_FRAME // ( int time );
+} gameExport_t;
+
diff --git a/code/game/g_rankings.c b/code/game/g_rankings.c
new file mode 100644
index 0000000..862f307
--- /dev/null
+++ b/code/game/g_rankings.c
@@ -0,0 +1,1135 @@
+/*
+===========================================================================
+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_rankings.c -- reports for global rankings system
+
+#include "g_local.h"
+#include "g_rankings.h"
+
+/*
+================
+G_RankRunFrame
+================
+*/
+void G_RankRunFrame()
+{
+ gentity_t* ent;
+ gentity_t* ent2;
+ grank_status_t old_status;
+ grank_status_t status;
+ int time;
+ int i;
+ int j;
+
+ if( !trap_RankCheckInit() )
+ {
+ trap_RankBegin( GR_GAMEKEY );
+ }
+
+ trap_RankPoll();
+
+ if( trap_RankActive() )
+ {
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ ent = &(g_entities[i]);
+ if ( !ent->inuse )
+ continue;
+ if ( ent->client == NULL )
+ continue;
+ if ( ent->r.svFlags & SVF_BOT)
+ {
+ // no bots in ranked games
+ trap_SendConsoleCommand( EXEC_INSERT, va("kick %s\n",
+ ent->client->pers.netname) );
+ continue;
+ }
+
+ old_status = ent->client->client_status;
+ status = trap_RankUserStatus( i );
+
+ if( ent->client->client_status != status )
+ {
+ // inform client of current status
+ // not needed for client side log in
+ trap_SendServerCommand( i, va("rank_status %i\n",status) );
+ if ( i == 0 )
+ {
+ int j = 0;
+ }
+ ent->client->client_status = status;
+ }
+
+ switch( status )
+ {
+ case QGR_STATUS_NEW:
+ case QGR_STATUS_SPECTATOR:
+ if( ent->client->sess.sessionTeam != TEAM_SPECTATOR )
+ {
+ ent->client->sess.sessionTeam = TEAM_SPECTATOR;
+ ent->client->sess.spectatorState = SPECTATOR_FREE;
+ ClientSpawn( ent );
+ // make sure by now CS_GRAND rankingsGameID is ready
+ trap_SendServerCommand( i, va("rank_status %i\n",status) );
+ trap_SendServerCommand( i, "rank_menu\n" );
+ }
+ break;
+ case QGR_STATUS_NO_USER:
+ case QGR_STATUS_BAD_PASSWORD:
+ case QGR_STATUS_TIMEOUT:
+ case QGR_STATUS_NO_MEMBERSHIP:
+ case QGR_STATUS_INVALIDUSER:
+ case QGR_STATUS_ERROR:
+ if( (ent->r.svFlags & SVF_BOT) == 0 )
+ {
+ trap_RankUserReset( ent->s.clientNum );
+ }
+ break;
+ case QGR_STATUS_ACTIVE:
+ if( (ent->client->sess.sessionTeam == TEAM_SPECTATOR) &&
+ (g_gametype.integer < GT_TEAM) )
+ {
+ SetTeam( ent, "free" );
+ }
+
+ if( old_status != QGR_STATUS_ACTIVE )
+ {
+ // player has just become active
+ for( j = 0; j < level.maxclients; j++ )
+ {
+ ent2 = &(g_entities[j]);
+ if ( !ent2->inuse )
+ continue;
+ if ( ent2->client == NULL )
+ continue;
+ if ( ent2->r.svFlags & SVF_BOT)
+ continue;
+
+ if( (i != j) && (trap_RankUserStatus( j ) == QGR_STATUS_ACTIVE) )
+ {
+ trap_RankReportInt( i, j, QGR_KEY_PLAYED_WITH, 1, 0 );
+ }
+
+ // send current scores so the player's rank will show
+ // up under the crosshair immediately
+ DeathmatchScoreboardMessage( ent2 );
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ // don't let ranked games last forever
+ if( ((g_fraglimit.integer == 0) || (g_fraglimit.integer > 100)) &&
+ ((g_timelimit.integer == 0) || (g_timelimit.integer > 1000)) )
+ {
+ trap_Cvar_Set( "timelimit", "1000" );
+ }
+ }
+
+ // tell time to clients so they can show current match rating
+ if( level.intermissiontime == 0 )
+ {
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ ent = &(g_entities[i]);
+ if( ent->client == NULL )
+ {
+ continue;
+ }
+
+ time = (level.time - ent->client->pers.enterTime) / 1000;
+ ent->client->ps.persistant[PERS_MATCH_TIME] = time;
+ }
+ }
+}
+
+/*
+================
+G_RankFireWeapon
+================
+*/
+void G_RankFireWeapon( int self, int weapon )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ if( weapon == WP_GAUNTLET )
+ {
+ // the gauntlet only "fires" when it actually hits something
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED, 1, 1 );
+
+ switch( weapon )
+ {
+ case WP_MACHINEGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_MACHINEGUN, 1, 1 );
+ break;
+ case WP_SHOTGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_SHOTGUN, 1, 1 );
+ break;
+ case WP_GRENADE_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_GRENADE, 1, 1 );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_ROCKET, 1, 1 );
+ break;
+ case WP_LIGHTNING:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_LIGHTNING, 1, 1 );
+ break;
+ case WP_RAILGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_RAILGUN, 1, 1 );
+ break;
+ case WP_PLASMAGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_PLASMA, 1, 1 );
+ break;
+ case WP_BFG:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_BFG, 1, 1 );
+ break;
+ case WP_GRAPPLING_HOOK:
+ trap_RankReportInt( self, -1, QGR_KEY_SHOT_FIRED_GRAPPLE, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankDamage
+================
+*/
+void G_RankDamage( int self, int attacker, int damage, int means_of_death )
+{
+ // state information to avoid counting each shotgun pellet as a hit
+ static int last_framenum = -1;
+ static int last_self = -1;
+ static int last_attacker = -1;
+ static int last_means_of_death = MOD_UNKNOWN;
+
+ qboolean new_hit;
+ int splash;
+ int key_hit;
+ int key_damage;
+ int key_splash;
+
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ new_hit = (level.framenum != last_framenum) ||
+ (self != last_self) ||
+ (attacker != last_attacker) ||
+ (means_of_death != last_means_of_death);
+
+ // update state information
+ last_framenum = level.framenum;
+ last_self = self;
+ last_attacker = attacker;
+ last_means_of_death = means_of_death;
+
+ // the gauntlet only "fires" when it actually hits something
+ if( (attacker != ENTITYNUM_WORLD) && (attacker != self) &&
+ (means_of_death == MOD_GAUNTLET) &&
+ (g_entities[attacker].client) )
+ {
+ trap_RankReportInt( attacker, -1, QGR_KEY_SHOT_FIRED_GAUNTLET, 1, 1 );
+ }
+
+ // don't track hazard damage, just deaths
+ switch( means_of_death )
+ {
+ case MOD_WATER:
+ case MOD_SLIME:
+ case MOD_LAVA:
+ case MOD_CRUSH:
+ case MOD_TELEFRAG:
+ case MOD_FALLING:
+ case MOD_SUICIDE:
+ case MOD_TRIGGER_HURT:
+ return;
+ default:
+ break;
+ }
+
+ // get splash damage
+ switch( means_of_death )
+ {
+ case MOD_GRENADE_SPLASH:
+ case MOD_ROCKET_SPLASH:
+ case MOD_PLASMA_SPLASH:
+ case MOD_BFG_SPLASH:
+ splash = damage;
+ break;
+ default:
+ splash = 0;
+ key_splash = -1;
+ break;
+ }
+
+ // hit, damage, and splash taken
+ switch( means_of_death )
+ {
+ case MOD_GAUNTLET:
+ key_hit = QGR_KEY_HIT_TAKEN_GAUNTLET;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_GAUNTLET;
+ break;
+ case MOD_MACHINEGUN:
+ key_hit = QGR_KEY_HIT_TAKEN_MACHINEGUN;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_MACHINEGUN;
+ break;
+ case MOD_SHOTGUN:
+ key_hit = QGR_KEY_HIT_TAKEN_SHOTGUN;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_SHOTGUN;
+ break;
+ case MOD_GRENADE:
+ case MOD_GRENADE_SPLASH:
+ key_hit = QGR_KEY_HIT_TAKEN_GRENADE;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_GRENADE;
+ key_splash = QGR_KEY_SPLASH_TAKEN_GRENADE;
+ break;
+ case MOD_ROCKET:
+ case MOD_ROCKET_SPLASH:
+ key_hit = QGR_KEY_HIT_TAKEN_ROCKET;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_ROCKET;
+ key_splash = QGR_KEY_SPLASH_TAKEN_ROCKET;
+ break;
+ case MOD_PLASMA:
+ case MOD_PLASMA_SPLASH:
+ key_hit = QGR_KEY_HIT_TAKEN_PLASMA;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_PLASMA;
+ key_splash = QGR_KEY_SPLASH_TAKEN_PLASMA;
+ break;
+ case MOD_RAILGUN:
+ key_hit = QGR_KEY_HIT_TAKEN_RAILGUN;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_RAILGUN;
+ break;
+ case MOD_LIGHTNING:
+ key_hit = QGR_KEY_HIT_TAKEN_LIGHTNING;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_LIGHTNING;
+ break;
+ case MOD_BFG:
+ case MOD_BFG_SPLASH:
+ key_hit = QGR_KEY_HIT_TAKEN_BFG;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_BFG;
+ key_splash = QGR_KEY_SPLASH_TAKEN_BFG;
+ break;
+ case MOD_GRAPPLE:
+ key_hit = QGR_KEY_HIT_TAKEN_GRAPPLE;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_GRAPPLE;
+ break;
+ default:
+ key_hit = QGR_KEY_HIT_TAKEN_UNKNOWN;
+ key_damage = QGR_KEY_DAMAGE_TAKEN_UNKNOWN;
+ break;
+ }
+
+ // report general and specific hit taken
+ if( new_hit )
+ {
+ trap_RankReportInt( self, -1, QGR_KEY_HIT_TAKEN, 1, 1 );
+ trap_RankReportInt( self, -1, key_hit, 1, 1 );
+ }
+
+ // report general and specific damage taken
+ trap_RankReportInt( self, -1, QGR_KEY_DAMAGE_TAKEN, damage, 1 );
+ trap_RankReportInt( self, -1, key_damage, damage, 1 );
+
+ // report general and specific splash taken
+ if( splash != 0 )
+ {
+ trap_RankReportInt( self, -1, QGR_KEY_SPLASH_TAKEN, splash, 1 );
+ trap_RankReportInt( self, -1, key_splash, splash, 1 );
+ }
+
+ // hit, damage, and splash given
+ if( (attacker != ENTITYNUM_WORLD) && (attacker != self) )
+ {
+ switch( means_of_death )
+ {
+ case MOD_GAUNTLET:
+ key_hit = QGR_KEY_HIT_GIVEN_GAUNTLET;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_GAUNTLET;
+ break;
+ case MOD_MACHINEGUN:
+ key_hit = QGR_KEY_HIT_GIVEN_MACHINEGUN;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_MACHINEGUN;
+ break;
+ case MOD_SHOTGUN:
+ key_hit = QGR_KEY_HIT_GIVEN_SHOTGUN;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_SHOTGUN;
+ break;
+ case MOD_GRENADE:
+ case MOD_GRENADE_SPLASH:
+ key_hit = QGR_KEY_HIT_GIVEN_GRENADE;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_GRENADE;
+ key_splash = QGR_KEY_SPLASH_GIVEN_GRENADE;
+ break;
+ case MOD_ROCKET:
+ case MOD_ROCKET_SPLASH:
+ key_hit = QGR_KEY_HIT_GIVEN_ROCKET;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_ROCKET;
+ key_splash = QGR_KEY_SPLASH_GIVEN_ROCKET;
+ break;
+ case MOD_PLASMA:
+ case MOD_PLASMA_SPLASH:
+ key_hit = QGR_KEY_HIT_GIVEN_PLASMA;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_PLASMA;
+ key_splash = QGR_KEY_SPLASH_GIVEN_PLASMA;
+ break;
+ case MOD_RAILGUN:
+ key_hit = QGR_KEY_HIT_GIVEN_RAILGUN;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_RAILGUN;
+ break;
+ case MOD_LIGHTNING:
+ key_hit = QGR_KEY_HIT_GIVEN_LIGHTNING;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_LIGHTNING;
+ break;
+ case MOD_BFG:
+ case MOD_BFG_SPLASH:
+ key_hit = QGR_KEY_HIT_GIVEN_BFG;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_BFG;
+ key_splash = QGR_KEY_SPLASH_GIVEN_BFG;
+ break;
+ case MOD_GRAPPLE:
+ key_hit = QGR_KEY_HIT_GIVEN_GRAPPLE;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_GRAPPLE;
+ break;
+ default:
+ key_hit = QGR_KEY_HIT_GIVEN_UNKNOWN;
+ key_damage = QGR_KEY_DAMAGE_GIVEN_UNKNOWN;
+ break;
+ }
+
+ // report general and specific hit given
+ // jwu 8/26/00
+ // had a case where attacker is 245 which is grnadeshooter attacker is
+ // g_entities index not necessarilly clientnum
+ if (g_entities[attacker].client) {
+ if( new_hit )
+ {
+ trap_RankReportInt( attacker, -1, QGR_KEY_HIT_GIVEN, 1, 1 );
+ trap_RankReportInt( attacker, -1, key_hit, 1, 1 );
+ }
+
+ // report general and specific damage given
+ trap_RankReportInt( attacker, -1, QGR_KEY_DAMAGE_GIVEN, damage, 1 );
+ trap_RankReportInt( attacker, -1, key_damage, damage, 1 );
+
+ // report general and specific splash given
+ if( splash != 0 )
+ {
+ trap_RankReportInt( attacker, -1, QGR_KEY_SPLASH_GIVEN, splash, 1 );
+ trap_RankReportInt( attacker, -1, key_splash, splash, 1 );
+ }
+ }
+ }
+
+ // friendly fire
+ if( (attacker != self) &&
+ OnSameTeam( &(g_entities[self]), &(g_entities[attacker])) &&
+ (g_entities[attacker].client) )
+ {
+ // report teammate hit
+ if( new_hit )
+ {
+ trap_RankReportInt( self, -1, QGR_KEY_TEAMMATE_HIT_TAKEN, 1, 1 );
+ trap_RankReportInt( attacker, -1, QGR_KEY_TEAMMATE_HIT_GIVEN, 1,
+ 1 );
+ }
+
+ // report teammate damage
+ trap_RankReportInt( self, -1, QGR_KEY_TEAMMATE_DAMAGE_TAKEN, damage,
+ 1 );
+ trap_RankReportInt( attacker, -1, QGR_KEY_TEAMMATE_DAMAGE_GIVEN,
+ damage, 1 );
+
+ // report teammate splash
+ if( splash != 0 )
+ {
+ trap_RankReportInt( self, -1, QGR_KEY_TEAMMATE_SPLASH_TAKEN,
+ splash, 1 );
+ trap_RankReportInt( attacker, -1, QGR_KEY_TEAMMATE_SPLASH_GIVEN,
+ splash, 1 );
+ }
+ }
+}
+
+/*
+================
+G_RankPlayerDie
+================
+*/
+void G_RankPlayerDie( int self, int attacker, int means_of_death )
+{
+ int p1;
+ int p2;
+
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ if( attacker == ENTITYNUM_WORLD )
+ {
+ p1 = self;
+ p2 = -1;
+
+ trap_RankReportInt( p1, p2, QGR_KEY_HAZARD_DEATH, 1, 1 );
+
+ switch( means_of_death )
+ {
+ case MOD_WATER:
+ trap_RankReportInt( p1, p2, QGR_KEY_WATER, 1, 1 );
+ break;
+ case MOD_SLIME:
+ trap_RankReportInt( p1, p2, QGR_KEY_SLIME, 1, 1 );
+ break;
+ case MOD_LAVA:
+ trap_RankReportInt( p1, p2, QGR_KEY_LAVA, 1, 1 );
+ break;
+ case MOD_CRUSH:
+ trap_RankReportInt( p1, p2, QGR_KEY_CRUSH, 1, 1 );
+ break;
+ case MOD_TELEFRAG:
+ trap_RankReportInt( p1, p2, QGR_KEY_TELEFRAG, 1, 1 );
+ break;
+ case MOD_FALLING:
+ trap_RankReportInt( p1, p2, QGR_KEY_FALLING, 1, 1 );
+ break;
+ case MOD_SUICIDE:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_CMD, 1, 1 );
+ break;
+ case MOD_TRIGGER_HURT:
+ trap_RankReportInt( p1, p2, QGR_KEY_TRIGGER_HURT, 1, 1 );
+ break;
+ default:
+ trap_RankReportInt( p1, p2, QGR_KEY_HAZARD_MISC, 1, 1 );
+ break;
+ }
+ }
+ else if( attacker == self )
+ {
+ p1 = self;
+ p2 = -1;
+
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE, 1, 1 );
+
+ switch( means_of_death )
+ {
+ case MOD_GAUNTLET:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_GAUNTLET, 1, 1 );
+ break;
+ case MOD_MACHINEGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_MACHINEGUN, 1, 1 );
+ break;
+ case MOD_SHOTGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_SHOTGUN, 1, 1 );
+ break;
+ case MOD_GRENADE:
+ case MOD_GRENADE_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_GRENADE, 1, 1 );
+ break;
+ case MOD_ROCKET:
+ case MOD_ROCKET_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_ROCKET, 1, 1 );
+ break;
+ case MOD_PLASMA:
+ case MOD_PLASMA_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_PLASMA, 1, 1 );
+ break;
+ case MOD_RAILGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_RAILGUN, 1, 1 );
+ break;
+ case MOD_LIGHTNING:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_LIGHTNING, 1, 1 );
+ break;
+ case MOD_BFG:
+ case MOD_BFG_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_BFG, 1, 1 );
+ break;
+ case MOD_GRAPPLE:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_GRAPPLE, 1, 1 );
+ break;
+ default:
+ trap_RankReportInt( p1, p2, QGR_KEY_SUICIDE_UNKNOWN, 1, 1 );
+ break;
+ }
+ }
+ else
+ {
+ p1 = attacker;
+ p2 = self;
+
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG, 1, 1 );
+
+ switch( means_of_death )
+ {
+ case MOD_GAUNTLET:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_GAUNTLET, 1, 1 );
+ break;
+ case MOD_MACHINEGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_MACHINEGUN, 1, 1 );
+ break;
+ case MOD_SHOTGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_SHOTGUN, 1, 1 );
+ break;
+ case MOD_GRENADE:
+ case MOD_GRENADE_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_GRENADE, 1, 1 );
+ break;
+ case MOD_ROCKET:
+ case MOD_ROCKET_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_ROCKET, 1, 1 );
+ break;
+ case MOD_PLASMA:
+ case MOD_PLASMA_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_PLASMA, 1, 1 );
+ break;
+ case MOD_RAILGUN:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_RAILGUN, 1, 1 );
+ break;
+ case MOD_LIGHTNING:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_LIGHTNING, 1, 1 );
+ break;
+ case MOD_BFG:
+ case MOD_BFG_SPLASH:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_BFG, 1, 1 );
+ break;
+ case MOD_GRAPPLE:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_GRAPPLE, 1, 1 );
+ break;
+ default:
+ trap_RankReportInt( p1, p2, QGR_KEY_FRAG_UNKNOWN, 1, 1 );
+ break;
+ }
+ }
+}
+
+/*
+================
+G_RankWeaponTime
+================
+*/
+void G_RankWeaponTime( int self, int weapon )
+{
+ gclient_t* client;
+ int time;
+
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ client = g_entities[self].client;
+ time = (level.time - client->weapon_change_time) / 1000;
+ client->weapon_change_time = level.time;
+
+ if( time <= 0 )
+ {
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_TIME, time, 1 );
+
+ switch( weapon )
+ {
+ case WP_GAUNTLET:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_GAUNTLET, time, 1 );
+ break;
+ case WP_MACHINEGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_MACHINEGUN, time, 1 );
+ break;
+ case WP_SHOTGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_SHOTGUN, time, 1 );
+ break;
+ case WP_GRENADE_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_GRENADE, time, 1 );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_ROCKET, time, 1 );
+ break;
+ case WP_LIGHTNING:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_LIGHTNING, time, 1 );
+ break;
+ case WP_RAILGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_RAILGUN, time, 1 );
+ break;
+ case WP_PLASMAGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_PLASMA, time, 1 );
+ break;
+ case WP_BFG:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_BFG, time, 1 );
+ break;
+ case WP_GRAPPLING_HOOK:
+ trap_RankReportInt( self, -1, QGR_KEY_TIME_GRAPPLE, time, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupWeapon
+================
+*/
+void G_RankPickupWeapon( int self, int weapon )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_WEAPON, 1, 1 );
+ switch( weapon )
+ {
+ case WP_GAUNTLET:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_GAUNTLET, 1, 1 );
+ break;
+ case WP_MACHINEGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_MACHINEGUN, 1, 1 );
+ break;
+ case WP_SHOTGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_SHOTGUN, 1, 1 );
+ break;
+ case WP_GRENADE_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_GRENADE, 1, 1 );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_ROCKET, 1, 1 );
+ break;
+ case WP_LIGHTNING:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_LIGHTNING, 1, 1 );
+ break;
+ case WP_RAILGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_RAILGUN, 1, 1 );
+ break;
+ case WP_PLASMAGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_PLASMA, 1, 1 );
+ break;
+ case WP_BFG:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_BFG, 1, 1 );
+ break;
+ case WP_GRAPPLING_HOOK:
+ trap_RankReportInt( self, -1, QGR_KEY_PICKUP_GRAPPLE, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupAmmo
+================
+*/
+void G_RankPickupAmmo( int self, int weapon, int quantity )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS, quantity, 1 );
+
+ switch( weapon )
+ {
+ case WP_MACHINEGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_BULLETS, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_BULLETS, quantity, 1 );
+ break;
+ case WP_SHOTGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_SHELLS, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_SHELLS, quantity, 1 );
+ break;
+ case WP_GRENADE_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_GRENADES, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_GRENADES, quantity, 1 );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_ROCKETS, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_ROCKETS, quantity, 1 );
+ break;
+ case WP_LIGHTNING:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_LG_AMMO, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_LG_AMMO, quantity, 1 );
+ break;
+ case WP_RAILGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_SLUGS, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_SLUGS, quantity, 1 );
+ break;
+ case WP_PLASMAGUN:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_CELLS, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_CELLS, quantity, 1 );
+ break;
+ case WP_BFG:
+ trap_RankReportInt( self, -1, QGR_KEY_BOXES_BFG_AMMO, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ROUNDS_BFG_AMMO, quantity, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupHealth
+================
+*/
+void G_RankPickupHealth( int self, int quantity )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH_TOTAL, quantity, 1 );
+
+ switch( quantity )
+ {
+ case 5:
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH_5, 1, 1 );
+ break;
+ case 25:
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH_25, 1, 1 );
+ break;
+ case 50:
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH_50, 1, 1 );
+ break;
+ case 100:
+ trap_RankReportInt( self, -1, QGR_KEY_HEALTH_MEGA, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupArmor
+================
+*/
+void G_RankPickupArmor( int self, int quantity )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_ARMOR, 1, 1 );
+ trap_RankReportInt( self, -1, QGR_KEY_ARMOR_TOTAL, quantity, 1 );
+
+ switch( quantity )
+ {
+ case 5:
+ trap_RankReportInt( self, -1, QGR_KEY_ARMOR_SHARD, 1, 1 );
+ break;
+ case 50:
+ trap_RankReportInt( self, -1, QGR_KEY_ARMOR_YELLOW, 1, 1 );
+ break;
+ case 100:
+ trap_RankReportInt( self, -1, QGR_KEY_ARMOR_RED, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupPowerup
+================
+*/
+void G_RankPickupPowerup( int self, int powerup )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ // ctf flags are treated as powerups
+ if( (powerup == PW_REDFLAG) || (powerup == PW_BLUEFLAG) )
+ {
+ trap_RankReportInt( self, -1, QGR_KEY_FLAG_PICKUP, 1, 1 );
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_POWERUP, 1, 1 );
+
+ switch( powerup )
+ {
+ case PW_QUAD:
+ trap_RankReportInt( self, -1, QGR_KEY_QUAD, 1, 1 );
+ break;
+ case PW_BATTLESUIT:
+ trap_RankReportInt( self, -1, QGR_KEY_SUIT, 1, 1 );
+ break;
+ case PW_HASTE:
+ trap_RankReportInt( self, -1, QGR_KEY_HASTE, 1, 1 );
+ break;
+ case PW_INVIS:
+ trap_RankReportInt( self, -1, QGR_KEY_INVIS, 1, 1 );
+ break;
+ case PW_REGEN:
+ trap_RankReportInt( self, -1, QGR_KEY_REGEN, 1, 1 );
+ break;
+ case PW_FLIGHT:
+ trap_RankReportInt( self, -1, QGR_KEY_FLIGHT, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankPickupHoldable
+================
+*/
+void G_RankPickupHoldable( int self, int holdable )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ switch( holdable )
+ {
+ case HI_MEDKIT:
+ trap_RankReportInt( self, -1, QGR_KEY_MEDKIT, 1, 1 );
+ break;
+ case HI_TELEPORTER:
+ trap_RankReportInt( self, -1, QGR_KEY_TELEPORTER, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankUseHoldable
+================
+*/
+void G_RankUseHoldable( int self, int holdable )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ switch( holdable )
+ {
+ case HI_MEDKIT:
+ trap_RankReportInt( self, -1, QGR_KEY_MEDKIT_USE, 1, 1 );
+ break;
+ case HI_TELEPORTER:
+ trap_RankReportInt( self, -1, QGR_KEY_TELEPORTER_USE, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankReward
+================
+*/
+void G_RankReward( int self, int award )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ switch( award )
+ {
+ case EF_AWARD_IMPRESSIVE:
+ trap_RankReportInt( self, -1, QGR_KEY_IMPRESSIVE, 1, 1 );
+ break;
+ case EF_AWARD_EXCELLENT:
+ trap_RankReportInt( self, -1, QGR_KEY_EXCELLENT, 1, 1 );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+================
+G_RankCapture
+================
+*/
+void G_RankCapture( int self )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportInt( self, -1, QGR_KEY_FLAG_CAPTURE, 1, 1 );
+}
+
+/*
+================
+G_RankUserTeamName
+================
+*/
+void G_RankUserTeamName( int self, char* team_name )
+{
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ trap_RankReportStr( self, -1, QGR_KEY_TEAM_NAME, team_name );
+}
+
+/*
+================
+G_RankClientDisconnect
+================
+*/
+void G_RankClientDisconnect( int self )
+{
+ gclient_t* client;
+ int time;
+ int match_rating;
+
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ // match rating
+ client = g_entities[self].client;
+ time = (level.time - client->pers.enterTime) / 1000;
+ if( time < 60 )
+ {
+ match_rating = 0;
+ }
+ else
+ {
+ match_rating = client->ps.persistant[PERS_MATCH_RATING] / time;
+ }
+ trap_RankReportInt( self, -1, QGR_KEY_MATCH_RATING, match_rating, 0 );
+}
+
+/*
+================
+G_RankGameOver
+================
+*/
+void G_RankGameOver( void )
+{
+ int i;
+ char str[MAX_INFO_VALUE];
+ int num;
+
+ if( level.warmupTime != 0 )
+ {
+ // no reports during warmup period
+ return;
+ }
+
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( trap_RankUserStatus( i ) == QGR_STATUS_ACTIVE )
+ {
+ G_RankClientDisconnect( i );
+ }
+ }
+
+ // hostname
+ trap_Cvar_VariableStringBuffer( "sv_hostname", str, sizeof(str) );
+ trap_RankReportStr( -1, -1, QGR_KEY_HOSTNAME, str );
+
+ // map
+ trap_Cvar_VariableStringBuffer( "mapname", str, sizeof(str) );
+ trap_RankReportStr( -1, -1, QGR_KEY_MAP, str );
+
+ // mod
+ trap_Cvar_VariableStringBuffer( "fs_game", str, sizeof(str) );
+ trap_RankReportStr( -1, -1, QGR_KEY_MOD, str );
+
+ // gametype
+ num = trap_Cvar_VariableIntegerValue("g_gametype");
+ trap_RankReportInt( -1, -1, QGR_KEY_GAMETYPE, num, 0 );
+
+ // fraglimit
+ num = trap_Cvar_VariableIntegerValue("fraglimit");
+ trap_RankReportInt( -1, -1, QGR_KEY_FRAGLIMIT, num, 0 );
+
+ // timelimit
+ num = trap_Cvar_VariableIntegerValue("timelimit");
+ trap_RankReportInt( -1, -1, QGR_KEY_TIMELIMIT, num, 0 );
+
+ // maxclients
+ num = trap_Cvar_VariableIntegerValue("sv_maxclients");
+ trap_RankReportInt( -1, -1, QGR_KEY_MAXCLIENTS, num, 0 );
+
+ // maxrate
+ num = trap_Cvar_VariableIntegerValue("sv_maxRate");
+ trap_RankReportInt( -1, -1, QGR_KEY_MAXRATE, num, 0 );
+
+ // minping
+ num = trap_Cvar_VariableIntegerValue("sv_minPing");
+ trap_RankReportInt( -1, -1, QGR_KEY_MINPING, num, 0 );
+
+ // maxping
+ num = trap_Cvar_VariableIntegerValue("sv_maxPing");
+ trap_RankReportInt( -1, -1, QGR_KEY_MAXPING, num, 0 );
+
+ // dedicated
+ num = trap_Cvar_VariableIntegerValue("dedicated");
+ trap_RankReportInt( -1, -1, QGR_KEY_DEDICATED, num, 0 );
+
+ // version
+ trap_Cvar_VariableStringBuffer( "version", str, sizeof(str) );
+ trap_RankReportStr( -1, -1, QGR_KEY_VERSION, str );
+}
+
diff --git a/code/game/g_rankings.h b/code/game/g_rankings.h
new file mode 100644
index 0000000..05348e1
--- /dev/null
+++ b/code/game/g_rankings.h
@@ -0,0 +1,396 @@
+/*
+===========================================================================
+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_rankings.h -- score keys for global rankings
+
+#ifndef _G_RANKINGS_H_
+#define _G_RANKINGS_H_
+
+/*
+==============================================================================
+
+Key digits:
+ 10^9: report type
+ 1 = normal
+ 2 = developer-only
+ 10^8: stat type
+ 0 = match stat
+ 1 = single player stat
+ 2 = duel stat
+ 10^7: data type
+ 0 = string
+ 1 = uint32
+ 10^6: calculation
+ 0 = use raw value
+ 1 = add to total
+ 2 = average
+ 3 = max
+ 4 = min
+ 10^5
+ 10^4: category
+ 00 = general
+ 01 = session
+ 02 = weapon
+ 03 = ammo
+ 04 = health
+ 05 = armor
+ 06 = powerup
+ 07 = holdable
+ 08 = hazard
+ 09 = reward
+ 10 = teammate
+ 11 = ctf
+ 10^3:
+ 10^2: sub-category
+ 10^1:
+ 10^0: ordinal
+
+==============================================================================
+*/
+
+// general keys
+#define QGR_KEY_MATCH_RATING 1112000001
+#define QGR_KEY_PLAYED_WITH 1210000002
+
+// session keys
+#define QGR_KEY_HOSTNAME 1000010000
+#define QGR_KEY_MAP 1000010001
+#define QGR_KEY_MOD 1000010002
+#define QGR_KEY_GAMETYPE 1010010003
+#define QGR_KEY_FRAGLIMIT 1010010004
+#define QGR_KEY_TIMELIMIT 1010010005
+#define QGR_KEY_MAXCLIENTS 1010010006
+#define QGR_KEY_MAXRATE 1010010007
+#define QGR_KEY_MINPING 1010010008
+#define QGR_KEY_MAXPING 1010010009
+#define QGR_KEY_DEDICATED 1010010010
+#define QGR_KEY_VERSION 1000010011
+
+// weapon keys
+#define QGR_KEY_FRAG 1211020000
+#define QGR_KEY_SUICIDE 1111020001
+#define QGR_KEY_SHOT_FIRED 1111020002
+#define QGR_KEY_HIT_GIVEN 1111020003
+#define QGR_KEY_HIT_TAKEN 1111020004
+#define QGR_KEY_DAMAGE_GIVEN 1111020005
+#define QGR_KEY_DAMAGE_TAKEN 1111020006
+#define QGR_KEY_SPLASH_GIVEN 1111020007
+#define QGR_KEY_SPLASH_TAKEN 1111020008
+#define QGR_KEY_PICKUP_WEAPON 1111020009
+#define QGR_KEY_TIME 1111020010
+
+#define QGR_KEY_FRAG_GAUNTLET 1211020100
+#define QGR_KEY_SUICIDE_GAUNTLET 1111020101
+#define QGR_KEY_SHOT_FIRED_GAUNTLET 1111020102
+#define QGR_KEY_HIT_GIVEN_GAUNTLET 1111020103
+#define QGR_KEY_HIT_TAKEN_GAUNTLET 1111020104
+#define QGR_KEY_DAMAGE_GIVEN_GAUNTLET 1111020105
+#define QGR_KEY_DAMAGE_TAKEN_GAUNTLET 1111020106
+#define QGR_KEY_SPLASH_GIVEN_GAUNTLET 1111020107
+#define QGR_KEY_SPLASH_TAKEN_GAUNTLET 1111020108
+#define QGR_KEY_PICKUP_GAUNTLET 1111020109
+#define QGR_KEY_TIME_GAUNTLET 1111020110
+
+#define QGR_KEY_FRAG_MACHINEGUN 1211020200
+#define QGR_KEY_SUICIDE_MACHINEGUN 1111020201
+#define QGR_KEY_SHOT_FIRED_MACHINEGUN 1111020202
+#define QGR_KEY_HIT_GIVEN_MACHINEGUN 1111020203
+#define QGR_KEY_HIT_TAKEN_MACHINEGUN 1111020204
+#define QGR_KEY_DAMAGE_GIVEN_MACHINEGUN 1111020205
+#define QGR_KEY_DAMAGE_TAKEN_MACHINEGUN 1111020206
+#define QGR_KEY_SPLASH_GIVEN_MACHINEGUN 1111020207
+#define QGR_KEY_SPLASH_TAKEN_MACHINEGUN 1111020208
+#define QGR_KEY_PICKUP_MACHINEGUN 1111020209
+#define QGR_KEY_TIME_MACHINEGUN 1111020210
+
+#define QGR_KEY_FRAG_SHOTGUN 1211020300
+#define QGR_KEY_SUICIDE_SHOTGUN 1111020301
+#define QGR_KEY_SHOT_FIRED_SHOTGUN 1111020302
+#define QGR_KEY_HIT_GIVEN_SHOTGUN 1111020303
+#define QGR_KEY_HIT_TAKEN_SHOTGUN 1111020304
+#define QGR_KEY_DAMAGE_GIVEN_SHOTGUN 1111020305
+#define QGR_KEY_DAMAGE_TAKEN_SHOTGUN 1111020306
+#define QGR_KEY_SPLASH_GIVEN_SHOTGUN 1111020307
+#define QGR_KEY_SPLASH_TAKEN_SHOTGUN 1111020308
+#define QGR_KEY_PICKUP_SHOTGUN 1111020309
+#define QGR_KEY_TIME_SHOTGUN 1111020310
+
+#define QGR_KEY_FRAG_GRENADE 1211020400
+#define QGR_KEY_SUICIDE_GRENADE 1111020401
+#define QGR_KEY_SHOT_FIRED_GRENADE 1111020402
+#define QGR_KEY_HIT_GIVEN_GRENADE 1111020403
+#define QGR_KEY_HIT_TAKEN_GRENADE 1111020404
+#define QGR_KEY_DAMAGE_GIVEN_GRENADE 1111020405
+#define QGR_KEY_DAMAGE_TAKEN_GRENADE 1111020406
+#define QGR_KEY_SPLASH_GIVEN_GRENADE 1111020407
+#define QGR_KEY_SPLASH_TAKEN_GRENADE 1111020408
+#define QGR_KEY_PICKUP_GRENADE 1111020409
+#define QGR_KEY_TIME_GRENADE 1111020410
+
+#define QGR_KEY_FRAG_ROCKET 1211020500
+#define QGR_KEY_SUICIDE_ROCKET 1111020501
+#define QGR_KEY_SHOT_FIRED_ROCKET 1111020502
+#define QGR_KEY_HIT_GIVEN_ROCKET 1111020503
+#define QGR_KEY_HIT_TAKEN_ROCKET 1111020504
+#define QGR_KEY_DAMAGE_GIVEN_ROCKET 1111020505
+#define QGR_KEY_DAMAGE_TAKEN_ROCKET 1111020506
+#define QGR_KEY_SPLASH_GIVEN_ROCKET 1111020507
+#define QGR_KEY_SPLASH_TAKEN_ROCKET 1111020508
+#define QGR_KEY_PICKUP_ROCKET 1111020509
+#define QGR_KEY_TIME_ROCKET 1111020510
+
+#define QGR_KEY_FRAG_PLASMA 1211020600
+#define QGR_KEY_SUICIDE_PLASMA 1111020601
+#define QGR_KEY_SHOT_FIRED_PLASMA 1111020602
+#define QGR_KEY_HIT_GIVEN_PLASMA 1111020603
+#define QGR_KEY_HIT_TAKEN_PLASMA 1111020604
+#define QGR_KEY_DAMAGE_GIVEN_PLASMA 1111020605
+#define QGR_KEY_DAMAGE_TAKEN_PLASMA 1111020606
+#define QGR_KEY_SPLASH_GIVEN_PLASMA 1111020607
+#define QGR_KEY_SPLASH_TAKEN_PLASMA 1111020608
+#define QGR_KEY_PICKUP_PLASMA 1111020609
+#define QGR_KEY_TIME_PLASMA 1111020610
+
+#define QGR_KEY_FRAG_RAILGUN 1211020700
+#define QGR_KEY_SUICIDE_RAILGUN 1111020701
+#define QGR_KEY_SHOT_FIRED_RAILGUN 1111020702
+#define QGR_KEY_HIT_GIVEN_RAILGUN 1111020703
+#define QGR_KEY_HIT_TAKEN_RAILGUN 1111020704
+#define QGR_KEY_DAMAGE_GIVEN_RAILGUN 1111020705
+#define QGR_KEY_DAMAGE_TAKEN_RAILGUN 1111020706
+#define QGR_KEY_SPLASH_GIVEN_RAILGUN 1111020707
+#define QGR_KEY_SPLASH_TAKEN_RAILGUN 1111020708
+#define QGR_KEY_PICKUP_RAILGUN 1111020709
+#define QGR_KEY_TIME_RAILGUN 1111020710
+
+#define QGR_KEY_FRAG_LIGHTNING 1211020800
+#define QGR_KEY_SUICIDE_LIGHTNING 1111020801
+#define QGR_KEY_SHOT_FIRED_LIGHTNING 1111020802
+#define QGR_KEY_HIT_GIVEN_LIGHTNING 1111020803
+#define QGR_KEY_HIT_TAKEN_LIGHTNING 1111020804
+#define QGR_KEY_DAMAGE_GIVEN_LIGHTNING 1111020805
+#define QGR_KEY_DAMAGE_TAKEN_LIGHTNING 1111020806
+#define QGR_KEY_SPLASH_GIVEN_LIGHTNING 1111020807
+#define QGR_KEY_SPLASH_TAKEN_LIGHTNING 1111020808
+#define QGR_KEY_PICKUP_LIGHTNING 1111020809
+#define QGR_KEY_TIME_LIGHTNING 1111020810
+
+#define QGR_KEY_FRAG_BFG 1211020900
+#define QGR_KEY_SUICIDE_BFG 1111020901
+#define QGR_KEY_SHOT_FIRED_BFG 1111020902
+#define QGR_KEY_HIT_GIVEN_BFG 1111020903
+#define QGR_KEY_HIT_TAKEN_BFG 1111020904
+#define QGR_KEY_DAMAGE_GIVEN_BFG 1111020905
+#define QGR_KEY_DAMAGE_TAKEN_BFG 1111020906
+#define QGR_KEY_SPLASH_GIVEN_BFG 1111020907
+#define QGR_KEY_SPLASH_TAKEN_BFG 1111020908
+#define QGR_KEY_PICKUP_BFG 1111020909
+#define QGR_KEY_TIME_BFG 1111020910
+
+#define QGR_KEY_FRAG_GRAPPLE 1211021000
+#define QGR_KEY_SUICIDE_GRAPPLE 1111021001
+#define QGR_KEY_SHOT_FIRED_GRAPPLE 1111021002
+#define QGR_KEY_HIT_GIVEN_GRAPPLE 1111021003
+#define QGR_KEY_HIT_TAKEN_GRAPPLE 1111021004
+#define QGR_KEY_DAMAGE_GIVEN_GRAPPLE 1111021005
+#define QGR_KEY_DAMAGE_TAKEN_GRAPPLE 1111021006
+#define QGR_KEY_SPLASH_GIVEN_GRAPPLE 1111021007
+#define QGR_KEY_SPLASH_TAKEN_GRAPPLE 1111021008
+#define QGR_KEY_PICKUP_GRAPPLE 1111021009
+#define QGR_KEY_TIME_GRAPPLE 1111021010
+
+#define QGR_KEY_FRAG_UNKNOWN 1211021100
+#define QGR_KEY_SUICIDE_UNKNOWN 1111021101
+#define QGR_KEY_SHOT_FIRED_UNKNOWN 1111021102
+#define QGR_KEY_HIT_GIVEN_UNKNOWN 1111021103
+#define QGR_KEY_HIT_TAKEN_UNKNOWN 1111021104
+#define QGR_KEY_DAMAGE_GIVEN_UNKNOWN 1111021105
+#define QGR_KEY_DAMAGE_TAKEN_UNKNOWN 1111021106
+#define QGR_KEY_SPLASH_GIVEN_UNKNOWN 1111021107
+#define QGR_KEY_SPLASH_TAKEN_UNKNOWN 1111021108
+#define QGR_KEY_PICKUP_UNKNOWN 1111021109
+#define QGR_KEY_TIME_UNKNOWN 1111021110
+
+#ifdef MISSIONPACK
+// new to team arena
+#define QGR_KEY_FRAG_NAILGIN 1211021200
+#define QGR_KEY_SUICIDE_NAILGIN 1111021201
+#define QGR_KEY_SHOT_FIRED_NAILGIN 1111021202
+#define QGR_KEY_HIT_GIVEN_NAILGIN 1111021203
+#define QGR_KEY_HIT_TAKEN_NAILGIN 1111021204
+#define QGR_KEY_DAMAGE_GIVEN_NAILGIN 1111021205
+#define QGR_KEY_DAMAGE_TAKEN_NAILGIN 1111021206
+#define QGR_KEY_SPLASH_GIVEN_NAILGIN 1111021207
+#define QGR_KEY_SPLASH_TAKEN_NAILGIN 1111021208
+#define QGR_KEY_PICKUP_NAILGIN 1111021209
+#define QGR_KEY_TIME_NAILGIN 1111021210
+// new to team arena
+#define QGR_KEY_FRAG_PROX_LAUNCHER 1211021300
+#define QGR_KEY_SUICIDE_PROX_LAUNCHER 1111021301
+#define QGR_KEY_SHOT_FIRED_PROX_LAUNCHER 1111021302
+#define QGR_KEY_HIT_GIVEN_PROX_LAUNCHER 1111021303
+#define QGR_KEY_HIT_TAKEN_PROX_LAUNCHER 1111021304
+#define QGR_KEY_DAMAGE_GIVEN_PROX_LAUNCHER 1111021305
+#define QGR_KEY_DAMAGE_TAKEN_PROX_LAUNCHER 1111021306
+#define QGR_KEY_SPLASH_GIVEN_PROX_LAUNCHER 1111021307
+#define QGR_KEY_SPLASH_TAKEN_PROX_LAUNCHER 1111021308
+#define QGR_KEY_PICKUP_PROX_LAUNCHER 1111021309
+#define QGR_KEY_TIME_PROX_LAUNCHER 1111021310
+// new to team arena
+#define QGR_KEY_FRAG_CHAINGUN 1211021400
+#define QGR_KEY_SUICIDE_CHAINGUN 1111021401
+#define QGR_KEY_SHOT_FIRED_CHAINGUN 1111021402
+#define QGR_KEY_HIT_GIVEN_CHAINGUN 1111021403
+#define QGR_KEY_HIT_TAKEN_CHAINGUN 1111021404
+#define QGR_KEY_DAMAGE_GIVEN_CHAINGUN 1111021405
+#define QGR_KEY_DAMAGE_TAKEN_CHAINGUN 1111021406
+#define QGR_KEY_SPLASH_GIVEN_CHAINGUN 1111021407
+#define QGR_KEY_SPLASH_TAKEN_CHAINGUN 1111021408
+#define QGR_KEY_PICKUP_CHAINGUN 1111021409
+#define QGR_KEY_TIME_CHAINGUN 1111021410
+#endif /* MISSIONPACK */
+
+// ammo keys
+#define QGR_KEY_BOXES 1111030000
+#define QGR_KEY_ROUNDS 1111030001
+
+#define QGR_KEY_BOXES_BULLETS 1111030100
+#define QGR_KEY_ROUNDS_BULLETS 1111030101
+
+#define QGR_KEY_BOXES_SHELLS 1111030200
+#define QGR_KEY_ROUNDS_SHELLS 1111030201
+
+#define QGR_KEY_BOXES_GRENADES 1111030300
+#define QGR_KEY_ROUNDS_GRENADES 1111030301
+
+#define QGR_KEY_BOXES_ROCKETS 1111030400
+#define QGR_KEY_ROUNDS_ROCKETS 1111030401
+
+#define QGR_KEY_BOXES_CELLS 1111030500
+#define QGR_KEY_ROUNDS_CELLS 1111030501
+
+#define QGR_KEY_BOXES_SLUGS 1111030600
+#define QGR_KEY_ROUNDS_SLUGS 1111030601
+
+#define QGR_KEY_BOXES_LG_AMMO 1111030700
+#define QGR_KEY_ROUNDS_LG_AMMO 1111030701
+
+#define QGR_KEY_BOXES_BFG_AMMO 1111030800
+#define QGR_KEY_ROUNDS_BFG_AMMO 1111030801
+
+#ifdef MISSIONPACK
+// new to team arena
+#define QGR_KEY_BOXES_NAILGUN_AMMO 1111030900
+#define QGR_KEY_ROUNDS_NAILGUN_AMMO 1111030901
+// new to team arena
+#define QGR_KEY_BOXES_PROX_LAUNCHER_AMMO 1111031000
+#define QGR_KEY_ROUNDS_PROX_LAUNCHER_AMMO 1111031001
+// new to team arena
+#define QGR_KEY_BOXES_CHAINGUN_AMMO 1111031100
+#define QGR_KEY_ROUNDS_CHAINGUN_AMMO 1111031101
+#endif /* MISSIONPACK */
+
+// health keys
+#define QGR_KEY_HEALTH 1111040000
+#define QGR_KEY_HEALTH_TOTAL 1111040001
+
+#define QGR_KEY_HEALTH_5 1111040100
+#define QGR_KEY_HEALTH_25 1111040200
+#define QGR_KEY_HEALTH_50 1111040300
+#define QGR_KEY_HEALTH_MEGA 1111040400
+
+// armor keys
+#define QGR_KEY_ARMOR 1111050000
+#define QGR_KEY_ARMOR_TOTAL 1111050001
+
+#define QGR_KEY_ARMOR_SHARD 1111050100
+#define QGR_KEY_ARMOR_YELLOW 1111050200
+#define QGR_KEY_ARMOR_RED 1111050300
+
+// powerup keys
+#define QGR_KEY_POWERUP 1111060000
+#define QGR_KEY_QUAD 1111060100
+#define QGR_KEY_SUIT 1111060200
+#define QGR_KEY_HASTE 1111060300
+#define QGR_KEY_INVIS 1111060400
+#define QGR_KEY_REGEN 1111060500
+#define QGR_KEY_FLIGHT 1111060600
+
+#ifdef MISSIONPACK
+// persistant powerup keys
+// new to team arena
+#define QGR_KEY_SCOUT 1111160800
+#define QGR_KEY_GUARD 1111160801
+#define QGR_KEY_DOUBLER 1111160802
+#define QGR_KEY_AMMOREGEN 1111160803
+
+#endif //MISSIONPACK
+
+// holdable item keys
+#define QGR_KEY_MEDKIT 1111070000
+#define QGR_KEY_MEDKIT_USE 1111070001
+
+#define QGR_KEY_TELEPORTER 1111070100
+#define QGR_KEY_TELEPORTER_USE 1111070101
+
+#ifdef MISSIONPACK
+// new to team arena
+#define QGR_KEY_KAMIKAZE 1111070200
+#define QGR_KEY_KAMIKAZE_USE 1111070201
+// new to team arena
+#define QGR_KEY_PORTAL 1111070300
+#define QGR_KEY_PORTAL_USE 1111070301
+// new to team arena
+#define QGR_KEY_INVULNERABILITY 1111070400
+#define QGR_KEY_INVULNERABILITY_USE 1111070401
+#endif /* MISSIONPACK */
+
+// hazard keys
+#define QGR_KEY_HAZARD_DEATH 1111080000
+#define QGR_KEY_WATER 1111080100
+#define QGR_KEY_SLIME 1111080200
+#define QGR_KEY_LAVA 1111080300
+#define QGR_KEY_CRUSH 1111080400
+#define QGR_KEY_TELEFRAG 1111080500
+#define QGR_KEY_FALLING 1111080600
+#define QGR_KEY_SUICIDE_CMD 1111080700
+#define QGR_KEY_TRIGGER_HURT 1111080800
+#define QGR_KEY_HAZARD_MISC 1111080900
+
+// reward keys
+#define QGR_KEY_IMPRESSIVE 1111090000
+#define QGR_KEY_EXCELLENT 1111090100
+
+// teammate keys
+#define QGR_KEY_TEAMMATE_FRAG 1211100000
+#define QGR_KEY_TEAMMATE_HIT_GIVEN 1111100001
+#define QGR_KEY_TEAMMATE_HIT_TAKEN 1111100002
+#define QGR_KEY_TEAMMATE_DAMAGE_GIVEN 1111100003
+#define QGR_KEY_TEAMMATE_DAMAGE_TAKEN 1111100004
+#define QGR_KEY_TEAMMATE_SPLASH_GIVEN 1111100005
+#define QGR_KEY_TEAMMATE_SPLASH_TAKEN 1111100006
+#define QGR_KEY_TEAM_NAME 1100100007
+
+// ctf keys
+#define QGR_KEY_FLAG_PICKUP 1111110000
+#define QGR_KEY_FLAG_CAPTURE 1111110001
+
+#endif // _G_RANKINGS_H_
diff --git a/code/game/g_session.c b/code/game/g_session.c
new file mode 100644
index 0000000..26a9e16
--- /dev/null
+++ b/code/game/g_session.c
@@ -0,0 +1,190 @@
+/*
+===========================================================================
+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"
+
+
+/*
+=======================================================================
+
+ SESSION DATA
+
+Session data is the only data that stays persistant across level loads
+and tournament restarts.
+=======================================================================
+*/
+
+/*
+================
+G_WriteClientSessionData
+
+Called on game shutdown
+================
+*/
+void G_WriteClientSessionData( gclient_t *client ) {
+ const char *s;
+ const char *var;
+
+ s = va("%i %i %i %i %i %i %i",
+ client->sess.sessionTeam,
+ client->sess.spectatorTime,
+ client->sess.spectatorState,
+ client->sess.spectatorClient,
+ client->sess.wins,
+ client->sess.losses,
+ client->sess.teamLeader
+ );
+
+ var = va( "session%i", (int)(client - level.clients) );
+
+ trap_Cvar_Set( var, s );
+}
+
+/*
+================
+G_ReadSessionData
+
+Called on a reconnect
+================
+*/
+void G_ReadSessionData( gclient_t *client ) {
+ char s[MAX_STRING_CHARS];
+ const char *var;
+ int teamLeader;
+ int spectatorState;
+ int sessionTeam;
+
+ var = va( "session%i", (int)(client - level.clients) );
+ trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
+
+ sscanf( s, "%i %i %i %i %i %i %i",
+ &sessionTeam,
+ &client->sess.spectatorTime,
+ &spectatorState,
+ &client->sess.spectatorClient,
+ &client->sess.wins,
+ &client->sess.losses,
+ &teamLeader
+ );
+
+ client->sess.sessionTeam = (team_t)sessionTeam;
+ client->sess.spectatorState = (spectatorState_t)spectatorState;
+ client->sess.teamLeader = (qboolean)teamLeader;
+}
+
+
+/*
+================
+G_InitSessionData
+
+Called on a first-time connect
+================
+*/
+void G_InitSessionData( gclient_t *client, char *userinfo ) {
+ clientSession_t *sess;
+ const char *value;
+
+ sess = &client->sess;
+
+ // initial team determination
+ if ( g_gametype.integer >= GT_TEAM ) {
+ if ( g_teamAutoJoin.integer ) {
+ sess->sessionTeam = PickTeam( -1 );
+ BroadcastTeamChange( client, -1 );
+ } else {
+ // always spawn as spectator in team games
+ sess->sessionTeam = TEAM_SPECTATOR;
+ }
+ } else {
+ value = Info_ValueForKey( userinfo, "team" );
+ if ( value[0] == 's' ) {
+ // a willing spectator, not a waiting-in-line
+ sess->sessionTeam = TEAM_SPECTATOR;
+ } else {
+ switch ( g_gametype.integer ) {
+ default:
+ case GT_FFA:
+ case GT_SINGLE_PLAYER:
+ if ( g_maxGameClients.integer > 0 &&
+ level.numNonSpectatorClients >= g_maxGameClients.integer ) {
+ sess->sessionTeam = TEAM_SPECTATOR;
+ } else {
+ sess->sessionTeam = TEAM_FREE;
+ }
+ break;
+ case GT_TOURNAMENT:
+ // if the game is full, go into a waiting mode
+ if ( level.numNonSpectatorClients >= 2 ) {
+ sess->sessionTeam = TEAM_SPECTATOR;
+ } else {
+ sess->sessionTeam = TEAM_FREE;
+ }
+ break;
+ }
+ }
+ }
+
+ sess->spectatorState = SPECTATOR_FREE;
+ sess->spectatorTime = level.time;
+
+ G_WriteClientSessionData( client );
+}
+
+
+/*
+==================
+G_InitWorldSession
+
+==================
+*/
+void G_InitWorldSession( void ) {
+ char s[MAX_STRING_CHARS];
+ int gt;
+
+ trap_Cvar_VariableStringBuffer( "session", s, sizeof(s) );
+ gt = atoi( s );
+
+ // if the gametype changed since the last session, don't use any
+ // client sessions
+ if ( g_gametype.integer != gt ) {
+ level.newSession = qtrue;
+ G_Printf( "Gametype changed, clearing session data.\n" );
+ }
+}
+
+/*
+==================
+G_WriteSessionData
+
+==================
+*/
+void G_WriteSessionData( void ) {
+ int i;
+
+ trap_Cvar_Set( "session", va("%i", g_gametype.integer) );
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_CONNECTED ) {
+ G_WriteClientSessionData( &level.clients[i] );
+ }
+ }
+}
diff --git a/code/game/g_spawn.c b/code/game/g_spawn.c
new file mode 100644
index 0000000..67d5262
--- /dev/null
+++ b/code/game/g_spawn.c
@@ -0,0 +1,643 @@
+/*
+===========================================================================
+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"
+
+qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
+ int i;
+
+ if ( !level.spawning ) {
+ *out = (char *)defaultString;
+// G_Error( "G_SpawnString() called while not spawning" );
+ }
+
+ for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
+ if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) {
+ *out = level.spawnVars[i][1];
+ return qtrue;
+ }
+ }
+
+ *out = (char *)defaultString;
+ return qfalse;
+}
+
+qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
+ char *s;
+ qboolean present;
+
+ present = G_SpawnString( key, defaultString, &s );
+ *out = atof( s );
+ return present;
+}
+
+qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
+ char *s;
+ qboolean present;
+
+ present = G_SpawnString( key, defaultString, &s );
+ *out = atoi( s );
+ return present;
+}
+
+qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
+ char *s;
+ qboolean present;
+
+ present = G_SpawnString( key, defaultString, &s );
+ sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
+ return present;
+}
+
+
+
+//
+// fields are needed for spawning from the entity string
+//
+typedef enum {
+ F_INT,
+ F_FLOAT,
+ F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
+ F_GSTRING, // string on disk, pointer in memory, TAG_GAME
+ F_VECTOR,
+ F_ANGLEHACK,
+ F_ENTITY, // index on disk, pointer in memory
+ F_ITEM, // index on disk, pointer in memory
+ F_CLIENT, // index on disk, pointer in memory
+ F_IGNORE
+} fieldtype_t;
+
+typedef struct
+{
+ char *name;
+ int ofs;
+ fieldtype_t type;
+ int flags;
+} field_t;
+
+field_t fields[] = {
+ {"classname", FOFS(classname), F_LSTRING},
+ {"origin", FOFS(s.origin), F_VECTOR},
+ {"model", FOFS(model), F_LSTRING},
+ {"model2", FOFS(model2), F_LSTRING},
+ {"spawnflags", FOFS(spawnflags), F_INT},
+ {"speed", FOFS(speed), F_FLOAT},
+ {"target", FOFS(target), F_LSTRING},
+ {"targetname", FOFS(targetname), F_LSTRING},
+ {"message", FOFS(message), F_LSTRING},
+ {"team", FOFS(team), F_LSTRING},
+ {"wait", FOFS(wait), F_FLOAT},
+ {"random", FOFS(random), F_FLOAT},
+ {"count", FOFS(count), F_INT},
+ {"health", FOFS(health), F_INT},
+ {"light", 0, F_IGNORE},
+ {"dmg", FOFS(damage), F_INT},
+ {"angles", FOFS(s.angles), F_VECTOR},
+ {"angle", FOFS(s.angles), F_ANGLEHACK},
+ {"targetShaderName", FOFS(targetShaderName), F_LSTRING},
+ {"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
+
+ {NULL}
+};
+
+
+typedef struct {
+ char *name;
+ void (*spawn)(gentity_t *ent);
+} spawn_t;
+
+void SP_info_player_start (gentity_t *ent);
+void SP_info_player_deathmatch (gentity_t *ent);
+void SP_info_player_intermission (gentity_t *ent);
+void SP_info_firstplace(gentity_t *ent);
+void SP_info_secondplace(gentity_t *ent);
+void SP_info_thirdplace(gentity_t *ent);
+void SP_info_podium(gentity_t *ent);
+
+void SP_func_plat (gentity_t *ent);
+void SP_func_static (gentity_t *ent);
+void SP_func_rotating (gentity_t *ent);
+void SP_func_bobbing (gentity_t *ent);
+void SP_func_pendulum( gentity_t *ent );
+void SP_func_button (gentity_t *ent);
+void SP_func_door (gentity_t *ent);
+void SP_func_train (gentity_t *ent);
+void SP_func_timer (gentity_t *self);
+
+void SP_trigger_always (gentity_t *ent);
+void SP_trigger_multiple (gentity_t *ent);
+void SP_trigger_push (gentity_t *ent);
+void SP_trigger_teleport (gentity_t *ent);
+void SP_trigger_hurt (gentity_t *ent);
+
+void SP_target_remove_powerups( gentity_t *ent );
+void SP_target_give (gentity_t *ent);
+void SP_target_delay (gentity_t *ent);
+void SP_target_speaker (gentity_t *ent);
+void SP_target_print (gentity_t *ent);
+void SP_target_laser (gentity_t *self);
+void SP_target_character (gentity_t *ent);
+void SP_target_score( gentity_t *ent );
+void SP_target_teleporter( gentity_t *ent );
+void SP_target_relay (gentity_t *ent);
+void SP_target_kill (gentity_t *ent);
+void SP_target_position (gentity_t *ent);
+void SP_target_location (gentity_t *ent);
+void SP_target_push (gentity_t *ent);
+
+void SP_light (gentity_t *self);
+void SP_info_null (gentity_t *self);
+void SP_info_notnull (gentity_t *self);
+void SP_info_camp (gentity_t *self);
+void SP_path_corner (gentity_t *self);
+
+void SP_misc_teleporter_dest (gentity_t *self);
+void SP_misc_model(gentity_t *ent);
+void SP_misc_portal_camera(gentity_t *ent);
+void SP_misc_portal_surface(gentity_t *ent);
+
+void SP_shooter_rocket( gentity_t *ent );
+void SP_shooter_plasma( gentity_t *ent );
+void SP_shooter_grenade( gentity_t *ent );
+
+void SP_team_CTF_redplayer( gentity_t *ent );
+void SP_team_CTF_blueplayer( gentity_t *ent );
+
+void SP_team_CTF_redspawn( gentity_t *ent );
+void SP_team_CTF_bluespawn( gentity_t *ent );
+
+#ifdef MISSIONPACK
+void SP_team_blueobelisk( gentity_t *ent );
+void SP_team_redobelisk( gentity_t *ent );
+void SP_team_neutralobelisk( gentity_t *ent );
+#endif
+void SP_item_botroam( gentity_t *ent ) { }
+
+spawn_t spawns[] = {
+ // info entities don't do anything at all, but provide positional
+ // information for things controlled by other processes
+ {"info_player_start", SP_info_player_start},
+ {"info_player_deathmatch", SP_info_player_deathmatch},
+ {"info_player_intermission", SP_info_player_intermission},
+ {"info_null", SP_info_null},
+ {"info_notnull", SP_info_notnull}, // use target_position instead
+ {"info_camp", SP_info_camp},
+
+ {"func_plat", SP_func_plat},
+ {"func_button", SP_func_button},
+ {"func_door", SP_func_door},
+ {"func_static", SP_func_static},
+ {"func_rotating", SP_func_rotating},
+ {"func_bobbing", SP_func_bobbing},
+ {"func_pendulum", SP_func_pendulum},
+ {"func_train", SP_func_train},
+ {"func_group", SP_info_null},
+ {"func_timer", SP_func_timer}, // rename trigger_timer?
+
+ // Triggers are brush objects that cause an effect when contacted
+ // by a living player, usually involving firing targets.
+ // While almost everything could be done with
+ // a single trigger class and different targets, triggered effects
+ // could not be client side predicted (push and teleport).
+ {"trigger_always", SP_trigger_always},
+ {"trigger_multiple", SP_trigger_multiple},
+ {"trigger_push", SP_trigger_push},
+ {"trigger_teleport", SP_trigger_teleport},
+ {"trigger_hurt", SP_trigger_hurt},
+
+ // targets perform no action by themselves, but must be triggered
+ // by another entity
+ {"target_give", SP_target_give},
+ {"target_remove_powerups", SP_target_remove_powerups},
+ {"target_delay", SP_target_delay},
+ {"target_speaker", SP_target_speaker},
+ {"target_print", SP_target_print},
+ {"target_laser", SP_target_laser},
+ {"target_score", SP_target_score},
+ {"target_teleporter", SP_target_teleporter},
+ {"target_relay", SP_target_relay},
+ {"target_kill", SP_target_kill},
+ {"target_position", SP_target_position},
+ {"target_location", SP_target_location},
+ {"target_push", SP_target_push},
+
+ {"light", SP_light},
+ {"path_corner", SP_path_corner},
+
+ {"misc_teleporter_dest", SP_misc_teleporter_dest},
+ {"misc_model", SP_misc_model},
+ {"misc_portal_surface", SP_misc_portal_surface},
+ {"misc_portal_camera", SP_misc_portal_camera},
+
+ {"shooter_rocket", SP_shooter_rocket},
+ {"shooter_grenade", SP_shooter_grenade},
+ {"shooter_plasma", SP_shooter_plasma},
+
+ {"team_CTF_redplayer", SP_team_CTF_redplayer},
+ {"team_CTF_blueplayer", SP_team_CTF_blueplayer},
+
+ {"team_CTF_redspawn", SP_team_CTF_redspawn},
+ {"team_CTF_bluespawn", SP_team_CTF_bluespawn},
+
+#ifdef MISSIONPACK
+ {"team_redobelisk", SP_team_redobelisk},
+ {"team_blueobelisk", SP_team_blueobelisk},
+ {"team_neutralobelisk", SP_team_neutralobelisk},
+#endif
+ {"item_botroam", SP_item_botroam},
+
+ {NULL, 0}
+};
+
+/*
+===============
+G_CallSpawn
+
+Finds the spawn function for the entity and calls it,
+returning qfalse if not found
+===============
+*/
+qboolean G_CallSpawn( gentity_t *ent ) {
+ spawn_t *s;
+ gitem_t *item;
+
+ if ( !ent->classname ) {
+ G_Printf ("G_CallSpawn: NULL classname\n");
+ return qfalse;
+ }
+
+ // check item spawn functions
+ for ( item=bg_itemlist+1 ; item->classname ; item++ ) {
+ if ( !strcmp(item->classname, ent->classname) ) {
+ G_SpawnItem( ent, item );
+ return qtrue;
+ }
+ }
+
+ // check normal spawn functions
+ for ( s=spawns ; s->name ; s++ ) {
+ if ( !strcmp(s->name, ent->classname) ) {
+ // found it
+ s->spawn(ent);
+ return qtrue;
+ }
+ }
+ G_Printf ("%s doesn't have a spawn function\n", ent->classname);
+ return qfalse;
+}
+
+/*
+=============
+G_NewString
+
+Builds a copy of the string, translating \n to real linefeeds
+so message texts can be multi-line
+=============
+*/
+char *G_NewString( const char *string ) {
+ char *newb, *new_p;
+ int i,l;
+
+ l = strlen(string) + 1;
+
+ newb = G_Alloc( l );
+
+ new_p = newb;
+
+ // turn \n into a real linefeed
+ for ( i=0 ; i< l ; i++ ) {
+ if (string[i] == '\\' && i < l-1) {
+ i++;
+ if (string[i] == 'n') {
+ *new_p++ = '\n';
+ } else {
+ *new_p++ = '\\';
+ }
+ } else {
+ *new_p++ = string[i];
+ }
+ }
+
+ return newb;
+}
+
+
+
+
+/*
+===============
+G_ParseField
+
+Takes a key/value pair and sets the binary values
+in a gentity
+===============
+*/
+void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
+ field_t *f;
+ byte *b;
+ float v;
+ vec3_t vec;
+
+ for ( f=fields ; f->name ; f++ ) {
+ if ( !Q_stricmp(f->name, key) ) {
+ // found it
+ b = (byte *)ent;
+
+ switch( f->type ) {
+ case F_LSTRING:
+ *(char **)(b+f->ofs) = G_NewString (value);
+ break;
+ case F_VECTOR:
+ sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
+ ((float *)(b+f->ofs))[0] = vec[0];
+ ((float *)(b+f->ofs))[1] = vec[1];
+ ((float *)(b+f->ofs))[2] = vec[2];
+ break;
+ case F_INT:
+ *(int *)(b+f->ofs) = atoi(value);
+ break;
+ case F_FLOAT:
+ *(float *)(b+f->ofs) = atof(value);
+ break;
+ case F_ANGLEHACK:
+ v = atof(value);
+ ((float *)(b+f->ofs))[0] = 0;
+ ((float *)(b+f->ofs))[1] = v;
+ ((float *)(b+f->ofs))[2] = 0;
+ break;
+ default:
+ case F_IGNORE:
+ break;
+ }
+ return;
+ }
+ }
+}
+
+
+
+
+/*
+===================
+G_SpawnGEntityFromSpawnVars
+
+Spawn an entity and fill in all of the level fields from
+level.spawnVars[], then call the class specfic spawn function
+===================
+*/
+void G_SpawnGEntityFromSpawnVars( void ) {
+ int i;
+ gentity_t *ent;
+ char *s, *value, *gametypeName;
+ static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"};
+
+ // get the next free entity
+ ent = G_Spawn();
+
+ for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
+ G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent );
+ }
+
+ // check for "notsingle" flag
+ if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
+ G_SpawnInt( "notsingle", "0", &i );
+ if ( i ) {
+ G_FreeEntity( ent );
+ return;
+ }
+ }
+ // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
+ if ( g_gametype.integer >= GT_TEAM ) {
+ G_SpawnInt( "notteam", "0", &i );
+ if ( i ) {
+ G_FreeEntity( ent );
+ return;
+ }
+ } else {
+ G_SpawnInt( "notfree", "0", &i );
+ if ( i ) {
+ G_FreeEntity( ent );
+ return;
+ }
+ }
+
+#ifdef MISSIONPACK
+ G_SpawnInt( "notta", "0", &i );
+ if ( i ) {
+ G_FreeEntity( ent );
+ return;
+ }
+#else
+ G_SpawnInt( "notq3a", "0", &i );
+ if ( i ) {
+ G_FreeEntity( ent );
+ return;
+ }
+#endif
+
+ if( G_SpawnString( "gametype", NULL, &value ) ) {
+ if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
+ gametypeName = gametypeNames[g_gametype.integer];
+
+ s = strstr( value, gametypeName );
+ if( !s ) {
+ G_FreeEntity( ent );
+ return;
+ }
+ }
+ }
+
+ // move editor origin to pos
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+ VectorCopy( ent->s.origin, ent->r.currentOrigin );
+
+ // if we didn't get a classname, don't bother spawning anything
+ if ( !G_CallSpawn( ent ) ) {
+ G_FreeEntity( ent );
+ }
+}
+
+
+
+/*
+====================
+G_AddSpawnVarToken
+====================
+*/
+char *G_AddSpawnVarToken( const char *string ) {
+ int l;
+ char *dest;
+
+ l = strlen( string );
+ if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
+ G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
+ }
+
+ dest = level.spawnVarChars + level.numSpawnVarChars;
+ memcpy( dest, string, l+1 );
+
+ level.numSpawnVarChars += l + 1;
+
+ return dest;
+}
+
+/*
+====================
+G_ParseSpawnVars
+
+Parses a brace bounded set of key / value pairs out of the
+level's entity strings into level.spawnVars[]
+
+This does not actually spawn an entity.
+====================
+*/
+qboolean G_ParseSpawnVars( void ) {
+ char keyname[MAX_TOKEN_CHARS];
+ char com_token[MAX_TOKEN_CHARS];
+
+ level.numSpawnVars = 0;
+ level.numSpawnVarChars = 0;
+
+ // parse the opening brace
+ if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
+ // end of spawn string
+ return qfalse;
+ }
+ if ( com_token[0] != '{' ) {
+ G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token );
+ }
+
+ // go through all the key / value pairs
+ while ( 1 ) {
+ // parse key
+ if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
+ G_Error( "G_ParseSpawnVars: EOF without closing brace" );
+ }
+
+ if ( keyname[0] == '}' ) {
+ break;
+ }
+
+ // parse value
+ if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
+ G_Error( "G_ParseSpawnVars: EOF without closing brace" );
+ }
+
+ if ( com_token[0] == '}' ) {
+ G_Error( "G_ParseSpawnVars: closing brace without data" );
+ }
+ if ( level.numSpawnVars == MAX_SPAWN_VARS ) {
+ G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" );
+ }
+ level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname );
+ level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token );
+ level.numSpawnVars++;
+ }
+
+ return qtrue;
+}
+
+
+
+/*QUAKED worldspawn (0 0 0) ?
+
+Every map should have exactly one worldspawn.
+"music" music wav file
+"gravity" 800 is default gravity
+"message" Text to print during connection process
+*/
+void SP_worldspawn( void ) {
+ char *s;
+
+ G_SpawnString( "classname", "", &s );
+ if ( Q_stricmp( s, "worldspawn" ) ) {
+ G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
+ }
+
+ // make some data visible to connecting client
+ trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );
+
+ trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );
+
+ G_SpawnString( "music", "", &s );
+ trap_SetConfigstring( CS_MUSIC, s );
+
+ G_SpawnString( "message", "", &s );
+ trap_SetConfigstring( CS_MESSAGE, s ); // map specific message
+
+ trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day
+
+ G_SpawnString( "gravity", "800", &s );
+ trap_Cvar_Set( "g_gravity", s );
+
+ G_SpawnString( "enableDust", "0", &s );
+ trap_Cvar_Set( "g_enableDust", s );
+
+ G_SpawnString( "enableBreath", "0", &s );
+ trap_Cvar_Set( "g_enableBreath", s );
+
+ g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;
+ g_entities[ENTITYNUM_WORLD].classname = "worldspawn";
+
+ // see if we want a warmup time
+ trap_SetConfigstring( CS_WARMUP, "" );
+ if ( g_restarted.integer ) {
+ trap_Cvar_Set( "g_restarted", "0" );
+ level.warmupTime = 0;
+ } else if ( g_doWarmup.integer ) { // Turn it on
+ level.warmupTime = -1;
+ trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
+ G_LogPrintf( "Warmup:\n" );
+ }
+
+}
+
+
+/*
+==============
+G_SpawnEntitiesFromString
+
+Parses textual entity definitions out of an entstring and spawns gentities.
+==============
+*/
+void G_SpawnEntitiesFromString( void ) {
+ // allow calls to G_Spawn*()
+ level.spawning = qtrue;
+ level.numSpawnVars = 0;
+
+ // the worldspawn is not an actual entity, but it still
+ // has a "spawn" function to perform any global setup
+ // needed by a level (setting configstrings or cvars, etc)
+ if ( !G_ParseSpawnVars() ) {
+ G_Error( "SpawnEntities: no entities" );
+ }
+ SP_worldspawn();
+
+ // parse ents
+ while( G_ParseSpawnVars() ) {
+ G_SpawnGEntityFromSpawnVars();
+ }
+
+ level.spawning = qfalse; // any future calls to G_Spawn*() will be errors
+}
+
diff --git a/code/game/g_svcmds.c b/code/game/g_svcmds.c
new file mode 100644
index 0000000..705afd7
--- /dev/null
+++ b/code/game/g_svcmds.c
@@ -0,0 +1,508 @@
+/*
+===========================================================================
+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
+===========================================================================
+*/
+//
+
+// this file holds commands that can be executed by the server console, but not remote clients
+
+#include "g_local.h"
+
+
+/*
+==============================================================================
+
+PACKET FILTERING
+
+
+You can add or remove addresses from the filter list with:
+
+addip <ip>
+removeip <ip>
+
+The ip address is specified in dot format, and you can use '*' to match any value
+so you can specify an entire class C network with "addip 192.246.40.*"
+
+Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host.
+
+listip
+Prints the current list of filters.
+
+g_filterban <0 or 1>
+
+If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting.
+
+If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network.
+
+TTimo NOTE: for persistence, bans are stored in g_banIPs cvar MAX_CVAR_VALUE_STRING
+The size of the cvar string buffer is limiting the banning to around 20 masks
+this could be improved by putting some g_banIPs2 g_banIps3 etc. maybe
+still, you should rely on PB for banning instead
+
+==============================================================================
+*/
+
+typedef struct ipFilter_s
+{
+ unsigned mask;
+ unsigned compare;
+} ipFilter_t;
+
+#define MAX_IPFILTERS 1024
+
+static ipFilter_t ipFilters[MAX_IPFILTERS];
+static int numIPFilters;
+
+/*
+=================
+StringToFilter
+=================
+*/
+static qboolean StringToFilter (char *s, ipFilter_t *f)
+{
+ char num[128];
+ int i, j;
+ byte b[4];
+ byte m[4];
+
+ for (i=0 ; i<4 ; i++)
+ {
+ b[i] = 0;
+ m[i] = 0;
+ }
+
+ for (i=0 ; i<4 ; i++)
+ {
+ if (*s < '0' || *s > '9')
+ {
+ if (*s == '*') // 'match any'
+ {
+ // b[i] and m[i] to 0
+ s++;
+ if (!*s)
+ break;
+ s++;
+ continue;
+ }
+ G_Printf( "Bad filter address: %s\n", s );
+ return qfalse;
+ }
+
+ j = 0;
+ while (*s >= '0' && *s <= '9')
+ {
+ num[j++] = *s++;
+ }
+ num[j] = 0;
+ b[i] = atoi(num);
+ m[i] = 255;
+
+ if (!*s)
+ break;
+ s++;
+ }
+
+ f->mask = *(unsigned *)m;
+ f->compare = *(unsigned *)b;
+
+ return qtrue;
+}
+
+/*
+=================
+UpdateIPBans
+=================
+*/
+static void UpdateIPBans (void)
+{
+ byte b[4];
+ byte m[4];
+ int i,j;
+ char iplist_final[MAX_CVAR_VALUE_STRING];
+ char ip[64];
+
+ *iplist_final = 0;
+ for (i = 0 ; i < numIPFilters ; i++)
+ {
+ if (ipFilters[i].compare == 0xffffffff)
+ continue;
+
+ *(unsigned *)b = ipFilters[i].compare;
+ *(unsigned *)m = ipFilters[i].mask;
+ *ip = 0;
+ for (j = 0 ; j < 4 ; j++)
+ {
+ if (m[j]!=255)
+ Q_strcat(ip, sizeof(ip), "*");
+ else
+ Q_strcat(ip, sizeof(ip), va("%i", b[j]));
+ Q_strcat(ip, sizeof(ip), (j<3) ? "." : " ");
+ }
+ if (strlen(iplist_final)+strlen(ip) < MAX_CVAR_VALUE_STRING)
+ {
+ Q_strcat( iplist_final, sizeof(iplist_final), ip);
+ }
+ else
+ {
+ Com_Printf("g_banIPs overflowed at MAX_CVAR_VALUE_STRING\n");
+ break;
+ }
+ }
+
+ trap_Cvar_Set( "g_banIPs", iplist_final );
+}
+
+/*
+=================
+G_FilterPacket
+=================
+*/
+qboolean G_FilterPacket (char *from)
+{
+ int i;
+ unsigned in;
+ byte m[4];
+ char *p;
+
+ i = 0;
+ p = from;
+ while (*p && i < 4) {
+ m[i] = 0;
+ while (*p >= '0' && *p <= '9') {
+ m[i] = m[i]*10 + (*p - '0');
+ p++;
+ }
+ if (!*p || *p == ':')
+ break;
+ i++, p++;
+ }
+
+ in = *(unsigned *)m;
+
+ for (i=0 ; i<numIPFilters ; i++)
+ if ( (in & ipFilters[i].mask) == ipFilters[i].compare)
+ return g_filterBan.integer != 0;
+
+ return g_filterBan.integer == 0;
+}
+
+/*
+=================
+AddIP
+=================
+*/
+static void AddIP( char *str )
+{
+ int i;
+
+ for (i = 0 ; i < numIPFilters ; i++)
+ if (ipFilters[i].compare == 0xffffffff)
+ break; // free spot
+ if (i == numIPFilters)
+ {
+ if (numIPFilters == MAX_IPFILTERS)
+ {
+ G_Printf ("IP filter list is full\n");
+ return;
+ }
+ numIPFilters++;
+ }
+
+ if (!StringToFilter (str, &ipFilters[i]))
+ ipFilters[i].compare = 0xffffffffu;
+
+ UpdateIPBans();
+}
+
+/*
+=================
+G_ProcessIPBans
+=================
+*/
+void G_ProcessIPBans(void)
+{
+ char *s, *t;
+ char str[MAX_CVAR_VALUE_STRING];
+
+ Q_strncpyz( str, g_banIPs.string, sizeof(str) );
+
+ for (t = s = g_banIPs.string; *t; /* */ ) {
+ s = strchr(s, ' ');
+ if (!s)
+ break;
+ while (*s == ' ')
+ *s++ = 0;
+ if (*t)
+ AddIP( t );
+ t = s;
+ }
+}
+
+
+/*
+=================
+Svcmd_AddIP_f
+=================
+*/
+void Svcmd_AddIP_f (void)
+{
+ char str[MAX_TOKEN_CHARS];
+
+ if ( trap_Argc() < 2 ) {
+ G_Printf("Usage: addip <ip-mask>\n");
+ return;
+ }
+
+ trap_Argv( 1, str, sizeof( str ) );
+
+ AddIP( str );
+
+}
+
+/*
+=================
+Svcmd_RemoveIP_f
+=================
+*/
+void Svcmd_RemoveIP_f (void)
+{
+ ipFilter_t f;
+ int i;
+ char str[MAX_TOKEN_CHARS];
+
+ if ( trap_Argc() < 2 ) {
+ G_Printf("Usage: sv removeip <ip-mask>\n");
+ return;
+ }
+
+ trap_Argv( 1, str, sizeof( str ) );
+
+ if (!StringToFilter (str, &f))
+ return;
+
+ for (i=0 ; i<numIPFilters ; i++) {
+ if (ipFilters[i].mask == f.mask &&
+ ipFilters[i].compare == f.compare) {
+ ipFilters[i].compare = 0xffffffffu;
+ G_Printf ("Removed.\n");
+
+ UpdateIPBans();
+ return;
+ }
+ }
+
+ G_Printf ( "Didn't find %s.\n", str );
+}
+
+/*
+===================
+Svcmd_EntityList_f
+===================
+*/
+void Svcmd_EntityList_f (void) {
+ int e;
+ gentity_t *check;
+
+ check = g_entities+1;
+ for (e = 1; e < level.num_entities ; e++, check++) {
+ if ( !check->inuse ) {
+ continue;
+ }
+ G_Printf("%3i:", e);
+ switch ( check->s.eType ) {
+ case ET_GENERAL:
+ G_Printf("ET_GENERAL ");
+ break;
+ case ET_PLAYER:
+ G_Printf("ET_PLAYER ");
+ break;
+ case ET_ITEM:
+ G_Printf("ET_ITEM ");
+ break;
+ case ET_MISSILE:
+ G_Printf("ET_MISSILE ");
+ break;
+ case ET_MOVER:
+ G_Printf("ET_MOVER ");
+ break;
+ case ET_BEAM:
+ G_Printf("ET_BEAM ");
+ break;
+ case ET_PORTAL:
+ G_Printf("ET_PORTAL ");
+ break;
+ case ET_SPEAKER:
+ G_Printf("ET_SPEAKER ");
+ break;
+ case ET_PUSH_TRIGGER:
+ G_Printf("ET_PUSH_TRIGGER ");
+ break;
+ case ET_TELEPORT_TRIGGER:
+ G_Printf("ET_TELEPORT_TRIGGER ");
+ break;
+ case ET_INVISIBLE:
+ G_Printf("ET_INVISIBLE ");
+ break;
+ case ET_GRAPPLE:
+ G_Printf("ET_GRAPPLE ");
+ break;
+ default:
+ G_Printf("%3i ", check->s.eType);
+ break;
+ }
+
+ if ( check->classname ) {
+ G_Printf("%s", check->classname);
+ }
+ G_Printf("\n");
+ }
+}
+
+gclient_t *ClientForString( const char *s ) {
+ gclient_t *cl;
+ int i;
+ int idnum;
+
+ // numeric values are just slot numbers
+ if ( s[0] >= '0' && s[0] <= '9' ) {
+ idnum = atoi( s );
+ if ( idnum < 0 || idnum >= level.maxclients ) {
+ Com_Printf( "Bad client slot: %i\n", idnum );
+ return NULL;
+ }
+
+ cl = &level.clients[idnum];
+ if ( cl->pers.connected == CON_DISCONNECTED ) {
+ G_Printf( "Client %i is not connected\n", idnum );
+ return NULL;
+ }
+ return cl;
+ }
+
+ // check for a name match
+ for ( i=0 ; i < level.maxclients ; i++ ) {
+ cl = &level.clients[i];
+ if ( cl->pers.connected == CON_DISCONNECTED ) {
+ continue;
+ }
+ if ( !Q_stricmp( cl->pers.netname, s ) ) {
+ return cl;
+ }
+ }
+
+ G_Printf( "User %s is not on the server\n", s );
+
+ return NULL;
+}
+
+/*
+===================
+Svcmd_ForceTeam_f
+
+forceteam <player> <team>
+===================
+*/
+void Svcmd_ForceTeam_f( void ) {
+ gclient_t *cl;
+ char str[MAX_TOKEN_CHARS];
+
+ // find the player
+ trap_Argv( 1, str, sizeof( str ) );
+ cl = ClientForString( str );
+ if ( !cl ) {
+ return;
+ }
+
+ // set the team
+ trap_Argv( 2, str, sizeof( str ) );
+ SetTeam( &g_entities[cl - level.clients], str );
+}
+
+char *ConcatArgs( int start );
+
+/*
+=================
+ConsoleCommand
+
+=================
+*/
+qboolean ConsoleCommand( void ) {
+ char cmd[MAX_TOKEN_CHARS];
+
+ trap_Argv( 0, cmd, sizeof( cmd ) );
+
+ if ( Q_stricmp (cmd, "entitylist") == 0 ) {
+ Svcmd_EntityList_f();
+ return qtrue;
+ }
+
+ if ( Q_stricmp (cmd, "forceteam") == 0 ) {
+ Svcmd_ForceTeam_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "game_memory") == 0) {
+ Svcmd_GameMem_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "addbot") == 0) {
+ Svcmd_AddBot_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "botlist") == 0) {
+ Svcmd_BotList_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "abort_podium") == 0) {
+ Svcmd_AbortPodium_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "addip") == 0) {
+ Svcmd_AddIP_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "removeip") == 0) {
+ Svcmd_RemoveIP_f();
+ return qtrue;
+ }
+
+ if (Q_stricmp (cmd, "listip") == 0) {
+ trap_SendConsoleCommand( EXEC_NOW, "g_banIPs\n" );
+ return qtrue;
+ }
+
+ if (g_dedicated.integer) {
+ if (Q_stricmp (cmd, "say") == 0) {
+ trap_SendServerCommand( -1, va("print \"server: %s\"", ConcatArgs(1) ) );
+ return qtrue;
+ }
+ // everything else will also be printed as a say command
+ trap_SendServerCommand( -1, va("print \"server: %s\"", ConcatArgs(0) ) );
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
diff --git a/code/game/g_syscalls.asm b/code/game/g_syscalls.asm
new file mode 100644
index 0000000..19de97d
--- /dev/null
+++ b/code/game/g_syscalls.asm
@@ -0,0 +1,225 @@
+code
+
+equ trap_Printf -1
+equ trap_Error -2
+equ trap_Milliseconds -3
+equ trap_Cvar_Register -4
+equ trap_Cvar_Update -5
+equ trap_Cvar_Set -6
+equ trap_Cvar_VariableIntegerValue -7
+equ trap_Cvar_VariableStringBuffer -8
+equ trap_Argc -9
+equ trap_Argv -10
+equ trap_FS_FOpenFile -11
+equ trap_FS_Read -12
+equ trap_FS_Write -13
+equ trap_FS_FCloseFile -14
+equ trap_SendConsoleCommand -15
+equ trap_LocateGameData -16
+equ trap_DropClient -17
+equ trap_SendServerCommand -18
+equ trap_SetConfigstring -19
+equ trap_GetConfigstring -20
+equ trap_GetUserinfo -21
+equ trap_SetUserinfo -22
+equ trap_GetServerinfo -23
+equ trap_SetBrushModel -24
+equ trap_Trace -25
+equ trap_PointContents -26
+equ trap_InPVS -27
+equ trap_InPVSIgnorePortals -28
+equ trap_AdjustAreaPortalState -29
+equ trap_AreasConnected -30
+equ trap_LinkEntity -31
+equ trap_UnlinkEntity -32
+equ trap_EntitiesInBox -33
+equ trap_EntityContact -34
+equ trap_BotAllocateClient -35
+equ trap_BotFreeClient -36
+equ trap_GetUsercmd -37
+equ trap_GetEntityToken -38
+equ trap_FS_GetFileList -39
+equ trap_DebugPolygonCreate -40
+equ trap_DebugPolygonDelete -41
+equ trap_RealTime -42
+equ trap_SnapVector -43
+equ trap_TraceCapsule -44
+equ trap_EntityContactCapsule -45
+equ trap_FS_Seek -46
+
+equ memset -101
+equ memcpy -102
+equ strncpy -103
+equ sin -104
+equ cos -105
+equ atan2 -106
+equ sqrt -107
+equ floor -111
+equ ceil -112
+equ testPrintInt -113
+equ testPrintFloat -114
+
+
+
+equ trap_BotLibSetup -201
+equ trap_BotLibShutdown -202
+equ trap_BotLibVarSet -203
+equ trap_BotLibVarGet -204
+equ trap_BotLibDefine -205
+equ trap_BotLibStartFrame -206
+equ trap_BotLibLoadMap -207
+equ trap_BotLibUpdateEntity -208
+equ trap_BotLibTest -209
+
+equ trap_BotGetSnapshotEntity -210
+equ trap_BotGetServerCommand -211
+equ trap_BotUserCommand -212
+
+
+
+equ trap_AAS_EnableRoutingArea -301
+equ trap_AAS_BBoxAreas -302
+equ trap_AAS_AreaInfo -303
+equ trap_AAS_EntityInfo -304
+
+equ trap_AAS_Initialized -305
+equ trap_AAS_PresenceTypeBoundingBox -306
+equ trap_AAS_Time -307
+
+equ trap_AAS_PointAreaNum -308
+equ trap_AAS_TraceAreas -309
+
+equ trap_AAS_PointContents -310
+equ trap_AAS_NextBSPEntity -311
+equ trap_AAS_ValueForBSPEpairKey -312
+equ trap_AAS_VectorForBSPEpairKey -313
+equ trap_AAS_FloatForBSPEpairKey -314
+equ trap_AAS_IntForBSPEpairKey -315
+
+equ trap_AAS_AreaReachability -316
+
+equ trap_AAS_AreaTravelTimeToGoalArea -317
+
+equ trap_AAS_Swimming -318
+equ trap_AAS_PredictClientMovement -319
+
+
+
+equ trap_EA_Say -401
+equ trap_EA_SayTeam -402
+equ trap_EA_Command -403
+
+equ trap_EA_Action -404
+equ trap_EA_Gesture -405
+equ trap_EA_Talk -406
+equ trap_EA_Attack -407
+equ trap_EA_Use -408
+equ trap_EA_Respawn -409
+equ trap_EA_Crouch -410
+equ trap_EA_MoveUp -411
+equ trap_EA_MoveDown -412
+equ trap_EA_MoveForward -413
+equ trap_EA_MoveBack -414
+equ trap_EA_MoveLeft -415
+equ trap_EA_MoveRight -416
+
+equ trap_EA_SelectWeapon -417
+equ trap_EA_Jump -418
+equ trap_EA_DelayedJump -419
+equ trap_EA_Move -420
+equ trap_EA_View -421
+
+equ trap_EA_EndRegular -422
+equ trap_EA_GetInput -423
+equ trap_EA_ResetInput -424
+
+
+
+equ trap_BotLoadCharacter -501
+equ trap_BotFreeCharacter -502
+equ trap_Characteristic_Float -503
+equ trap_Characteristic_BFloat -504
+equ trap_Characteristic_Integer -505
+equ trap_Characteristic_BInteger -506
+equ trap_Characteristic_String -507
+
+equ trap_BotAllocChatState -508
+equ trap_BotFreeChatState -509
+equ trap_BotQueueConsoleMessage -510
+equ trap_BotRemoveConsoleMessage -511
+equ trap_BotNextConsoleMessage -512
+equ trap_BotNumConsoleMessages -513
+equ trap_BotInitialChat -514
+equ trap_BotReplyChat -515
+equ trap_BotChatLength -516
+equ trap_BotEnterChat -517
+equ trap_StringContains -518
+equ trap_BotFindMatch -519
+equ trap_BotMatchVariable -520
+equ trap_UnifyWhiteSpaces -521
+equ trap_BotReplaceSynonyms -522
+equ trap_BotLoadChatFile -523
+equ trap_BotSetChatGender -524
+equ trap_BotSetChatName -525
+
+equ trap_BotResetGoalState -526
+equ trap_BotResetAvoidGoals -527
+equ trap_BotPushGoal -528
+equ trap_BotPopGoal -529
+equ trap_BotEmptyGoalStack -530
+equ trap_BotDumpAvoidGoals -531
+equ trap_BotDumpGoalStack -532
+equ trap_BotGoalName -533
+equ trap_BotGetTopGoal -534
+equ trap_BotGetSecondGoal -535
+equ trap_BotChooseLTGItem -536
+equ trap_BotChooseNBGItem -537
+equ trap_BotTouchingGoal -538
+equ trap_BotItemGoalInVisButNotVisible -539
+equ trap_BotGetLevelItemGoal -540
+equ trap_BotAvoidGoalTime -541
+equ trap_BotInitLevelItems -542
+equ trap_BotUpdateEntityItems -543
+equ trap_BotLoadItemWeights -544
+equ trap_BotFreeItemWeights -546
+equ trap_BotSaveGoalFuzzyLogic -546
+equ trap_BotAllocGoalState -547
+equ trap_BotFreeGoalState -548
+
+equ trap_BotResetMoveState -549
+equ trap_BotMoveToGoal -550
+equ trap_BotMoveInDirection -551
+equ trap_BotResetAvoidReach -552
+equ trap_BotResetLastAvoidReach -553
+equ trap_BotReachabilityArea -554
+equ trap_BotMovementViewTarget -555
+equ trap_BotAllocMoveState -556
+equ trap_BotFreeMoveState -557
+equ trap_BotInitMoveState -558
+
+equ trap_BotChooseBestFightWeapon -559
+equ trap_BotGetWeaponInfo -560
+equ trap_BotLoadWeaponWeights -561
+equ trap_BotAllocWeaponState -562
+equ trap_BotFreeWeaponState -563
+equ trap_BotResetWeaponState -564
+equ trap_GeneticParentsAndChildSelection -565
+equ trap_BotInterbreedGoalFuzzyLogic -566
+equ trap_BotMutateGoalFuzzyLogic -567
+equ trap_BotGetNextCampSpotGoal -568
+equ trap_BotGetMapLocationGoal -569
+equ trap_BotNumInitialChats -570
+equ trap_BotGetChatMessage -571
+equ trap_BotRemoveFromAvoidGoals -572
+equ trap_BotPredictVisiblePosition -573
+equ trap_BotSetAvoidGoalTime -574
+equ trap_BotAddAvoidSpot -575
+equ trap_AAS_AlternativeRouteGoals -576
+equ trap_AAS_PredictRoute -577
+equ trap_AAS_PointReachabilityAreaIndex -578
+
+equ trap_BotLibLoadSource -579
+equ trap_BotLibFreeSource -580
+equ trap_BotLibReadToken -581
+equ trap_BotLibSourceFileAndLine -582
+
diff --git a/code/game/g_syscalls.c b/code/game/g_syscalls.c
new file mode 100644
index 0000000..1868d0a
--- /dev/null
+++ b/code/game/g_syscalls.c
@@ -0,0 +1,790 @@
+/*
+===========================================================================
+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"
+
+// this file is only included when building a dll
+// g_syscalls.asm is included instead when building a qvm
+#ifdef Q3_VM
+#error "Do not use in VM build"
+#endif
+
+static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1;
+
+
+Q_EXPORT void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) {
+ syscall = syscallptr;
+}
+
+int PASSFLOAT( float x ) {
+ floatint_t fi;
+ fi.f = x;
+ return fi.i;
+}
+
+void trap_Printf( const char *fmt ) {
+ syscall( G_PRINT, fmt );
+}
+
+void trap_Error( const char *fmt ) {
+ syscall( G_ERROR, fmt );
+}
+
+int trap_Milliseconds( void ) {
+ return syscall( G_MILLISECONDS );
+}
+int trap_Argc( void ) {
+ return syscall( G_ARGC );
+}
+
+void trap_Argv( int n, char *buffer, int bufferLength ) {
+ syscall( G_ARGV, n, buffer, bufferLength );
+}
+
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
+ return syscall( G_FS_FOPEN_FILE, qpath, f, mode );
+}
+
+void trap_FS_Read( void *buffer, int len, fileHandle_t f ) {
+ syscall( G_FS_READ, buffer, len, f );
+}
+
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) {
+ syscall( G_FS_WRITE, buffer, len, f );
+}
+
+void trap_FS_FCloseFile( fileHandle_t f ) {
+ syscall( G_FS_FCLOSE_FILE, f );
+}
+
+int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) {
+ return syscall( G_FS_GETFILELIST, path, extension, listbuf, bufsize );
+}
+
+int trap_FS_Seek( fileHandle_t f, long offset, int origin ) {
+ return syscall( G_FS_SEEK, f, offset, origin );
+}
+
+void trap_SendConsoleCommand( int exec_when, const char *text ) {
+ syscall( G_SEND_CONSOLE_COMMAND, exec_when, text );
+}
+
+void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ) {
+ syscall( G_CVAR_REGISTER, cvar, var_name, value, flags );
+}
+
+void trap_Cvar_Update( vmCvar_t *cvar ) {
+ syscall( G_CVAR_UPDATE, cvar );
+}
+
+void trap_Cvar_Set( const char *var_name, const char *value ) {
+ syscall( G_CVAR_SET, var_name, value );
+}
+
+int trap_Cvar_VariableIntegerValue( const char *var_name ) {
+ return syscall( G_CVAR_VARIABLE_INTEGER_VALUE, var_name );
+}
+
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) {
+ syscall( G_CVAR_VARIABLE_STRING_BUFFER, var_name, buffer, bufsize );
+}
+
+
+void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
+ playerState_t *clients, int sizeofGClient ) {
+ syscall( G_LOCATE_GAME_DATA, gEnts, numGEntities, sizeofGEntity_t, clients, sizeofGClient );
+}
+
+void trap_DropClient( int clientNum, const char *reason ) {
+ syscall( G_DROP_CLIENT, clientNum, reason );
+}
+
+void trap_SendServerCommand( int clientNum, const char *text ) {
+ syscall( G_SEND_SERVER_COMMAND, clientNum, text );
+}
+
+void trap_SetConfigstring( int num, const char *string ) {
+ syscall( G_SET_CONFIGSTRING, num, string );
+}
+
+void trap_GetConfigstring( int num, char *buffer, int bufferSize ) {
+ syscall( G_GET_CONFIGSTRING, num, buffer, bufferSize );
+}
+
+void trap_GetUserinfo( int num, char *buffer, int bufferSize ) {
+ syscall( G_GET_USERINFO, num, buffer, bufferSize );
+}
+
+void trap_SetUserinfo( int num, const char *buffer ) {
+ syscall( G_SET_USERINFO, num, buffer );
+}
+
+void trap_GetServerinfo( char *buffer, int bufferSize ) {
+ syscall( G_GET_SERVERINFO, buffer, bufferSize );
+}
+
+void trap_SetBrushModel( gentity_t *ent, const char *name ) {
+ syscall( G_SET_BRUSH_MODEL, ent, name );
+}
+
+void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) {
+ syscall( G_TRACE, results, start, mins, maxs, end, passEntityNum, contentmask );
+}
+
+void trap_TraceCapsule( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) {
+ syscall( G_TRACECAPSULE, results, start, mins, maxs, end, passEntityNum, contentmask );
+}
+
+int trap_PointContents( const vec3_t point, int passEntityNum ) {
+ return syscall( G_POINT_CONTENTS, point, passEntityNum );
+}
+
+
+qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ) {
+ return syscall( G_IN_PVS, p1, p2 );
+}
+
+qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ) {
+ return syscall( G_IN_PVS_IGNORE_PORTALS, p1, p2 );
+}
+
+void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
+ syscall( G_ADJUST_AREA_PORTAL_STATE, ent, open );
+}
+
+qboolean trap_AreasConnected( int area1, int area2 ) {
+ return syscall( G_AREAS_CONNECTED, area1, area2 );
+}
+
+void trap_LinkEntity( gentity_t *ent ) {
+ syscall( G_LINKENTITY, ent );
+}
+
+void trap_UnlinkEntity( gentity_t *ent ) {
+ syscall( G_UNLINKENTITY, ent );
+}
+
+int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *list, int maxcount ) {
+ return syscall( G_ENTITIES_IN_BOX, mins, maxs, list, maxcount );
+}
+
+qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) {
+ return syscall( G_ENTITY_CONTACT, mins, maxs, ent );
+}
+
+qboolean trap_EntityContactCapsule( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) {
+ return syscall( G_ENTITY_CONTACTCAPSULE, mins, maxs, ent );
+}
+
+int trap_BotAllocateClient( void ) {
+ return syscall( G_BOT_ALLOCATE_CLIENT );
+}
+
+void trap_BotFreeClient( int clientNum ) {
+ syscall( G_BOT_FREE_CLIENT, clientNum );
+}
+
+void trap_GetUsercmd( int clientNum, usercmd_t *cmd ) {
+ syscall( G_GET_USERCMD, clientNum, cmd );
+}
+
+qboolean trap_GetEntityToken( char *buffer, int bufferSize ) {
+ return syscall( G_GET_ENTITY_TOKEN, buffer, bufferSize );
+}
+
+int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points) {
+ return syscall( G_DEBUG_POLYGON_CREATE, color, numPoints, points );
+}
+
+void trap_DebugPolygonDelete(int id) {
+ syscall( G_DEBUG_POLYGON_DELETE, id );
+}
+
+int trap_RealTime( qtime_t *qtime ) {
+ return syscall( G_REAL_TIME, qtime );
+}
+
+void trap_SnapVector( float *v ) {
+ syscall( G_SNAPVECTOR, v );
+ return;
+}
+
+// BotLib traps start here
+int trap_BotLibSetup( void ) {
+ return syscall( BOTLIB_SETUP );
+}
+
+int trap_BotLibShutdown( void ) {
+ return syscall( BOTLIB_SHUTDOWN );
+}
+
+int trap_BotLibVarSet(char *var_name, char *value) {
+ return syscall( BOTLIB_LIBVAR_SET, var_name, value );
+}
+
+int trap_BotLibVarGet(char *var_name, char *value, int size) {
+ return syscall( BOTLIB_LIBVAR_GET, var_name, value, size );
+}
+
+int trap_BotLibDefine(char *string) {
+ return syscall( BOTLIB_PC_ADD_GLOBAL_DEFINE, string );
+}
+
+int trap_BotLibStartFrame(float time) {
+ return syscall( BOTLIB_START_FRAME, PASSFLOAT( time ) );
+}
+
+int trap_BotLibLoadMap(const char *mapname) {
+ return syscall( BOTLIB_LOAD_MAP, mapname );
+}
+
+int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue) {
+ return syscall( BOTLIB_UPDATENTITY, ent, bue );
+}
+
+int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3) {
+ return syscall( BOTLIB_TEST, parm0, parm1, parm2, parm3 );
+}
+
+int trap_BotGetSnapshotEntity( int clientNum, int sequence ) {
+ return syscall( BOTLIB_GET_SNAPSHOT_ENTITY, clientNum, sequence );
+}
+
+int trap_BotGetServerCommand(int clientNum, char *message, int size) {
+ return syscall( BOTLIB_GET_CONSOLE_MESSAGE, clientNum, message, size );
+}
+
+void trap_BotUserCommand(int clientNum, usercmd_t *ucmd) {
+ syscall( BOTLIB_USER_COMMAND, clientNum, ucmd );
+}
+
+void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info) {
+ syscall( BOTLIB_AAS_ENTITY_INFO, entnum, info );
+}
+
+int trap_AAS_Initialized(void) {
+ return syscall( BOTLIB_AAS_INITIALIZED );
+}
+
+void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs) {
+ syscall( BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX, presencetype, mins, maxs );
+}
+
+float trap_AAS_Time(void) {
+ floatint_t fi;
+ fi.i = syscall( BOTLIB_AAS_TIME );
+ return fi.f;
+}
+
+int trap_AAS_PointAreaNum(vec3_t point) {
+ return syscall( BOTLIB_AAS_POINT_AREA_NUM, point );
+}
+
+int trap_AAS_PointReachabilityAreaIndex(vec3_t point) {
+ return syscall( BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX, point );
+}
+
+int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas) {
+ return syscall( BOTLIB_AAS_TRACE_AREAS, start, end, areas, points, maxareas );
+}
+
+int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas) {
+ return syscall( BOTLIB_AAS_BBOX_AREAS, absmins, absmaxs, areas, maxareas );
+}
+
+int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ) {
+ return syscall( BOTLIB_AAS_AREA_INFO, areanum, info );
+}
+
+int trap_AAS_PointContents(vec3_t point) {
+ return syscall( BOTLIB_AAS_POINT_CONTENTS, point );
+}
+
+int trap_AAS_NextBSPEntity(int ent) {
+ return syscall( BOTLIB_AAS_NEXT_BSP_ENTITY, ent );
+}
+
+int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size) {
+ return syscall( BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY, ent, key, value, size );
+}
+
+int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v) {
+ return syscall( BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY, ent, key, v );
+}
+
+int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value) {
+ return syscall( BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY, ent, key, value );
+}
+
+int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value) {
+ return syscall( BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY, ent, key, value );
+}
+
+int trap_AAS_AreaReachability(int areanum) {
+ return syscall( BOTLIB_AAS_AREA_REACHABILITY, areanum );
+}
+
+int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags) {
+ return syscall( BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA, areanum, origin, goalareanum, travelflags );
+}
+
+int trap_AAS_EnableRoutingArea( int areanum, int enable ) {
+ return syscall( BOTLIB_AAS_ENABLE_ROUTING_AREA, areanum, enable );
+}
+
+int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
+ int goalareanum, int travelflags, int maxareas, int maxtime,
+ int stopevent, int stopcontents, int stoptfl, int stopareanum) {
+ return syscall( BOTLIB_AAS_PREDICT_ROUTE, route, areanum, origin, goalareanum, travelflags, maxareas, maxtime, stopevent, stopcontents, stoptfl, stopareanum );
+}
+
+int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
+ void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
+ int type) {
+ return syscall( BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL, start, startareanum, goal, goalareanum, travelflags, altroutegoals, maxaltroutegoals, type );
+}
+
+int trap_AAS_Swimming(vec3_t origin) {
+ return syscall( BOTLIB_AAS_SWIMMING, origin );
+}
+
+int trap_AAS_PredictClientMovement(void /* struct aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize) {
+ return syscall( BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT, move, entnum, origin, presencetype, onground, velocity, cmdmove, cmdframes, maxframes, PASSFLOAT(frametime), stopevent, stopareanum, visualize );
+}
+
+void trap_EA_Say(int client, char *str) {
+ syscall( BOTLIB_EA_SAY, client, str );
+}
+
+void trap_EA_SayTeam(int client, char *str) {
+ syscall( BOTLIB_EA_SAY_TEAM, client, str );
+}
+
+void trap_EA_Command(int client, char *command) {
+ syscall( BOTLIB_EA_COMMAND, client, command );
+}
+
+void trap_EA_Action(int client, int action) {
+ syscall( BOTLIB_EA_ACTION, client, action );
+}
+
+void trap_EA_Gesture(int client) {
+ syscall( BOTLIB_EA_GESTURE, client );
+}
+
+void trap_EA_Talk(int client) {
+ syscall( BOTLIB_EA_TALK, client );
+}
+
+void trap_EA_Attack(int client) {
+ syscall( BOTLIB_EA_ATTACK, client );
+}
+
+void trap_EA_Use(int client) {
+ syscall( BOTLIB_EA_USE, client );
+}
+
+void trap_EA_Respawn(int client) {
+ syscall( BOTLIB_EA_RESPAWN, client );
+}
+
+void trap_EA_Crouch(int client) {
+ syscall( BOTLIB_EA_CROUCH, client );
+}
+
+void trap_EA_MoveUp(int client) {
+ syscall( BOTLIB_EA_MOVE_UP, client );
+}
+
+void trap_EA_MoveDown(int client) {
+ syscall( BOTLIB_EA_MOVE_DOWN, client );
+}
+
+void trap_EA_MoveForward(int client) {
+ syscall( BOTLIB_EA_MOVE_FORWARD, client );
+}
+
+void trap_EA_MoveBack(int client) {
+ syscall( BOTLIB_EA_MOVE_BACK, client );
+}
+
+void trap_EA_MoveLeft(int client) {
+ syscall( BOTLIB_EA_MOVE_LEFT, client );
+}
+
+void trap_EA_MoveRight(int client) {
+ syscall( BOTLIB_EA_MOVE_RIGHT, client );
+}
+
+void trap_EA_SelectWeapon(int client, int weapon) {
+ syscall( BOTLIB_EA_SELECT_WEAPON, client, weapon );
+}
+
+void trap_EA_Jump(int client) {
+ syscall( BOTLIB_EA_JUMP, client );
+}
+
+void trap_EA_DelayedJump(int client) {
+ syscall( BOTLIB_EA_DELAYED_JUMP, client );
+}
+
+void trap_EA_Move(int client, vec3_t dir, float speed) {
+ syscall( BOTLIB_EA_MOVE, client, dir, PASSFLOAT(speed) );
+}
+
+void trap_EA_View(int client, vec3_t viewangles) {
+ syscall( BOTLIB_EA_VIEW, client, viewangles );
+}
+
+void trap_EA_EndRegular(int client, float thinktime) {
+ syscall( BOTLIB_EA_END_REGULAR, client, PASSFLOAT(thinktime) );
+}
+
+void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input) {
+ syscall( BOTLIB_EA_GET_INPUT, client, PASSFLOAT(thinktime), input );
+}
+
+void trap_EA_ResetInput(int client) {
+ syscall( BOTLIB_EA_RESET_INPUT, client );
+}
+
+int trap_BotLoadCharacter(char *charfile, float skill) {
+ return syscall( BOTLIB_AI_LOAD_CHARACTER, charfile, PASSFLOAT(skill));
+}
+
+void trap_BotFreeCharacter(int character) {
+ syscall( BOTLIB_AI_FREE_CHARACTER, character );
+}
+
+float trap_Characteristic_Float(int character, int index) {
+ floatint_t fi;
+ fi.i = syscall( BOTLIB_AI_CHARACTERISTIC_FLOAT, character, index );
+ return fi.f;
+}
+
+float trap_Characteristic_BFloat(int character, int index, float min, float max) {
+ floatint_t fi;
+ fi.i = syscall( BOTLIB_AI_CHARACTERISTIC_BFLOAT, character, index, PASSFLOAT(min), PASSFLOAT(max) );
+ return fi.f;
+}
+
+int trap_Characteristic_Integer(int character, int index) {
+ return syscall( BOTLIB_AI_CHARACTERISTIC_INTEGER, character, index );
+}
+
+int trap_Characteristic_BInteger(int character, int index, int min, int max) {
+ return syscall( BOTLIB_AI_CHARACTERISTIC_BINTEGER, character, index, min, max );
+}
+
+void trap_Characteristic_String(int character, int index, char *buf, int size) {
+ syscall( BOTLIB_AI_CHARACTERISTIC_STRING, character, index, buf, size );
+}
+
+int trap_BotAllocChatState(void) {
+ return syscall( BOTLIB_AI_ALLOC_CHAT_STATE );
+}
+
+void trap_BotFreeChatState(int handle) {
+ syscall( BOTLIB_AI_FREE_CHAT_STATE, handle );
+}
+
+void trap_BotQueueConsoleMessage(int chatstate, int type, char *message) {
+ syscall( BOTLIB_AI_QUEUE_CONSOLE_MESSAGE, chatstate, type, message );
+}
+
+void trap_BotRemoveConsoleMessage(int chatstate, int handle) {
+ syscall( BOTLIB_AI_REMOVE_CONSOLE_MESSAGE, chatstate, handle );
+}
+
+int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm) {
+ return syscall( BOTLIB_AI_NEXT_CONSOLE_MESSAGE, chatstate, cm );
+}
+
+int trap_BotNumConsoleMessages(int chatstate) {
+ return syscall( BOTLIB_AI_NUM_CONSOLE_MESSAGE, chatstate );
+}
+
+void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) {
+ syscall( BOTLIB_AI_INITIAL_CHAT, chatstate, type, mcontext, var0, var1, var2, var3, var4, var5, var6, var7 );
+}
+
+int trap_BotNumInitialChats(int chatstate, char *type) {
+ return syscall( BOTLIB_AI_NUM_INITIAL_CHATS, chatstate, type );
+}
+
+int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) {
+ return syscall( BOTLIB_AI_REPLY_CHAT, chatstate, message, mcontext, vcontext, var0, var1, var2, var3, var4, var5, var6, var7 );
+}
+
+int trap_BotChatLength(int chatstate) {
+ return syscall( BOTLIB_AI_CHAT_LENGTH, chatstate );
+}
+
+void trap_BotEnterChat(int chatstate, int client, int sendto) {
+ syscall( BOTLIB_AI_ENTER_CHAT, chatstate, client, sendto );
+}
+
+void trap_BotGetChatMessage(int chatstate, char *buf, int size) {
+ syscall( BOTLIB_AI_GET_CHAT_MESSAGE, chatstate, buf, size);
+}
+
+int trap_StringContains(char *str1, char *str2, int casesensitive) {
+ return syscall( BOTLIB_AI_STRING_CONTAINS, str1, str2, casesensitive );
+}
+
+int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context) {
+ return syscall( BOTLIB_AI_FIND_MATCH, str, match, context );
+}
+
+void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size) {
+ syscall( BOTLIB_AI_MATCH_VARIABLE, match, variable, buf, size );
+}
+
+void trap_UnifyWhiteSpaces(char *string) {
+ syscall( BOTLIB_AI_UNIFY_WHITE_SPACES, string );
+}
+
+void trap_BotReplaceSynonyms(char *string, unsigned long int context) {
+ syscall( BOTLIB_AI_REPLACE_SYNONYMS, string, context );
+}
+
+int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname) {
+ return syscall( BOTLIB_AI_LOAD_CHAT_FILE, chatstate, chatfile, chatname );
+}
+
+void trap_BotSetChatGender(int chatstate, int gender) {
+ syscall( BOTLIB_AI_SET_CHAT_GENDER, chatstate, gender );
+}
+
+void trap_BotSetChatName(int chatstate, char *name, int client) {
+ syscall( BOTLIB_AI_SET_CHAT_NAME, chatstate, name, client );
+}
+
+void trap_BotResetGoalState(int goalstate) {
+ syscall( BOTLIB_AI_RESET_GOAL_STATE, goalstate );
+}
+
+void trap_BotResetAvoidGoals(int goalstate) {
+ syscall( BOTLIB_AI_RESET_AVOID_GOALS, goalstate );
+}
+
+void trap_BotRemoveFromAvoidGoals(int goalstate, int number) {
+ syscall( BOTLIB_AI_REMOVE_FROM_AVOID_GOALS, goalstate, number);
+}
+
+void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
+ syscall( BOTLIB_AI_PUSH_GOAL, goalstate, goal );
+}
+
+void trap_BotPopGoal(int goalstate) {
+ syscall( BOTLIB_AI_POP_GOAL, goalstate );
+}
+
+void trap_BotEmptyGoalStack(int goalstate) {
+ syscall( BOTLIB_AI_EMPTY_GOAL_STACK, goalstate );
+}
+
+void trap_BotDumpAvoidGoals(int goalstate) {
+ syscall( BOTLIB_AI_DUMP_AVOID_GOALS, goalstate );
+}
+
+void trap_BotDumpGoalStack(int goalstate) {
+ syscall( BOTLIB_AI_DUMP_GOAL_STACK, goalstate );
+}
+
+void trap_BotGoalName(int number, char *name, int size) {
+ syscall( BOTLIB_AI_GOAL_NAME, number, name, size );
+}
+
+int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_GET_TOP_GOAL, goalstate, goal );
+}
+
+int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_GET_SECOND_GOAL, goalstate, goal );
+}
+
+int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags) {
+ return syscall( BOTLIB_AI_CHOOSE_LTG_ITEM, goalstate, origin, inventory, travelflags );
+}
+
+int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime) {
+ return syscall( BOTLIB_AI_CHOOSE_NBG_ITEM, goalstate, origin, inventory, travelflags, ltg, PASSFLOAT(maxtime) );
+}
+
+int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_TOUCHING_GOAL, origin, goal );
+}
+
+int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE, viewer, eye, viewangles, goal );
+}
+
+int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_GET_LEVEL_ITEM_GOAL, index, classname, goal );
+}
+
+int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL, num, goal );
+}
+
+int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal) {
+ return syscall( BOTLIB_AI_GET_MAP_LOCATION_GOAL, name, goal );
+}
+
+float trap_BotAvoidGoalTime(int goalstate, int number) {
+ floatint_t fi;
+ fi.i = syscall( BOTLIB_AI_AVOID_GOAL_TIME, goalstate, number );
+ return fi.f;
+}
+
+void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime) {
+ syscall( BOTLIB_AI_SET_AVOID_GOAL_TIME, goalstate, number, PASSFLOAT(avoidtime));
+}
+
+void trap_BotInitLevelItems(void) {
+ syscall( BOTLIB_AI_INIT_LEVEL_ITEMS );
+}
+
+void trap_BotUpdateEntityItems(void) {
+ syscall( BOTLIB_AI_UPDATE_ENTITY_ITEMS );
+}
+
+int trap_BotLoadItemWeights(int goalstate, char *filename) {
+ return syscall( BOTLIB_AI_LOAD_ITEM_WEIGHTS, goalstate, filename );
+}
+
+void trap_BotFreeItemWeights(int goalstate) {
+ syscall( BOTLIB_AI_FREE_ITEM_WEIGHTS, goalstate );
+}
+
+void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child) {
+ syscall( BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC, parent1, parent2, child );
+}
+
+void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename) {
+ syscall( BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC, goalstate, filename );
+}
+
+void trap_BotMutateGoalFuzzyLogic(int goalstate, float range) {
+ syscall( BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC, goalstate, range );
+}
+
+int trap_BotAllocGoalState(int state) {
+ return syscall( BOTLIB_AI_ALLOC_GOAL_STATE, state );
+}
+
+void trap_BotFreeGoalState(int handle) {
+ syscall( BOTLIB_AI_FREE_GOAL_STATE, handle );
+}
+
+void trap_BotResetMoveState(int movestate) {
+ syscall( BOTLIB_AI_RESET_MOVE_STATE, movestate );
+}
+
+void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type) {
+ syscall( BOTLIB_AI_ADD_AVOID_SPOT, movestate, origin, PASSFLOAT(radius), type);
+}
+
+void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags) {
+ syscall( BOTLIB_AI_MOVE_TO_GOAL, result, movestate, goal, travelflags );
+}
+
+int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type) {
+ return syscall( BOTLIB_AI_MOVE_IN_DIRECTION, movestate, dir, PASSFLOAT(speed), type );
+}
+
+void trap_BotResetAvoidReach(int movestate) {
+ syscall( BOTLIB_AI_RESET_AVOID_REACH, movestate );
+}
+
+void trap_BotResetLastAvoidReach(int movestate) {
+ syscall( BOTLIB_AI_RESET_LAST_AVOID_REACH,movestate );
+}
+
+int trap_BotReachabilityArea(vec3_t origin, int testground) {
+ return syscall( BOTLIB_AI_REACHABILITY_AREA, origin, testground );
+}
+
+int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target) {
+ return syscall( BOTLIB_AI_MOVEMENT_VIEW_TARGET, movestate, goal, travelflags, PASSFLOAT(lookahead), target );
+}
+
+int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target) {
+ return syscall( BOTLIB_AI_PREDICT_VISIBLE_POSITION, origin, areanum, goal, travelflags, target );
+}
+
+int trap_BotAllocMoveState(void) {
+ return syscall( BOTLIB_AI_ALLOC_MOVE_STATE );
+}
+
+void trap_BotFreeMoveState(int handle) {
+ syscall( BOTLIB_AI_FREE_MOVE_STATE, handle );
+}
+
+void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove) {
+ syscall( BOTLIB_AI_INIT_MOVE_STATE, handle, initmove );
+}
+
+int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory) {
+ return syscall( BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON, weaponstate, inventory );
+}
+
+void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo) {
+ syscall( BOTLIB_AI_GET_WEAPON_INFO, weaponstate, weapon, weaponinfo );
+}
+
+int trap_BotLoadWeaponWeights(int weaponstate, char *filename) {
+ return syscall( BOTLIB_AI_LOAD_WEAPON_WEIGHTS, weaponstate, filename );
+}
+
+int trap_BotAllocWeaponState(void) {
+ return syscall( BOTLIB_AI_ALLOC_WEAPON_STATE );
+}
+
+void trap_BotFreeWeaponState(int weaponstate) {
+ syscall( BOTLIB_AI_FREE_WEAPON_STATE, weaponstate );
+}
+
+void trap_BotResetWeaponState(int weaponstate) {
+ syscall( BOTLIB_AI_RESET_WEAPON_STATE, weaponstate );
+}
+
+int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child) {
+ return syscall( BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION, numranks, ranks, parent1, parent2, child );
+}
+
+int trap_PC_LoadSource( const char *filename ) {
+ return syscall( BOTLIB_PC_LOAD_SOURCE, filename );
+}
+
+int trap_PC_FreeSource( int handle ) {
+ return syscall( BOTLIB_PC_FREE_SOURCE, handle );
+}
+
+int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) {
+ return syscall( BOTLIB_PC_READ_TOKEN, handle, pc_token );
+}
+
+int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) {
+ return syscall( BOTLIB_PC_SOURCE_FILE_AND_LINE, handle, filename, line );
+}
diff --git a/code/game/g_target.c b/code/game/g_target.c
new file mode 100644
index 0000000..495a8d5
--- /dev/null
+++ b/code/game/g_target.c
@@ -0,0 +1,467 @@
+/*
+===========================================================================
+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"
+
+//==========================================================
+
+/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
+Gives the activator all the items pointed to.
+*/
+void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ gentity_t *t;
+ trace_t trace;
+
+ if ( !activator->client ) {
+ return;
+ }
+
+ if ( !ent->target ) {
+ return;
+ }
+
+ memset( &trace, 0, sizeof( trace ) );
+ t = NULL;
+ while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
+ if ( !t->item ) {
+ continue;
+ }
+ Touch_Item( t, activator, &trace );
+
+ // make sure it isn't going to respawn or show any events
+ t->nextthink = 0;
+ trap_UnlinkEntity( t );
+ }
+}
+
+void SP_target_give( gentity_t *ent ) {
+ ent->use = Use_Target_Give;
+}
+
+
+//==========================================================
+
+/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
+takes away all the activators powerups.
+Used to drop flight powerups into death puts.
+*/
+void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ if( !activator->client ) {
+ return;
+ }
+
+ if( activator->client->ps.powerups[PW_REDFLAG] ) {
+ Team_ReturnFlag( TEAM_RED );
+ } else if( activator->client->ps.powerups[PW_BLUEFLAG] ) {
+ Team_ReturnFlag( TEAM_BLUE );
+ } else if( activator->client->ps.powerups[PW_NEUTRALFLAG] ) {
+ Team_ReturnFlag( TEAM_FREE );
+ }
+
+ memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) );
+}
+
+void SP_target_remove_powerups( gentity_t *ent ) {
+ ent->use = Use_target_remove_powerups;
+}
+
+
+//==========================================================
+
+/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
+"wait" seconds to pause before firing targets.
+"random" delay variance, total delay = delay +/- random seconds
+*/
+void Think_Target_Delay( gentity_t *ent ) {
+ G_UseTargets( ent, ent->activator );
+}
+
+void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
+ ent->think = Think_Target_Delay;
+ ent->activator = activator;
+}
+
+void SP_target_delay( gentity_t *ent ) {
+ // check delay for backwards compatability
+ if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
+ G_SpawnFloat( "wait", "1", &ent->wait );
+ }
+
+ if ( !ent->wait ) {
+ ent->wait = 1;
+ }
+ ent->use = Use_Target_Delay;
+}
+
+
+//==========================================================
+
+/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
+"count" number of points to add, default 1
+
+The activator is given this many points.
+*/
+void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
+ AddScore( activator, ent->r.currentOrigin, ent->count );
+}
+
+void SP_target_score( gentity_t *ent ) {
+ if ( !ent->count ) {
+ ent->count = 1;
+ }
+ ent->use = Use_Target_Score;
+}
+
+
+//==========================================================
+
+/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
+"message" text to print
+If "private", only the activator gets the message. If no checks, all clients get the message.
+*/
+void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
+ if ( activator->client && ( ent->spawnflags & 4 ) ) {
+ trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
+ return;
+ }
+
+ if ( ent->spawnflags & 3 ) {
+ if ( ent->spawnflags & 1 ) {
+ G_TeamCommand( TEAM_RED, va("cp \"%s\"", ent->message) );
+ }
+ if ( ent->spawnflags & 2 ) {
+ G_TeamCommand( TEAM_BLUE, va("cp \"%s\"", ent->message) );
+ }
+ return;
+ }
+
+ trap_SendServerCommand( -1, va("cp \"%s\"", ent->message ));
+}
+
+void SP_target_print( gentity_t *ent ) {
+ ent->use = Use_Target_Print;
+}
+
+
+//==========================================================
+
+
+/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
+"noise" wav file to play
+
+A global sound will play full volume throughout the level.
+Activator sounds will play on the player that activated the target.
+Global and activator sounds can't be combined with looping.
+Normal sounds play each time the target is used.
+Looped sounds will be toggled by use functions.
+Multiple identical looping sounds will just increase volume without any speed cost.
+"wait" : Seconds between auto triggerings, 0 = don't auto trigger
+"random" wait variance, default is 0
+*/
+void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
+ if (ent->spawnflags & 3) { // looping sound toggles
+ if (ent->s.loopSound)
+ ent->s.loopSound = 0; // turn it off
+ else
+ ent->s.loopSound = ent->noise_index; // start it
+ }else { // normal sound
+ if ( ent->spawnflags & 8 ) {
+ G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
+ } else if (ent->spawnflags & 4) {
+ G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
+ } else {
+ G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
+ }
+ }
+}
+
+void SP_target_speaker( gentity_t *ent ) {
+ char buffer[MAX_QPATH];
+ char *s;
+
+ G_SpawnFloat( "wait", "0", &ent->wait );
+ G_SpawnFloat( "random", "0", &ent->random );
+
+ if ( !G_SpawnString( "noise", "NOSOUND", &s ) ) {
+ G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
+ }
+
+ // force all client reletive sounds to be "activator" speakers that
+ // play on the entity that activates it
+ if ( s[0] == '*' ) {
+ ent->spawnflags |= 8;
+ }
+
+ if (!strstr( s, ".wav" )) {
+ Com_sprintf (buffer, sizeof(buffer), "%s.wav", s );
+ } else {
+ Q_strncpyz( buffer, s, sizeof(buffer) );
+ }
+ ent->noise_index = G_SoundIndex(buffer);
+
+ // a repeating speaker can be done completely client side
+ ent->s.eType = ET_SPEAKER;
+ ent->s.eventParm = ent->noise_index;
+ ent->s.frame = ent->wait * 10;
+ ent->s.clientNum = ent->random * 10;
+
+
+ // check for prestarted looping sound
+ if ( ent->spawnflags & 1 ) {
+ ent->s.loopSound = ent->noise_index;
+ }
+
+ ent->use = Use_Target_Speaker;
+
+ if (ent->spawnflags & 4) {
+ ent->r.svFlags |= SVF_BROADCAST;
+ }
+
+ VectorCopy( ent->s.origin, ent->s.pos.trBase );
+
+ // must link the entity so we get areas and clusters so
+ // the server can determine who to send updates to
+ trap_LinkEntity( ent );
+}
+
+
+
+//==========================================================
+
+/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
+When triggered, fires a laser. You can either set a target or a direction.
+*/
+void target_laser_think (gentity_t *self) {
+ vec3_t end;
+ trace_t tr;
+ vec3_t point;
+
+ // if pointed at another entity, set movedir to point at it
+ if ( self->enemy ) {
+ VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
+ VectorMA (point, 0.5, self->enemy->r.maxs, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ }
+
+ // fire forward and see what we hit
+ VectorMA (self->s.origin, 2048, self->movedir, end);
+
+ trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
+
+ if ( tr.entityNum ) {
+ // hurt it if we can
+ G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
+ tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER);
+ }
+
+ VectorCopy (tr.endpos, self->s.origin2);
+
+ trap_LinkEntity( self );
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_laser_on (gentity_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ target_laser_think (self);
+}
+
+void target_laser_off (gentity_t *self)
+{
+ trap_UnlinkEntity( self );
+ self->nextthink = 0;
+}
+
+void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
+{
+ self->activator = activator;
+ if ( self->nextthink > 0 )
+ target_laser_off (self);
+ else
+ target_laser_on (self);
+}
+
+void target_laser_start (gentity_t *self)
+{
+ gentity_t *ent;
+
+ self->s.eType = ET_BEAM;
+
+ if (self->target) {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent) {
+ G_Printf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ }
+ self->enemy = ent;
+ } else {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+
+ self->use = target_laser_use;
+ self->think = target_laser_think;
+
+ if ( !self->damage ) {
+ self->damage = 1;
+ }
+
+ if (self->spawnflags & 1)
+ target_laser_on (self);
+ else
+ target_laser_off (self);
+}
+
+void SP_target_laser (gentity_t *self)
+{
+ // let everything else get spawned before we start firing
+ self->think = target_laser_start;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+//==========================================================
+
+void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ gentity_t *dest;
+
+ if (!activator->client)
+ return;
+ dest = G_PickTarget( self->target );
+ if (!dest) {
+ G_Printf ("Couldn't find teleporter destination\n");
+ return;
+ }
+
+ TeleportPlayer( activator, dest->s.origin, dest->s.angles );
+}
+
+/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
+The activator will be teleported away.
+*/
+void SP_target_teleporter( gentity_t *self ) {
+ if (!self->targetname)
+ G_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+
+ self->use = target_teleporter_use;
+}
+
+//==========================================================
+
+
+/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM
+This doesn't perform any actions except fire its targets.
+The activator can be forced to be from a certain team.
+if RANDOM is checked, only one of the targets will be fired, not all of them
+*/
+void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
+ if ( ( self->spawnflags & 1 ) && activator->client
+ && activator->client->sess.sessionTeam != TEAM_RED ) {
+ return;
+ }
+ if ( ( self->spawnflags & 2 ) && activator->client
+ && activator->client->sess.sessionTeam != TEAM_BLUE ) {
+ return;
+ }
+ if ( self->spawnflags & 4 ) {
+ gentity_t *ent;
+
+ ent = G_PickTarget( self->target );
+ if ( ent && ent->use ) {
+ ent->use( ent, self, activator );
+ }
+ return;
+ }
+ G_UseTargets (self, activator);
+}
+
+void SP_target_relay (gentity_t *self) {
+ self->use = target_relay_use;
+}
+
+
+//==========================================================
+
+/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
+Kills the activator.
+*/
+void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+}
+
+void SP_target_kill( gentity_t *self ) {
+ self->use = target_kill_use;
+}
+
+/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for in-game calculation, like jumppad targets.
+*/
+void SP_target_position( gentity_t *self ){
+ G_SetOrigin( self, self->s.origin );
+}
+
+static void target_location_linkup(gentity_t *ent)
+{
+ int i;
+ int n;
+
+ if (level.locationLinked)
+ return;
+
+ level.locationLinked = qtrue;
+
+ level.locationHead = NULL;
+
+ trap_SetConfigstring( CS_LOCATIONS, "unknown" );
+
+ for (i = 0, ent = g_entities, n = 1;
+ i < level.num_entities;
+ i++, ent++) {
+ if (ent->classname && !Q_stricmp(ent->classname, "target_location")) {
+ // lets overload some variables!
+ ent->health = n; // use for location marking
+ trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
+ n++;
+ ent->nextTrain = level.locationHead;
+ level.locationHead = ent;
+ }
+ }
+
+ // All linked together now
+}
+
+/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
+Set "message" to the name of this location.
+Set "count" to 0-7 for color.
+0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
+
+Closest target_location in sight used for the location, if none
+in site, closest in distance
+*/
+void SP_target_location( gentity_t *self ){
+ self->think = target_location_linkup;
+ self->nextthink = level.time + 200; // Let them all spawn first
+
+ G_SetOrigin( self, self->s.origin );
+}
+
diff --git a/code/game/g_team.c b/code/game/g_team.c
new file mode 100644
index 0000000..0191f55
--- /dev/null
+++ b/code/game/g_team.c
@@ -0,0 +1,1486 @@
+/*
+===========================================================================
+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"
+
+
+typedef struct teamgame_s {
+ float last_flag_capture;
+ int last_capture_team;
+ flagStatus_t redStatus; // CTF
+ flagStatus_t blueStatus; // CTF
+ flagStatus_t flagStatus; // One Flag CTF
+ int redTakenTime;
+ int blueTakenTime;
+ int redObeliskAttackedTime;
+ int blueObeliskAttackedTime;
+} teamgame_t;
+
+teamgame_t teamgame;
+
+gentity_t *neutralObelisk;
+
+void Team_SetFlagStatus( int team, flagStatus_t status );
+
+void Team_InitGame( void ) {
+ memset(&teamgame, 0, sizeof teamgame);
+
+ switch( g_gametype.integer ) {
+ case GT_CTF:
+ teamgame.redStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
+ teamgame.blueStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
+ break;
+#ifdef MISSIONPACK
+ case GT_1FCTF:
+ teamgame.flagStatus = -1; // Invalid to force update
+ Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
+ break;
+#endif
+ default:
+ break;
+ }
+}
+
+int OtherTeam(int team) {
+ if (team==TEAM_RED)
+ return TEAM_BLUE;
+ else if (team==TEAM_BLUE)
+ return TEAM_RED;
+ return team;
+}
+
+const char *TeamName(int team) {
+ if (team==TEAM_RED)
+ return "RED";
+ else if (team==TEAM_BLUE)
+ return "BLUE";
+ else if (team==TEAM_SPECTATOR)
+ return "SPECTATOR";
+ return "FREE";
+}
+
+const char *OtherTeamName(int team) {
+ if (team==TEAM_RED)
+ return "BLUE";
+ else if (team==TEAM_BLUE)
+ return "RED";
+ else if (team==TEAM_SPECTATOR)
+ return "SPECTATOR";
+ return "FREE";
+}
+
+const char *TeamColorString(int team) {
+ if (team==TEAM_RED)
+ return S_COLOR_RED;
+ else if (team==TEAM_BLUE)
+ return S_COLOR_BLUE;
+ else if (team==TEAM_SPECTATOR)
+ return S_COLOR_YELLOW;
+ return S_COLOR_WHITE;
+}
+
+// NULL for everyone
+void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
+ char msg[1024];
+ va_list argptr;
+ char *p;
+
+ va_start (argptr,fmt);
+ if (Q_vsnprintf (msg, sizeof(msg), fmt, argptr) > sizeof(msg)) {
+ G_Error ( "PrintMsg overrun" );
+ }
+ va_end (argptr);
+
+ // double quotes are bad
+ while ((p = strchr(msg, '"')) != NULL)
+ *p = '\'';
+
+ trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
+}
+
+/*
+==============
+AddTeamScore
+
+ used for gametype > GT_TEAM
+ for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
+==============
+*/
+void AddTeamScore(vec3_t origin, int team, int score) {
+ gentity_t *te;
+
+ te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
+ te->r.svFlags |= SVF_BROADCAST;
+
+ if ( team == TEAM_RED ) {
+ if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
+ //teams are tied sound
+ te->s.eventParm = GTS_TEAMS_ARE_TIED;
+ }
+ else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
+ level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
+ // red took the lead sound
+ te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
+ }
+ else {
+ // red scored sound
+ te->s.eventParm = GTS_REDTEAM_SCORED;
+ }
+ }
+ else {
+ if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
+ //teams are tied sound
+ te->s.eventParm = GTS_TEAMS_ARE_TIED;
+ }
+ else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
+ level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
+ // blue took the lead sound
+ te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
+ }
+ else {
+ // blue scored sound
+ te->s.eventParm = GTS_BLUETEAM_SCORED;
+ }
+ }
+ level.teamScores[ team ] += score;
+}
+
+/*
+==============
+OnSameTeam
+==============
+*/
+qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
+ if ( !ent1->client || !ent2->client ) {
+ return qfalse;
+ }
+
+ if ( g_gametype.integer < GT_TEAM ) {
+ return qfalse;
+ }
+
+ if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+
+static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
+static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
+
+void Team_SetFlagStatus( int team, flagStatus_t status ) {
+ qboolean modified = qfalse;
+
+ switch( team ) {
+ case TEAM_RED: // CTF
+ if( teamgame.redStatus != status ) {
+ teamgame.redStatus = status;
+ modified = qtrue;
+ }
+ break;
+
+ case TEAM_BLUE: // CTF
+ if( teamgame.blueStatus != status ) {
+ teamgame.blueStatus = status;
+ modified = qtrue;
+ }
+ break;
+
+ case TEAM_FREE: // One Flag CTF
+ if( teamgame.flagStatus != status ) {
+ teamgame.flagStatus = status;
+ modified = qtrue;
+ }
+ break;
+ }
+
+ if( modified ) {
+ char st[4];
+
+ if( g_gametype.integer == GT_CTF ) {
+ st[0] = ctfFlagStatusRemap[teamgame.redStatus];
+ st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
+ st[2] = 0;
+ }
+ else { // GT_1FCTF
+ st[0] = oneFlagStatusRemap[teamgame.flagStatus];
+ st[1] = 0;
+ }
+
+ trap_SetConfigstring( CS_FLAGSTATUS, st );
+ }
+}
+
+void Team_CheckDroppedItem( gentity_t *dropped ) {
+ if( dropped->item->giTag == PW_REDFLAG ) {
+ Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
+ }
+ else if( dropped->item->giTag == PW_BLUEFLAG ) {
+ Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
+ }
+ else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
+ }
+}
+
+/*
+================
+Team_ForceGesture
+================
+*/
+void Team_ForceGesture(int team) {
+ int i;
+ gentity_t *ent;
+
+ for (i = 0; i < MAX_CLIENTS; i++) {
+ ent = &g_entities[i];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->client->sess.sessionTeam != team)
+ continue;
+ //
+ ent->flags |= FL_FORCE_GESTURE;
+ }
+}
+
+/*
+================
+Team_FragBonuses
+
+Calculate the bonuses for flag defense, flag carrier defense, etc.
+Note that bonuses are not cumulative. You get one, they are in importance
+order.
+================
+*/
+void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
+{
+ int i;
+ gentity_t *ent;
+ int flag_pw, enemy_flag_pw;
+ int otherteam;
+ int tokens;
+ gentity_t *flag, *carrier = NULL;
+ char *c;
+ vec3_t v1, v2;
+ int team;
+
+ // no bonus for fragging yourself or team mates
+ if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
+ return;
+
+ team = targ->client->sess.sessionTeam;
+ otherteam = OtherTeam(targ->client->sess.sessionTeam);
+ if (otherteam < 0)
+ return; // whoever died isn't on a team
+
+ // same team, if the flag at base, check to he has the enemy flag
+ if (team == TEAM_RED) {
+ flag_pw = PW_REDFLAG;
+ enemy_flag_pw = PW_BLUEFLAG;
+ } else {
+ flag_pw = PW_BLUEFLAG;
+ enemy_flag_pw = PW_REDFLAG;
+ }
+
+ if (g_gametype.integer == GT_1FCTF) {
+ enemy_flag_pw = PW_NEUTRALFLAG;
+ }
+
+ // did the attacker frag the flag carrier?
+ tokens = 0;
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_HARVESTER ) {
+ tokens = targ->client->ps.generic1;
+ }
+#endif
+ if (targ->client->ps.powerups[enemy_flag_pw]) {
+ attacker->client->pers.teamState.lastfraggedcarrier = level.time;
+ AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
+ attacker->client->pers.teamState.fragcarrier++;
+ PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
+ attacker->client->pers.netname, TeamName(team));
+
+ // the target had the flag, clear the hurt carrier
+ // field on the other team
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+ if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
+ ent->client->pers.teamState.lasthurtcarrier = 0;
+ }
+ return;
+ }
+
+ // did the attacker frag a head carrier? other->client->ps.generic1
+ if (tokens) {
+ attacker->client->pers.teamState.lastfraggedcarrier = level.time;
+ AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
+ attacker->client->pers.teamState.fragcarrier++;
+ PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
+ attacker->client->pers.netname, TeamName(team));
+
+ // the target had the flag, clear the hurt carrier
+ // field on the other team
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+ if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
+ ent->client->pers.teamState.lasthurtcarrier = 0;
+ }
+ return;
+ }
+
+ if (targ->client->pers.teamState.lasthurtcarrier &&
+ level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
+ !attacker->client->ps.powerups[flag_pw]) {
+ // attacker is on the same team as the flag carrier and
+ // fragged a guy who hurt our flag carrier
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
+
+ attacker->client->pers.teamState.carrierdefense++;
+ targ->client->pers.teamState.lasthurtcarrier = 0;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ team = attacker->client->sess.sessionTeam;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ if (targ->client->pers.teamState.lasthurtcarrier &&
+ level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
+ // attacker is on the same team as the skull carrier and
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
+
+ attacker->client->pers.teamState.carrierdefense++;
+ targ->client->pers.teamState.lasthurtcarrier = 0;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ team = attacker->client->sess.sessionTeam;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ // flag and flag carrier area defense bonuses
+
+ // we have to find the flag and carrier entities
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_OBELISK ) {
+ // find the team obelisk
+ switch (attacker->client->sess.sessionTeam) {
+ case TEAM_RED:
+ c = "team_redobelisk";
+ break;
+ case TEAM_BLUE:
+ c = "team_blueobelisk";
+ break;
+ default:
+ return;
+ }
+
+ } else if (g_gametype.integer == GT_HARVESTER ) {
+ // find the center obelisk
+ c = "team_neutralobelisk";
+ } else {
+#endif
+ // find the flag
+ switch (attacker->client->sess.sessionTeam) {
+ case TEAM_RED:
+ c = "team_CTF_redflag";
+ break;
+ case TEAM_BLUE:
+ c = "team_CTF_blueflag";
+ break;
+ default:
+ return;
+ }
+ // find attacker's team's flag carrier
+ for (i = 0; i < g_maxclients.integer; i++) {
+ carrier = g_entities + i;
+ if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
+ break;
+ carrier = NULL;
+ }
+#ifdef MISSIONPACK
+ }
+#endif
+ flag = NULL;
+ while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
+ if (!(flag->flags & FL_DROPPED_ITEM))
+ break;
+ }
+
+ if (!flag)
+ return; // can't find attacker's flag
+
+ // ok we have the attackers flag and a pointer to the carrier
+
+ // check to see if we are defending the base's flag
+ VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
+ VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
+
+ if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
+ trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
+ ( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
+ trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
+ attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
+
+ // we defended the base flag
+ AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
+ attacker->client->pers.teamState.basedefense++;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+
+ if (carrier && carrier != attacker) {
+ VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
+ VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
+
+ if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
+ trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
+ ( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
+ trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
+ attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
+ AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
+ attacker->client->pers.teamState.carrierdefense++;
+
+ attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ return;
+ }
+ }
+}
+
+/*
+================
+Team_CheckHurtCarrier
+
+Check to see if attacker hurt the flag carrier. Needed when handing out bonuses for assistance to flag
+carrier defense.
+================
+*/
+void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
+{
+ int flag_pw;
+
+ if (!targ->client || !attacker->client)
+ return;
+
+ if (targ->client->sess.sessionTeam == TEAM_RED)
+ flag_pw = PW_BLUEFLAG;
+ else
+ flag_pw = PW_REDFLAG;
+
+ // flags
+ if (targ->client->ps.powerups[flag_pw] &&
+ targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
+ attacker->client->pers.teamState.lasthurtcarrier = level.time;
+
+ // skulls
+ if (targ->client->ps.generic1 &&
+ targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
+ attacker->client->pers.teamState.lasthurtcarrier = level.time;
+}
+
+
+gentity_t *Team_ResetFlag( int team ) {
+ char *c;
+ gentity_t *ent, *rent = NULL;
+
+ switch (team) {
+ case TEAM_RED:
+ c = "team_CTF_redflag";
+ break;
+ case TEAM_BLUE:
+ c = "team_CTF_blueflag";
+ break;
+ case TEAM_FREE:
+ c = "team_CTF_neutralflag";
+ break;
+ default:
+ return NULL;
+ }
+
+ ent = NULL;
+ while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
+ if (ent->flags & FL_DROPPED_ITEM)
+ G_FreeEntity(ent);
+ else {
+ rent = ent;
+ RespawnItem(ent);
+ }
+ }
+
+ Team_SetFlagStatus( team, FLAG_ATBASE );
+
+ return rent;
+}
+
+void Team_ResetFlags( void ) {
+ if( g_gametype.integer == GT_CTF ) {
+ Team_ResetFlag( TEAM_RED );
+ Team_ResetFlag( TEAM_BLUE );
+ }
+#ifdef MISSIONPACK
+ else if( g_gametype.integer == GT_1FCTF ) {
+ Team_ResetFlag( TEAM_FREE );
+ }
+#endif
+}
+
+void Team_ReturnFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_ReturnFlagSound\n");
+ return;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_RED_RETURN;
+ }
+ else {
+ te->s.eventParm = GTS_BLUE_RETURN;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_TakeFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_TakeFlagSound\n");
+ return;
+ }
+
+ // only play sound when the flag was at the base
+ // or not picked up the last 10 seconds
+ switch(team) {
+ case TEAM_RED:
+ if( teamgame.blueStatus != FLAG_ATBASE ) {
+ if (teamgame.blueTakenTime > level.time - 10000)
+ return;
+ }
+ teamgame.blueTakenTime = level.time;
+ break;
+
+ case TEAM_BLUE: // CTF
+ if( teamgame.redStatus != FLAG_ATBASE ) {
+ if (teamgame.redTakenTime > level.time - 10000)
+ return;
+ }
+ teamgame.redTakenTime = level.time;
+ break;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_RED_TAKEN;
+ }
+ else {
+ te->s.eventParm = GTS_BLUE_TAKEN;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_CaptureFlagSound( gentity_t *ent, int team ) {
+ gentity_t *te;
+
+ if (ent == NULL) {
+ G_Printf ("Warning: NULL passed to Team_CaptureFlagSound\n");
+ return;
+ }
+
+ te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( team == TEAM_BLUE ) {
+ te->s.eventParm = GTS_BLUE_CAPTURE;
+ }
+ else {
+ te->s.eventParm = GTS_RED_CAPTURE;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+}
+
+void Team_ReturnFlag( int team ) {
+ Team_ReturnFlagSound(Team_ResetFlag(team), team);
+ if( team == TEAM_FREE ) {
+ PrintMsg(NULL, "The flag has returned!\n" );
+ }
+ else {
+ PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
+ }
+}
+
+void Team_FreeEntity( gentity_t *ent ) {
+ if( ent->item->giTag == PW_REDFLAG ) {
+ Team_ReturnFlag( TEAM_RED );
+ }
+ else if( ent->item->giTag == PW_BLUEFLAG ) {
+ Team_ReturnFlag( TEAM_BLUE );
+ }
+ else if( ent->item->giTag == PW_NEUTRALFLAG ) {
+ Team_ReturnFlag( TEAM_FREE );
+ }
+}
+
+/*
+==============
+Team_DroppedFlagThink
+
+Automatically set in Launch_Item if the item is one of the flags
+
+Flags are unique in that if they are dropped, the base flag must be respawned when they time out
+==============
+*/
+void Team_DroppedFlagThink(gentity_t *ent) {
+ int team = TEAM_FREE;
+
+ if( ent->item->giTag == PW_REDFLAG ) {
+ team = TEAM_RED;
+ }
+ else if( ent->item->giTag == PW_BLUEFLAG ) {
+ team = TEAM_BLUE;
+ }
+ else if( ent->item->giTag == PW_NEUTRALFLAG ) {
+ team = TEAM_FREE;
+ }
+
+ Team_ReturnFlagSound( Team_ResetFlag( team ), team );
+ // Reset Flag will delete this entity
+}
+
+
+/*
+==============
+Team_DroppedFlagThink
+==============
+*/
+int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
+ int i;
+ gentity_t *player;
+ gclient_t *cl = other->client;
+ int enemy_flag;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ enemy_flag = PW_NEUTRALFLAG;
+ }
+ else {
+#endif
+ if (cl->sess.sessionTeam == TEAM_RED) {
+ enemy_flag = PW_BLUEFLAG;
+ } else {
+ enemy_flag = PW_REDFLAG;
+ }
+
+ if ( ent->flags & FL_DROPPED_ITEM ) {
+ // hey, its not home. return it by teleporting it back
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
+ cl->pers.netname, TeamName(team));
+ AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
+ other->client->pers.teamState.flagrecovery++;
+ other->client->pers.teamState.lastreturnedflag = level.time;
+ //ResetFlag will remove this entity! We must return zero
+ Team_ReturnFlagSound(Team_ResetFlag(team), team);
+ return 0;
+ }
+#ifdef MISSIONPACK
+ }
+#endif
+
+ // the flag is at home base. if the player has the enemy
+ // flag, he's just won!
+ if (!cl->ps.powerups[enemy_flag])
+ return 0; // We don't have the flag
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
+ }
+ else {
+#endif
+ PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
+#ifdef MISSIONPACK
+ }
+#endif
+
+ cl->ps.powerups[enemy_flag] = 0;
+
+ teamgame.last_flag_capture = level.time;
+ teamgame.last_capture_team = team;
+
+ // Increase the team's score
+ AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
+ Team_ForceGesture(other->client->sess.sessionTeam);
+
+ other->client->pers.teamState.captures++;
+ // add the sprite over the player's head
+ other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ other->client->ps.eFlags |= EF_AWARD_CAP;
+ other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ other->client->ps.persistant[PERS_CAPTURES]++;
+
+ // other gets another 10 frag bonus
+ AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
+
+ Team_CaptureFlagSound( ent, team );
+
+ // Ok, let's do the player loop, hand out the bonuses
+ for (i = 0; i < g_maxclients.integer; i++) {
+ player = &g_entities[i];
+
+ // also make sure we don't award assist bonuses to the flag carrier himself.
+ if (!player->inuse || player == other)
+ continue;
+
+ if (player->client->sess.sessionTeam !=
+ cl->sess.sessionTeam) {
+ player->client->pers.teamState.lasthurtcarrier = -5;
+ } else if (player->client->sess.sessionTeam ==
+ cl->sess.sessionTeam) {
+ if (player != other)
+ AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
+ // award extra points for capture assists
+ if (player->client->pers.teamState.lastreturnedflag +
+ CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
+ AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
+ other->client->pers.teamState.assists++;
+
+ player->client->ps.persistant[PERS_ASSIST_COUNT]++;
+ // add the sprite over the player's head
+ player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ player->client->ps.eFlags |= EF_AWARD_ASSIST;
+ player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ } else if (player->client->pers.teamState.lastfraggedcarrier +
+ CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
+ AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
+ other->client->pers.teamState.assists++;
+ player->client->ps.persistant[PERS_ASSIST_COUNT]++;
+ // add the sprite over the player's head
+ player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ player->client->ps.eFlags |= EF_AWARD_ASSIST;
+ player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }
+ }
+ }
+ Team_ResetFlags();
+
+ CalculateRanks();
+
+ return 0; // Do not respawn this automatically
+}
+
+int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
+ gclient_t *cl = other->client;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
+
+ cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
+
+ if( team == TEAM_RED ) {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
+ }
+ else {
+ Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
+ }
+ }
+ else{
+#endif
+ PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
+ other->client->pers.netname, TeamName(team));
+
+ if (team == TEAM_RED)
+ cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
+ else
+ cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
+
+ Team_SetFlagStatus( team, FLAG_TAKEN );
+#ifdef MISSIONPACK
+ }
+#endif
+
+ AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
+ cl->pers.teamState.flagsince = level.time;
+ Team_TakeFlagSound( ent, team );
+
+ return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
+}
+
+int Pickup_Team( gentity_t *ent, gentity_t *other ) {
+ int team;
+ gclient_t *cl = other->client;
+
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_OBELISK ) {
+ // there are no team items that can be picked up in obelisk
+ G_FreeEntity( ent );
+ return 0;
+ }
+
+ if( g_gametype.integer == GT_HARVESTER ) {
+ // the only team items that can be picked up in harvester are the cubes
+ if( ent->spawnflags != cl->sess.sessionTeam ) {
+ cl->ps.generic1 += 1;
+ }
+ G_FreeEntity( ent );
+ return 0;
+ }
+#endif
+ // figure out what team this flag is
+ if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
+ team = TEAM_RED;
+ }
+ else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
+ team = TEAM_BLUE;
+ }
+#ifdef MISSIONPACK
+ else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0 ) {
+ team = TEAM_FREE;
+ }
+#endif
+ else {
+ PrintMsg ( other, "Don't know what team the flag is on.\n");
+ return 0;
+ }
+#ifdef MISSIONPACK
+ if( g_gametype.integer == GT_1FCTF ) {
+ if( team == TEAM_FREE ) {
+ return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
+ }
+ if( team != cl->sess.sessionTeam) {
+ return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
+ }
+ return 0;
+ }
+#endif
+ // GT_CTF
+ if( team == cl->sess.sessionTeam) {
+ return Team_TouchOurFlag( ent, other, team );
+ }
+ return Team_TouchEnemyFlag( ent, other, team );
+}
+
+/*
+===========
+Team_GetLocation
+
+Report a location for the player. Uses placed nearby target_location entities
+============
+*/
+gentity_t *Team_GetLocation(gentity_t *ent)
+{
+ gentity_t *eloc, *best;
+ float bestlen, len;
+ vec3_t origin;
+
+ best = NULL;
+ bestlen = 3*8192.0*8192.0;
+
+ VectorCopy( ent->r.currentOrigin, origin );
+
+ for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
+ len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
+ + ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
+ + ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
+
+ if ( len > bestlen ) {
+ continue;
+ }
+
+ if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
+ continue;
+ }
+
+ bestlen = len;
+ best = eloc;
+ }
+
+ return best;
+}
+
+
+/*
+===========
+Team_GetLocation
+
+Report a location for the player. Uses placed nearby target_location entities
+============
+*/
+qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
+{
+ gentity_t *best;
+
+ best = Team_GetLocation( ent );
+
+ if (!best)
+ return qfalse;
+
+ if (best->count) {
+ if (best->count < 0)
+ best->count = 0;
+ if (best->count > 7)
+ best->count = 7;
+ Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
+ } else
+ Com_sprintf(loc, loclen, "%s", best->message);
+
+ return qtrue;
+}
+
+
+/*---------------------------------------------------------------------------*/
+
+/*
+================
+SelectRandomTeamSpawnPoint
+
+go to a random point that doesn't telefrag
+================
+*/
+#define MAX_TEAM_SPAWN_POINTS 32
+gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
+ gentity_t *spot;
+ int count;
+ int selection;
+ gentity_t *spots[MAX_TEAM_SPAWN_POINTS];
+ char *classname;
+
+ if (teamstate == TEAM_BEGIN) {
+ if (team == TEAM_RED)
+ classname = "team_CTF_redplayer";
+ else if (team == TEAM_BLUE)
+ classname = "team_CTF_blueplayer";
+ else
+ return NULL;
+ } else {
+ if (team == TEAM_RED)
+ classname = "team_CTF_redspawn";
+ else if (team == TEAM_BLUE)
+ classname = "team_CTF_bluespawn";
+ else
+ return NULL;
+ }
+ count = 0;
+
+ spot = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
+ if ( SpotWouldTelefrag( spot ) ) {
+ continue;
+ }
+ spots[ count ] = spot;
+ if (++count == MAX_TEAM_SPAWN_POINTS)
+ break;
+ }
+
+ if ( !count ) { // no spots that won't telefrag
+ return G_Find( NULL, FOFS(classname), classname);
+ }
+
+ selection = rand() % count;
+ return spots[ selection ];
+}
+
+
+/*
+===========
+SelectCTFSpawnPoint
+
+============
+*/
+gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot ) {
+ gentity_t *spot;
+
+ spot = SelectRandomTeamSpawnPoint ( teamstate, team );
+
+ if (!spot) {
+ return SelectSpawnPoint( vec3_origin, origin, angles, isbot );
+ }
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+
+ return spot;
+}
+
+/*---------------------------------------------------------------------------*/
+
+static int QDECL SortClients( const void *a, const void *b ) {
+ return *(int *)a - *(int *)b;
+}
+
+
+/*
+==================
+TeamplayLocationsMessage
+
+Format:
+ clientNum location health armor weapon powerups
+
+==================
+*/
+void TeamplayInfoMessage( gentity_t *ent ) {
+ char entry[1024];
+ char string[8192];
+ int stringlength;
+ int i, j;
+ gentity_t *player;
+ int cnt;
+ int h, a;
+ int clients[TEAM_MAXOVERLAY];
+
+ if ( ! ent->client->pers.teamInfo )
+ return;
+
+ // figure out what client should be on the display
+ // we are limited to 8, but we want to use the top eight players
+ // but in client order (so they don't keep changing position on the overlay)
+ for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
+ player = g_entities + level.sortedClients[i];
+ if (player->inuse && player->client->sess.sessionTeam ==
+ ent->client->sess.sessionTeam ) {
+ clients[cnt++] = level.sortedClients[i];
+ }
+ }
+
+ // We have the top eight players, sort them by clientNum
+ qsort( clients, cnt, sizeof( clients[0] ), SortClients );
+
+ // send the latest information on all clients
+ string[0] = 0;
+ stringlength = 0;
+
+ for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
+ player = g_entities + i;
+ if (player->inuse && player->client->sess.sessionTeam ==
+ ent->client->sess.sessionTeam ) {
+
+ h = player->client->ps.stats[STAT_HEALTH];
+ a = player->client->ps.stats[STAT_ARMOR];
+ if (h < 0) h = 0;
+ if (a < 0) a = 0;
+
+ Com_sprintf (entry, sizeof(entry),
+ " %i %i %i %i %i %i",
+// level.sortedClients[i], player->client->pers.teamState.location, h, a,
+ i, player->client->pers.teamState.location, h, a,
+ player->client->ps.weapon, player->s.powerups);
+ j = strlen(entry);
+ if (stringlength + j > sizeof(string))
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ cnt++;
+ }
+ }
+
+ trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
+}
+
+void CheckTeamStatus(void) {
+ int i;
+ gentity_t *loc, *ent;
+
+ if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
+
+ level.lastTeamLocationTime = level.time;
+
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+
+ if ( ent->client->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+
+ if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
+ loc = Team_GetLocation( ent );
+ if (loc)
+ ent->client->pers.teamState.location = loc->health;
+ else
+ ent->client->pers.teamState.location = 0;
+ }
+ }
+
+ for (i = 0; i < g_maxclients.integer; i++) {
+ ent = g_entities + i;
+
+ if ( ent->client->pers.connected != CON_CONNECTED ) {
+ continue;
+ }
+
+ if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED || ent->client->sess.sessionTeam == TEAM_BLUE)) {
+ TeamplayInfoMessage( ent );
+ }
+ }
+ }
+}
+
+/*-----------------------------------------------------------------*/
+
+/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
+Only in CTF games. Red players spawn here at game start.
+*/
+void SP_team_CTF_redplayer( gentity_t *ent ) {
+}
+
+
+/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
+Only in CTF games. Blue players spawn here at game start.
+*/
+void SP_team_CTF_blueplayer( gentity_t *ent ) {
+}
+
+
+/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
+potential spawning position for red team in CTF games.
+Targets will be fired when someone spawns in on them.
+*/
+void SP_team_CTF_redspawn(gentity_t *ent) {
+}
+
+/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for blue team in CTF games.
+Targets will be fired when someone spawns in on them.
+*/
+void SP_team_CTF_bluespawn(gentity_t *ent) {
+}
+
+
+#ifdef MISSIONPACK
+/*
+================
+Obelisks
+================
+*/
+
+static void ObeliskRegen( gentity_t *self ) {
+ self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
+ if( self->health >= g_obeliskHealth.integer ) {
+ return;
+ }
+
+ G_AddEvent( self, EV_POWERUP_REGEN, 0 );
+ self->health += g_obeliskRegenAmount.integer;
+ if ( self->health > g_obeliskHealth.integer ) {
+ self->health = g_obeliskHealth.integer;
+ }
+
+ self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
+ self->activator->s.frame = 0;
+}
+
+
+static void ObeliskRespawn( gentity_t *self ) {
+ self->takedamage = qtrue;
+ self->health = g_obeliskHealth.integer;
+
+ self->think = ObeliskRegen;
+ self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
+
+ self->activator->s.frame = 0;
+}
+
+
+static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
+ int otherTeam;
+
+ otherTeam = OtherTeam( self->spawnflags );
+ AddTeamScore(self->s.pos.trBase, otherTeam, 1);
+ Team_ForceGesture(otherTeam);
+
+ CalculateRanks();
+
+ self->takedamage = qfalse;
+ self->think = ObeliskRespawn;
+ self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
+
+ self->activator->s.modelindex2 = 0xff;
+ self->activator->s.frame = 2;
+
+ G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
+
+ AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
+
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ attacker->client->ps.eFlags |= EF_AWARD_CAP;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ attacker->client->ps.persistant[PERS_CAPTURES]++;
+
+ teamgame.redObeliskAttackedTime = 0;
+ teamgame.blueObeliskAttackedTime = 0;
+}
+
+
+static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
+ int tokens;
+
+ if ( !other->client ) {
+ return;
+ }
+
+ if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
+ return;
+ }
+
+ tokens = other->client->ps.generic1;
+ if( tokens <= 0 ) {
+ return;
+ }
+
+ PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
+ other->client->pers.netname, tokens, tokens ? "s" : "" );
+
+ AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
+ Team_ForceGesture(other->client->sess.sessionTeam);
+
+ AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
+
+ // add the sprite over the player's head
+ other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ other->client->ps.eFlags |= EF_AWARD_CAP;
+ other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ other->client->ps.persistant[PERS_CAPTURES] += tokens;
+
+ other->client->ps.generic1 = 0;
+ CalculateRanks();
+
+ Team_CaptureFlagSound( self, self->spawnflags );
+}
+
+static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
+ int actualDamage = damage / 10;
+ if (actualDamage <= 0) {
+ actualDamage = 1;
+ }
+ self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
+ if (!self->activator->s.frame) {
+ G_AddEvent(self, EV_OBELISKPAIN, 0);
+ }
+ self->activator->s.frame = 1;
+ AddScore(attacker, self->r.currentOrigin, actualDamage);
+}
+
+gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
+ trace_t tr;
+ vec3_t dest;
+ gentity_t *ent;
+
+ ent = G_Spawn();
+
+ VectorCopy( origin, ent->s.origin );
+ VectorCopy( origin, ent->s.pos.trBase );
+ VectorCopy( origin, ent->r.currentOrigin );
+
+ VectorSet( ent->r.mins, -15, -15, 0 );
+ VectorSet( ent->r.maxs, 15, 15, 87 );
+
+ ent->s.eType = ET_GENERAL;
+ ent->flags = FL_NO_KNOCKBACK;
+
+ if( g_gametype.integer == GT_OBELISK ) {
+ ent->r.contents = CONTENTS_SOLID;
+ ent->takedamage = qtrue;
+ ent->health = g_obeliskHealth.integer;
+ ent->die = ObeliskDie;
+ ent->pain = ObeliskPain;
+ ent->think = ObeliskRegen;
+ ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
+ }
+ if( g_gametype.integer == GT_HARVESTER ) {
+ ent->r.contents = CONTENTS_TRIGGER;
+ ent->touch = ObeliskTouch;
+ }
+
+ if ( spawnflags & 1 ) {
+ // suspended
+ G_SetOrigin( ent, ent->s.origin );
+ } else {
+ // mappers like to put them exactly on the floor, but being coplanar
+ // will sometimes show up as starting in solid, so lif it up one pixel
+ ent->s.origin[2] += 1;
+
+ // drop to floor
+ VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
+ trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
+ if ( tr.startsolid ) {
+ ent->s.origin[2] -= 1;
+ G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
+
+ ent->s.groundEntityNum = ENTITYNUM_NONE;
+ G_SetOrigin( ent, ent->s.origin );
+ }
+ else {
+ // allow to ride movers
+ ent->s.groundEntityNum = tr.entityNum;
+ G_SetOrigin( ent, tr.endpos );
+ }
+ }
+
+ ent->spawnflags = team;
+
+ trap_LinkEntity( ent );
+
+ return ent;
+}
+
+/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
+*/
+void SP_team_redobelisk( gentity_t *ent ) {
+ gentity_t *obelisk;
+
+ if ( g_gametype.integer <= GT_TEAM ) {
+ G_FreeEntity(ent);
+ return;
+ }
+ ent->s.eType = ET_TEAM;
+ if ( g_gametype.integer == GT_OBELISK ) {
+ obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
+ obelisk->activator = ent;
+ // initial obelisk health value
+ ent->s.modelindex2 = 0xff;
+ ent->s.frame = 0;
+ }
+ if ( g_gametype.integer == GT_HARVESTER ) {
+ obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
+ obelisk->activator = ent;
+ }
+ ent->s.modelindex = TEAM_RED;
+ trap_LinkEntity(ent);
+}
+
+/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
+*/
+void SP_team_blueobelisk( gentity_t *ent ) {
+ gentity_t *obelisk;
+
+ if ( g_gametype.integer <= GT_TEAM ) {
+ G_FreeEntity(ent);
+ return;
+ }
+ ent->s.eType = ET_TEAM;
+ if ( g_gametype.integer == GT_OBELISK ) {
+ obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
+ obelisk->activator = ent;
+ // initial obelisk health value
+ ent->s.modelindex2 = 0xff;
+ ent->s.frame = 0;
+ }
+ if ( g_gametype.integer == GT_HARVESTER ) {
+ obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
+ obelisk->activator = ent;
+ }
+ ent->s.modelindex = TEAM_BLUE;
+ trap_LinkEntity(ent);
+}
+
+/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
+*/
+void SP_team_neutralobelisk( gentity_t *ent ) {
+ if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
+ G_FreeEntity(ent);
+ return;
+ }
+ ent->s.eType = ET_TEAM;
+ if ( g_gametype.integer == GT_HARVESTER) {
+ neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
+ neutralObelisk->spawnflags = TEAM_FREE;
+ }
+ ent->s.modelindex = TEAM_FREE;
+ trap_LinkEntity(ent);
+}
+
+
+/*
+================
+CheckObeliskAttack
+================
+*/
+qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
+ gentity_t *te;
+
+ // if this really is an obelisk
+ if( obelisk->die != ObeliskDie ) {
+ return qfalse;
+ }
+
+ // if the attacker is a client
+ if( !attacker->client ) {
+ return qfalse;
+ }
+
+ // if the obelisk is on the same team as the attacker then don't hurt it
+ if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
+ return qtrue;
+ }
+
+ // obelisk may be hurt
+
+ // if not played any sounds recently
+ if ((obelisk->spawnflags == TEAM_RED &&
+ teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
+ (obelisk->spawnflags == TEAM_BLUE &&
+ teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
+
+ // tell which obelisk is under attack
+ te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
+ if( obelisk->spawnflags == TEAM_RED ) {
+ te->s.eventParm = GTS_REDOBELISK_ATTACKED;
+ teamgame.redObeliskAttackedTime = level.time;
+ }
+ else {
+ te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
+ teamgame.blueObeliskAttackedTime = level.time;
+ }
+ te->r.svFlags |= SVF_BROADCAST;
+ }
+
+ return qfalse;
+}
+#endif
diff --git a/code/game/g_team.h b/code/game/g_team.h
new file mode 100644
index 0000000..ca54caf
--- /dev/null
+++ b/code/game/g_team.h
@@ -0,0 +1,88 @@
+/*
+===========================================================================
+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
+===========================================================================
+*/
+//
+
+#ifdef MISSIONPACK
+
+#define CTF_CAPTURE_BONUS 100 // what you get for capture
+#define CTF_TEAM_BONUS 25 // what your team gets for capture
+#define CTF_RECOVERY_BONUS 10 // what you get for recovery
+#define CTF_FLAG_BONUS 10 // what you get for picking up enemy flag
+#define CTF_FRAG_CARRIER_BONUS 20 // what you get for fragging enemy flag carrier
+#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
+
+#define CTF_CARRIER_DANGER_PROTECT_BONUS 5 // bonus for fraggin someone who has recently hurt your flag carrier
+#define CTF_CARRIER_PROTECT_BONUS 2 // bonus for fraggin someone while either you or your target are near your flag carrier
+#define CTF_FLAG_DEFENSE_BONUS 10 // bonus for fraggin someone while either you or your target are near your flag
+#define CTF_RETURN_FLAG_ASSIST_BONUS 10 // awarded for returning a flag that causes a capture to happen almost immediately
+#define CTF_FRAG_CARRIER_ASSIST_BONUS 10 // award for fragging a flag carrier if a capture happens almost immediately
+
+#else
+
+#define CTF_CAPTURE_BONUS 5 // what you get for capture
+#define CTF_TEAM_BONUS 0 // what your team gets for capture
+#define CTF_RECOVERY_BONUS 1 // what you get for recovery
+#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
+#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
+#define CTF_FLAG_RETURN_TIME 40000 // seconds until auto return
+
+#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
+#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
+#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
+#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
+#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
+
+#endif
+
+#define CTF_TARGET_PROTECT_RADIUS 1000 // the radius around an object being defended where a target will be worth extra frags
+#define CTF_ATTACKER_PROTECT_RADIUS 1000 // the radius around an object being defended where an attacker will get extra frags when making kills
+
+#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8000
+#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10000
+#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10000
+
+#define CTF_GRAPPLE_SPEED 750 // speed of grapple in flight
+#define CTF_GRAPPLE_PULL_SPEED 750 // speed player is pulled at
+
+#define OVERLOAD_ATTACK_BASE_SOUND_TIME 20000
+
+// Prototypes
+
+int OtherTeam(int team);
+const char *TeamName(int team);
+const char *OtherTeamName(int team);
+const char *TeamColorString(int team);
+void AddTeamScore(vec3_t origin, int team, int score);
+
+void Team_DroppedFlagThink(gentity_t *ent);
+void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker);
+void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker);
+void Team_InitGame(void);
+void Team_ReturnFlag(int team);
+void Team_FreeEntity(gentity_t *ent);
+gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles, qboolean isbot );
+gentity_t *Team_GetLocation(gentity_t *ent);
+qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen);
+void TeamplayInfoMessage( gentity_t *ent );
+void CheckTeamStatus(void);
+
+int Pickup_Team( gentity_t *ent, gentity_t *other );
diff --git a/code/game/g_trigger.c b/code/game/g_trigger.c
new file mode 100644
index 0000000..5a9538c
--- /dev/null
+++ b/code/game/g_trigger.c
@@ -0,0 +1,465 @@
+/*
+===========================================================================
+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"
+
+
+void InitTrigger( gentity_t *self ) {
+ if (!VectorCompare (self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ trap_SetBrushModel( self, self->model );
+ self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+
+// the wait time has passed, so set back up for another activation
+void multi_wait( gentity_t *ent ) {
+ ent->nextthink = 0;
+}
+
+
+// the trigger was just activated
+// ent->activator should be set to the activator so it can be held through a delay
+// so wait for the delay time before firing
+void multi_trigger( gentity_t *ent, gentity_t *activator ) {
+ ent->activator = activator;
+ if ( ent->nextthink ) {
+ return; // can't retrigger until the wait is over
+ }
+
+ if ( activator->client ) {
+ if ( ( ent->spawnflags & 1 ) &&
+ activator->client->sess.sessionTeam != TEAM_RED ) {
+ return;
+ }
+ if ( ( ent->spawnflags & 2 ) &&
+ activator->client->sess.sessionTeam != TEAM_BLUE ) {
+ return;
+ }
+ }
+
+ G_UseTargets (ent, ent->activator);
+
+ if ( ent->wait > 0 ) {
+ ent->think = multi_wait;
+ ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
+ } else {
+ // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent->touch = 0;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = G_FreeEntity;
+ }
+}
+
+void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
+ multi_trigger( ent, activator );
+}
+
+void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
+ if( !other->client ) {
+ return;
+ }
+ multi_trigger( self, other );
+}
+
+/*QUAKED trigger_multiple (.5 .5 .5) ?
+"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
+"random" wait variance, default is 0
+Variable sized repeatable trigger. Must be targeted at one or more entities.
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+*/
+void SP_trigger_multiple( gentity_t *ent ) {
+ G_SpawnFloat( "wait", "0.5", &ent->wait );
+ G_SpawnFloat( "random", "0", &ent->random );
+
+ if ( ent->random >= ent->wait && ent->wait >= 0 ) {
+ ent->random = ent->wait - FRAMETIME;
+ G_Printf( "trigger_multiple has random >= wait\n" );
+ }
+
+ ent->touch = Touch_Multi;
+ ent->use = Use_Multi;
+
+ InitTrigger( ent );
+ trap_LinkEntity (ent);
+}
+
+
+
+/*
+==============================================================================
+
+trigger_always
+
+==============================================================================
+*/
+
+void trigger_always_think( gentity_t *ent ) {
+ G_UseTargets(ent, ent);
+ G_FreeEntity( ent );
+}
+
+/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This trigger will always fire. It is activated by the world.
+*/
+void SP_trigger_always (gentity_t *ent) {
+ // we must have some delay to make sure our use targets are present
+ ent->nextthink = level.time + 300;
+ ent->think = trigger_always_think;
+}
+
+
+/*
+==============================================================================
+
+trigger_push
+
+==============================================================================
+*/
+
+void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
+
+ if ( !other->client ) {
+ return;
+ }
+
+ BG_TouchJumpPad( &other->client->ps, &self->s );
+}
+
+
+/*
+=================
+AimAtTarget
+
+Calculate origin2 so the target apogee will be hit
+=================
+*/
+void AimAtTarget( gentity_t *self ) {
+ gentity_t *ent;
+ vec3_t origin;
+ float height, gravity, time, forward;
+ float dist;
+
+ VectorAdd( self->r.absmin, self->r.absmax, origin );
+ VectorScale ( origin, 0.5, origin );
+
+ ent = G_PickTarget( self->target );
+ if ( !ent ) {
+ G_FreeEntity( self );
+ return;
+ }
+
+ height = ent->s.origin[2] - origin[2];
+ gravity = g_gravity.value;
+ time = sqrt( height / ( .5 * gravity ) );
+ if ( !time ) {
+ G_FreeEntity( self );
+ return;
+ }
+
+ // set s.origin2 to the push velocity
+ VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
+ self->s.origin2[2] = 0;
+ dist = VectorNormalize( self->s.origin2);
+
+ forward = dist / time;
+ VectorScale( self->s.origin2, forward, self->s.origin2 );
+
+ self->s.origin2[2] = time * gravity;
+}
+
+
+/*QUAKED trigger_push (.5 .5 .5) ?
+Must point at a target_position, which will be the apex of the leap.
+This will be client side predicted, unlike target_push
+*/
+void SP_trigger_push( gentity_t *self ) {
+ InitTrigger (self);
+
+ // unlike other triggers, we need to send this one to the client
+ self->r.svFlags &= ~SVF_NOCLIENT;
+
+ // make sure the client precaches this sound
+ G_SoundIndex("sound/world/jumppad.wav");
+
+ self->s.eType = ET_PUSH_TRIGGER;
+ self->touch = trigger_push_touch;
+ self->think = AimAtTarget;
+ self->nextthink = level.time + FRAMETIME;
+ trap_LinkEntity (self);
+}
+
+
+void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ if ( !activator->client ) {
+ return;
+ }
+
+ if ( activator->client->ps.pm_type != PM_NORMAL ) {
+ return;
+ }
+ if ( activator->client->ps.powerups[PW_FLIGHT] ) {
+ return;
+ }
+
+ VectorCopy (self->s.origin2, activator->client->ps.velocity);
+
+ // play fly sound every 1.5 seconds
+ if ( activator->fly_sound_debounce_time < level.time ) {
+ activator->fly_sound_debounce_time = level.time + 1500;
+ G_Sound( activator, CHAN_AUTO, self->noise_index );
+ }
+}
+
+/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
+Pushes the activator in the direction.of angle, or towards a target apex.
+"speed" defaults to 1000
+if "bouncepad", play bounce noise instead of windfly
+*/
+void SP_target_push( gentity_t *self ) {
+ if (!self->speed) {
+ self->speed = 1000;
+ }
+ G_SetMovedir (self->s.angles, self->s.origin2);
+ VectorScale (self->s.origin2, self->speed, self->s.origin2);
+
+ if ( self->spawnflags & 1 ) {
+ self->noise_index = G_SoundIndex("sound/world/jumppad.wav");
+ } else {
+ self->noise_index = G_SoundIndex("sound/misc/windfly.wav");
+ }
+ if ( self->target ) {
+ VectorCopy( self->s.origin, self->r.absmin );
+ VectorCopy( self->s.origin, self->r.absmax );
+ self->think = AimAtTarget;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ self->use = Use_target_push;
+}
+
+/*
+==============================================================================
+
+trigger_teleport
+
+==============================================================================
+*/
+
+void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
+ gentity_t *dest;
+
+ if ( !other->client ) {
+ return;
+ }
+ if ( other->client->ps.pm_type == PM_DEAD ) {
+ return;
+ }
+ // Spectators only?
+ if ( ( self->spawnflags & 1 ) &&
+ other->client->sess.sessionTeam != TEAM_SPECTATOR ) {
+ return;
+ }
+
+
+ dest = G_PickTarget( self->target );
+ if (!dest) {
+ G_Printf ("Couldn't find teleporter destination\n");
+ return;
+ }
+
+ TeleportPlayer( other, dest->s.origin, dest->s.angles );
+}
+
+
+/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
+Allows client side prediction of teleportation events.
+Must point at a target_position, which will be the teleport destination.
+
+If spectator is set, only spectators can use this teleport
+Spectator teleporters are not normally placed in the editor, but are created
+automatically near doors to allow spectators to move through them
+*/
+void SP_trigger_teleport( gentity_t *self ) {
+ InitTrigger (self);
+
+ // unlike other triggers, we need to send this one to the client
+ // unless is a spectator trigger
+ if ( self->spawnflags & 1 ) {
+ self->r.svFlags |= SVF_NOCLIENT;
+ } else {
+ self->r.svFlags &= ~SVF_NOCLIENT;
+ }
+
+ // make sure the client precaches this sound
+ G_SoundIndex("sound/world/jumppad.wav");
+
+ self->s.eType = ET_TELEPORT_TRIGGER;
+ self->touch = trigger_teleporter_touch;
+
+ trap_LinkEntity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_hurt
+
+==============================================================================
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
+Any entity that touches this will be hurt.
+It does dmg points of damage each server frame
+Targeting the trigger will toggle its on / off state.
+
+SILENT supresses playing the sound
+SLOW changes the damage rate to once per second
+NO_PROTECTION *nothing* stops the damage
+
+"dmg" default 5 (whole numbers only)
+
+*/
+void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ if ( self->r.linked ) {
+ trap_UnlinkEntity( self );
+ } else {
+ trap_LinkEntity( self );
+ }
+}
+
+void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
+ int dflags;
+
+ if ( !other->takedamage ) {
+ return;
+ }
+
+ if ( self->timestamp > level.time ) {
+ return;
+ }
+
+ if ( self->spawnflags & 16 ) {
+ self->timestamp = level.time + 1000;
+ } else {
+ self->timestamp = level.time + FRAMETIME;
+ }
+
+ // play sound
+ if ( !(self->spawnflags & 4) ) {
+ G_Sound( other, CHAN_AUTO, self->noise_index );
+ }
+
+ if (self->spawnflags & 8)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
+}
+
+void SP_trigger_hurt( gentity_t *self ) {
+ InitTrigger (self);
+
+ self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
+ self->touch = hurt_touch;
+
+ if ( !self->damage ) {
+ self->damage = 5;
+ }
+
+ self->r.contents = CONTENTS_TRIGGER;
+
+ if ( self->spawnflags & 2 ) {
+ self->use = hurt_use;
+ }
+
+ // link in to the world if starting active
+ if ( ! (self->spawnflags & 1) ) {
+ trap_LinkEntity (self);
+ }
+}
+
+
+/*
+==============================================================================
+
+timer
+
+==============================================================================
+*/
+
+
+/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
+This should be renamed trigger_timer...
+Repeatedly fires its targets.
+Can be turned on or off by using.
+
+"wait" base time between triggering all targets, default is 1
+"random" wait variance, default is 0
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+
+*/
+void func_timer_think( gentity_t *self ) {
+ G_UseTargets (self, self->activator);
+ // set time before next firing
+ self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
+}
+
+void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
+ self->activator = activator;
+
+ // if on, turn it off
+ if ( self->nextthink ) {
+ self->nextthink = 0;
+ return;
+ }
+
+ // turn it on
+ func_timer_think (self);
+}
+
+void SP_func_timer( gentity_t *self ) {
+ G_SpawnFloat( "random", "1", &self->random);
+ G_SpawnFloat( "wait", "1", &self->wait );
+
+ self->use = func_timer_use;
+ self->think = func_timer_think;
+
+ if ( self->random >= self->wait ) {
+ self->random = self->wait - FRAMETIME;
+ G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
+ }
+
+ if ( self->spawnflags & 1 ) {
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = self;
+ }
+
+ self->r.svFlags = SVF_NOCLIENT;
+}
+
+
diff --git a/code/game/g_utils.c b/code/game/g_utils.c
new file mode 100644
index 0000000..4178155
--- /dev/null
+++ b/code/game/g_utils.c
@@ -0,0 +1,666 @@
+/*
+===========================================================================
+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_utils.c -- misc utility functions for game module
+
+#include "g_local.h"
+
+typedef struct {
+ char oldShader[MAX_QPATH];
+ char newShader[MAX_QPATH];
+ float timeOffset;
+} shaderRemap_t;
+
+#define MAX_SHADER_REMAPS 128
+
+int remapCount = 0;
+shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];
+
+void AddRemap(const char *oldShader, const char *newShader, float timeOffset) {
+ int i;
+
+ for (i = 0; i < remapCount; i++) {
+ if (Q_stricmp(oldShader, remappedShaders[i].oldShader) == 0) {
+ // found it, just update this one
+ strcpy(remappedShaders[i].newShader,newShader);
+ remappedShaders[i].timeOffset = timeOffset;
+ return;
+ }
+ }
+ if (remapCount < MAX_SHADER_REMAPS) {
+ strcpy(remappedShaders[remapCount].newShader,newShader);
+ strcpy(remappedShaders[remapCount].oldShader,oldShader);
+ remappedShaders[remapCount].timeOffset = timeOffset;
+ remapCount++;
+ }
+}
+
+const char *BuildShaderStateConfig(void) {
+ static char buff[MAX_STRING_CHARS*4];
+ char out[(MAX_QPATH * 2) + 5];
+ int i;
+
+ memset(buff, 0, MAX_STRING_CHARS);
+ for (i = 0; i < remapCount; i++) {
+ Com_sprintf(out, (MAX_QPATH * 2) + 5, "%s=%s:%5.2f@", remappedShaders[i].oldShader, remappedShaders[i].newShader, remappedShaders[i].timeOffset);
+ Q_strcat( buff, sizeof( buff ), out);
+ }
+ return buff;
+}
+
+/*
+=========================================================================
+
+model / sound configstring indexes
+
+=========================================================================
+*/
+
+/*
+================
+G_FindConfigstringIndex
+
+================
+*/
+int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) {
+ int i;
+ char s[MAX_STRING_CHARS];
+
+ if ( !name || !name[0] ) {
+ return 0;
+ }
+
+ for ( i=1 ; i<max ; i++ ) {
+ trap_GetConfigstring( start + i, s, sizeof( s ) );
+ if ( !s[0] ) {
+ break;
+ }
+ if ( !strcmp( s, name ) ) {
+ return i;
+ }
+ }
+
+ if ( !create ) {
+ return 0;
+ }
+
+ if ( i == max ) {
+ G_Error( "G_FindConfigstringIndex: overflow" );
+ }
+
+ trap_SetConfigstring( start + i, name );
+
+ return i;
+}
+
+
+int G_ModelIndex( char *name ) {
+ return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
+}
+
+int G_SoundIndex( char *name ) {
+ return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
+}
+
+//=====================================================================
+
+
+/*
+================
+G_TeamCommand
+
+Broadcasts a command to only a specific team
+================
+*/
+void G_TeamCommand( team_t team, char *cmd ) {
+ int i;
+
+ for ( i = 0 ; i < level.maxclients ; i++ ) {
+ if ( level.clients[i].pers.connected == CON_CONNECTED ) {
+ if ( level.clients[i].sess.sessionTeam == team ) {
+ trap_SendServerCommand( i, va("%s", cmd ));
+ }
+ }
+ }
+}
+
+
+/*
+=============
+G_Find
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the entity after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
+{
+ char *s;
+
+ if (!from)
+ from = g_entities;
+ else
+ from++;
+
+ for ( ; from < &g_entities[level.num_entities] ; from++)
+ {
+ if (!from->inuse)
+ continue;
+ s = *(char **) ((byte *)from + fieldofs);
+ if (!s)
+ continue;
+ if (!Q_stricmp (s, match))
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=============
+G_PickTarget
+
+Selects a random entity from among the targets
+=============
+*/
+#define MAXCHOICES 32
+
+gentity_t *G_PickTarget (char *targetname)
+{
+ gentity_t *ent = NULL;
+ int num_choices = 0;
+ gentity_t *choice[MAXCHOICES];
+
+ if (!targetname)
+ {
+ G_Printf("G_PickTarget called with NULL targetname\n");
+ return NULL;
+ }
+
+ while(1)
+ {
+ ent = G_Find (ent, FOFS(targetname), targetname);
+ if (!ent)
+ break;
+ choice[num_choices++] = ent;
+ if (num_choices == MAXCHOICES)
+ break;
+ }
+
+ if (!num_choices)
+ {
+ G_Printf("G_PickTarget: target %s not found\n", targetname);
+ return NULL;
+ }
+
+ return choice[rand() % num_choices];
+}
+
+
+/*
+==============================
+G_UseTargets
+
+"activator" should be set to the entity that initiated the firing.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void G_UseTargets( gentity_t *ent, gentity_t *activator ) {
+ gentity_t *t;
+
+ if ( !ent ) {
+ return;
+ }
+
+ if (ent->targetShaderName && ent->targetShaderNewName) {
+ float f = level.time * 0.001;
+ AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
+ trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
+ }
+
+ if ( !ent->target ) {
+ return;
+ }
+
+ t = NULL;
+ while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
+ if ( t == ent ) {
+ G_Printf ("WARNING: Entity used itself.\n");
+ } else {
+ if ( t->use ) {
+ t->use (t, ent, activator);
+ }
+ }
+ if ( !ent->inuse ) {
+ G_Printf("entity was removed while using targets\n");
+ return;
+ }
+ }
+}
+
+
+/*
+=============
+TempVector
+
+This is just a convenience function
+for making temporary vectors for function calls
+=============
+*/
+float *tv( float x, float y, float z ) {
+ static int index;
+ static vec3_t vecs[8];
+ float *v;
+
+ // use an array so that multiple tempvectors won't collide
+ // for a while
+ v = vecs[index];
+ index = (index + 1)&7;
+
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+
+ return v;
+}
+
+
+/*
+=============
+VectorToString
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *vtos( const vec3_t v ) {
+ static int index;
+ static char str[8][32];
+ char *s;
+
+ // use an array so that multiple vtos won't collide
+ s = str[index];
+ index = (index + 1)&7;
+
+ Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
+
+ return s;
+}
+
+
+/*
+===============
+G_SetMovedir
+
+The editor only specifies a single value for angles (yaw),
+but we have special constants to generate an up or down direction.
+Angles will be cleared, because it is being used to represent a direction
+instead of an orientation.
+===============
+*/
+void G_SetMovedir( vec3_t angles, vec3_t movedir ) {
+ static vec3_t VEC_UP = {0, -1, 0};
+ static vec3_t MOVEDIR_UP = {0, 0, 1};
+ static vec3_t VEC_DOWN = {0, -2, 0};
+ static vec3_t MOVEDIR_DOWN = {0, 0, -1};
+
+ if ( VectorCompare (angles, VEC_UP) ) {
+ VectorCopy (MOVEDIR_UP, movedir);
+ } else if ( VectorCompare (angles, VEC_DOWN) ) {
+ VectorCopy (MOVEDIR_DOWN, movedir);
+ } else {
+ AngleVectors (angles, movedir, NULL, NULL);
+ }
+ VectorClear( angles );
+}
+
+
+float vectoyaw( const vec3_t vec ) {
+ float yaw;
+
+ if (vec[YAW] == 0 && vec[PITCH] == 0) {
+ yaw = 0;
+ } else {
+ if (vec[PITCH]) {
+ yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
+ } else if (vec[YAW] > 0) {
+ yaw = 90;
+ } else {
+ yaw = 270;
+ }
+ if (yaw < 0) {
+ yaw += 360;
+ }
+ }
+
+ return yaw;
+}
+
+
+void G_InitGentity( gentity_t *e ) {
+ e->inuse = qtrue;
+ e->classname = "noclass";
+ e->s.number = e - g_entities;
+ e->r.ownerNum = ENTITYNUM_NONE;
+}
+
+/*
+=================
+G_Spawn
+
+Either finds a free entity, or allocates a new one.
+
+ The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
+never be used by anything else.
+
+Try to avoid reusing an entity that was recently freed, because it
+can cause the client to think the entity morphed into something else
+instead of being removed and recreated, which can cause interpolated
+angles and bad trails.
+=================
+*/
+gentity_t *G_Spawn( void ) {
+ int i, force;
+ gentity_t *e;
+
+ e = NULL; // shut up warning
+ i = 0; // shut up warning
+ for ( force = 0 ; force < 2 ; force++ ) {
+ // if we go through all entities and can't find one to free,
+ // override the normal minimum times before use
+ e = &g_entities[MAX_CLIENTS];
+ for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, e++) {
+ if ( e->inuse ) {
+ continue;
+ }
+
+ // the first couple seconds of server time can involve a lot of
+ // freeing and allocating, so relax the replacement policy
+ if ( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 ) {
+ continue;
+ }
+
+ // reuse this slot
+ G_InitGentity( e );
+ return e;
+ }
+ if ( i != MAX_GENTITIES ) {
+ break;
+ }
+ }
+ if ( i == ENTITYNUM_MAX_NORMAL ) {
+ for (i = 0; i < MAX_GENTITIES; i++) {
+ G_Printf("%4i: %s\n", i, g_entities[i].classname);
+ }
+ G_Error( "G_Spawn: no free entities" );
+ }
+
+ // open up a new slot
+ level.num_entities++;
+
+ // let the server system know that there are more entities
+ trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
+ &level.clients[0].ps, sizeof( level.clients[0] ) );
+
+ G_InitGentity( e );
+ return e;
+}
+
+/*
+=================
+G_EntitiesFree
+=================
+*/
+qboolean G_EntitiesFree( void ) {
+ int i;
+ gentity_t *e;
+
+ e = &g_entities[MAX_CLIENTS];
+ for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++) {
+ if ( e->inuse ) {
+ continue;
+ }
+ // slot available
+ return qtrue;
+ }
+ return qfalse;
+}
+
+
+/*
+=================
+G_FreeEntity
+
+Marks the entity as free
+=================
+*/
+void G_FreeEntity( gentity_t *ed ) {
+ trap_UnlinkEntity (ed); // unlink from world
+
+ if ( ed->neverFree ) {
+ return;
+ }
+
+ memset (ed, 0, sizeof(*ed));
+ ed->classname = "freed";
+ ed->freetime = level.time;
+ ed->inuse = qfalse;
+}
+
+/*
+=================
+G_TempEntity
+
+Spawns an event entity that will be auto-removed
+The origin will be snapped to save net bandwidth, so care
+must be taken if the origin is right on a surface (snap towards start vector first)
+=================
+*/
+gentity_t *G_TempEntity( vec3_t origin, int event ) {
+ gentity_t *e;
+ vec3_t snapped;
+
+ e = G_Spawn();
+ e->s.eType = ET_EVENTS + event;
+
+ e->classname = "tempEntity";
+ e->eventTime = level.time;
+ e->freeAfterEvent = qtrue;
+
+ VectorCopy( origin, snapped );
+ SnapVector( snapped ); // save network bandwidth
+ G_SetOrigin( e, snapped );
+
+ // find cluster for PVS
+ trap_LinkEntity( e );
+
+ return e;
+}
+
+
+
+/*
+==============================================================================
+
+Kill box
+
+==============================================================================
+*/
+
+/*
+=================
+G_KillBox
+
+Kills all entities that would touch the proposed new positioning
+of ent. Ent should be unlinked before calling this!
+=================
+*/
+void G_KillBox (gentity_t *ent) {
+ int i, num;
+ int touch[MAX_GENTITIES];
+ gentity_t *hit;
+ vec3_t mins, maxs;
+
+ VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
+ VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
+ num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
+
+ for (i=0 ; i<num ; i++) {
+ hit = &g_entities[touch[i]];
+ if ( !hit->client ) {
+ continue;
+ }
+
+ // nail it
+ G_Damage ( hit, ent, ent, NULL, NULL,
+ 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+ }
+
+}
+
+//==============================================================================
+
+/*
+===============
+G_AddPredictableEvent
+
+Use for non-pmove events that would also be predicted on the
+client side: jumppads and item pickups
+Adds an event+parm and twiddles the event counter
+===============
+*/
+void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
+ if ( !ent->client ) {
+ return;
+ }
+ BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
+}
+
+
+/*
+===============
+G_AddEvent
+
+Adds an event+parm and twiddles the event counter
+===============
+*/
+void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
+ int bits;
+
+ if ( !event ) {
+ G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
+ return;
+ }
+
+ // clients need to add the event in playerState_t instead of entityState_t
+ if ( ent->client ) {
+ bits = ent->client->ps.externalEvent & EV_EVENT_BITS;
+ bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
+ ent->client->ps.externalEvent = event | bits;
+ ent->client->ps.externalEventParm = eventParm;
+ ent->client->ps.externalEventTime = level.time;
+ } else {
+ bits = ent->s.event & EV_EVENT_BITS;
+ bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
+ ent->s.event = event | bits;
+ ent->s.eventParm = eventParm;
+ }
+ ent->eventTime = level.time;
+}
+
+
+/*
+=============
+G_Sound
+=============
+*/
+void G_Sound( gentity_t *ent, int channel, int soundIndex ) {
+ gentity_t *te;
+
+ te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND );
+ te->s.eventParm = soundIndex;
+}
+
+
+//==============================================================================
+
+
+/*
+================
+G_SetOrigin
+
+Sets the pos trajectory for a fixed position
+================
+*/
+void G_SetOrigin( gentity_t *ent, vec3_t origin ) {
+ VectorCopy( origin, ent->s.pos.trBase );
+ ent->s.pos.trType = TR_STATIONARY;
+ ent->s.pos.trTime = 0;
+ ent->s.pos.trDuration = 0;
+ VectorClear( ent->s.pos.trDelta );
+
+ VectorCopy( origin, ent->r.currentOrigin );
+}
+
+/*
+================
+DebugLine
+
+ debug polygons only work when running a local game
+ with r_debugSurface set to 2
+================
+*/
+int DebugLine(vec3_t start, vec3_t end, int color) {
+ vec3_t points[4], dir, cross, up = {0, 0, 1};
+ float dot;
+
+ VectorCopy(start, points[0]);
+ VectorCopy(start, points[1]);
+ //points[1][2] -= 2;
+ VectorCopy(end, points[2]);
+ //points[2][2] -= 2;
+ VectorCopy(end, points[3]);
+
+
+ VectorSubtract(end, start, dir);
+ VectorNormalize(dir);
+ dot = DotProduct(dir, up);
+ if (dot > 0.99 || dot < -0.99) VectorSet(cross, 1, 0, 0);
+ else CrossProduct(dir, up, cross);
+
+ VectorNormalize(cross);
+
+ VectorMA(points[0], 2, cross, points[0]);
+ VectorMA(points[1], -2, cross, points[1]);
+ VectorMA(points[2], -2, cross, points[2]);
+ VectorMA(points[3], 2, cross, points[3]);
+
+ return trap_DebugPolygonCreate(color, 4, points);
+}
diff --git a/code/game/g_weapon.c b/code/game/g_weapon.c
new file mode 100644
index 0000000..8cd7198
--- /dev/null
+++ b/code/game/g_weapon.c
@@ -0,0 +1,1145 @@
+/*
+===========================================================================
+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_weapon.c
+// perform the server side effects of a weapon firing
+
+#include "g_local.h"
+
+static float s_quadFactor;
+static vec3_t forward, right, up;
+static vec3_t muzzle;
+
+#define NUM_NAILSHOTS 15
+
+/*
+================
+G_BounceProjectile
+================
+*/
+void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
+ vec3_t v, newv;
+ float dot;
+
+ VectorSubtract( impact, start, v );
+ dot = DotProduct( v, dir );
+ VectorMA( v, -2*dot, dir, newv );
+
+ VectorNormalize(newv);
+ VectorMA(impact, 8192, newv, endout);
+}
+
+
+/*
+======================================================================
+
+GAUNTLET
+
+======================================================================
+*/
+
+void Weapon_Gauntlet( gentity_t *ent ) {
+
+}
+
+/*
+===============
+CheckGauntletAttack
+===============
+*/
+qboolean CheckGauntletAttack( gentity_t *ent ) {
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int damage;
+
+ // set aiming directions
+ AngleVectors (ent->client->ps.viewangles, forward, right, up);
+
+ CalcMuzzlePoint ( ent, forward, right, up, muzzle );
+
+ VectorMA (muzzle, 32, forward, end);
+
+ trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return qfalse;
+ }
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send blood impact
+ if ( traceEnt->takedamage && traceEnt->client ) {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ }
+
+ if ( !traceEnt->takedamage) {
+ return qfalse;
+ }
+
+ if (ent->client->ps.powerups[PW_QUAD] ) {
+ G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
+ s_quadFactor = g_quadfactor.value;
+ } else {
+ s_quadFactor = 1;
+ }
+#ifdef MISSIONPACK
+ if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
+ s_quadFactor *= 2;
+ }
+#endif
+
+ damage = 50 * s_quadFactor;
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_GAUNTLET );
+
+ return qtrue;
+}
+
+
+/*
+======================================================================
+
+MACHINEGUN
+
+======================================================================
+*/
+
+/*
+======================
+SnapVectorTowards
+
+Round a vector to integers for more efficient network
+transmission, but make sure that it rounds towards a given point
+rather than blindly truncating. This prevents it from truncating
+into a wall.
+======================
+*/
+void SnapVectorTowards( vec3_t v, vec3_t to ) {
+ int i;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( to[i] <= v[i] ) {
+ v[i] = (int)v[i];
+ } else {
+ v[i] = (int)v[i] + 1;
+ }
+ }
+}
+
+#ifdef MISSIONPACK
+#define CHAINGUN_SPREAD 600
+#endif
+#define MACHINEGUN_SPREAD 200
+#define MACHINEGUN_DAMAGE 7
+#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
+
+void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
+ trace_t tr;
+ vec3_t end;
+#ifdef MISSIONPACK
+ vec3_t impactpoint, bouncedir;
+#endif
+ float r;
+ float u;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int i, passent;
+
+ damage *= s_quadFactor;
+
+ r = random() * M_PI * 2.0f;
+ u = sin(r) * crandom() * spread * 16;
+ r = cos(r) * crandom() * spread * 16;
+ VectorMA (muzzle, 8192*16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ passent = ent->s.number;
+ for (i = 0; i < 10; i++) {
+
+ trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return;
+ }
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // snap the endpos to integers, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send bullet impact
+ if ( traceEnt->takedamage && traceEnt->client ) {
+ tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
+ tent->s.eventParm = traceEnt->s.number;
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ ent->client->accuracy_hits++;
+ }
+ } else {
+ tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ }
+ tent->s.otherEntityNum = ent->s.number;
+
+ if ( traceEnt->takedamage) {
+#ifdef MISSIONPACK
+ if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
+ if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
+ G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
+ VectorCopy( impactpoint, muzzle );
+ // the player can hit him/herself with the bounced rail
+ passent = ENTITYNUM_NONE;
+ }
+ else {
+ VectorCopy( tr.endpos, muzzle );
+ passent = traceEnt->s.number;
+ }
+ continue;
+ }
+ else {
+#endif
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_MACHINEGUN);
+#ifdef MISSIONPACK
+ }
+#endif
+ }
+ break;
+ }
+}
+
+
+/*
+======================================================================
+
+BFG
+
+======================================================================
+*/
+
+void BFG_Fire ( gentity_t *ent ) {
+ gentity_t *m;
+
+ m = fire_bfg (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+SHOTGUN
+
+======================================================================
+*/
+
+// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
+// client predicts same spreads
+#define DEFAULT_SHOTGUN_DAMAGE 10
+
+qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
+ trace_t tr;
+ int damage, i, passent;
+ gentity_t *traceEnt;
+#ifdef MISSIONPACK
+ vec3_t impactpoint, bouncedir;
+#endif
+ vec3_t tr_start, tr_end;
+
+ passent = ent->s.number;
+ VectorCopy( start, tr_start );
+ VectorCopy( end, tr_end );
+ for (i = 0; i < 10; i++) {
+ trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send bullet impact
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return qfalse;
+ }
+
+ if ( traceEnt->takedamage) {
+ damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
+#ifdef MISSIONPACK
+ if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
+ if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
+ G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end );
+ VectorCopy( impactpoint, tr_start );
+ // the player can hit him/herself with the bounced rail
+ passent = ENTITYNUM_NONE;
+ }
+ else {
+ VectorCopy( tr.endpos, tr_start );
+ passent = traceEnt->s.number;
+ }
+ continue;
+ }
+ else {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_SHOTGUN);
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ return qtrue;
+ }
+ }
+#else
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ return qtrue;
+ }
+#endif
+ }
+ return qfalse;
+ }
+ return qfalse;
+}
+
+// this should match CG_ShotgunPattern
+void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
+ int i;
+ float r, u;
+ vec3_t end;
+ vec3_t forward, right, up;
+ int oldScore;
+ qboolean hitClient = qfalse;
+
+ // derive the right and up vectors from the forward vector, because
+ // the client won't have any other information
+ VectorNormalize2( origin2, forward );
+ PerpendicularVector( right, forward );
+ CrossProduct( forward, right, up );
+
+ oldScore = ent->client->ps.persistant[PERS_SCORE];
+
+ // generate the "random" spread pattern
+ for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
+ r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ VectorMA( origin, 8192 * 16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
+ hitClient = qtrue;
+ ent->client->accuracy_hits++;
+ }
+ }
+}
+
+
+void weapon_supershotgun_fire (gentity_t *ent) {
+ gentity_t *tent;
+
+ // send shotgun blast
+ tent = G_TempEntity( muzzle, EV_SHOTGUN );
+ VectorScale( forward, 4096, tent->s.origin2 );
+ SnapVector( tent->s.origin2 );
+ tent->s.eventParm = rand() & 255; // seed for spread pattern
+ tent->s.otherEntityNum = ent->s.number;
+
+ ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
+}
+
+
+/*
+======================================================================
+
+GRENADE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_grenadelauncher_fire (gentity_t *ent) {
+ gentity_t *m;
+
+ // extra vertical velocity
+ forward[2] += 0.2f;
+ VectorNormalize( forward );
+
+ m = fire_grenade (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+ROCKET
+
+======================================================================
+*/
+
+void Weapon_RocketLauncher_Fire (gentity_t *ent) {
+ gentity_t *m;
+
+ m = fire_rocket (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+PLASMA GUN
+
+======================================================================
+*/
+
+void Weapon_Plasmagun_Fire (gentity_t *ent) {
+ gentity_t *m;
+
+ m = fire_plasma (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+RAILGUN
+
+======================================================================
+*/
+
+
+/*
+=================
+weapon_railgun_fire
+=================
+*/
+#define MAX_RAIL_HITS 4
+void weapon_railgun_fire (gentity_t *ent) {
+ vec3_t end;
+#ifdef MISSIONPACK
+ vec3_t impactpoint, bouncedir;
+#endif
+ trace_t trace;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int damage;
+ int i;
+ int hits;
+ int unlinked;
+ int passent;
+ gentity_t *unlinkedEntities[MAX_RAIL_HITS];
+
+ damage = 100 * s_quadFactor;
+
+ VectorMA (muzzle, 8192, forward, end);
+
+ // trace only against the solids, so the railgun will go through people
+ unlinked = 0;
+ hits = 0;
+ passent = ent->s.number;
+ do {
+ trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
+ if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
+ break;
+ }
+ traceEnt = &g_entities[ trace.entityNum ];
+ if ( traceEnt->takedamage ) {
+#ifdef MISSIONPACK
+ if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
+ if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) {
+ G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( trace.endpos, muzzle );
+ // send railgun beam effect
+ tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
+ // set player number for custom colors on the railtrail
+ tent->s.clientNum = ent->s.clientNum;
+ VectorCopy( muzzle, tent->s.origin2 );
+ // move origin a bit to come closer to the drawn gun muzzle
+ VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
+ VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
+ tent->s.eventParm = 255; // don't make the explosion at the end
+ //
+ VectorCopy( impactpoint, muzzle );
+ // the player can hit him/herself with the bounced rail
+ passent = ENTITYNUM_NONE;
+ }
+ }
+ else {
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ hits++;
+ }
+ G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
+ }
+#else
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ hits++;
+ }
+ G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
+#endif
+ }
+ if ( trace.contents & CONTENTS_SOLID ) {
+ break; // we hit something solid enough to stop the beam
+ }
+ // unlink this entity, so the next trace will go past it
+ trap_UnlinkEntity( traceEnt );
+ unlinkedEntities[unlinked] = traceEnt;
+ unlinked++;
+ } while ( unlinked < MAX_RAIL_HITS );
+
+ // link back in any entities we unlinked
+ for ( i = 0 ; i < unlinked ; i++ ) {
+ trap_LinkEntity( unlinkedEntities[i] );
+ }
+
+ // the final trace endpos will be the terminal point of the rail trail
+
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( trace.endpos, muzzle );
+
+ // send railgun beam effect
+ tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
+
+ // set player number for custom colors on the railtrail
+ tent->s.clientNum = ent->s.clientNum;
+
+ VectorCopy( muzzle, tent->s.origin2 );
+ // move origin a bit to come closer to the drawn gun muzzle
+ VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
+ VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
+
+ // no explosion at end if SURF_NOIMPACT, but still make the trail
+ if ( trace.surfaceFlags & SURF_NOIMPACT ) {
+ tent->s.eventParm = 255; // don't make the explosion at the end
+ } else {
+ tent->s.eventParm = DirToByte( trace.plane.normal );
+ }
+ tent->s.clientNum = ent->s.clientNum;
+
+ // give the shooter a reward sound if they have made two railgun hits in a row
+ if ( hits == 0 ) {
+ // complete miss
+ ent->client->accurateCount = 0;
+ } else {
+ // check for "impressive" reward sound
+ ent->client->accurateCount += hits;
+ if ( ent->client->accurateCount >= 2 ) {
+ ent->client->accurateCount -= 2;
+ ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
+ // add the sprite over the player's head
+ ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
+ ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }
+ ent->client->accuracy_hits++;
+ }
+
+}
+
+
+/*
+======================================================================
+
+GRAPPLING HOOK
+
+======================================================================
+*/
+
+void Weapon_GrapplingHook_Fire (gentity_t *ent)
+{
+ if (!ent->client->fireHeld && !ent->client->hook)
+ fire_grapple (ent, muzzle, forward);
+
+ ent->client->fireHeld = qtrue;
+}
+
+void Weapon_HookFree (gentity_t *ent)
+{
+ ent->parent->client->hook = NULL;
+ ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
+ G_FreeEntity( ent );
+}
+
+void Weapon_HookThink (gentity_t *ent)
+{
+ if (ent->enemy) {
+ vec3_t v, oldorigin;
+
+ VectorCopy(ent->r.currentOrigin, oldorigin);
+ v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
+ v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
+ v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
+ SnapVectorTowards( v, oldorigin ); // save net bandwidth
+
+ G_SetOrigin( ent, v );
+ }
+
+ VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
+}
+
+/*
+======================================================================
+
+LIGHTNING GUN
+
+======================================================================
+*/
+
+void Weapon_LightningFire( gentity_t *ent ) {
+ trace_t tr;
+ vec3_t end;
+#ifdef MISSIONPACK
+ vec3_t impactpoint, bouncedir;
+#endif
+ gentity_t *traceEnt, *tent;
+ int damage, i, passent;
+
+ damage = 8 * s_quadFactor;
+
+ passent = ent->s.number;
+ for (i = 0; i < 10; i++) {
+ VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
+
+ trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
+
+#ifdef MISSIONPACK
+ // if not the first trace (the lightning bounced of an invulnerability sphere)
+ if (i) {
+ // add bounced off lightning bolt temp entity
+ // the first lightning bolt is a cgame only visual
+ //
+ tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
+ VectorCopy( tr.endpos, end );
+ SnapVector( end );
+ VectorCopy( end, tent->s.origin2 );
+ }
+#endif
+ if ( tr.entityNum == ENTITYNUM_NONE ) {
+ return;
+ }
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if ( traceEnt->takedamage) {
+#ifdef MISSIONPACK
+ if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
+ if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
+ G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
+ VectorCopy( impactpoint, muzzle );
+ VectorSubtract( end, impactpoint, forward );
+ VectorNormalize(forward);
+ // the player can hit him/herself with the bounced lightning
+ passent = ENTITYNUM_NONE;
+ }
+ else {
+ VectorCopy( tr.endpos, muzzle );
+ passent = traceEnt->s.number;
+ }
+ continue;
+ }
+ else {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_LIGHTNING);
+ }
+#else
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_LIGHTNING);
+#endif
+ }
+
+ if ( traceEnt->takedamage && traceEnt->client ) {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ ent->client->accuracy_hits++;
+ }
+ } else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ }
+
+ break;
+ }
+}
+
+#ifdef MISSIONPACK
+/*
+======================================================================
+
+NAILGUN
+
+======================================================================
+*/
+
+void Weapon_Nailgun_Fire (gentity_t *ent) {
+ gentity_t *m;
+ int count;
+
+ for( count = 0; count < NUM_NAILSHOTS; count++ ) {
+ m = fire_nail (ent, muzzle, forward, right, up );
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+ }
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+PROXIMITY MINE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_proxlauncher_fire (gentity_t *ent) {
+ gentity_t *m;
+
+ // extra vertical velocity
+ forward[2] += 0.2f;
+ VectorNormalize( forward );
+
+ m = fire_prox (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+#endif
+
+//======================================================================
+
+
+/*
+===============
+LogAccuracyHit
+===============
+*/
+qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
+ if( !target->takedamage ) {
+ return qfalse;
+ }
+
+ if ( target == attacker ) {
+ return qfalse;
+ }
+
+ if( !target->client ) {
+ return qfalse;
+ }
+
+ if( !attacker->client ) {
+ return qfalse;
+ }
+
+ if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
+ return qfalse;
+ }
+
+ if ( OnSameTeam( target, attacker ) ) {
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+
+/*
+===============
+CalcMuzzlePoint
+
+set muzzle location relative to pivoting eye
+===============
+*/
+void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
+ VectorCopy( ent->s.pos.trBase, muzzlePoint );
+ muzzlePoint[2] += ent->client->ps.viewheight;
+ VectorMA( muzzlePoint, 14, forward, muzzlePoint );
+ // snap to integer coordinates for more efficient network bandwidth usage
+ SnapVector( muzzlePoint );
+}
+
+/*
+===============
+CalcMuzzlePointOrigin
+
+set muzzle location relative to pivoting eye
+===============
+*/
+void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
+ VectorCopy( ent->s.pos.trBase, muzzlePoint );
+ muzzlePoint[2] += ent->client->ps.viewheight;
+ VectorMA( muzzlePoint, 14, forward, muzzlePoint );
+ // snap to integer coordinates for more efficient network bandwidth usage
+ SnapVector( muzzlePoint );
+}
+
+
+
+/*
+===============
+FireWeapon
+===============
+*/
+void FireWeapon( gentity_t *ent ) {
+ if (ent->client->ps.powerups[PW_QUAD] ) {
+ s_quadFactor = g_quadfactor.value;
+ } else {
+ s_quadFactor = 1;
+ }
+#ifdef MISSIONPACK
+ if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
+ s_quadFactor *= 2;
+ }
+#endif
+
+ // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
+ if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
+#ifdef MISSIONPACK
+ if( ent->s.weapon == WP_NAILGUN ) {
+ ent->client->accuracy_shots += NUM_NAILSHOTS;
+ } else {
+ ent->client->accuracy_shots++;
+ }
+#else
+ ent->client->accuracy_shots++;
+#endif
+ }
+
+ // set aiming directions
+ AngleVectors (ent->client->ps.viewangles, forward, right, up);
+
+ CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
+
+ // fire the specific weapon
+ switch( ent->s.weapon ) {
+ case WP_GAUNTLET:
+ Weapon_Gauntlet( ent );
+ break;
+ case WP_LIGHTNING:
+ Weapon_LightningFire( ent );
+ break;
+ case WP_SHOTGUN:
+ weapon_supershotgun_fire( ent );
+ break;
+ case WP_MACHINEGUN:
+ if ( g_gametype.integer != GT_TEAM ) {
+ Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE );
+ } else {
+ Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE );
+ }
+ break;
+ case WP_GRENADE_LAUNCHER:
+ weapon_grenadelauncher_fire( ent );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ Weapon_RocketLauncher_Fire( ent );
+ break;
+ case WP_PLASMAGUN:
+ Weapon_Plasmagun_Fire( ent );
+ break;
+ case WP_RAILGUN:
+ weapon_railgun_fire( ent );
+ break;
+ case WP_BFG:
+ BFG_Fire( ent );
+ break;
+ case WP_GRAPPLING_HOOK:
+ Weapon_GrapplingHook_Fire( ent );
+ break;
+#ifdef MISSIONPACK
+ case WP_NAILGUN:
+ Weapon_Nailgun_Fire( ent );
+ break;
+ case WP_PROX_LAUNCHER:
+ weapon_proxlauncher_fire( ent );
+ break;
+ case WP_CHAINGUN:
+ Bullet_Fire( ent, CHAINGUN_SPREAD, MACHINEGUN_DAMAGE );
+ break;
+#endif
+ default:
+// FIXME G_Error( "Bad ent->s.weapon" );
+ break;
+ }
+}
+
+
+#ifdef MISSIONPACK
+
+/*
+===============
+KamikazeRadiusDamage
+===============
+*/
+static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius ) {
+ float dist;
+ gentity_t *ent;
+ int entityList[MAX_GENTITIES];
+ int numListedEntities;
+ vec3_t mins, maxs;
+ vec3_t v;
+ vec3_t dir;
+ int i, e;
+
+ if ( radius < 1 ) {
+ radius = 1;
+ }
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ mins[i] = origin[i] - radius;
+ maxs[i] = origin[i] + radius;
+ }
+
+ numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+
+ for ( e = 0 ; e < numListedEntities ; e++ ) {
+ ent = &g_entities[entityList[ e ]];
+
+ if (!ent->takedamage) {
+ continue;
+ }
+
+ // dont hit things we have already hit
+ if( ent->kamikazeTime > level.time ) {
+ continue;
+ }
+
+ // find the distance from the edge of the bounding box
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( origin[i] < ent->r.absmin[i] ) {
+ v[i] = ent->r.absmin[i] - origin[i];
+ } else if ( origin[i] > ent->r.absmax[i] ) {
+ v[i] = origin[i] - ent->r.absmax[i];
+ } else {
+ v[i] = 0;
+ }
+ }
+
+ dist = VectorLength( v );
+ if ( dist >= radius ) {
+ continue;
+ }
+
+// if( CanDamage (ent, origin) ) {
+ VectorSubtract (ent->r.currentOrigin, origin, dir);
+ // push the center of mass higher than the origin so players
+ // get knocked into the air more
+ dir[2] += 24;
+ G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
+ ent->kamikazeTime = level.time + 3000;
+// }
+ }
+}
+
+/*
+===============
+KamikazeShockWave
+===============
+*/
+static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage, float push, float radius ) {
+ float dist;
+ gentity_t *ent;
+ int entityList[MAX_GENTITIES];
+ int numListedEntities;
+ vec3_t mins, maxs;
+ vec3_t v;
+ vec3_t dir;
+ int i, e;
+
+ if ( radius < 1 )
+ radius = 1;
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ mins[i] = origin[i] - radius;
+ maxs[i] = origin[i] + radius;
+ }
+
+ numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+
+ for ( e = 0 ; e < numListedEntities ; e++ ) {
+ ent = &g_entities[entityList[ e ]];
+
+ // dont hit things we have already hit
+ if( ent->kamikazeShockTime > level.time ) {
+ continue;
+ }
+
+ // find the distance from the edge of the bounding box
+ for ( i = 0 ; i < 3 ; i++ ) {
+ if ( origin[i] < ent->r.absmin[i] ) {
+ v[i] = ent->r.absmin[i] - origin[i];
+ } else if ( origin[i] > ent->r.absmax[i] ) {
+ v[i] = origin[i] - ent->r.absmax[i];
+ } else {
+ v[i] = 0;
+ }
+ }
+
+ dist = VectorLength( v );
+ if ( dist >= radius ) {
+ continue;
+ }
+
+// if( CanDamage (ent, origin) ) {
+ VectorSubtract (ent->r.currentOrigin, origin, dir);
+ dir[2] += 24;
+ G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
+ //
+ dir[2] = 0;
+ VectorNormalize(dir);
+ if ( ent->client ) {
+ ent->client->ps.velocity[0] = dir[0] * push;
+ ent->client->ps.velocity[1] = dir[1] * push;
+ ent->client->ps.velocity[2] = 100;
+ }
+ ent->kamikazeShockTime = level.time + 3000;
+// }
+ }
+}
+
+/*
+===============
+KamikazeDamage
+===============
+*/
+static void KamikazeDamage( gentity_t *self ) {
+ int i;
+ float t;
+ gentity_t *ent;
+ vec3_t newangles;
+
+ self->count += 100;
+
+ if (self->count >= KAMI_SHOCKWAVE_STARTTIME) {
+ // shockwave push back
+ t = self->count - KAMI_SHOCKWAVE_STARTTIME;
+ KamikazeShockWave(self->s.pos.trBase, self->activator, 25, 400, (int) (float) t * KAMI_SHOCKWAVE_MAXRADIUS / (KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME) );
+ }
+ //
+ if (self->count >= KAMI_EXPLODE_STARTTIME) {
+ // do our damage
+ t = self->count - KAMI_EXPLODE_STARTTIME;
+ KamikazeRadiusDamage( self->s.pos.trBase, self->activator, 400, (int) (float) t * KAMI_BOOMSPHERE_MAXRADIUS / (KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME) );
+ }
+
+ // either cycle or kill self
+ if( self->count >= KAMI_SHOCKWAVE_ENDTIME ) {
+ G_FreeEntity( self );
+ return;
+ }
+ self->nextthink = level.time + 100;
+
+ // add earth quake effect
+ newangles[0] = crandom() * 2;
+ newangles[1] = crandom() * 2;
+ newangles[2] = 0;
+ for (i = 0; i < MAX_CLIENTS; i++)
+ {
+ ent = &g_entities[i];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+
+ if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) {
+ ent->client->ps.velocity[0] += crandom() * 120;
+ ent->client->ps.velocity[1] += crandom() * 120;
+ ent->client->ps.velocity[2] = 30 + random() * 25;
+ }
+
+ ent->client->ps.delta_angles[0] += ANGLE2SHORT(newangles[0] - self->movedir[0]);
+ ent->client->ps.delta_angles[1] += ANGLE2SHORT(newangles[1] - self->movedir[1]);
+ ent->client->ps.delta_angles[2] += ANGLE2SHORT(newangles[2] - self->movedir[2]);
+ }
+ VectorCopy(newangles, self->movedir);
+}
+
+/*
+===============
+G_StartKamikaze
+===============
+*/
+void G_StartKamikaze( gentity_t *ent ) {
+ gentity_t *explosion;
+ gentity_t *te;
+ vec3_t snapped;
+
+ // start up the explosion logic
+ explosion = G_Spawn();
+
+ explosion->s.eType = ET_EVENTS + EV_KAMIKAZE;
+ explosion->eventTime = level.time;
+
+ if ( ent->client ) {
+ VectorCopy( ent->s.pos.trBase, snapped );
+ }
+ else {
+ VectorCopy( ent->activator->s.pos.trBase, snapped );
+ }
+ SnapVector( snapped ); // save network bandwidth
+ G_SetOrigin( explosion, snapped );
+
+ explosion->classname = "kamikaze";
+ explosion->s.pos.trType = TR_STATIONARY;
+
+ explosion->kamikazeTime = level.time;
+
+ explosion->think = KamikazeDamage;
+ explosion->nextthink = level.time + 100;
+ explosion->count = 0;
+ VectorClear(explosion->movedir);
+
+ trap_LinkEntity( explosion );
+
+ if (ent->client) {
+ //
+ explosion->activator = ent;
+ //
+ ent->s.eFlags &= ~EF_KAMIKAZE;
+ // nuke the guy that used it
+ G_Damage( ent, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_KAMIKAZE );
+ }
+ else {
+ if ( !strcmp(ent->activator->classname, "bodyque") ) {
+ explosion->activator = &g_entities[ent->activator->r.ownerNum];
+ }
+ else {
+ explosion->activator = ent->activator;
+ }
+ }
+
+ // play global sound at all clients
+ te = G_TempEntity(snapped, EV_GLOBAL_TEAM_SOUND );
+ te->r.svFlags |= SVF_BROADCAST;
+ te->s.eventParm = GTS_KAMIKAZE;
+}
+#endif
diff --git a/code/game/inv.h b/code/game/inv.h
new file mode 100644
index 0000000..dbbebcd
--- /dev/null
+++ b/code/game/inv.h
@@ -0,0 +1,166 @@
+/*
+===========================================================================
+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 INVENTORY_NONE 0
+//armor
+#define INVENTORY_ARMOR 1
+//weapons
+#define INVENTORY_GAUNTLET 4
+#define INVENTORY_SHOTGUN 5
+#define INVENTORY_MACHINEGUN 6
+#define INVENTORY_GRENADELAUNCHER 7
+#define INVENTORY_ROCKETLAUNCHER 8
+#define INVENTORY_LIGHTNING 9
+#define INVENTORY_RAILGUN 10
+#define INVENTORY_PLASMAGUN 11
+#define INVENTORY_BFG10K 13
+#define INVENTORY_GRAPPLINGHOOK 14
+#define INVENTORY_NAILGUN 15
+#define INVENTORY_PROXLAUNCHER 16
+#define INVENTORY_CHAINGUN 17
+//ammo
+#define INVENTORY_SHELLS 18
+#define INVENTORY_BULLETS 19
+#define INVENTORY_GRENADES 20
+#define INVENTORY_CELLS 21
+#define INVENTORY_LIGHTNINGAMMO 22
+#define INVENTORY_ROCKETS 23
+#define INVENTORY_SLUGS 24
+#define INVENTORY_BFGAMMO 25
+#define INVENTORY_NAILS 26
+#define INVENTORY_MINES 27
+#define INVENTORY_BELT 28
+//powerups
+#define INVENTORY_HEALTH 29
+#define INVENTORY_TELEPORTER 30
+#define INVENTORY_MEDKIT 31
+#define INVENTORY_KAMIKAZE 32
+#define INVENTORY_PORTAL 33
+#define INVENTORY_INVULNERABILITY 34
+#define INVENTORY_QUAD 35
+#define INVENTORY_ENVIRONMENTSUIT 36
+#define INVENTORY_HASTE 37
+#define INVENTORY_INVISIBILITY 38
+#define INVENTORY_REGEN 39
+#define INVENTORY_FLIGHT 40
+#define INVENTORY_SCOUT 41
+#define INVENTORY_GUARD 42
+#define INVENTORY_DOUBLER 43
+#define INVENTORY_AMMOREGEN 44
+
+#define INVENTORY_REDFLAG 45
+#define INVENTORY_BLUEFLAG 46
+#define INVENTORY_NEUTRALFLAG 47
+#define INVENTORY_REDCUBE 48
+#define INVENTORY_BLUECUBE 49
+//enemy stuff
+#define ENEMY_HORIZONTAL_DIST 200
+#define ENEMY_HEIGHT 201
+#define NUM_VISIBLE_ENEMIES 202
+#define NUM_VISIBLE_TEAMMATES 203
+
+// if running the mission pack
+#ifdef MISSIONPACK
+
+//#error "running mission pack"
+
+#endif
+
+//item numbers (make sure they are in sync with bg_itemlist in bg_misc.c)
+#define MODELINDEX_ARMORSHARD 1
+#define MODELINDEX_ARMORCOMBAT 2
+#define MODELINDEX_ARMORBODY 3
+#define MODELINDEX_HEALTHSMALL 4
+#define MODELINDEX_HEALTH 5
+#define MODELINDEX_HEALTHLARGE 6
+#define MODELINDEX_HEALTHMEGA 7
+
+#define MODELINDEX_GAUNTLET 8
+#define MODELINDEX_SHOTGUN 9
+#define MODELINDEX_MACHINEGUN 10
+#define MODELINDEX_GRENADELAUNCHER 11
+#define MODELINDEX_ROCKETLAUNCHER 12
+#define MODELINDEX_LIGHTNING 13
+#define MODELINDEX_RAILGUN 14
+#define MODELINDEX_PLASMAGUN 15
+#define MODELINDEX_BFG10K 16
+#define MODELINDEX_GRAPPLINGHOOK 17
+
+#define MODELINDEX_SHELLS 18
+#define MODELINDEX_BULLETS 19
+#define MODELINDEX_GRENADES 20
+#define MODELINDEX_CELLS 21
+#define MODELINDEX_LIGHTNINGAMMO 22
+#define MODELINDEX_ROCKETS 23
+#define MODELINDEX_SLUGS 24
+#define MODELINDEX_BFGAMMO 25
+
+#define MODELINDEX_TELEPORTER 26
+#define MODELINDEX_MEDKIT 27
+#define MODELINDEX_QUAD 28
+#define MODELINDEX_ENVIRONMENTSUIT 29
+#define MODELINDEX_HASTE 30
+#define MODELINDEX_INVISIBILITY 31
+#define MODELINDEX_REGEN 32
+#define MODELINDEX_FLIGHT 33
+
+#define MODELINDEX_REDFLAG 34
+#define MODELINDEX_BLUEFLAG 35
+
+// mission pack only defines
+
+#define MODELINDEX_KAMIKAZE 36
+#define MODELINDEX_PORTAL 37
+#define MODELINDEX_INVULNERABILITY 38
+
+#define MODELINDEX_NAILS 39
+#define MODELINDEX_MINES 40
+#define MODELINDEX_BELT 41
+
+#define MODELINDEX_SCOUT 42
+#define MODELINDEX_GUARD 43
+#define MODELINDEX_DOUBLER 44
+#define MODELINDEX_AMMOREGEN 45
+
+#define MODELINDEX_NEUTRALFLAG 46
+#define MODELINDEX_REDCUBE 47
+#define MODELINDEX_BLUECUBE 48
+
+#define MODELINDEX_NAILGUN 49
+#define MODELINDEX_PROXLAUNCHER 50
+#define MODELINDEX_CHAINGUN 51
+
+
+//
+#define WEAPONINDEX_GAUNTLET 1
+#define WEAPONINDEX_MACHINEGUN 2
+#define WEAPONINDEX_SHOTGUN 3
+#define WEAPONINDEX_GRENADE_LAUNCHER 4
+#define WEAPONINDEX_ROCKET_LAUNCHER 5
+#define WEAPONINDEX_LIGHTNING 6
+#define WEAPONINDEX_RAILGUN 7
+#define WEAPONINDEX_PLASMAGUN 8
+#define WEAPONINDEX_BFG 9
+#define WEAPONINDEX_GRAPPLING_HOOK 10
+#define WEAPONINDEX_NAILGUN 11
+#define WEAPONINDEX_PROXLAUNCHER 12
+#define WEAPONINDEX_CHAINGUN 13
diff --git a/code/game/match.h b/code/game/match.h
new file mode 100644
index 0000000..a29d8fa
--- /dev/null
+++ b/code/game/match.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
+===========================================================================
+*/
+
+// make sure this is the same character as we use in chats in g_cmd.c
+#define EC "\x19"
+
+//match template contexts
+#define MTCONTEXT_MISC 2
+#define MTCONTEXT_INITIALTEAMCHAT 4
+#define MTCONTEXT_TIME 8
+#define MTCONTEXT_TEAMMATE 16
+#define MTCONTEXT_ADDRESSEE 32
+#define MTCONTEXT_PATROLKEYAREA 64
+#define MTCONTEXT_REPLYCHAT 128
+#define MTCONTEXT_CTF 256
+
+//message types
+#define MSG_NEWLEADER 1 //new leader
+#define MSG_ENTERGAME 2 //enter game message
+#define MSG_HELP 3 //help someone
+#define MSG_ACCOMPANY 4 //accompany someone
+#define MSG_DEFENDKEYAREA 5 //defend a key area
+#define MSG_RUSHBASE 6 //everyone rush to base
+#define MSG_GETFLAG 7 //get the enemy flag
+#define MSG_STARTTEAMLEADERSHIP 8 //someone wants to become the team leader
+#define MSG_STOPTEAMLEADERSHIP 9 //someone wants to stop being the team leader
+#define MSG_WHOISTEAMLAEDER 10 //who is the team leader
+#define MSG_WAIT 11 //wait for someone
+#define MSG_WHATAREYOUDOING 12 //what are you doing?
+#define MSG_JOINSUBTEAM 13 //join a sub-team
+#define MSG_LEAVESUBTEAM 14 //leave a sub-team
+#define MSG_CREATENEWFORMATION 15 //create a new formation
+#define MSG_FORMATIONPOSITION 16 //tell someone his/her position in a formation
+#define MSG_FORMATIONSPACE 17 //set the formation intervening space
+#define MSG_DOFORMATION 18 //form a known formation
+#define MSG_DISMISS 19 //dismiss commanded team mates
+#define MSG_CAMP 20 //camp somewhere
+#define MSG_CHECKPOINT 21 //remember a check point
+#define MSG_PATROL 22 //patrol between certain keypoints
+#define MSG_LEADTHEWAY 23 //lead the way
+#define MSG_GETITEM 24 //get an item
+#define MSG_KILL 25 //kill someone
+#define MSG_WHEREAREYOU 26 //where is someone
+#define MSG_RETURNFLAG 27 //return the flag
+#define MSG_WHATISMYCOMMAND 28 //ask the team leader what to do
+#define MSG_WHICHTEAM 29 //ask which team a bot is in
+#define MSG_TASKPREFERENCE 30 //tell your teamplay task preference
+#define MSG_ATTACKENEMYBASE 31 //attack the enemy base
+#define MSG_HARVEST 32 //go harvest
+#define MSG_SUICIDE 33 //order to suicide
+//
+#define MSG_ME 100
+#define MSG_EVERYONE 101
+#define MSG_MULTIPLENAMES 102
+#define MSG_NAME 103
+#define MSG_PATROLKEYAREA 104
+#define MSG_MINUTES 105
+#define MSG_SECONDS 106
+#define MSG_FOREVER 107
+#define MSG_FORALONGTIME 108
+#define MSG_FORAWHILE 109
+//
+#define MSG_CHATALL 200
+#define MSG_CHATTEAM 201
+#define MSG_CHATTELL 202
+//
+#define MSG_CTF 300 //ctf message
+
+//command sub types
+#define ST_SOMEWHERE 0
+#define ST_NEARITEM 1
+#define ST_ADDRESSED 2
+#define ST_METER 4
+#define ST_FEET 8
+#define ST_TIME 16
+#define ST_HERE 32
+#define ST_THERE 64
+#define ST_I 128
+#define ST_MORE 256
+#define ST_BACK 512
+#define ST_REVERSE 1024
+#define ST_SOMEONE 2048
+#define ST_GOTFLAG 4096
+#define ST_CAPTUREDFLAG 8192
+#define ST_RETURNEDFLAG 16384
+#define ST_TEAM 32768
+#define ST_1FCTFGOTFLAG 65535
+//ctf task preferences
+#define ST_DEFENDER 1
+#define ST_ATTACKER 2
+#define ST_ROAMER 4
+
+
+//word replacement variables
+#define THE_ENEMY 7
+#define THE_TEAM 7
+//team message variables
+#define NETNAME 0
+#define PLACE 1
+#define FLAG 1
+#define MESSAGE 2
+#define ADDRESSEE 2
+#define ITEM 3
+#define TEAMMATE 4
+#define TEAMNAME 4
+#define ENEMY 4
+#define KEYAREA 5
+#define FORMATION 5
+#define POSITION 5
+#define NUMBER 5
+#define TIME 6
+#define NAME 6
+#define MORE 6
+
+
diff --git a/code/game/syn.h b/code/game/syn.h
new file mode 100644
index 0000000..d63c576
--- /dev/null
+++ b/code/game/syn.h
@@ -0,0 +1,34 @@
+/*
+===========================================================================
+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 CONTEXT_ALL 0xFFFFFFFF
+#define CONTEXT_NORMAL 1
+#define CONTEXT_NEARBYITEM 2
+#define CONTEXT_CTFREDTEAM 4
+#define CONTEXT_CTFBLUETEAM 8
+#define CONTEXT_REPLY 16
+#define CONTEXT_OBELISKREDTEAM 32
+#define CONTEXT_OBELISKBLUETEAM 64
+#define CONTEXT_HARVESTERREDTEAM 128
+#define CONTEXT_HARVESTERBLUETEAM 256
+
+#define CONTEXT_NAMES 1024