mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-30 07:41:16 +00:00
39716745f9
Probably caused by my commit on June 2 2017.
commit 4006358492
Fix spawn/freed entity logic (specifically harvester skulls)
670 lines
14 KiB
C
670 lines
14 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_utils.c -- misc utility functions for game module
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#include "g_local.h"
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typedef struct {
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char oldShader[MAX_QPATH];
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char newShader[MAX_QPATH];
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float timeOffset;
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} shaderRemap_t;
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#define MAX_SHADER_REMAPS 128
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int remapCount = 0;
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shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];
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void AddRemap(const char *oldShader, const char *newShader, float timeOffset) {
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int i;
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for (i = 0; i < remapCount; i++) {
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if (Q_stricmp(oldShader, remappedShaders[i].oldShader) == 0) {
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// found it, just update this one
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strcpy(remappedShaders[i].newShader,newShader);
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remappedShaders[i].timeOffset = timeOffset;
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return;
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}
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}
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if (remapCount < MAX_SHADER_REMAPS) {
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strcpy(remappedShaders[remapCount].newShader,newShader);
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strcpy(remappedShaders[remapCount].oldShader,oldShader);
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remappedShaders[remapCount].timeOffset = timeOffset;
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remapCount++;
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}
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}
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const char *BuildShaderStateConfig(void) {
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static char buff[MAX_STRING_CHARS*4];
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char out[(MAX_QPATH * 2) + 5];
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int i;
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memset(buff, 0, MAX_STRING_CHARS);
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for (i = 0; i < remapCount; i++) {
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Com_sprintf(out, (MAX_QPATH * 2) + 5, "%s=%s:%5.2f@", remappedShaders[i].oldShader, remappedShaders[i].newShader, remappedShaders[i].timeOffset);
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Q_strcat( buff, sizeof( buff ), out);
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}
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return buff;
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}
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/*
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=========================================================================
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model / sound configstring indexes
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=========================================================================
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*/
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/*
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================
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G_FindConfigstringIndex
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================
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*/
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int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) {
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int i;
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char s[MAX_STRING_CHARS];
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if ( !name || !name[0] ) {
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return 0;
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}
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for ( i=1 ; i<max ; i++ ) {
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trap_GetConfigstring( start + i, s, sizeof( s ) );
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if ( !s[0] ) {
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break;
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}
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if ( !strcmp( s, name ) ) {
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return i;
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}
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}
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if ( !create ) {
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return 0;
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}
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if ( i == max ) {
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G_Error( "G_FindConfigstringIndex: overflow" );
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}
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trap_SetConfigstring( start + i, name );
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return i;
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}
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int G_ModelIndex( char *name ) {
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return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
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}
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int G_SoundIndex( char *name ) {
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return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
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}
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//=====================================================================
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/*
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================
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G_TeamCommand
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Broadcasts a command to only a specific team
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================
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*/
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void G_TeamCommand( team_t team, char *cmd ) {
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int i;
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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if ( level.clients[i].pers.connected == CON_CONNECTED ) {
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if ( level.clients[i].sess.sessionTeam == team ) {
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trap_SendServerCommand( i, va("%s", cmd ));
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}
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}
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}
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}
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/*
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=============
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G_Find
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Searches all active entities for the next one that holds
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the matching string at fieldofs (use the FOFS() macro) in the structure.
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Searches beginning at the entity after from, or the beginning if NULL
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NULL will be returned if the end of the list is reached.
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=============
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*/
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gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
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{
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char *s;
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if (!from)
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from = g_entities;
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else
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from++;
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for ( ; from < &g_entities[level.num_entities] ; from++)
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{
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if (!from->inuse)
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continue;
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s = *(char **) ((byte *)from + fieldofs);
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if (!s)
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continue;
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if (!Q_stricmp (s, match))
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return from;
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}
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return NULL;
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}
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/*
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=============
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G_PickTarget
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Selects a random entity from among the targets
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=============
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*/
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#define MAXCHOICES 32
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gentity_t *G_PickTarget (char *targetname)
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{
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gentity_t *ent = NULL;
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int num_choices = 0;
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gentity_t *choice[MAXCHOICES];
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if (!targetname)
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{
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G_Printf("G_PickTarget called with NULL targetname\n");
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return NULL;
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}
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while(1)
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{
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ent = G_Find (ent, FOFS(targetname), targetname);
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if (!ent)
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break;
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choice[num_choices++] = ent;
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if (num_choices == MAXCHOICES)
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break;
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}
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if (!num_choices)
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{
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G_Printf("G_PickTarget: target %s not found\n", targetname);
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return NULL;
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}
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return choice[rand() % num_choices];
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}
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/*
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==============================
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G_UseTargets
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"activator" should be set to the entity that initiated the firing.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function
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==============================
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*/
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void G_UseTargets( gentity_t *ent, gentity_t *activator ) {
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gentity_t *t;
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if ( !ent ) {
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return;
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}
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if (ent->targetShaderName && ent->targetShaderNewName) {
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float f = level.time * 0.001;
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AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
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trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
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}
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if ( !ent->target ) {
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return;
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}
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t = NULL;
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while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
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if ( t == ent ) {
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G_Printf ("WARNING: Entity used itself.\n");
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} else {
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if ( t->use ) {
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t->use (t, ent, activator);
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}
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}
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if ( !ent->inuse ) {
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G_Printf("entity was removed while using targets\n");
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return;
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}
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}
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}
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/*
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=============
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TempVector
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This is just a convenience function
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for making temporary vectors for function calls
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=============
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*/
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float *tv( float x, float y, float z ) {
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static int index;
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static vec3_t vecs[8];
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float *v;
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// use an array so that multiple tempvectors won't collide
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// for a while
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v = vecs[index];
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index = (index + 1)&7;
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v[0] = x;
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v[1] = y;
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v[2] = z;
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return v;
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}
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/*
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=============
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VectorToString
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This is just a convenience function
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for printing vectors
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=============
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*/
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char *vtos( const vec3_t v ) {
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static int index;
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static char str[8][32];
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char *s;
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// use an array so that multiple vtos won't collide
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s = str[index];
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index = (index + 1)&7;
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Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
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return s;
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}
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/*
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===============
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G_SetMovedir
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The editor only specifies a single value for angles (yaw),
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but we have special constants to generate an up or down direction.
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Angles will be cleared, because it is being used to represent a direction
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instead of an orientation.
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===============
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*/
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void G_SetMovedir( vec3_t angles, vec3_t movedir ) {
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static vec3_t VEC_UP = {0, -1, 0};
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static vec3_t MOVEDIR_UP = {0, 0, 1};
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static vec3_t VEC_DOWN = {0, -2, 0};
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static vec3_t MOVEDIR_DOWN = {0, 0, -1};
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if ( VectorCompare (angles, VEC_UP) ) {
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VectorCopy (MOVEDIR_UP, movedir);
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} else if ( VectorCompare (angles, VEC_DOWN) ) {
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VectorCopy (MOVEDIR_DOWN, movedir);
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} else {
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AngleVectors (angles, movedir, NULL, NULL);
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}
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VectorClear( angles );
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}
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float vectoyaw( const vec3_t vec ) {
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float yaw;
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if (vec[YAW] == 0 && vec[PITCH] == 0) {
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yaw = 0;
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} else {
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if (vec[PITCH]) {
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yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
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} else if (vec[YAW] > 0) {
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yaw = 90;
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} else {
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yaw = 270;
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}
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if (yaw < 0) {
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yaw += 360;
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}
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}
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return yaw;
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}
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void G_InitGentity( gentity_t *e ) {
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e->inuse = qtrue;
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e->classname = "noclass";
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e->s.number = e - g_entities;
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e->r.ownerNum = ENTITYNUM_NONE;
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}
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/*
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=================
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G_Spawn
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Either finds a free entity, or allocates a new one.
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The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
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never be used by anything else.
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Try to avoid reusing an entity that was recently freed, because it
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can cause the client to think the entity morphed into something else
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instead of being removed and recreated, which can cause interpolated
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angles and bad trails.
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=================
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*/
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gentity_t *G_Spawn( void ) {
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int i, force;
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gentity_t *e;
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e = NULL; // shut up warning
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for ( force = 0 ; force < 2 ; force++ ) {
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// if we go through all entities and can't find one to free,
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// override the normal minimum times before use
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e = &g_entities[MAX_CLIENTS];
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for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, e++) {
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if ( e->inuse ) {
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continue;
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}
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// the first couple seconds of server time can involve a lot of
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// freeing and allocating, so relax the replacement policy
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if ( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 ) {
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continue;
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}
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// reuse this slot
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G_InitGentity( e );
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return e;
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}
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if ( level.num_entities < ENTITYNUM_MAX_NORMAL ) {
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break;
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}
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}
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if ( level.num_entities == ENTITYNUM_MAX_NORMAL ) {
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for (i = 0; i < MAX_GENTITIES; i++) {
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G_Printf("%4i: %s\n", i, g_entities[i].classname);
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}
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G_Error( "G_Spawn: no free entities" );
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}
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// open up a new slot
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level.num_entities++;
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// let the server system know that there are more entities
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trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
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&level.clients[0].ps, sizeof( level.clients[0] ) );
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G_InitGentity( e );
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return e;
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}
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/*
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=================
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G_EntitiesFree
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=================
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*/
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qboolean G_EntitiesFree( void ) {
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int i;
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gentity_t *e;
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if ( level.num_entities < ENTITYNUM_MAX_NORMAL ) {
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// can open a new slot if needed
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return qtrue;
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}
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e = &g_entities[MAX_CLIENTS];
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for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++) {
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if ( e->inuse ) {
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continue;
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}
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// slot available
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return qtrue;
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}
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return qfalse;
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}
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/*
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=================
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G_FreeEntity
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Marks the entity as free
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=================
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*/
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void G_FreeEntity( gentity_t *ed ) {
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trap_UnlinkEntity (ed); // unlink from world
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if ( ed->neverFree ) {
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return;
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}
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memset (ed, 0, sizeof(*ed));
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ed->classname = "freed";
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ed->freetime = level.time;
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ed->inuse = qfalse;
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}
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/*
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=================
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G_TempEntity
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Spawns an event entity that will be auto-removed
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The origin will be snapped to save net bandwidth, so care
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must be taken if the origin is right on a surface (snap towards start vector first)
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=================
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*/
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gentity_t *G_TempEntity( vec3_t origin, int event ) {
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gentity_t *e;
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vec3_t snapped;
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e = G_Spawn();
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e->s.eType = ET_EVENTS + event;
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e->classname = "tempEntity";
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e->eventTime = level.time;
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e->freeAfterEvent = qtrue;
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VectorCopy( origin, snapped );
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SnapVector( snapped ); // save network bandwidth
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G_SetOrigin( e, snapped );
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// find cluster for PVS
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trap_LinkEntity( e );
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return e;
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}
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/*
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==============================================================================
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Kill box
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==============================================================================
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*/
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/*
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=================
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G_KillBox
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Kills all entities that would touch the proposed new positioning
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of ent. Ent should be unlinked before calling this!
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=================
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*/
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void G_KillBox (gentity_t *ent) {
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int i, num;
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int touch[MAX_GENTITIES];
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gentity_t *hit;
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vec3_t mins, maxs;
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VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
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VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
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num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
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for (i=0 ; i<num ; i++) {
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hit = &g_entities[touch[i]];
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if ( !hit->client ) {
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continue;
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}
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// nail it
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G_Damage ( hit, ent, ent, NULL, NULL,
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100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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}
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//==============================================================================
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/*
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===============
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G_AddPredictableEvent
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Use for non-pmove events that would also be predicted on the
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client side: jumppads and item pickups
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Adds an event+parm and twiddles the event counter
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===============
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*/
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void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
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if ( !ent->client ) {
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return;
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}
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BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
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}
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/*
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===============
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G_AddEvent
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Adds an event+parm and twiddles the event counter
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===============
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*/
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void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
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int bits;
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if ( !event ) {
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G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
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return;
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}
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// clients need to add the event in playerState_t instead of entityState_t
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if ( ent->client ) {
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bits = ent->client->ps.externalEvent & EV_EVENT_BITS;
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bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
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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 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
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);
|
|
}
|