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authorTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
committerTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
commit7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch)
treed244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/game/g_utils.c
parent6f175bfee2d373b67a94261d26e3106d483099e8 (diff)
1.27 upgrade
Diffstat (limited to 'src/game/g_utils.c')
-rw-r--r--src/game/g_utils.c718
1 files changed, 718 insertions, 0 deletions
diff --git a/src/game/g_utils.c b/src/game/g_utils.c
new file mode 100644
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--- /dev/null
+++ b/src/game/g_utils.c
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+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// g_utils.c -- misc utility functions for game module
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#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() {
+ static char buff[MAX_STRING_CHARS];
+ 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 );
+}
+
+//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;
+}
+
+// (NOBODY): Code helper function
+//
+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;
+}
+
+
+/*
+================
+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);
+}
+