rpgxef/code/game/g_utils.c
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

1359 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;
list_iter_p szIter;
safeZone_t *sz;
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 (va("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(va("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 (va("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(va("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 (va("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(va("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 (va("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(va("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 (va("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(va("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;
}
}
/* self destruct safe zones */
if(selfdestructSafeZones != NULL && selfdestructSafeZones->length > 0) {
szIter = list_iterator(selfdestructSafeZones, FRONT);
for(sz = (safeZone_t *)list_next(szIter); sz != NULL; sz = (safeZone_t *)list_next(szIter)) {
if(!strcmp(sz->name, target)) {
sz->active = (qboolean)!sz->active;
}
}
}
}
/**
* \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, va("print \"^1RPG-X WARNING: Max entities hit! Removed all tripmines. Restart the server ASAP or suffer a server crash!\n\"", i, ENTITYNUM_MAX_NORMAL));
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 ) {
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_RadiusListOfType(char *classname, vec3_t origin, float radius, gentity_t *ignore, 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) || strcmp(classname, ent->classname))
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);
}
/**
* \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 count, i;
float distance, minDist;
vec3_t dist;
if(!radius)
radius = 999999;
minDist = radius;
count = 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;
}