// g_utils.c -- misc utility functions for game module #include "g_local.h" void target_laser_off (edict_t *self); // Knightmare added void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; } /* ============= G_Find Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ edict_t *G_Find (edict_t *from, size_t fieldofs, char *match) // Knightmare- changed fieldofs from int { char *s; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts] ; from++) { if (!from->inuse) continue; s = *(char **) ((byte *)from + fieldofs); if (!s) continue; if (!Q_stricmp (s, match)) return from; } return NULL; } /* ================= findradius Returns entities that have origins within a spherical area findradius (origin, radius) ================= */ edict_t *findradius (edict_t *from, vec3_t org, float rad) { vec3_t eorg; int j; if (!from) from = g_edicts; else from++; for ( ; from < &g_edicts[globals.num_edicts]; from++) { if (!from->inuse) continue; if (from->solid == SOLID_NOT) continue; for (j=0 ; j<3 ; j++) eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5); if (VectorLength(eorg) > rad) continue; return from; } return NULL; } /* ============= G_PickTarget Searches all active entities for the next one that holds the matching string at fieldofs (use the FOFS() macro) in the structure. Searches beginning at the edict after from, or the beginning if NULL NULL will be returned if the end of the list is reached. ============= */ #define MAXCHOICES 8 edict_t *G_PickTarget (char *targetname) { edict_t *ent = NULL; int num_choices = 0; edict_t *choice[MAXCHOICES]; if (!targetname) { gi.dprintf("G_PickTarget called with NULL targetname\n"); return NULL; } while(1) { ent = G_Find (ent, FOFS(targetname), targetname); if (!ent) break; choice[num_choices++] = ent; if (num_choices == MAXCHOICES) break; } if (!num_choices) { gi.dprintf("G_PickTarget: target %s not found\n", targetname); return NULL; } return choice[rand() % num_choices]; } void Think_Delay (edict_t *ent) { G_UseTargets (ent, ent->activator); G_FreeEdict (ent); } /* ============================== G_UseTargets the global "activator" should be set to the entity that initiated the firing. If self.delay is set, a DelayedUse entity will be created that will actually do the SUB_UseTargets after that many seconds have passed. Centerprints any self.message to the activator. Search for (string)targetname in all entities that match (string)self.target and call their .use function ============================== */ void G_UseTargets (edict_t *ent, edict_t *activator) { edict_t *t; // // check for a delay // if (ent->delay) { // create a temp object to fire at a later time t = G_Spawn(); t->classname = "DelayedUse"; t->nextthink = level.time + ent->delay; t->think = Think_Delay; t->activator = activator; if (!activator) gi.dprintf ("Think_Delay with no activator\n"); t->message = ent->message; t->target = ent->target; t->killtarget = ent->killtarget; return; } // // print the message // if ((ent->message) && (activator) && !(activator->svflags & SVF_MONSTER)) { gi.centerprintf (activator, "%s", ent->message); if (ent->noise_index) gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0); else gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); } // // kill killtargets // if (ent->killtarget) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->killtarget))) { // Knightmare- free sentien's laser first! if (Q_stricmp(t->classname, "monster_sentien") == 0) { if (t->laser) { // gi.dprintf ("removing sentien laser before removing sentien.\n"); target_laser_off (t->laser); G_FreeEdict (t->laser); t->laser = NULL; } } // Also free the Titan's hook if (Q_stricmp(t->classname, "monster_zboss") == 0) { if (t->laser) { // gi.dprintf ("removing titan hook before removing titan.\n"); G_FreeEdict (t->laser); t->laser = NULL; } } // end Knightmare G_FreeEdict (t); if (!ent->inuse) { gi.dprintf("entity was removed while using killtargets\n"); return; } } } // // fire targets // if (ent->target) { t = NULL; while ((t = G_Find (t, FOFS(targetname), ent->target))) { // doors fire area portals in a specific way if (!Q_stricmp(t->classname, "func_areaportal") && (!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating"))) continue; if (t == ent) { gi.dprintf ("WARNING: Entity used itself.\n"); } else { if (t->use) t->use (t, ent, activator); } if (!ent->inuse) { gi.dprintf("entity was removed while using targets\n"); return; } } } } /* ============= TempVector This is just a convenience function for making temporary vectors for function calls ============= */ float *tv (float x, float y, float z) { static int index; static vec3_t vecs[8]; float *v; // use an array so that multiple tempvectors won't collide // for a while v = vecs[index]; index = (index + 1)&7; v[0] = x; v[1] = y; v[2] = z; return v; } /* ============= VectorToString This is just a convenience function for printing vectors ============= */ char *vtos (vec3_t v) { static int index; static char str[8][32]; char *s; // use an array so that multiple vtos won't collide s = str[index]; index = (index + 1)&7; Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]); return s; } vec3_t VEC_UP = {0, -1, 0}; vec3_t MOVEDIR_UP = {0, 0, 1}; vec3_t VEC_DOWN = {0, -2, 0}; vec3_t MOVEDIR_DOWN = {0, 0, -1}; void G_SetMovedir (vec3_t angles, vec3_t movedir) { if (VectorCompare (angles, VEC_UP)) { VectorCopy (MOVEDIR_UP, movedir); } else if (VectorCompare (angles, VEC_DOWN)) { VectorCopy (MOVEDIR_DOWN, movedir); } else { AngleVectors (angles, movedir, NULL, NULL); } VectorClear (angles); } float vectoyaw (vec3_t vec) { float yaw; if (vec[YAW] == 0 && vec[PITCH] == 0) yaw = 0; else { yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI); if (yaw < 0) yaw += 360; } return yaw; } void vectoangles (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (int) (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } char *G_CopyString (char *in) { char *out; size_t outSize; outSize = strlen(in)+1; out = gi.TagMalloc (outSize, TAG_LEVEL); Com_strcpy (out, outSize, in); return out; } void G_InitEdict (edict_t *e) { e->inuse = true; e->classname = "noclass"; e->gravity = 1.0; e->s.number = e - g_edicts; } /* ================= G_Spawn Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails. ================= */ edict_t *G_Spawn (void) { int i; edict_t *e; e = &g_edicts[(int)maxclients->value+1]; for ( i=maxclients->value+1 ; iinuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) ) { G_InitEdict (e); return e; } } if (i == game.maxentities) gi.error ("ED_Alloc: no free edicts"); globals.num_edicts++; G_InitEdict (e); return e; } /* ================= G_FreeEdict Marks the edict as free ================= */ void G_FreeEdict (edict_t *ed) { gi.unlinkentity (ed); // unlink from world if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE)) { // gi.dprintf("tried to free special edict\n"); return; } memset (ed, 0, sizeof(*ed)); ed->classname = "freed"; ed->freetime = level.time; ed->inuse = false; ed->nextthink = 0; // just in case freed before a nextthink... } /* ============ G_TouchTriggers ============ */ void G_TouchTriggers (edict_t *ent) { int i, num; static edict_t *touch[MAX_EDICTS]; // Knightmare- made static due to stack size edict_t *hit; // dead things don't activate triggers! if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0)) return; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch, MAX_EDICTS, AREA_TRIGGERS); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (!hit->touch) continue; hit->touch (hit, ent, NULL, NULL); } } /* ============ G_TouchSolids Call after linking a new trigger in during gameplay to force all entities it covers to immediately touch it ============ */ void G_TouchSolids (edict_t *ent) { int i, num; static edict_t *touch[MAX_EDICTS]; // Knightmare- made static due to stack size edict_t *hit; num = gi.BoxEdicts (ent->absmin, ent->absmax, touch, MAX_EDICTS, AREA_SOLID); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (ent->touch) ent->touch (hit, ent, NULL, NULL); if (!ent->inuse) break; } } /* ============================================================================== Kill box ============================================================================== */ /* ================= KillBox Kills all entities that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean KillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); if (!tr.ent) break; // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear } /* ================= MonsterKillBox Kills all entities except players that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean MonsterKillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID); if (!tr.ent) break; if(!((ent->svflags & SVF_MONSTER) && tr.ent->client && tr.ent->health)) { // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); } // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear } /* ================= MonsterPlayerKillBox Kills all entities except players that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ qboolean MonsterPlayerKillBox (edict_t *ent) { trace_t tr; while (1) { tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, MASK_PLAYERSOLID); if (!tr.ent) break; if((ent->svflags & SVF_MONSTER) && tr.ent->client && tr.ent->health) { // nail myself T_Damage (ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); return true; } else { // nail it T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); } // if we didn't kill it, fail if (tr.ent->solid) return false; } return true; // all clear }