q3rally/engine/code/game/g_utils.c
Zack Middleton 22a0949a26 ioquake3 resync to commit 4610a240 from bc8737d7
Upgrade to build and run from VS2019
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Updated SDL2 include files to fix Mac build in GitHub Actions
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Merge branch 'main' into xcode
Merge branch 'main' into vs2019
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode
Removed signature from SDL dylib, enabled dark mode on macOS.
spaces > tabs
Ad-hoc signed libSDL2-2.0.0.dylib
Fix compiling against SDL 2.0.17
UB2 now signs and notarizes, upgraded to SDL 2.0.16
Architectures in libSDL2 restored for ppc and i386
Merge remote-tracking branch 'upstream/main' into vs2019
Update SDL2 to 2.0.16
Added rudimentary support for automatically finding Microsoft Store version of Quake 3
GHA deprecated Ubuntu 16.04 - update to 18.04
qsort cannot be called with NULL
Merge remote-tracking branch 'upstream/main' into vs2019
Addressed string concatenation issue and added dummy method for Mac/Linux
Added missing variable.
Merge remote-tracking branch 'upstream/main' into xcode
Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions
Addressed PR suggestions
Modified MS Store path handling to better follow the pattern of Steam/GOG
Merge pull request #481 from tomkidd/xcode
Merge pull request #482 from tomkidd/vs2019
OpenGL2: Fix r_grayscale 1 making everything solid black
Print full GL_EXTENSIONS list for OpenGL contexts before 3.0
Fix being unable to enter Team Arena CD key
OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core
Improve setting Microsoft Store path
Update building for macOS in README
Make macOS arm64 default to target macOS 11 in Makefile
Fix error when cross-compiling for macOS arm64 using Makefile
Fix passing arguments to VM dylib on Apple M1
Fix compiling on older macOS
Fix memory corruption in S_TransferPaintBuffer
Fix memset
Fix hex digit
Fix uninitialized variable
some old URL and doc updates
Update README.md
Update FUNDING.yml
code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler
Revert "code/curl: update ifdef condition for MCST-LCC compiler"
Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option"
More predictable mesh normals generation
vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019)
Add keys for SDL 2.0.14's new gamepad buttons
Fix in_availableJoysticks cvar not updating
Fix (disabled) Wavelet sound decompression
Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update macOS UB1 to SDL 2.0.22
Fix running make-macosx{,-ub2}.sh on Linux
Update MSVC .lib files to SDL 2.24.0
2023-03-02 23:13:18 -06:00

767 lines
16 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
This file is part of q3rally source code.
q3rally 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.
q3rally 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 q3rally; 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, sizeof(buff));
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;
}
// STONELANCE
int G_ScriptIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_SCRIPTS, MAX_SCRIPTS, qtrue);
}
// END
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
=============
*/
// STONELANCE - moved to q_shared
/*
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;
}
*/
// END
/*
===============
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 );
}
// STONELANCE - moved to q_shared
/*
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;
}
*/
// END
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
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 ( level.num_entities < ENTITYNUM_MAX_NORMAL ) {
break;
}
}
if ( level.num_entities == 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;
if ( level.num_entities < ENTITYNUM_MAX_NORMAL ) {
// can open a new slot if needed
return qtrue;
}
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;
}
// STONELANCE
void Rally_Sound( gentity_t *ent, int event, int channel, int soundIndex ) {
gentity_t *te;
te = G_TempEntity( ent->r.currentOrigin, event );
te->s.eventParm = soundIndex;
}
// END
//==============================================================================
/*
================
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);
}
// Perle - Code helper function
//
gentity_t *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;
}
/*
==================
PickDebrisType
returns a type of debris based on the passed spawnflags value
==================
*/
int PickDebrisType( int spawnflags ) {
if ( spawnflags & 1 )
return EV_EMIT_DEBRIS_LIGHT;
if ( spawnflags & 2 )
return EV_EMIT_DEBRIS_DARK;
if ( spawnflags & 4 )
return EV_EMIT_DEBRIS_LIGHT_LARGE;
if ( spawnflags & 8 )
return EV_EMIT_DEBRIS_DARK_LARGE;
if ( spawnflags & 16 )
return EV_EMIT_DEBRIS_WOOD;
if ( spawnflags & 32 )
return EV_EMIT_DEBRIS_FLESH;
if ( spawnflags & 64 )
return EV_EMIT_DEBRIS_GLASS;
if ( spawnflags & 128 )
return EV_EMIT_DEBRIS_STONE;
//if no compatible spawnflags supplied, return EV_EMIT_DEBRIS_LIGHT
return EV_EMIT_DEBRIS_LIGHT;
}
// Perle - Code helper function
//
qboolean 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;
}