/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // g_utils.c -- misc utility functions for game module #include "g_local.h" typedef struct { char oldShader[MAX_QPATH]; char newShader[MAX_QPATH]; float timeOffset; } shaderRemap_t; #define MAX_SHADER_REMAPS 128 int remapCount = 0; shaderRemap_t remappedShaders[MAX_SHADER_REMAPS]; 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++; } } const char *BuildShaderStateConfig() { 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 ========================================================================= */ /* ================ G_FindConfigstringIndex ================ */ 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 ; iinuse) continue; s = *(char **) ((byte *)from + fieldofs); if (!s) continue; if (!Q_stricmp (s, match)) return from; } return NULL; } /* ============= G_PickTarget Selects a random entity from among the targets ============= */ #define MAXCHOICES 32 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; } while(1) { ent = G_Find (ent, FOFS(targetname), targetname); if (!ent) break; choice[num_choices++] = ent; if (num_choices == MAXCHOICES) break; } if (!num_choices) { G_Printf("G_PickTarget: target %s not found\n", targetname); return NULL; } return choice[rand() % num_choices]; } /* ============================== G_UseTargets "activator" should be set to the entity that initiated the firing. Search for (string)targetname in all entities that match (string)self.target and call their .use function ============================== */ void G_UseTargets( gentity_t *ent, gentity_t *activator ) { 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 ( !ent->target ) { return; } t = NULL; while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) { if ( t == ent ) { G_Printf ("WARNING: Entity used itself.\n"); } else { if ( t->use ) { t->use (t, ent, activator); } } if ( !ent->inuse ) { G_Printf("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( 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; } /* =============== G_SetMovedir 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. =============== */ 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 ); } 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; } void G_InitGentity( gentity_t *e ) { e->inuse = qtrue; e->classname = "noclass"; e->s.number = e - g_entities; e->r.ownerNum = ENTITYNUM_NONE; } /* ================= G_Spawn 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. ================= */ gentity_t *G_Spawn( void ) { int i, force; gentity_t *e; 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 ; iinuse ) { 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 != MAX_GENTITIES ) { break; } } if ( i == ENTITYNUM_MAX_NORMAL ) { for (i = 0; i < MAX_GENTITIES; i++) { G_Printf("%4i: %s\n", i, g_entities[i].classname); } G_Error( "G_Spawn: no free entities" ); } // 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; } /* ================= G_EntitiesFree ================= */ qboolean G_EntitiesFree( void ) { int i; gentity_t *e; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++) { if ( e->inuse ) { continue; } // slot available return qtrue; } return qfalse; } /* ================= G_FreeEntity Marks the entity as free ================= */ void G_FreeEntity( gentity_t *ed ) { trap_UnlinkEntity (ed); // unlink from world if ( ed->neverFree ) { return; } memset (ed, 0, sizeof(*ed)); ed->classname = "freed"; ed->freetime = level.time; ed->inuse = qfalse; } /* ================= G_TempEntity 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) ================= */ 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 ============================================================================== */ /* ================= G_KillBox Kills all entities that would touch the proposed new positioning of ent. Ent should be unlinked before calling this! ================= */ 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 ; iclient ) { continue; } // nail it G_Damage ( hit, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG); } } //============================================================================== /* =============== G_AddPredictableEvent 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 =============== */ void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) { if ( !ent->client ) { return; } BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps ); } /* =============== G_AddEvent Adds an event+parm and twiddles the event counter =============== */ void G_AddEvent( gentity_t *ent, int event, int eventParm ) { int bits; 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 = ent->client->ps.externalEvent & EV_EVENT_BITS; bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS; 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); }