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g_utils.c
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/* =======================================================================
*
* Misc. utility functions for the game logic.
*
* =======================================================================
*/
#include "header/local.h"
#define MAXCHOICES 8
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_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];
}
void
G_ProjectSource2(vec3_t point, vec3_t distance, vec3_t forward,
vec3_t right, vec3_t up, vec3_t result)
{
result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] +
up[0] * distance[2];
result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] +
up[1] * distance[2];
result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] +
up[2] * 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 (!match)
{
return NULL;
}
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;
}
/*
* Returns entities that have origins within a spherical area
*/
edict_t *
findradius2(edict_t *from, vec3_t org, float rad)
{
/* rad must be positive */
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;
}
if (!from->takedamage)
{
continue;
}
if (!(from->svflags & SVF_DAMAGEABLE))
{
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.
*/
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)
{
if (!ent)
{
return;
}
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;
edict_t *master;
if (!ent)
{
return;
}
/* 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;
t->message = ent->message;
t->target = ent->target;
t->killtarget = ent->killtarget;
return;
}
/* print the message */
if (activator && (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)))
{
/* if this entity is part of a train, cleanly remove it */
if (t->flags & FL_TEAMSLAVE)
{
master = t->teammaster;
while (master)
{
if (master->teamchain == t)
{
master->teamchain = t->teamchain;
break;
}
master = master->teamchain;
}
}
/* correct killcounter if a living monster gets killtargeted */
if ((t->monsterinfo.checkattack || strcmp (t->classname, "turret_driver") == 0) &&
!(t->monsterinfo.aiflags & (AI_GOOD_GUY|AI_DO_NOT_COUNT)) && t->deadflag != DEAD_DEAD)
{
level.killed_monsters++;
}
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;
/* 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;
}
/*
* 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;
}
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)
{
if (vec[YAW] == 0)
{
yaw = 0;
}
else if (vec[YAW] > 0)
{
yaw = 90;
}
else
{
yaw = 270;
}
}
else
{
yaw = (int)(atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
if (yaw < 0)
{
yaw += 360;
}
}
return yaw;
}
float
vectoyaw2(vec3_t vec)
{
float yaw;
if (vec[PITCH] == 0)
{
if (vec[YAW] == 0)
{
yaw = 0;
}
else if (vec[YAW] > 0)
{
yaw = 90;
}
else
{
yaw = 270;
}
}
else
{
yaw = (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 = 270;
}
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.
*/
#define POLICY_DEFAULT 0
#define POLICY_DESPERATE 1
static edict_t *
G_FindFreeEdict(int policy)
{
edict_t *e;
for (e = g_edicts + game.maxclients + 1 ; e < &g_edicts[globals.num_edicts] ; e++)
{
/* the first couple seconds of server time can involve a lot of
freeing and allocating, so relax the replacement policy
*/
if (!e->inuse && (policy == POLICY_DESPERATE || e->freetime < 2.0f || (level.time - e->freetime) > 0.5f))
{
G_InitEdict (e);
return e;
}
}
return NULL;
}
edict_t *
G_SpawnOptional(void)
{
edict_t *e = G_FindFreeEdict (POLICY_DEFAULT);
if (e)
{
return e;
}
if (globals.num_edicts >= game.maxentities)
{
return G_FindFreeEdict (POLICY_DESPERATE);
}
e = &g_edicts[globals.num_edicts++];
G_InitEdict (e);
return e;
}
edict_t *
G_Spawn(void)
{
edict_t *e = G_SpawnOptional();
if (!e)
gi.error ("ED_Alloc: no free edicts");
return e;
}
/*
* Marks the edict as free
*/
void
G_FreeEdict(edict_t *ed)
{
if (!ed)
{
return;
}
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;
if (!ent)
{
return;
}
/* 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;
if (!ent)
{
return;
}
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;
}
}
}
/*
* 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;
if (!ent)
{
return false;
}
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 */
}