rpgxef/code/game/g_utils.c
Walter Julius Hennecke ece161e04a Multiple changes (list module related)
- G_RadiusListOfTypes now uses list instead of entity pointer array
- added list_clear function
2013-04-09 23:22:47 +02:00

1364 lines
31 KiB
C

/*
* Copyright (C) 1999-2000 Id Software, Inc.
*
* g_utils.c -- misc utility functions for game module
*
*/
#include "g_local.h"
/**
* \brief Data structure for a singele shader remap.
*
* Data structure for a single shader remap
*
*/
typedef struct {
/** The original shader */
char oldShader[MAX_QPATH];
/** The replacement shader */
char newShader[MAX_QPATH];
/** time offset */
float timeOffset;
} shaderRemap_t;
/** The maximum count of shader remaps */
#define MAX_SHADER_REMAPS 128
/** Current count of remapped shaders */
static int remapCount = 0;
/** List of shader remaps */
static shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];
/**
* \brief Add a new shader remap.
*
* Remaps oldShader with newShader.
*
* @param oldShader shader to be remapped
* @param newShader replacement shader
* @param timeOffset time offset
*/
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++;
}
}
/**
* \brief Builds the shader state config.
*
* Builds the shader state config.
*
* @return the shader state config
*/
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;
}
/*
=========================================================================
model / sound configstring indexes
=========================================================================
*/
/*
* \brief Finds the index a config string starts at.
*
* Finds the index a config string start at.
*
* @param name name of the config string
* @param start look from here
* @param max look until here
* @param create create a new config string?
*
* @return The config strings index
*/
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" );*/
G_Printf( S_COLOR_RED "G_FindConfigstringIndex: Full!! Could not add value: %s\n", name );
}
trap_SetConfigstring( start + i, name );
return i;
}
/**
* \brief Get the model index for a model.
*
* Get the model index for a model.
*
* @param name the model name
*
* @return the models index
*/
int G_ModelIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
}
/**
* \brief Get the sound index for a sound.
*
* Get the sound index for a sound.
*
* @param name the sound name
*
* @return the sounds index
*/
int G_SoundIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
}
/**
* \brief Get the tric string index.
*
* Get the tric string index.
*
* @param name the tric string name
*
* @return the tric strings index
*/
int G_TricStringIndex( char *name ) {
return G_FindConfigstringIndex (name, CS_TRIC_STRINGS, MAX_TRIC_STRINGS, qtrue);
}
//=====================================================================
/**
* \brief Issue a team command.
*
* Issue a team command.
*
* @param team the team
* @param cmd the command
*/
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 ));
}
}
}
}
/**
*
* \brief Finds an entity.
*
* 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.
*
* @param from search from this entity on
* @param fieldofs in which field to look
* @param match string to match
*
* @return an matching entity or NULL
*/
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;
}
/** Maximum number of possible choices for G_PickTarget. */
#define MAXCHOICES 32
/**
* \brief Pick a target.
*
* Selects a random entity from among the targets.
*
* @param targetname the targets targetname
*
* @return an entity or NULL
*/
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;
}
/* BOOKMARK */
while(1)
{
ent = G_Find (ent, FOFS(targetname), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
/*================
RPG-X Modification
Phenix
13/06/2004
================*/
if (!num_choices)
{
while(1)
{
ent = G_Find (ent, FOFS(swapname), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
}
if (!num_choices)
{
while(1)
{
ent = G_Find (ent, FOFS(truename), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
}
if (!num_choices)
{
while(1)
{
ent = G_Find (ent, FOFS(falsename), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
}
/*================
End Modification
================*/
if (!num_choices)
{
G_Printf("G_PickTarget: target %s not found\n", targetname);
return NULL;
}
return choice[rand() % num_choices];
}
/**
* \brief Use all targets of the given entity.
*
* Goes through all entities and calls ther use function if their
* targetname, swapname, truename, falsename, bluename are matching
* the target. activator should be set the the inflictor of this function
* call.
*
* @param ent the entity
* @param activator the activator
* @param target target to match
*/
void G_UseTargets2( gentity_t *ent, gentity_t *activator, char *target ) {
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 ( !target ) {
return;
}
t = NULL;
while ( (t = G_Find (t, FOFS(targetname), target)) != NULL ) {
if ( t == ent ) {
G_Printf ("WARNING: Entity %i used itself.\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
} else {
if ( t->use ) {
t->use (t, ent, activator);
#ifdef G_LUA
if(t->luaUse)
{
if(activator)
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
}
}
if ( !ent->inuse ) {
G_Printf("Entity %i was removed while using targets\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
return;
}
}
/*================
RPG-X Modification
Phenix
13/06/2004
================*/
t = NULL;
while ( (t = G_Find (t, FOFS(swapname), target)) != NULL ) {
if ( t == ent ) {
G_Printf ("WARNING: Entity %i used itself.\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
} else {
if ( t->use ) {
t->use (t, ent, activator);
#ifdef G_LUA
if(t->luaUse)
{
if(activator)
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
}
}
if ( !ent->inuse ) {
G_Printf("Entity %i was removed while using targets\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
return;
}
}
t = NULL;
while ( (t = G_Find (t, FOFS(truename), target)) != NULL ) {
if ( t == ent ) {
G_Printf ("WARNING: Entity %i used itself.\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
} else {
if ( t->use ) {
t->use (t, ent, activator);
#ifdef G_LUA
if(t->luaUse)
{
if(activator)
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
}
}
if ( !ent->inuse ) {
G_Printf("Entity %i was removed while using targets\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
return;
}
}
t = NULL;
while ( (t = G_Find (t, FOFS(falsename), target)) != NULL ) {
if ( t == ent ) {
G_Printf ("WARNING: Entity %i used itself.\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
} else {
if ( t->use ) {
t->use (t, ent, activator);
#ifdef G_LUA
if(t->luaUse)
{
if(activator)
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
}
}
if ( !ent->inuse ) {
G_Printf("Entity %i was removed while using targets\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
return;
}
}
/*================
End Modification
================*/
/*
* RPG-X | GSIO01 | 11/05/2009 | MOD START
* target_alert
*/
t = NULL;
while( (t = G_Find(t, FOFS(bluename), target)) != NULL ) {
if ( t == ent ) {
G_Printf ("WARNING: Entity %i used itself.\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
} else {
if ( t->use ) {
t->use (t, ent, ent);
#ifdef G_LUA
if(t->luaUse)
{
if(activator)
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityUse(t->luaUse, t->s.number, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
}
}
if ( !ent->inuse ) {
G_Printf("Entity %i was removed while using targets\n", t->s.number); /* RPG-X | GSIO01 | 22.10.09: a little bit more information for the mapper */
return;
}
}
}
/**
* \brief Use all of the given entity's targets.
*
* Use all of the given entity's targets.
*
* @param ent the entity
* @param activator the initiator of the function call
*/
void G_UseTargets( gentity_t *ent, gentity_t *activator ) {
if ( !ent ) {
return;
}
G_UseTargets2( ent, activator, ent->target );
}
/**
* \brief Create a temporary vector.
*
* This is just a convenience function
* for making temporary vectors for function calls
*
* @param x x-value
* @param y y-value
* @param z z-value
*
* @return temporary vector
*/
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;
}
/**
* \brief Converts a vector to a string to be printed.
*
* This is just a convenience function
* for printing vectors
*
* @param v the vector
*
* @return string representation of the vector
*/
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;
}
/**
* \brief Converts angles to move directions.
*
* 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.
*
* @param angles the angles
* @param movedir the movedir
*/
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 );
}
/**
* \brief Get the yaw from a vector.
*
* Get the yaw from a vector.
*
* @param vec the vector
*
* @return the yaw
*/
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;
}
/**
* \brief Init the entity.
*
* Inits a given game entity.
*
* @param e the entity
*/
void G_InitGentity( gentity_t *e ) {
e->inuse = qtrue;
e->classname = "noclass";
e->s.number = e - g_entities;
e->r.ownerNum = ENTITYNUM_NONE;
}
/**
* \brief Spawns a new entity.
*
* 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.
*
* @return a new entity or NULL
*/
gentity_t *G_Spawn( void ) {
int i, force;
gentity_t *e;
/* RPG-X: RedTechie - Get rid of tripmines first */
gentity_t *tripwire = NULL;
int foundTripWires[MAX_GENTITIES] = {ENTITYNUM_NONE};
int tripcount = 0;
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 != ENTITYNUM_MAX_NORMAL ) {
break;
}
}
/* RPG-X: RedTechie DEBUG: SHOW HOW MANY ENT's WE HAVE LEFT */
/*trap_SendServerCommand( -1, va("print \"^1DEBUG: current:%i total:%i\n\"", i, ENTITYNUM_MAX_NORMAL));*/
if ( i == ENTITYNUM_MAX_NORMAL ) {
/* RPG-X: RedTechie - Do some rpg-x house cleaning before we decalre the server dead */
while ( (tripwire = G_Find( tripwire, FOFS(classname), "tripwire" )) != NULL )
{
foundTripWires[tripcount++] = tripwire->s.number;
}
if(tripcount != 0){
for ( i = 0; i < tripcount; i++ )
{
/* remove it... or blow it? */
if ( &g_entities[foundTripWires[i]] != NULL )
{
G_FreeEntity( &g_entities[foundTripWires[i]] );
foundTripWires[i] = ENTITYNUM_NONE;
}
}
G_LogPrintf("RPG-X WARNING: Max entities hit! Removed all tripmines. Restart the server ASAP or suffer a server crash!\n");
trap_SendServerCommand( -1, "print \"^1RPG-X WARNING: Max entities hit! Removed all tripmines. Restart the server ASAP or suffer a server crash!\n\"");
if ( i == ENTITYNUM_MAX_NORMAL ) {
G_Error( "G_Spawn: no free entities" );
}
}else{
G_Error( "G_Spawn: no free entities" );
}
}
/* RPG-X: RedTechie - Update global entity count */
RPGEntityCount = i;
/* 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;
}
/**
* \brief Free an entity.
*
* Marks the entity as free.
*
* @param ed entity to free
*/
void G_FreeEntity( gentity_t *ed ) {
trap_UnlinkEntity (ed); /* unlink from world */
if ( ed->neverFree ) {
return;
}
#ifdef G_LUA
/* Lua API callbacks */
if(ed->luaFree && !ed->client)
{
LuaHook_G_EntityFree(ed->luaFree, ed->s.number);
}
#endif
memset (ed, 0, sizeof(*ed));
ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = qfalse;
}
/**
* \brief Spawn an temporary entity.
*
* 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)
*
* @param origin the origin
* @param event the event to use for this entity
*
* @return the temporary entity
*/
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
==============================================================================
*/
/**
* \brief Kill all that would be inside a new one.
*
* Kills all entities that would touch the proposed new positioning
* of ent. Ent should be unlinked before calling this!
*
* @param ent the entity
*/
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);
}
}
/**
* \author J2J
* \brief Push all entities away that are inside a new entity.
*
* Basically does teh same as G_KillBox except it will
* push players and other entities away instead of killing them.
*
* @param ent the entity
*
* @return was an ent moved?
*/
qboolean G_MoveBox (gentity_t *ent )
{
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
vec3_t mins, maxs;
vec3_t dir;
qboolean movedPlayer = qfalse;
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 || hit->client->ps.clientNum == ent->client->ps.clientNum )
{
continue;
}
VectorSet( dir, 0, hit->client->ps.viewangles[YAW], 0 );
AngleVectors( dir, hit->client->ps.velocity, NULL, NULL );
VectorScale( hit->client->ps.velocity, -150, hit->client->ps.velocity );
hit->client->ps.pm_time = 160; /* hold time */
hit->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
movedPlayer = qtrue;
}
return movedPlayer;
}
//==============================================================================
/**
* \brief Adds a new Predictable event.
*
* 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
*
* @param ent the entity
* @param event the event
* @param eventParm any parameters for the event
*/
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
if ( !ent->client ) {
return;
}
BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
}
/**
* \brief Add a new event.
*
* Adds an event+parm and twiddles the event counter
*
* @param ent the entity
* @param event the event
* @param eventParm parameter for the event
*/
void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
int bits;
playerState_t *ps = &ent->client->ps;
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 = ps->externalEvent & EV_EVENT_BITS;
bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
ps->externalEvent = event | bits;
ps->externalEventParm = eventParm;
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;
}
/**
* \brief Makes an entity to play a non looping sound.
*
* Makes an entity to play a non looping sound.
*
* @param ent the entity
* @param soundIndex the sounds index
*/
void G_Sound( gentity_t *ent, int soundIndex ) {
gentity_t *te;
te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND );
te->s.eventParm = soundIndex;
}
//==============================================================================
/**
* \brief Set the Origin of an entity.
*
* Sets the pos trajectory for a fixed position
*
* @param ent the entity
* @param origin the new origin
*/
void G_SetOrigin( gentity_t *ent, vec3_t origin ) {
// lets try this to fix setting origins for brush ents without origin brush
VectorCopy(origin, ent->pos1); // needs testing
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 );
VectorCopy( origin, ent->s.origin); /* RPG-X | GSIO01 | 24.08.2009 */
}
/**
* \brief Set the angles of an entity.
*
* Sets the pos trajectory for a fixed angular position
*
* @param ent the entity
* @param angles the new angles
*/
void G_SetAngles(gentity_t *ent, vec3_t angles) {
VectorCopy(angles, ent->s.apos.trBase);
ent->s.apos.trType = TR_STATIONARY;
ent->s.apos.trTime = 0;
ent->s.apos.trDuration = 0;
VectorClear(ent->s.apos.trDelta);
VectorCopy(angles, ent->r.currentAngles);
VectorCopy(angles, ent->s.angles);
}
/**
* \brief Get list of entities around a given origin,
*
* Given an origin and a radius, return all entities that are in use that are within the list
*
* @param origin the origin
* @param radius the radius to look in around
* @param ignore entity to ignore
* @param takeDamage only list ents that may get damaged?
* @param ent_list the resulting list
*
* @return the number of found entities in the list
*/
int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES])
{
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
int i, e;
int ent_count = 0;
if ( radius < 1 )
{
radius = 1;
}
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = &g_entities[entityList[e]];
if ((ent == ignore) || !(ent->inuse) || ent->takedamage != takeDamage)
continue;
/* find the distance from the edge of the bounding box */
for ( i = 0 ; i < 3 ; i++ )
{
if ( origin[i] < ent->r.absmin[i] )
{
v[i] = ent->r.absmin[i] - origin[i];
} else if ( origin[i] > ent->r.absmax[i] )
{
v[i] = origin[i] - ent->r.absmax[i];
} else
{
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius )
{
continue;
}
/* ok, we are within the radius, add us to the incoming list */
ent_list[ent_count] = ent;
ent_count++;
}
/* we are done, return how many we found */
return(ent_count);
}
int G_RadiusListOfTypes(char *classname[], int count, vec3_t origin, float radius, gentity_t *ignore, list_p ent_list) {
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
int i, e;
qboolean valid = qfalse;
if(ent_list == NULL) {
ent_list = create_list();
}
if ( radius < 1 )
{
radius = 1;
}
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = &g_entities[entityList[e]];
if ((ent == ignore) || !(ent->inuse))
continue;
for(i = 0; i < count; i++) {
if(!strcmp(ent->classname, classname[i])) {
valid = qtrue;
}
}
if(!valid) {
continue;
}
/* find the distance from the edge of the bounding box */
for ( i = 0 ; i < 3 ; i++ )
{
if ( origin[i] < ent->r.absmin[i] )
{
v[i] = ent->r.absmin[i] - origin[i];
} else if ( origin[i] > ent->r.absmax[i] )
{
v[i] = origin[i] - ent->r.absmax[i];
} else
{
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius )
{
continue;
}
/* ok, we are within the radius, add us to the incoming list */
list_append_ptr(ent_list, ent, LT_DATA);
valid = qfalse;
}
/* we are done, return how many we found */
return ent_list->length;
}
/**
* \brief Find the nearest entity
*
* Find the nearest entity.
*
* @param classname filter the results by this classname
* @param origin the origin
* @param the radoius to look in around
* @param ignore entity to ignore
* @param takeDamage only return an entity that may take damage?
*
* @return the nearest entity
*/
gentity_t *G_GetNearestEnt(char *classname, vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage) {
gentity_t *entList[MAX_GENTITIES], *nearest = NULL;
int count, i;
float distance, minDist;
vec3_t dist;
if(!radius) { /* we don't care how far it is away */
radius = 9999999;
}
minDist = radius;
count = G_RadiusList(origin, radius, ignore, takeDamage, entList);
for(i = 0; i < count; i++) {
if(entList[i] != ignore) {
if(entList[i]->s.origin[0] || entList[i]->s.origin[1] || entList[i]->s.origin[2]) {
VectorSubtract(origin, entList[i]->s.origin, dist);
} else if(entList[i]->r.currentOrigin[0] || entList[i]->r.currentOrigin[1] || entList[i]->r.currentOrigin[2]) {
VectorSubtract(origin, entList[i]->r.currentOrigin, dist);
} else if(entList[i]->s.pos.trBase[0] || entList[i]->s.pos.trBase[1] || entList[i]->s.pos.trBase[2]) {
VectorSubtract(origin, entList[i]->s.pos.trBase, dist);
} else { /* wow none of above ... well then assume it's origin is 0 0 0*/
VectorCopy(origin, dist);
}
distance = VectorLength(dist);
if(distance < 0) {
distance *= -1;
}
if(distance < minDist) {
if(classname && !Q_stricmp(classname, entList[i]->classname)) {
minDist = distance;
nearest = entList[i];
} else if(!classname) {
minDist = distance;
nearest = entList[i];
}
}
}
}
return nearest;
}
/**
* \brief Find the nearest player.
*
* Find the nearest player
*
* @param origin the origin
* @param radius the radius to look in around
* @param ignore entity to ignore
*
* @return the nearest player
*/
gentity_t *G_GetNearestPlayer(vec3_t origin, float radius, gentity_t *ignore ) {
gentity_t *entList[MAX_GENTITIES], *nearest = NULL;
int i;
float distance, minDist;
vec3_t dist;
if(!radius)
radius = 999999;
minDist = radius;
G_RadiusList(origin, radius, ignore, qtrue, entList);
for(i = 0; i < MAX_CLIENTS; i++) {
if(entList[i]->client) {
VectorSubtract(origin, entList[i]->r.currentOrigin, dist);
distance = VectorLength(dist);
if(distance < 0)
distance *= -1;
if(distance < minDist) {
minDist = distance;
nearest = entList[i];
}
}
}
return nearest;
}
/**
* \author GSIO01
* \brief Get all entities with the specified targetname.
*
* Get all entities with the specified targetname.
*
* @param targetname the targetname
* @param entities the result
*
* @return number of entities found
*/
int G_GetEntityByTargetname(const char *targetname, gentity_t *entities[MAX_GENTITIES]) {
int i;
int cnt = 0;
gentity_t *t;
for(i = MAX_GENTITIES - 1; i > -1; i--) {
if(!&g_entities[i]) continue;
t = &g_entities[i];
if(t->targetname && !Q_strncmp(t->targetname, targetname, strlen(targetname))) {
entities[cnt] = t;
cnt++;
}
}
return cnt;
}
/**
* \author GSIO01
* \brief Get all entities with specified target.
*
* Get all entities matching the specifie target.
*
* @param target target the entities should have
* @param entities the result
*
* @return number of matches found
*/
int G_GetEntityByTarget(const char *target, gentity_t *entities[MAX_GENTITIES]) {
int i;
int cnt = 0;
gentity_t *t;
for(i = MAX_GENTITIES - 1; i > -1; i--) {
if(!&g_entities[i]) continue;
t = &g_entities[i];
if(t->target && !Q_strncmp(t->target, target, strlen(target))) {
entities[cnt] = t;
cnt++;
}
}
return cnt;
}
/**
* \author GSIO01
* \brief Get all entities with specified brush model
*
* Get all entities matching the specified brush model.
* Normally this only shoud be one entity.
*
* @param bmodel brush model to match
* @param entities the result
*
* @return number of matches found
*/
int G_GetEntityByBmodel(char *bmodel, gentity_t *entities[MAX_GENTITIES]) {
int i;
int cnt = 0;
gentity_t *t;
for(i = MAX_GENTITIES - 1; i > -1; i--) {
if(!&g_entities[i]) continue;
t = &g_entities[i];
if(t->model && !Q_strncmp(t->model, bmodel, strlen(bmodel))) {
entities[cnt] = t;
cnt++;
}
}
return cnt;
}
/**
* Checks if the line of sight between two entities is blocked.
*
* \author Ubergames - Phenix
* \date 2/8/2004
*
* @param ent1 entity one
* @param ent2 entity two
*
* @return is line of sight blocked?
*/
qboolean LineOfSight( 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;
}