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-rw-r--r--src/game/g_utils.c718
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diff --git a/src/game/g_utils.c b/src/game/g_utils.c
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--- a/src/game/g_utils.c
+++ /dev/null
@@ -1,718 +0,0 @@
-// 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);
-}
-