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Diffstat (limited to 'src/game/g_utils.c')
-rw-r--r-- | src/game/g_utils.c | 849 |
1 files changed, 849 insertions, 0 deletions
diff --git a/src/game/g_utils.c b/src/game/g_utils.c new file mode 100644 index 0000000..a74df3f --- /dev/null +++ b/src/game/g_utils.c @@ -0,0 +1,849 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; 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; +} + +//TA: added ParticleSystemIndex +int G_ParticleSystemIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue ); +} + +//TA: added ShaderIndex +int G_ShaderIndex( char *name ) +{ + return G_FindConfigstringIndex( name, CS_SHADERS, MAX_GAME_SHADERS, qtrue ); +} + +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( pTeam_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 ].pers.teamSelection == team || + ( level.clients[ i ].pers.teamSelection == PTE_NONE && + G_admin_permission( &g_entities[ i ], ADMF_SPEC_ALLCHAT ) ) ) + trap_SendServerCommand( i, 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 *ent ) +{ + trap_UnlinkEntity( ent ); // unlink from world + + if( ent->neverFree ) + return; + + memset( ent, 0, sizeof( *ent ) ); + ent->classname = "freent"; + ent->freetime = level.time; + ent->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; + + //TA: impossible to telefrag self + if( ent == hit ) + 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; + } + + // eventParm is converted to uint8_t (0 - 255) in msg.c + if( eventParm & ~0xFF ) + { + G_Printf( S_COLOR_YELLOW "WARNING: G_AddEvent: event %d " + " eventParm uint8_t overflow (given %d)\n", event, eventParm ); + } + + // 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_BroadcastEvent + +Sends an event to every client +=============== +*/ +void G_BroadcastEvent( int event, int eventParm ) +{ + gentity_t *ent; + + ent = G_TempEntity( vec3_origin, event ); + ent->s.eventParm = eventParm; + ent->r.svFlags = SVF_BROADCAST; // send to everyone +} + + +/* +============= +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_ClientIsLagging +============= +*/ +qboolean G_ClientIsLagging( gclient_t *client ) +{ + if( client ) + { + if( client->ps.ping >= 999 ) + return qtrue; + else + return qfalse; + } + + return qfalse; //is a non-existant client lagging? woooo zen +} + +//============================================================================== + + +/* +================ +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 ); + VectorCopy( origin, ent->s.origin ); //TA: if shit breaks - blame this line +} + +//TA: from quakestyle.telefragged.com +// (NOBODY): Code helper function +// +gentity_t *G_FindRadius( gentity_t *from, vec3_t org, float rad ) +{ + vec3_t eorg; + int j; + + if( !from ) + from = g_entities; + else + from++; + + for( ; from < &g_entities[ level.num_entities ]; from++ ) + { + if( !from->inuse ) + continue; + + for( j = 0; j < 3; j++ ) + eorg[ j ] = org[ j ] - ( from->r.currentOrigin[ j ] + ( from->r.mins[ j ] + from->r.maxs[ j ] ) * 0.5 ); + + if( VectorLength( eorg ) > rad ) + continue; + + return from; + } + + return NULL; +} + +/* +=============== +G_Visible + +Test for a LOS between two entities +=============== +*/ +qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 ) +{ + trace_t trace; + + trap_Trace( &trace, ent1->s.pos.trBase, NULL, NULL, ent2->s.pos.trBase, ent1->s.number, MASK_SHOT ); + + if( trace.contents & CONTENTS_SOLID ) + return qfalse; + + return qtrue; +} + +/* +=============== +G_ClosestEnt + +Test a list of entities for the closest to a particular point +=============== +*/ +gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities ) +{ + int i; + float nd, d = 1000000.0f; + gentity_t *closestEnt = NULL; + + for( i = 0; i < numEntities; i++ ) + { + gentity_t *ent = entities[ i ]; + + nd = DistanceSquared( origin, ent->s.origin ); + if( i == 0 || nd < d ) + { + d = nd; + closestEnt = ent; + } + } + + return closestEnt; +} + +/* +=============== +G_TriggerMenu + +Trigger a menu on some client +=============== +*/ +void G_TriggerMenu( int clientNum, dynMenu_t menu ) +{ + char buffer[ 32 ]; + + Com_sprintf( buffer, 32, "servermenu %d", menu ); + trap_SendServerCommand( clientNum, buffer ); +} + + +/* +=============== +G_CloseMenus + +Close all open menus on some client +=============== +*/ +void G_CloseMenus( int clientNum ) +{ + char buffer[ 32 ]; + + Com_sprintf( buffer, 32, "serverclosemenus" ); + trap_SendServerCommand( clientNum, buffer ); +} |