Formatted level source file

This commit is contained in:
smallmodel committed 2023-10-01 22:49:10 +02:00
1 parent 673a42242d
commit 784fd825bb
1 file changed
+54 -48
+54 -48
View File
@@ -1190,9 +1190,9 @@ void Level::SpawnEntities(char *entities, int svsTime)
void Level::ComputeDMWaypoints()
{
qboolean shouldSetDefaultLandmark;
float startXDistMin, startXDistMax;
float startYDistMin, startYDistMax;
int i;
float startXDistMin, startXDistMax;
float startYDistMin, startYDistMax;
int i;
if (g_gametype->integer == GT_SINGLE_PLAYER) {
m_fLandmarkXDistMax = 1;
@@ -1207,13 +1207,12 @@ void Level::ComputeDMWaypoints()
//
// calculate the world bounds from entities
//
if (m_fLandmarkXDistMin == m_fLandmarkXDistMax
&& m_fLandmarkYDistMin == m_fLandmarkYDistMax
if (m_fLandmarkXDistMin == m_fLandmarkXDistMax && m_fLandmarkYDistMin == m_fLandmarkYDistMax
&& m_fLandmarkXDistMax == m_fLandmarkYDistMax) {
shouldSetDefaultLandmark = qtrue;
for (i = 0; i < game.maxentities; i++) {
gentity_t* ent = &g_entities[i];
gentity_t *ent = &g_entities[i];
if (ent->entity) {
AddLandmarkOrigin(ent->entity->origin);
@@ -1242,48 +1241,54 @@ void Level::ComputeDMWaypoints()
void Level::AddLandmarkOrigin(const Vector& origin)
{
float yaw;
float yaw;
vec3_t angles;
vec3_t dir;
float dist;
float dist;
yaw = origin.toYaw();
angles[0] = angles[2] = 0;
angles[1] = yaw + 90 - world->m_fNorth;
angles[1] = yaw + 90 - world->m_fNorth;
AngleVectors(angles, dir, NULL, NULL);
dist = origin.lengthXY();
VectorScale(dir, dist, dir);
if (m_fLandmarkYDistMax == m_fLandmarkYDistMin
&& m_fLandmarkXDistMin == m_fLandmarkXDistMax
&& m_fLandmarkYDistMax == m_fLandmarkXDistMin)
{
if (m_fLandmarkYDistMax == m_fLandmarkYDistMin && m_fLandmarkXDistMin == m_fLandmarkXDistMax
&& m_fLandmarkYDistMax == m_fLandmarkXDistMin) {
m_fLandmarkYDistMin = dir[1];
m_fLandmarkXDistMax = dir[0];
m_fLandmarkYDistMax = dir[1] + 1.0;
m_fLandmarkXDistMin = dir[0] - 1.0;
} else {
if (m_fLandmarkYDistMin > dir[1]) m_fLandmarkYDistMin = dir[1];
if (m_fLandmarkYDistMax < dir[1]) m_fLandmarkYDistMax = dir[1];
if (m_fLandmarkXDistMax < dir[0]) m_fLandmarkXDistMax = dir[0];
if (m_fLandmarkXDistMin > dir[0]) m_fLandmarkXDistMin = dir[0];
if (m_fLandmarkYDistMin > dir[1]) {
m_fLandmarkYDistMin = dir[1];
}
if (m_fLandmarkYDistMax < dir[1]) {
m_fLandmarkYDistMax = dir[1];
}
if (m_fLandmarkXDistMax < dir[0]) {
m_fLandmarkXDistMax = dir[0];
}
if (m_fLandmarkXDistMin > dir[0]) {
m_fLandmarkXDistMin = dir[0];
}
}
}
void Level::AddLandmarkName(const str& name, const Vector& origin)
{
landmark_t* landmark;
int i;
landmark_t *landmark;
int i;
if (m_pLandmarks) {
if (m_iLandmarksCount == m_iMaxLandmarks) {
// reallocate the landmark list with twice the size
landmark_t** oldLandmarks = m_pLandmarks;
landmark_t **oldLandmarks = m_pLandmarks;
m_iMaxLandmarks *= 2;
m_pLandmarks = new landmark_t * [m_iMaxLandmarks];
m_pLandmarks = new landmark_t *[m_iMaxLandmarks];
for (i = 0; i < m_iLandmarksCount; i++) {
m_pLandmarks[i] = oldLandmarks[i];
@@ -1293,22 +1298,22 @@ void Level::AddLandmarkName(const str& name, const Vector& origin)
}
} else {
// create the landmark list for the first time
m_iMaxLandmarks = 8;
m_iMaxLandmarks = 8;
m_iLandmarksCount = 0;
m_pLandmarks = new landmark_t * [8];
m_pLandmarks = new landmark_t *[8];
}
//
// create a new landmark
//
landmark = m_pLandmarks[m_iLandmarksCount] = new landmark_t();
landmark->m_sName = name;
landmark->m_vOrigin = origin;
landmark->m_sName = name;
landmark->m_vOrigin = origin;
}
void Level::FreeLandmarks()
{
landmark_t* landmark;
landmark_t *landmark;
if (m_pLandmarks) {
int i;
@@ -1322,26 +1327,26 @@ void Level::FreeLandmarks()
}
delete[] m_pLandmarks;
m_pLandmarks = NULL;
m_pLandmarks = NULL;
m_iLandmarksCount = 0;
m_iMaxLandmarks = 0;
m_iMaxLandmarks = 0;
}
}
str Level::GetDynamicDMLocations(const Vector& origin)
{
str name = "nothing";
int i;
str name = "nothing";
int i;
float shortestDistSqr = 0;
for (i = 0; i < m_iLandmarksCount; i++) {
landmark_t* landmark = m_pLandmarks[i];
Vector delta = origin - landmark->m_vOrigin;
float distSqr = delta.lengthSquared();
landmark_t *landmark = m_pLandmarks[i];
Vector delta = origin - landmark->m_vOrigin;
float distSqr = delta.lengthSquared();
if (i == 0 || distSqr < shortestDistSqr) {
shortestDistSqr = distSqr;
name = landmark->m_sName;
name = landmark->m_sName;
}
}
@@ -1350,10 +1355,10 @@ str Level::GetDynamicDMLocations(const Vector& origin)
str Level::GetDMLocation(const Vector& origin)
{
float yaw;
float yaw;
vec3_t angles;
vec3_t dir;
float dist;
float dist;
if (m_pLandmarks) {
//
@@ -1365,7 +1370,7 @@ str Level::GetDMLocation(const Vector& origin)
yaw = origin.toYaw();
angles[0] = angles[2] = 0;
angles[1] = yaw + 90 - world->m_fNorth;
angles[1] = yaw + 90 - world->m_fNorth;
AngleVectors(angles, dir, NULL, NULL);
dist = origin.lengthXY();
@@ -2286,7 +2291,7 @@ void Level::EventRainNumShadersGet(Event *ev)
void Level::EventAddBadPlace(Event *ev)
{
badplace_t bp;
int nArgs;
int nArgs;
nArgs = ev->NumArgs();
if (nArgs != 3 && nArgs != 4 && nArgs != 5) {
@@ -2317,7 +2322,7 @@ void Level::EventAddBadPlace(Event *ev)
bp.m_fRadius = ev->GetFloat(3);
bp.m_vOrigin = ev->GetVector(2);
bp.m_name = ev->GetConstString(1);
bp.m_name = ev->GetConstString(1);
if (bp.m_name == STRING_EMPTY && bp.m_fLifespan == FLT_MAX) {
throw ScriptException("unnamed badplaces must have a specified duration");
@@ -2352,7 +2357,7 @@ void Level::EventAddBadPlace(Event *ev)
void Level::EventRemoveBadPlace(Event *ev)
{
const_str name;
int i;
int i;
if (ev->NumArgs() != 1) {
throw ScriptException("removebadplace requires exactly 1 argument");
@@ -2381,7 +2386,7 @@ void Level::EventIgnoreClock(Event *ev)
void Level::UpdateBadPlaces()
{
qboolean removed;
int i;
int i;
removed = qfalse;
@@ -2393,7 +2398,7 @@ void Level::UpdateBadPlaces()
PathSearch::UpdatePathwaysForBadPlace(bp.m_vOrigin, bp.m_fRadius, -1, bp.m_iTeamSide);
m_badPlaces.RemoveObjectAt(i);
removed = qtrue;
i = 0;
i = 0;
}
}
@@ -2406,8 +2411,8 @@ void Level::UpdateBadPlaces()
int Level::GetNearestBadPlace(const Vector& org, float radius, int team) const
{
float bestDistSqr;
int bestBpIndex;
int i;
int bestBpIndex;
int i;
bestDistSqr = FLT_MAX;
bestBpIndex = 0;
@@ -2416,9 +2421,9 @@ int Level::GetNearestBadPlace(const Vector& org, float radius, int team) const
badplace_t& bp = m_badPlaces.ObjectAt(i);
if (team & bp.m_iTeamSide) {
const Vector delta = bp.m_vOrigin - org;
float distSqr = delta.lengthSquared();
float rad = bp.m_fRadius + radius;
const Vector delta = bp.m_vOrigin - org;
float distSqr = delta.lengthSquared();
float rad = bp.m_fRadius + radius;
if (distSqr < bestDistSqr && distSqr < rad * rad) {
bestDistSqr = distSqr;
@@ -2430,7 +2435,8 @@ int Level::GetNearestBadPlace(const Vector& org, float radius, int team) const
return bestBpIndex;
}
static void ArchiveBadPlace(Archiver& arc, badplace_t* bp) {
static void ArchiveBadPlace(Archiver& arc, badplace_t *bp)
{
Director.ArchiveString(arc, bp->m_name);
arc.ArchiveVector(&bp->m_vOrigin);
arc.ArchiveFloat(&bp->m_fRadius);