sof2-sdk/code/game/g_utils.c

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2002-05-24 00:00:00 +00:00
// Copyright (C) 2001-2002 Raven Software.
//
// 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;
}
/*
================
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 )
{
Com_Error( ERR_FATAL, "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);
}
int G_AmbientSoundSetIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_AMBIENT_SOUNDSETS, MAX_AMBIENT_SOUNDSETS, qtrue);
}
int G_IconIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_ICONS, MAX_ICONS, qtrue);
}
int G_EffectIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_EFFECTS, MAX_FX, qtrue);
}
int G_BSPIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_BSP_MODELS, MAX_SUB_BSP, 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.team == 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)
{
Com_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)
{
Com_Printf("G_PickTarget: target %s not found\n", targetname);
return NULL;
}
return choice[rand() % num_choices];
}
void G_UseTargetsByName( const char* name, gentity_t* other, gentity_t *activator )
{
gentity_t* t;
// Look for an entity
t = NULL;
while ( (t = G_Find (t, FOFS(targetname), name)) != NULL )
{
if ( t == other )
{
Com_Printf ("WARNING: Entity used itself.\n");
}
else
{
if ( t->use )
{
t->use (t, other, activator);
}
}
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if ( other && !other->inuse )
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{
Com_Printf("entity was removed while using targets\n");
return;
}
}
}
/*
==============================
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 )
{
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;
}
G_UseTargetsByName ( ent->target, ent, activator );
}
/*
=============
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++)
{
Com_Printf("%4i: %s\n", i, g_entities[i].classname);
}
Com_Error( ERR_FATAL, "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);
if ( ed->neverFree )
{
return;
}
memset (ed, 0, sizeof(*ed));
ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = qfalse;
}
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/*
=================
G_FreeEnitityChildren
Frees any entity that is a child of the given entity
=================
*/
void G_FreeEnitityChildren( gentity_t* ent )
{
gentity_t* from;
for ( from = g_entities; from < &g_entities[level.num_entities] ; from++)
{
if ( !from->inuse )
{
continue;
}
if ( from->parent != ent )
{
continue;
}
G_FreeEntity ( from );
}
}
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/*
=================
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;
}
// Dont kill yourself if this should ever happen
if ( hit == ent )
{
continue;
}
// nail it
G_Damage ( hit, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG, HL_NONE );
}
}
//==============================================================================
/*
===============
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 ) {
Com_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_PlayEffect
=============
*/
void G_PlayEffect(int fxID, vec3_t org, vec3_t ang)
{
gentity_t *te;
te = G_TempEntity( org, EV_PLAY_EFFECT );
VectorCopy(ang, te->s.angles);
VectorCopy(org, te->s.origin);
te->s.eventParm = fxID;
}
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/*
=============
G_SetHUDIcon
=============
*/
void G_SetHUDIcon ( int index, int icon )
{
trap_SetConfigstring ( CS_HUDICONS + index, va("%i", icon ) );
}
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/*
=============
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;
te->s.otherEntityNum = channel;
}
/*
=============
G_SoundAtLoc
=============
*/
void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex ) {
gentity_t *te;
te = G_TempEntity( loc, EV_GENERAL_SOUND );
te->s.eventParm = soundIndex;
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te->r.svFlags |= SVF_BROADCAST;
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}
/*
=============
G_EntitySound
=============
*/
void G_EntitySound( gentity_t *ent, int channel, int soundIndex ) {
gentity_t *te;
te = G_TempEntity( ent->r.currentOrigin, EV_ENTITY_SOUND );
te->s.eventParm = soundIndex;
te->s.weapon = ent->s.number;
}
//==============================================================================
qboolean G_PointInBounds( vec3_t point, vec3_t mins, vec3_t maxs )
{
int i;
for(i = 0; i < 3; i++ )
{
if ( point[i] < mins[i] )
{
return qfalse;
}
if ( point[i] > maxs[i] )
{
return qfalse;
}
}
return qtrue;
}
qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs )
{
vec3_t boxMins;
vec3_t boxMaxs;
VectorAdd( point, mins, boxMins );
VectorAdd( point, maxs, boxMaxs );
if(boxMaxs[0]>boundsMaxs[0])
return qfalse;
if(boxMaxs[1]>boundsMaxs[1])
return qfalse;
if(boxMaxs[2]>boundsMaxs[2])
return qfalse;
if(boxMins[0]<boundsMins[0])
return qfalse;
if(boxMins[1]<boundsMins[1])
return qfalse;
if(boxMins[2]<boundsMins[2])
return qfalse;
//box is completely contained within bounds
return qtrue;
}
void G_SetAngles( gentity_t *ent, vec3_t angles )
{
VectorCopy( angles, ent->r.currentAngles );
VectorCopy( angles, ent->s.angles );
VectorCopy( angles, ent->s.apos.trBase );
}
qboolean G_ClearTrace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int ignore, int clipmask )
{
static trace_t tr;
trap_Trace( &tr, start, mins, maxs, end, ignore, clipmask );
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0 )
{
return qfalse;
}
return qtrue;
}
/*
================
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);
}