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g_utils.c
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g_utils.c
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// g_utils.c -- misc utility functions for game module
#include "g_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];
}
/*
=============
G_Find
Searches all active entities for the next one that holds
the matching string at fieldofs (use the FOFS() macro) in the structure.
Searches beginning at the 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;
}
/*
=================
findradius
Returns entities that have origins within a spherical area
findradius (origin, radius)
=================
*/
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;
}
/*
=============
G_PickTarget
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);
}
/*
==============================
G_UseTargets
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;
}
}
}
}
/*
=============
TempVector
This is just a convenience function
for making temporary vectors for function calls
=============
*/
float *tv (float x, float y, float z)
{
static int index;
static vec3_t vecs[8];
float *v;
// use an array so that multiple tempvectors won't collide
// for a while
v = vecs[index];
index = (index + 1)&7;
v[0] = x;
v[1] = y;
v[2] = z;
return v;
}
/*
=============
VectorToString
This is just a convenience function
for printing vectors
=============
*/
char *vtos (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 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[YAW] == 0 &&*/ 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;
}
char *G_CopyString (char *in)
{
char *out;
out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
strcpy (out, in);
return out;
}
void G_InitEdict (edict_t *e)
{
e->inuse = true;
e->classname = "noclass";
e->gravity = 1.0;
e->s.number = e - g_edicts;
}
/*
=================
G_Spawn
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;
}
/*
=================
G_FreeEdict
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))
{
// gi.dprintf("tried to free special edict\n");
return;
}
memset (ed, 0, sizeof(*ed));
ed->classname = "freed";
ed->freetime = level.time;
ed->inuse = false;
}
/*
============
G_TouchTriggers
============
*/
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);
}
}
/*
============
G_TouchSolids
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
==============================================================================
*/
/*
=================
KillBox
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
}