📄 g_utils.pas
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{----------------------------------------------------------------------------}
{ }
{ File(s): g_local.h (part), g_utils.c }
{ Content: Quake2\(Game|CTF)\ misc utility functions for game module }
{ }
{ Initial conversion by : Clootie (Alexey Barkovoy) - clootie@reactor.ru }
{ Initial conversion on : 27-Feb-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, 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. }
{ }
{----------------------------------------------------------------------------}
{ * Updated: }
{ 1) 03-Mar-2002 - Clootie (clootie@reactor.ru) }
{ Changed "G_FreeEdict" calling convention to "cdecl" }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ }
{----------------------------------------------------------------------------}
{ * TODO: }
{----------------------------------------------------------------------------}
// Remove DOT before $DEFINE in next line to allow non-dependable compilation //
{$DEFINE NODEPEND}
// non-dependable compilation will use STUBS for some external symbols
{$Include ..\JEDI.inc}
unit g_utils;
interface
uses
q_shared, g_local, g_main{$IFNDEF COMPILER6_UP}, Windows{$ENDIF};
// g_utils.c -- misc utility functions for game module
//
// g_utils.c
//
function KillBox(ent: edict_p): qboolean;
procedure G_ProjectSource(const point, distance, forward, right: vec3_t;
out result: vec3_t);
function G_Find(from: edict_p; fieldofs: Integer; match: PChar): edict_p;
function findradius(from: edict_p; org: vec3_t; rad: Single): edict_p;
function G_PickTarget(targetname: PChar): edict_p;
procedure G_UseTargets(ent: edict_p; activator: edict_p);
procedure G_SetMovedir(var angles: vec3_t; out movedir: vec3_t);
procedure G_InitEdict(e: edict_p);
function G_Spawn: edict_p;
procedure G_FreeEdict(ed: edict_p); cdecl;
procedure G_TouchTriggers(const ent: edict_t);
procedure G_TouchSolids(ent: edict_p);
function G_CopyString(in_: PChar): PChar;
function tv(x, y, z: Single): PSingle;
function vtos(const v: vec3_t): PChar;
function vectoyaw(vec: vec3_t): Single;
procedure vectoangles(const value1: vec3_t; out angles: vec3_t);
implementation
uses
Math, SysUtils,
GameUnit;
{$IFDEF NODEPEND}
// g_combat.pas
procedure T_Damage(targ, inflictor, attacker: edict_p; const dir, point, normal: vec3_t;
damage, knockback, dflags, mod_: Integer); begin end;
{$ENDIF}
procedure G_ProjectSource(const point, distance, forward, right: vec3_t;
out result: vec3_t);
begin
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];
end;
(*
=============
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.
=============
*)
function G_Find(from: edict_p; fieldofs: Integer; match: PChar): edict_p;
var
s: PChar;
begin
if (from = nil) then
from := edict_p(g_edicts) //Clootie: we take first pointer of array
else
Inc(from); //Clootie: Shift to next element in pointer to array of "edict_t"
// for ( ; from < &g_edicts[globals.num_edicts] ; from++)
while (Integer(from) < Integer(@g_edicts[globals.num_edicts])) do
begin
if (not from.inuse) then
begin
Inc(from);
Continue;
end;
s := PChar(Integer(from) + fieldofs);
if (s = nil) then
begin
Inc(from);
Continue;
end;
if (Q_stricmp(s, match) = 0) then
begin
Result := from;
Exit;
end;
Inc(from);
end;
Result := nil;
end;
(*
=================
findradius
Returns entities that have origins within a spherical area
findradius (origin, radius)
=================
*)
function findradius(from: edict_p; org: vec3_t; rad: Single): edict_p;
var
eorg: vec3_t;
j: Integer;
begin
if (from = nil) then
from := edict_p(g_edicts) //Clootie: we take first pointer of array
else
Inc(from); //Clootie: Shift to next element in pointer to array of "edict_t"
// for ( ; from < &g_edicts[globals.num_edicts]; from++)
while Integer(from) < Integer(@g_edicts[globals.num_edicts]) do
begin
if (not from.inuse) or (from.solid = SOLID_NOT) then
begin
Inc(from);
Continue;
end;
for j:= 0 to 2 do
eorg[j] := org[j] - (from.s.origin[j] + (from.mins[j] + from.maxs[j])*0.5);
if (VectorLength(eorg) > rad) then
begin
Inc(from);
Continue;
end;
Result:= from;
Exit;
end;
Result := nil;
end;
(*
=============
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.
=============
*)
const
MAXCHOICES = 8;
function G_PickTarget(targetname: PChar): edict_p;
var
ent: edict_p;
num_choices: Integer;
choice: array [0..MAXCHOICES-1] of edict_p;
begin
ent := nil;
num_choices := 0;
if (targetname = nil) then
begin
gi_dprintf('G_PickTarget called with NULL targetname'#10, ['']);
Result := nil;
Exit;
end;
while True do
begin
// ent := G_Find(ent, FOFS(targetname), targetname);
ent := G_Find(ent, Integer(@edict_p(nil).targetname){FOFS(targetname)}, targetname);
if (ent = nil) then Break;
choice[num_choices] := ent;
Inc(num_choices);
if (num_choices = MAXCHOICES) then Break;
end;
if (num_choices = 0) then
begin
gi_dprintf('G_PickTarget: target %s not found'#10, [targetname]);
Result := nil;
Exit;
end;
Result:= choice[Random(MaxInt) mod num_choices]; //todo: "rand()"
end;
procedure Think_Delay(ent: edict_p); cdecl;
begin
G_UseTargets(ent, ent.activator);
G_FreeEdict(ent);
end;
(*
==============================
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
==============================
*)
procedure G_UseTargets(ent: edict_p; activator: edict_p);
var
t: edict_p;
begin
//
// check for a delay
//
if (ent.delay <> 0) then
begin
// 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 = nil) then
gi_dprintf('Think_Delay with no activator'#10, []);
t._message := ent._message;
t.target := ent.target;
t.killtarget := ent.killtarget;
Exit;
end;
//
// print the message
//
if (ent._message <> nil) and ((activator.svflags and SVF_MONSTER) = 0) then
begin
gi_centerprintf(activator, '%s', [ent._message]);
if (ent.noise_index <> 0) then
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);
end;
//
// kill killtargets
//
if (ent.killtarget <> nil) then
begin
t := nil;
// while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
t := G_Find(t, Integer(@edict_p(nil).targetname){FOFS(targetname)}, ent.killtarget);
while (t <> nil) do
begin
G_FreeEdict(t);
if not ent.inuse then
begin
gi_dprintf('entity was removed while using killtargets'#10, []);
Exit;
end;
t := G_Find(t, Integer(@edict_p(nil).targetname){FOFS(targetname)}, ent.killtarget);
end;
end;
// gi_dprintf("TARGET: activating %s\n", ent->target);
//
// fire targets
//
if (ent.target <> nil) then
begin
t := nil;
// while ((t = G_Find (t, FOFS(targetname), ent->target)))
t := G_Find(t, Integer(@edict_p(nil).targetname){FOFS(targetname)}, ent.target);
while (t <> nil) do
begin
// doors fire area portals in a specific way
if (Q_stricmp(t.classname, 'func_areaportal') <> 0) and
((Q_stricmp(ent.classname, 'func_door') <> 0) or
(Q_stricmp(ent.classname, 'func_door_rotating') <> 0))
then Continue;
if (t = ent) then
begin
gi_dprintf('WARNING: Entity used itself.'#10, []);
end else
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