game: ctf g_utils sync

This commit is contained in:
Denis Pauk 2023-11-02 00:26:48 +02:00
parent 571c0b96c2
commit 2fe5162add
3 changed files with 2 additions and 718 deletions

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@ -1498,7 +1498,7 @@ CTF_OBJS_ = \
src/ctf/g_svcmds.o \ src/ctf/g_svcmds.o \
src/ctf/g_target.o \ src/ctf/g_target.o \
src/ctf/g_trigger.o \ src/ctf/g_trigger.o \
src/ctf/g_utils.o \ src/game/g_utils.o \
src/game/g_weapon.o \ src/game/g_weapon.o \
src/game/menu/menu.o \ src/game/menu/menu.o \
src/game/monster/misc/move.o \ src/game/monster/misc/move.o \

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@ -1,716 +0,0 @@
/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (c) ZeniMax Media Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Misc. utility functions for the game logic.
*
* =======================================================================
*/
#include "header/local.h"
void
G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward,
vec3_t right, vec3_t result)
{
result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] +
distance[2];
}
/*
* 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 edict after from, or the
* beginning if NULL. NULL will be returned if the end
* of the list is reached.
*/
edict_t *
G_Find(edict_t *from, int fieldofs, char *match)
{
char *s;
if (!from)
{
from = g_edicts;
}
else
{
from++;
}
for ( ; from < &g_edicts[globals.num_edicts]; from++)
{
if (!from->inuse)
{
continue;
}
s = *(char **)((byte *)from + fieldofs);
if (!s)
{
continue;
}
if (!Q_stricmp(s, match))
{
return from;
}
}
return NULL;
}
/*
* Returns entities that have origins within a spherical area
*/
edict_t *
findradius(edict_t *from, vec3_t org, float rad)
{
vec3_t eorg;
int j;
if (!from)
{
from = g_edicts;
}
else
{
from++;
}
for ( ; from < &g_edicts[globals.num_edicts]; from++)
{
if (!from->inuse)
{
continue;
}
if (from->solid == SOLID_NOT)
{
continue;
}
for (j = 0; j < 3; j++)
{
eorg[j] = org[j] - (from->s.origin[j] +
(from->mins[j] + from->maxs[j]) * 0.5);
}
if (VectorLength(eorg) > rad)
{
continue;
}
return from;
}
return NULL;
}
/*
* 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 edict after from, or the beginning if NULL
* NULL will be returned if the end of the list is reached.
*/
#define MAXCHOICES 8
edict_t *
G_PickTarget(char *targetname)
{
edict_t *ent = NULL;
int num_choices = 0;
edict_t *choice[MAXCHOICES];
if (!targetname)
{
gi.dprintf("G_PickTarget called with NULL targetname\n");
return NULL;
}
while (1)
{
ent = G_Find(ent, FOFS(targetname), targetname);
if (!ent)
{
break;
}
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
{
break;
}
}
if (!num_choices)
{
gi.dprintf("G_PickTarget: target %s not found\n", targetname);
return NULL;
}
return choice[rand() % num_choices];
}
void
Think_Delay(edict_t *ent)
{
G_UseTargets(ent, ent->activator);
G_FreeEdict(ent);
}
/*
* The global "activator" should be set to the entity
* that initiated the firing.
*
* If self.delay is set, a DelayedUse entity will be
* created that will actually do the SUB_UseTargets
* after that many seconds have passed.
*
* Centerprints any self.message to the activator.
*
* Search for (string)targetname in all entities that
* match (string)self.target and call their .use function
*/
void
G_UseTargets(edict_t *ent, edict_t *activator)
{
edict_t *t;
/* check for a delay */
if (ent->delay)
{
/* create a temp object to fire at a later time */
t = G_Spawn();
t->classname = "DelayedUse";
t->nextthink = level.time + ent->delay;
t->think = Think_Delay;
t->activator = activator;
if (!activator)
{
gi.dprintf("Think_Delay with no activator\n");
}
t->message = ent->message;
t->target = ent->target;
t->killtarget = ent->killtarget;
return;
}
/* print the message */
if ((ent->message) && !(activator->svflags & SVF_MONSTER))
{
gi.centerprintf(activator, "%s", ent->message);
if (ent->noise_index)
{
gi.sound(activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
}
else
{
gi.sound(activator, CHAN_AUTO, gi.soundindex(
"misc/talk1.wav"), 1, ATTN_NORM, 0);
}
}
/* kill killtargets */
if (ent->killtarget)
{
t = NULL;
while ((t = G_Find(t, FOFS(targetname), ent->killtarget)))
{
G_FreeEdict(t);
if (!ent->inuse)
{
gi.dprintf("entity was removed while using killtargets\n");
return;
}
}
}
/* fire targets */
if (ent->target)
{
t = NULL;
while ((t = G_Find(t, FOFS(targetname), ent->target)))
{
/* doors fire area portals in a specific way */
if (!Q_stricmp(t->classname, "func_areaportal") &&
(!Q_stricmp(ent->classname, "func_door") ||
!Q_stricmp(ent->classname, "func_door_rotating")))
{
continue;
}
if (t == ent)
{
gi.dprintf("WARNING: Entity used itself.\n");
}
else
{
if (t->use)
{
t->use(t, ent, activator);
}
}
if (!ent->inuse)
{
gi.dprintf("entity was removed while using targets\n");
return;
}
}
}
}
/*
* This is just a convenience function
* for making temporary vectors for function calls
*/
float *
tv(float x, float y, float z)
{
static int index;
static vec3_t vecs[8];
float *v;
v = vecs[index];
index = (index + 1) & 7;
v[0] = x;
v[1] = y;
v[2] = z;
return v;
}
/*
* This is just a convenience function
* for printing vectors
*/
char *
vtos(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;
}
vec3_t VEC_UP = {0, -1, 0};
vec3_t MOVEDIR_UP = {0, 0, 1};
vec3_t VEC_DOWN = {0, -2, 0};
vec3_t MOVEDIR_DOWN = {0, 0, -1};
void
get_normal_vector(const cplane_t *p, vec3_t normal)
{
if (p)
{
VectorCopy(p->normal, normal);
}
else
{
VectorCopy(vec3_origin, normal);
}
}
void
G_SetMovedir(vec3_t angles, vec3_t movedir)
{
if (VectorCompare(angles, VEC_UP))
{
VectorCopy(MOVEDIR_UP, movedir);
}
else if (VectorCompare(angles, VEC_DOWN))
{
VectorCopy(MOVEDIR_DOWN, movedir);
}
else
{
AngleVectors(angles, movedir, NULL, NULL);
}
VectorClear(angles);
}
float
vectoyaw(vec3_t vec)
{
float yaw;
if (vec[PITCH] == 0)
{
yaw = 0;
if (vec[YAW] > 0)
{
yaw = 90;
}
else if (vec[YAW] < 0)
{
yaw = -90;
}
}
else
{
yaw = (int)(atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
if (yaw < 0)
{
yaw += 360;
}
}
return yaw;
}
void
vectoangles(vec3_t value1, vec3_t angles)
{
float forward;
float yaw, pitch;
if ((value1[1] == 0) && (value1[0] == 0))
{
yaw = 0;
if (value1[2] > 0)
{
pitch = 90;
}
else
{
pitch = 270;
}
}
else
{
if (value1[0])
{
yaw = (int)(atan2(value1[1], value1[0]) * 180 / M_PI);
}
else if (value1[1] > 0)
{
yaw = 90;
}
else
{
yaw = -90;
}
if (yaw < 0)
{
yaw += 360;
}
forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]);
pitch = (int)(atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
{
pitch += 360;
}
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
void
vectoangles2(vec3_t value1, vec3_t angles)
{
float forward;
float yaw, pitch;
if ((value1[1] == 0) && (value1[0] == 0))
{
yaw = 0;
if (value1[2] > 0)
{
pitch = 90;
}
else
{
pitch = 270;
}
}
else
{
if (value1[0])
{
yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
}
else if (value1[1] > 0)
{
yaw = 90;
}
else
{
yaw = 270;
}
if (yaw < 0)
{
yaw += 360;
}
forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]);
pitch = (atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
{
pitch += 360;
}
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
char *
G_CopyString(char *in)
{
char *out;
if (!in)
{
return NULL;
}
out = gi.TagMalloc(strlen(in) + 1, TAG_LEVEL);
strcpy(out, in);
return out;
}
void
G_InitEdict(edict_t *e)
{
if (!e)
{
return;
}
if (e->nextthink)
{
e->nextthink = 0;
}
e->inuse = true;
e->classname = "noclass";
e->gravity = 1.0;
e->s.number = e - g_edicts;
e->gravityVector[0] = 0.0;
e->gravityVector[1] = 0.0;
e->gravityVector[2] = -1.0;
}
/*
* Either finds a free edict, or allocates a new one.
* 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.
*/
edict_t *
G_Spawn(void)
{
int i;
edict_t *e;
e = &g_edicts[(int)maxclients->value + 1];
for (i = maxclients->value + 1; i < globals.num_edicts; i++, e++)
{
/* the first couple seconds of server time can involve a lot of
freeing and allocating, so relax the replacement policy */
if (!e->inuse && ((e->freetime < 2) || (level.time - e->freetime > 0.5)))
{
G_InitEdict(e);
return e;
}
}
if (i == game.maxentities)
{
gi.error("ED_Alloc: no free edicts");
}
globals.num_edicts++;
G_InitEdict(e);
return e;
}
/*
* Marks the edict as free
*/
void
G_FreeEdict(edict_t *ed)
{
gi.unlinkentity(ed); /* unlink from world */
if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
{
return;
}
memset(ed, 0, sizeof(*ed));
ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = false;
}
void
G_TouchTriggers(edict_t *ent)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
/* dead things don't activate triggers! */
if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
{
return;
}
num = gi.BoxEdicts(ent->absmin, ent->absmax, touch,
MAX_EDICTS, AREA_TRIGGERS);
/* be careful, it is possible to have an entity in this
list removed before we get to it (killtriggered) */
for (i = 0; i < num; i++)
{
hit = touch[i];
if (!hit->inuse)
{
continue;
}
if (!hit->touch)
{
continue;
}
hit->touch(hit, ent, NULL, NULL);
}
}
/*
* Call after linking a new trigger in during gameplay
* to force all entities it covers to immediately touch it
*/
void
G_TouchSolids(edict_t *ent)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
num = gi.BoxEdicts(ent->absmin, ent->absmax, touch,
MAX_EDICTS, AREA_SOLID);
/* be careful, it is possible to have an entity in this
list removed before we get to it (killtriggered) */
for (i = 0; i < num; i++)
{
hit = touch[i];
if (!hit->inuse)
{
continue;
}
if (ent->touch)
{
ent->touch(hit, ent, NULL, NULL);
}
if (!ent->inuse)
{
break;
}
}
}
/*
* ==============================================================================
*
* Kill box
*
* ==============================================================================
*/
/*
* Kills all entities that would touch the proposed new positioning
* of ent. Ent should be unlinked before calling this!
*/
qboolean
KillBox(edict_t *ent)
{
trace_t tr;
while (1)
{
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, ent->s.origin,
NULL, MASK_PLAYERSOLID);
if (!tr.ent)
{
break;
}
/* nail it */
T_Damage(tr.ent, ent, ent, vec3_origin, ent->s.origin,
vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION,
MOD_TELEFRAG);
/* if we didn't kill it, fail */
if (tr.ent->solid)
{
return false;
}
}
return true; /* all clear */
}