From 45973dc48641365b31475733bce7af9c3b8603a6 Mon Sep 17 00:00:00 2001 From: SlackerLinux85 Date: Thu, 13 Apr 2017 11:30:00 +0000 Subject: import the Slacker's QVM code base --- src/game/g_buildable.c | 4710 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 4710 insertions(+) create mode 100644 src/game/g_buildable.c (limited to 'src/game/g_buildable.c') diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c new file mode 100644 index 0000000..3290ccc --- /dev/null +++ b/src/game/g_buildable.c @@ -0,0 +1,4710 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "g_local.h" + +// from g_combat.c +extern char *modNames[ ]; + +/* +================ +G_SetBuildableAnim + +Triggers an animation client side +================ +*/ +void G_SetBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ) +{ + int localAnim = anim; + + if( force ) + localAnim |= ANIM_FORCEBIT; + + // don't toggle the togglebit more than once per frame + if( ent->animTime != level.time ) + { + localAnim |= ( ( ent->s.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ); + ent->animTime = level.time; + } + else + localAnim |= ent->s.legsAnim & ANIM_TOGGLEBIT; + + ent->s.legsAnim = localAnim; +} + +/* +================ +G_SetIdleBuildableAnim + +Set the animation to use whilst no other animations are running +================ +*/ +void G_SetIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim ) +{ + ent->s.torsoAnim = anim; +} + +/* +=============== +G_CheckSpawnPoint + +Check if a spawn at a specified point is valid +=============== +*/ +gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal, + buildable_t spawn, vec3_t spawnOrigin ) +{ + float displacement; + vec3_t mins, maxs; + vec3_t cmins, cmaxs; + vec3_t localOrigin; + trace_t tr; + + BG_FindBBoxForBuildable( spawn, mins, maxs ); + + if( spawn == BA_A_SPAWN ) + { + VectorSet( cmins, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX ); + VectorSet( cmaxs, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX ); + + displacement = ( maxs[ 2 ] + MAX_ALIEN_BBOX ) * M_ROOT3; + VectorMA( origin, displacement, normal, localOrigin ); + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_PLAYERSOLID ); + + if( tr.entityNum == ENTITYNUM_NONE ) + { + if( spawnOrigin != NULL ) + VectorCopy( localOrigin, spawnOrigin ); + + return NULL; + } + else + return &g_entities[ tr.entityNum ]; + } + else if( spawn == BA_H_SPAWN ) + { + BG_FindBBoxForClass( PCL_HUMAN, cmins, cmaxs, NULL, NULL, NULL ); + + VectorCopy( origin, localOrigin ); + localOrigin[ 2 ] += maxs[ 2 ] + fabs( cmins[ 2 ] ) + 1.0f; + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_PLAYERSOLID ); + + if( tr.entityNum == ENTITYNUM_NONE ) + { + if( spawnOrigin != NULL ) + VectorCopy( localOrigin, spawnOrigin ); + + return NULL; + } + else + return &g_entities[ tr.entityNum ]; + } + + return NULL; +} + +/* +================ +G_NumberOfDependants + +Return number of entities that depend on this one +================ +*/ +static int G_NumberOfDependants( gentity_t *self ) +{ + int i, n = 0; + gentity_t *ent; + + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->parentNode == self ) + n++; + } + + return n; +} + +#define POWER_REFRESH_TIME 2000 + +/* +================ +G_FindPower + +attempt to find power for self, return qtrue if successful +================ +*/ +static qboolean G_FindPower( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestPower = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + + if( self->biteam != BIT_HUMANS ) + return qfalse; + + //reactor is always powered + if( self->s.modelindex == BA_H_REACTOR ) + return qtrue; + + //if this already has power then stop now + if( self->parentNode && self->parentNode->powered ) + return qtrue; + + //reset parent + self->parentNode = NULL; + + //iterate through entities + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is a power item calculate the distance to it + if( ( ent->s.modelindex == BA_H_REACTOR || ent->s.modelindex == BA_H_REPEATER ) && + ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + + if( distance < minDistance && ent->powered && + ( ( ent->s.modelindex == BA_H_REACTOR && + distance <= REACTOR_BASESIZE ) || + ( ent->s.modelindex == BA_H_REPEATER && + distance <= REPEATER_BASESIZE ) ) ) { + + closestPower = ent; + minDistance = distance; + } + } + } + + //if there were no power items nearby give up + if( closestPower ) { + self->parentNode = closestPower; + return qtrue; + } + else + return qfalse; +} + +/* +================ +G_IsPowered + +Simple wrapper to G_FindPower to check if a location has power +================ +*/ +qboolean G_IsPowered( vec3_t origin ) +{ + gentity_t dummy; + + dummy.parentNode = NULL; + dummy.biteam = BIT_HUMANS; + dummy.s.modelindex = BA_NONE; + VectorCopy( origin, dummy.s.origin ); + + return G_FindPower( &dummy ); +} + +/* +================ +G_FindDCC + +attempt to find a controlling DCC for self, return qtrue if successful +================ +*/ +static qboolean G_FindDCC( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestDCC = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + qboolean foundDCC = qfalse; + + if( self->biteam != BIT_HUMANS ) + return qfalse; + + //if this already has dcc then stop now + if( self->dccNode && self->dccNode->powered ) + return qtrue; + + //reset parent + self->dccNode = NULL; + + //iterate through entities + for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is a dcc calculate the distance to it + if( ent->s.modelindex == BA_H_DCC && ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + if( ( !foundDCC || distance < minDistance ) && ent->powered ) + { + closestDCC = ent; + minDistance = distance; + foundDCC = qtrue; + } + } + } + + //if there was no nearby DCC give up + if( !foundDCC ) + return qfalse; + + self->dccNode = closestDCC; + + return qtrue; +} + +/* +================ +G_IsDCCBuilt + +simple wrapper to G_FindDCC to check for a dcc +================ +*/ +qboolean G_IsDCCBuilt( void ) +{ + gentity_t dummy; + + memset( &dummy, 0, sizeof( gentity_t ) ); + + dummy.dccNode = NULL; + dummy.biteam = BIT_HUMANS; + + return G_FindDCC( &dummy ); +} + +/* +================ +G_FindOvermind + +Attempt to find an overmind for self +================ +*/ +static qboolean G_FindOvermind( gentity_t *self ) +{ + int i; + gentity_t *ent; + + if( self->biteam != BIT_ALIENS ) + return qfalse; + + //if this already has overmind then stop now + if( self->overmindNode && self->overmindNode->health > 0 ) + return qtrue; + + //reset parent + self->overmindNode = NULL; + + //iterate through entities + for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is an overmind calculate the distance to it + if( ent->s.modelindex == BA_A_OVERMIND && ent->spawned && ent->health > 0 ) + { + self->overmindNode = ent; + return qtrue; + } + } + + return qfalse; +} + +/* +================ +G_IsOvermindBuilt + +Simple wrapper to G_FindOvermind to check if a location has an overmind +================ +*/ +qboolean G_IsOvermindBuilt( void ) +{ + gentity_t dummy; + + memset( &dummy, 0, sizeof( gentity_t ) ); + + dummy.overmindNode = NULL; + dummy.biteam = BIT_ALIENS; + + return G_FindOvermind( &dummy ); +} + +/* +================ +G_FindCreep + +attempt to find creep for self, return qtrue if successful +================ +*/ +static qboolean G_FindCreep( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestSpawn = NULL; + int distance = 0; + int minDistance = 10000; + vec3_t temp_v; + + //don't check for creep if flying through the air + if( self->s.groundEntityNum == -1 ) + return qtrue; + + //if self does not have a parentNode or it's parentNode is invalid find a new one + if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) + { + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ( ent->s.modelindex == BA_A_SPAWN || ent->s.modelindex == BA_A_OVERMIND ) && + ent->spawned ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + if( distance < minDistance ) + { + closestSpawn = ent; + minDistance = distance; + } + } + } + + if( minDistance <= CREEP_BASESIZE ) + { + self->parentNode = closestSpawn; + return qtrue; + } + else + return qfalse; + } + + //if we haven't returned by now then we must already have a valid parent + return qtrue; +} + +/* +================ +G_IsCreepHere + +simple wrapper to G_FindCreep to check if a location has creep +================ +*/ +static qboolean G_IsCreepHere( vec3_t origin ) +{ + gentity_t dummy; + + memset( &dummy, 0, sizeof( gentity_t ) ); + + dummy.parentNode = NULL; + dummy.s.modelindex = BA_NONE; + VectorCopy( origin, dummy.s.origin ); + + return G_FindCreep( &dummy ); +} + +/* +================ +G_CreepSlow + +Set any nearby humans' SS_CREEPSLOWED flag +================ +*/ +static void G_CreepSlow( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + buildable_t buildable = self->s.modelindex; + float creepSize = (float)BG_FindCreepSizeForBuildable( buildable ); + + VectorSet( range, creepSize, creepSize, creepSize ); + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find humans + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && + enemy->client->ps.groundEntityNum != ENTITYNUM_NONE && + G_Visible( self, enemy ) ) + { + enemy->client->ps.stats[ STAT_STATE ] |= SS_CREEPSLOWED; + enemy->client->lastCreepSlowTime = level.time; + } + } +} + +/* +================ +nullDieFunction + +hack to prevent compilers complaining about function pointer -> NULL conversion +================ +*/ +static void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ +} + +/* +================ +freeBuildable +================ +*/ +static void freeBuildable( gentity_t *self ) +{ + G_FreeEntity( self ); +} + + +//================================================================================== + + + +/* +================ +A_CreepRecede + +Called when an alien spawn dies +================ +*/ +void A_CreepRecede( gentity_t *self ) +{ + //if the creep just died begin the recession + if( !( self->s.eFlags & EF_DEAD ) ) + { + self->s.eFlags |= EF_DEAD; + G_AddEvent( self, EV_BUILD_DESTROY, 0 ); + + if( self->spawned ) + self->s.time = -level.time; + else + self->s.time = -( level.time - + (int)( (float)CREEP_SCALEDOWN_TIME * + ( 1.0f - ( (float)( level.time - self->buildTime ) / + (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); + } + + //creep is still receeding + if( ( self->timestamp + 10000 ) > level.time ) + self->nextthink = level.time + 500; + else //creep has died + G_FreeEntity( self ); +} + + + + +//================================================================================== + + + + +/* +================ +ASpawn_Melt + +Called when an alien spawn dies +================ +*/ +void ASpawn_Melt( gentity_t *self ) +{ + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //start creep recession + if( !( self->s.eFlags & EF_DEAD ) ) + { + self->s.eFlags |= EF_DEAD; + G_AddEvent( self, EV_BUILD_DESTROY, 0 ); + + if( self->spawned ) + self->s.time = -level.time; + else + self->s.time = -( level.time - + (int)( (float)CREEP_SCALEDOWN_TIME * + ( 1.0f - ( (float)( level.time - self->buildTime ) / + (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); + } + + //not dead yet + if( ( self->timestamp + 10000 ) > level.time ) + self->nextthink = level.time + 500; + else //dead now + G_FreeEntity( self ); +} + +/* +================ +ASpawn_Blast + +Called when an alien spawn dies +================ +*/ +void ASpawn_Blast( gentity_t *self ) +{ + vec3_t dir; + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once it's destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + self->think = ASpawn_Melt; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + +/* +================ +ASpawn_Die + +Called when an alien spawn dies +================ +*/ +void ASpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + buildHistory_t *new; + new = G_Alloc( sizeof( buildHistory_t ) ); + new->ID = ( ++level.lastBuildID > 1000 ) ? ( level.lastBuildID = 1 ) : level.lastBuildID; + new->ent = ( attacker && attacker->client ) ? attacker : NULL; + if( new->ent ) + new->name[ 0 ] = 0; + else + Q_strncpyz( new->name, "", 8 ); + new->buildable = self->s.modelindex; + VectorCopy( self->s.pos.trBase, new->origin ); + VectorCopy( self->s.angles, new->angles ); + VectorCopy( self->s.origin2, new->origin2 ); + VectorCopy( self->s.angles2, new->angles2 ); + new->fate = ( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) ? BF_TEAMKILLED : BF_DESTROYED; + new->next = NULL; + G_LogBuild( new ); + + G_SetBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->think = ASpawn_Blast; + + if( self->spawned ) + self->nextthink = level.time + 5000; + else + self->nextthink = level.time; //blast immediately + + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + + if( attacker && attacker->client ) + { + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( self->s.modelindex == BA_A_OVERMIND ) + G_AddCreditToClient( attacker->client, OVERMIND_VALUE, qtrue ); + else if( self->s.modelindex == BA_A_SPAWN ) + G_AddCreditToClient( attacker->client, ASPAWN_VALUE, qtrue ); + } + else + { + G_TeamCommand( PTE_ALIENS, + va( "print \"%s ^3DESTROYED^7 by teammate %s^7\n\"", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ) ); + G_LogOnlyPrintf("%s ^3DESTROYED^7 by teammate %s^7\n", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ); + } + G_LogPrintf( "Decon: %i %i %i: %s^7 destroyed %s by %s\n", + attacker->client->ps.clientNum, self->s.modelindex, mod, + attacker->client->pers.netname, + BG_FindNameForBuildable( self->s.modelindex ), + modNames[ mod ] ); + } +} + +/* +================ +ASpawn_Think + +think function for Alien Spawn +================ +*/ +void ASpawn_Think( gentity_t *self ) +{ + gentity_t *ent; + + if( self->spawned ) + { + //only suicide if at rest + if( self->s.groundEntityNum ) + { + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) + { + // If the thing blocking the spawn is a buildable, kill it. + // If it's part of the map, kill self. + if( ent->s.eType == ET_BUILDABLE ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + G_SetBuildableAnim( self, BANIM_SPAWN1, qtrue ); + } + else if( ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + else if( g_antiSpawnBlock.integer && ent->client && + ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //spawnblock protection + if( self->spawnBlockTime && level.time - self->spawnBlockTime > 10000 ) + { + //five seconds of countermeasures and we're still blocked + //time for something more drastic + G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_TRIGGER_HURT ); + self->spawnBlockTime += 2000; + //inappropriate MOD but prints an apt obituary + } + else if( self->spawnBlockTime && level.time - self->spawnBlockTime > 5000 ) + //five seconds of blocked by client and... + { + //random direction + vec3_t velocity; + velocity[0] = crandom() * g_antiSpawnBlock.integer; + velocity[1] = crandom() * g_antiSpawnBlock.integer; + velocity[2] = g_antiSpawnBlock.integer; + + VectorAdd( ent->client->ps.velocity, velocity, ent->client->ps.velocity ); + trap_SendServerCommand( ent-g_entities, "cp \"Don't spawn block!\"" ); + } + else if( !self->spawnBlockTime ) + self->spawnBlockTime = level.time; + } + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove + } + else + self->spawnBlockTime = 0; + } + } + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +/* +================ +ASpawn_Pain + +pain function for Alien Spawn +================ +*/ +void ASpawn_Pain( gentity_t *self, gentity_t *attacker, int damage ) +{ + G_SetBuildableAnim( self, BANIM_PAIN1, qfalse ); +} + + + + + +//================================================================================== + + + + + +#define OVERMIND_ATTACK_PERIOD 10000 +#define OVERMIND_DYING_PERIOD 5000 +#define OVERMIND_SPAWNS_PERIOD 30000 + +/* +================ +AOvermind_Think + +Think function for Alien Overmind +================ +*/ +void AOvermind_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + if( self->spawned && ( self->health > 0 ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + self->timestamp = level.time; + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, MOD_OVERMIND, PTE_ALIENS ); + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + } + } + + // just in case an egg finishes building after we tell overmind to stfu + if( level.numAlienSpawns > 0 ) + level.overmindMuted = qfalse; + + //low on spawns + if( !level.overmindMuted && level.numAlienSpawns <= 0 && + level.time > self->overmindSpawnsTimer ) + { + qboolean haveBuilder = qfalse; + gentity_t *builder; + + self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; + G_BroadcastEvent( EV_OVERMIND_SPAWNS, 0 ); + + for( i = 0; i < level.numConnectedClients; i++ ) + { + builder = &g_entities[ level.sortedClients[ i ] ]; + if( builder->health > 0 && + ( builder->client->pers.classSelection == PCL_ALIEN_BUILDER0 || + builder->client->pers.classSelection == PCL_ALIEN_BUILDER0_UPG ) ) + { + haveBuilder = qtrue; + break; + } + } + // aliens now know they have no eggs, but they're screwed, so stfu + if( !haveBuilder || G_TimeTilSuddenDeath( ) <= 0 ) + level.overmindMuted = qtrue; + } + + //overmind dying + if( self->health < ( OVERMIND_HEALTH / 10.0f ) && level.time > self->overmindDyingTimer ) + { + self->overmindDyingTimer = level.time + OVERMIND_DYING_PERIOD; + G_BroadcastEvent( EV_OVERMIND_DYING, 0 ); + } + + //overmind under attack + if( self->health < self->lastHealth && level.time > self->overmindAttackTimer ) + { + self->overmindAttackTimer = level.time + OVERMIND_ATTACK_PERIOD; + G_BroadcastEvent( EV_OVERMIND_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + else + self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + + + +//================================================================================== + + + + + +/* +================ +ABarricade_Pain + +pain function for Alien Spawn +================ +*/ +void ABarricade_Pain( gentity_t *self, gentity_t *attacker, int damage ) +{ + if( rand( ) % 2 ) + G_SetBuildableAnim( self, BANIM_PAIN1, qfalse ); + else + G_SetBuildableAnim( self, BANIM_PAIN2, qfalse ); +} + +/* +================ +ABarricade_Blast + +Called when an alien spawn dies +================ +*/ +void ABarricade_Blast( gentity_t *self ) +{ + vec3_t dir; + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + self->think = A_CreepRecede; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + +/* +================ +ABarricade_Die + +Called when an alien spawn dies +================ +*/ +void ABarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + buildHistory_t *new; + new = G_Alloc( sizeof( buildHistory_t ) ); + new->ID = ( ++level.lastBuildID > 1000 ) ? ( level.lastBuildID = 1 ) : level.lastBuildID; + new->ent = ( attacker && attacker->client ) ? attacker : NULL; + if( new->ent ) + new->name[ 0 ] = 0; + else + Q_strncpyz( new->name, "", 8 ); + new->buildable = self->s.modelindex; + VectorCopy( self->s.pos.trBase, new->origin ); + VectorCopy( self->s.angles, new->angles ); + VectorCopy( self->s.origin2, new->origin2 ); + VectorCopy( self->s.angles2, new->angles2 ); + new->fate = ( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) ? BF_TEAMKILLED : BF_DESTROYED; + new->next = NULL; + G_LogBuild( new ); + + G_SetBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->think = ABarricade_Blast; + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + + if( self->spawned ) + self->nextthink = level.time + 5000; + else + self->nextthink = level.time; //blast immediately + + if( attacker && attacker->client ) + { + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + G_TeamCommand( PTE_ALIENS, + va( "print \"%s ^3DESTROYED^7 by teammate %s^7\n\"", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ) ); + G_LogOnlyPrintf("%s ^3DESTROYED^7 by teammate %s^7\n", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ); + } + G_LogPrintf( "Decon: %i %i %i: %s^7 destroyed %s by %s\n", + attacker->client->ps.clientNum, self->s.modelindex, mod, + attacker->client->pers.netname, + BG_FindNameForBuildable( self->s.modelindex ), + modNames[ mod ] ); + } +} + +/* +================ +ABarricade_Think + +Think function for Alien Barricade +================ +*/ +void ABarricade_Think( gentity_t *self ) +{ + + self->powered = G_IsOvermindBuilt( ); + + //if there is no creep nearby die + if( !G_FindCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + + + +void AAcidTube_Think( gentity_t *self ); + +/* +================ +AAcidTube_Damage + +Damage function for Alien Acid Tube +================ +*/ +void AAcidTube_Damage( gentity_t *self ) +{ + if( self->spawned ) + { + if( !( self->s.eFlags & EF_FIRING ) ) + { + self->s.eFlags |= EF_FIRING; + G_AddEvent( self, EV_ALIEN_ACIDTUBE, DirToByte( self->s.origin2 ) ); + } + + if( ( self->timestamp + ACIDTUBE_REPEAT ) > level.time ) + self->think = AAcidTube_Damage; + else + { + self->think = AAcidTube_Think; + self->s.eFlags &= ~EF_FIRING; + } + + //do some damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + } + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +/* +================ +AAcidTube_Think + +Think function for Alien Acid Tube +================ +*/ +void AAcidTube_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { ACIDTUBE_RANGE, ACIDTUBE_RANGE, ACIDTUBE_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + + self->powered = G_IsOvermindBuilt( ); + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //if there is no creep nearby die + if( !G_FindCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->spawned && G_FindOvermind( self ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( !G_Visible( self, enemy ) ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( level.paused || enemy->client->pers.paused ) + continue; + self->timestamp = level.time; + self->think = AAcidTube_Damage; + self->nextthink = level.time + 100; + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + return; + } + } + } + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + + + +/* +================ +AHive_Think + +Think function for Alien Hive +================ +*/ +void AHive_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { ACIDTUBE_RANGE, ACIDTUBE_RANGE, ACIDTUBE_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + vec3_t dirToTarget; + + self->powered = G_IsOvermindBuilt( ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //if there is no creep nearby die + if( !G_FindCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->timestamp < level.time ) + self->active = qfalse; //nothing has returned in HIVE_REPEAT seconds, forget about it + + if( self->spawned && !self->active && G_FindOvermind( self ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( enemy->health <= 0 ) + continue; + + if( !G_Visible( self, enemy ) ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( level.paused || enemy->client->pers.paused ) + continue; + self->active = qtrue; + self->target_ent = enemy; + self->timestamp = level.time + HIVE_REPEAT; + + VectorSubtract( enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, self->turretAim ); + + //fire at target + FireWeapon( self ); + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + return; + } + } + } + + G_CreepSlow( self ); +} + + + + +//================================================================================== + + + + +#define HOVEL_TRACE_DEPTH 128.0f + +/* +================ +AHovel_Blocked + +Is this hovel entrance blocked? +================ +*/ +qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit ) +{ + vec3_t forward, normal, origin, start, end, angles, hovelMaxs; + vec3_t mins, maxs; + float displacement; + trace_t tr; + + BG_FindBBoxForBuildable( BA_A_HOVEL, NULL, hovelMaxs ); + BG_FindBBoxForClass( player->client->ps.stats[ STAT_PCLASS ], + mins, maxs, NULL, NULL, NULL ); + + VectorCopy( hovel->s.origin2, normal ); + AngleVectors( hovel->s.angles, forward, NULL, NULL ); + VectorInverse( forward ); + + displacement = VectorMaxComponent( maxs ) + + VectorMaxComponent( hovelMaxs ) + 1.0f; + + VectorMA( hovel->s.origin, displacement, forward, origin ); + + VectorCopy( hovel->s.origin, start ); + VectorCopy( origin, end ); + + // see if there's something between the hovel and its exit + // (eg built right up against a wall) + trap_Trace( &tr, start, NULL, NULL, end, player->s.number, MASK_PLAYERSOLID ); + if( tr.fraction < 1.0f ) + return qtrue; + + vectoangles( forward, angles ); + + VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start ); + + //compute a place up in the air to start the real trace + trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID ); + + VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start ); + VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end ); + + trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID ); + + VectorCopy( tr.endpos, origin ); + + trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID ); + + if( provideExit ) + { + G_SetOrigin( player, origin ); + VectorCopy( origin, player->client->ps.origin ); + // nudge + VectorMA( normal, 200.0f, forward, player->client->ps.velocity ); + G_SetClientViewAngle( player, angles ); + } + + if( tr.fraction < 1.0f ) + return qtrue; + else + return qfalse; +} + +/* +================ +APropHovel_Blocked + +Wrapper to test a hovel placement for validity +================ +*/ +static qboolean APropHovel_Blocked( vec3_t origin, vec3_t angles, vec3_t normal, + gentity_t *player ) +{ + gentity_t hovel; + + VectorCopy( origin, hovel.s.origin ); + VectorCopy( angles, hovel.s.angles ); + VectorCopy( normal, hovel.s.origin2 ); + + return AHovel_Blocked( &hovel, player, qfalse ); +} + +/* +================ +AHovel_Use + +Called when an alien uses a hovel +================ +*/ +void AHovel_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + vec3_t hovelOrigin, hovelAngles, inverseNormal; + + if( self->spawned && G_FindOvermind( self ) ) + { + if( self->active ) + { + //this hovel is in use + G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_OCCUPIED ); + } + else if( ( ( activator->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0 ) || + ( activator->client->ps.stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0_UPG ) ) && + activator->health > 0 && self->health > 0 ) + { + if( AHovel_Blocked( self, activator, qfalse ) ) + { + //you can get in, but you can't get out + G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); + return; + } + + self->active = qtrue; + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + //prevent lerping + activator->client->ps.eFlags ^= EF_TELEPORT_BIT; + activator->client->ps.eFlags |= EF_NODRAW; + G_UnlaggedClear( activator ); + + activator->client->ps.stats[ STAT_STATE ] |= SS_HOVELING; + activator->client->hovel = self; + self->builder = activator; + + // Cancel pending suicides + activator->suicideTime = 0; + + VectorCopy( self->s.pos.trBase, hovelOrigin ); + VectorMA( hovelOrigin, 128.0f, self->s.origin2, hovelOrigin ); + + VectorCopy( self->s.origin2, inverseNormal ); + VectorInverse( inverseNormal ); + vectoangles( inverseNormal, hovelAngles ); + + VectorCopy( activator->s.pos.trBase, activator->client->hovelOrigin ); + + G_SetOrigin( activator, hovelOrigin ); + VectorCopy( hovelOrigin, activator->client->ps.origin ); + G_SetClientViewAngle( activator, hovelAngles ); + } + } +} + + +/* +================ +AHovel_Think + +Think for alien hovel +================ +*/ +void AHovel_Think( gentity_t *self ) +{ + self->powered = G_IsOvermindBuilt( ); + if( self->spawned ) + { + if( self->active ) + G_SetIdleBuildableAnim( self, BANIM_IDLE2 ); + else + G_SetIdleBuildableAnim( self, BANIM_IDLE1 ); + } + + G_CreepSlow( self ); + + self->nextthink = level.time + 200; +} + +/* +================ +AHovel_Die + +Die for alien hovel +================ +*/ +void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + vec3_t dir; + + buildHistory_t *new; + new = G_Alloc( sizeof( buildHistory_t ) ); + new->ID = ( ++level.lastBuildID > 1000 ) ? ( level.lastBuildID = 1 ) : level.lastBuildID; + new->ent = ( attacker && attacker->client ) ? attacker : NULL; + if( new->ent ) + new->name[ 0 ] = 0; + else + Q_strncpyz( new->name, "", 8 ); + new->buildable = self->s.modelindex; + VectorCopy( self->s.pos.trBase, new->origin ); + VectorCopy( self->s.angles, new->angles ); + VectorCopy( self->s.origin2, new->origin2 ); + VectorCopy( self->s.angles2, new->angles2 ); + new->fate = ( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) ? BF_TEAMKILLED : BF_DESTROYED; + new->next = NULL; + G_LogBuild( new ); + + VectorCopy( self->s.origin2, dir ); + + //do a bit of radius damage + G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS ); + + //pretty events and item cleanup + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects + self->timestamp = level.time; + self->think = ASpawn_Melt; + self->nextthink = level.time + 500; //wait .5 seconds before damaging others + self->die = nullDieFunction; + + //if the hovel is occupied free the occupant + if( self->active ) + { + gentity_t *builder = self->builder; + vec3_t newOrigin; + vec3_t newAngles; + + VectorCopy( self->s.angles, newAngles ); + newAngles[ ROLL ] = 0; + + VectorCopy( self->s.origin, newOrigin ); + VectorMA( newOrigin, 1.0f, self->s.origin2, newOrigin ); + + //prevent lerping + builder->client->ps.eFlags ^= EF_TELEPORT_BIT; + builder->client->ps.eFlags &= ~EF_NODRAW; + G_UnlaggedClear( builder ); + + G_SetOrigin( builder, newOrigin ); + VectorCopy( newOrigin, builder->client->ps.origin ); + G_SetClientViewAngle( builder, newAngles ); + + //client leaves hovel + builder->client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; + } + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink + + if( attacker && attacker->client ) + { + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + G_TeamCommand( PTE_ALIENS, + va( "print \"%s ^3DESTROYED^7 by teammate %s^7\n\"", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ) ); + G_LogOnlyPrintf("%s ^3DESTROYED^7 by teammate %s^7\n", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ); + } + G_LogPrintf( "Decon: %i %i %i: %s^7 destroyed %s by %s\n", + attacker->client->ps.clientNum, self->s.modelindex, mod, + attacker->client->pers.netname, + BG_FindNameForBuildable( self->s.modelindex ), + modNames[ mod ] ); + } +} + + + + + +//================================================================================== + + + + +/* +================ +ABooster_Touch + +Called when an alien touches a booster +================ +*/ +void ABooster_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) +{ + gclient_t *client = other->client; + + if( other->flags & FL_NOTARGET ) + return; // notarget cancels even beneficial effects? + + if( !self->spawned || self->health <= 0 ) + return; + + if( !G_FindOvermind( self ) ) + return; + + if( !client ) + return; + + if( client && client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + return; + + //only allow boostage once every 30 seconds + if( client->lastBoostedTime + BOOSTER_INTERVAL > level.time ) + return; + + if( !( client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) ) + { + client->ps.stats[ STAT_STATE ] |= SS_BOOSTED; + client->lastBoostedTime = level.time; + } +} + + + + +//================================================================================== + +#define TRAPPER_ACCURACY 10 // lower is better + +/* +================ +ATrapper_FireOnEnemy + +Used by ATrapper_Think to fire at enemy +================ +*/ +void ATrapper_FireOnEnemy( gentity_t *self, int firespeed, float range ) +{ + gentity_t *enemy = self->enemy; + vec3_t dirToTarget; + vec3_t halfAcceleration, thirdJerk; + float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex ); + int lowMsec = 0; + int highMsec = (int)( ( + ( ( distanceToTarget * LOCKBLOB_SPEED ) + + ( distanceToTarget * BG_FindSpeedForClass( enemy->client->ps.stats[ STAT_PCLASS ] ) ) ) / + ( LOCKBLOB_SPEED * LOCKBLOB_SPEED ) ) * 1000.0f ); + + VectorScale( enemy->acceleration, 1.0f / 2.0f, halfAcceleration ); + VectorScale( enemy->jerk, 1.0f / 3.0f, thirdJerk ); + + // highMsec and lowMsec can only move toward + // one another, so the loop must terminate + while( highMsec - lowMsec > TRAPPER_ACCURACY ) + { + int partitionMsec = ( highMsec + lowMsec ) / 2; + float time = (float)partitionMsec / 1000.0f; + float projectileDistance = LOCKBLOB_SPEED * time; + + VectorMA( enemy->s.pos.trBase, time, enemy->s.pos.trDelta, dirToTarget ); + VectorMA( dirToTarget, time * time, halfAcceleration, dirToTarget ); + VectorMA( dirToTarget, time * time * time, thirdJerk, dirToTarget ); + VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget ); + distanceToTarget = VectorLength( dirToTarget ); + + if( projectileDistance < distanceToTarget ) + lowMsec = partitionMsec; + else if( projectileDistance > distanceToTarget ) + highMsec = partitionMsec; + else if( projectileDistance == distanceToTarget ) + break; // unlikely to happen + } + + VectorNormalize( dirToTarget ); + vectoangles( dirToTarget, self->turretAim ); + + //fire at target + FireWeapon( self ); + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + self->count = level.time + firespeed; +} + +/* +================ +ATrapper_CheckTarget + +Used by ATrapper_Think to check enemies for validity +================ +*/ +qboolean ATrapper_CheckTarget( gentity_t *self, gentity_t *target, int range ) +{ + vec3_t distance; + trace_t trace; + + if( !target ) // Do we have a target? + return qfalse; + if( !target->inuse ) // Does the target still exist? + return qfalse; + if( target == self ) // is the target us? + return qfalse; + if( !target->client ) // is the target a bot or player? + return qfalse; + if( target->flags & FL_NOTARGET ) // is the target cheating? + return qfalse; + if( target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) // one of us? + return qfalse; + if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive? + return qfalse; + if( target->health <= 0 ) // is the target still alive? + return qfalse; + if( target->client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ) // locked? + return qfalse; + + VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); + if( VectorLength( distance ) > range ) // is the target within range? + return qfalse; + + //only allow a narrow field of "vision" + VectorNormalize( distance ); //is now direction of target + if( DotProduct( distance, self->s.origin2 ) < LOCKBLOB_DOT ) + return qfalse; + + trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); + if ( trace.contents & CONTENTS_SOLID ) // can we see the target? + return qfalse; + + return qtrue; +} + +/* +================ +ATrapper_FindEnemy + +Used by ATrapper_Think to locate enemy gentities +================ +*/ +void ATrapper_FindEnemy( gentity_t *ent, int range ) +{ + gentity_t *target; + + //iterate through entities + for( target = g_entities; target < &g_entities[ level.num_entities ]; target++ ) + { + //if target is not valid keep searching + if( !ATrapper_CheckTarget( ent, target, range ) ) + continue; + + //we found a target + ent->enemy = target; + return; + } + + //couldn't find a target + ent->enemy = NULL; +} + +/* +================ +ATrapper_Think + +think function for Alien Defense +================ +*/ +void ATrapper_Think( gentity_t *self ) +{ + int range = BG_FindRangeForBuildable( self->s.modelindex ); + int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex ); + + self->powered = G_IsOvermindBuilt( ); + + G_CreepSlow( self ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //if there is no creep nearby die + if( !G_FindCreep( self ) ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + + if( self->spawned && G_FindOvermind( self ) ) + { + //if the current target is not valid find a new one + if( !ATrapper_CheckTarget( self, self->enemy, range ) ) + ATrapper_FindEnemy( self, range ); + + //if a new target cannot be found don't do anything + if( !self->enemy ) + return; + + //if we are pointing at our target and we can fire shoot it + if( self->count < level.time ) + ATrapper_FireOnEnemy( self, firespeed, range ); + } +} + + + +//================================================================================== + + + +/* +================ +HRepeater_Think + +Think for human power repeater +================ +*/ +void HRepeater_Think( gentity_t *self ) +{ + int i; + qboolean reactor = qfalse; + gentity_t *ent; + + if( self->spawned ) + { + //iterate through entities + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->s.modelindex == BA_H_REACTOR && ent->spawned ) + reactor = qtrue; + } + } + + if( G_NumberOfDependants( self ) == 0 ) + { + //if no dependants for x seconds then disappear + if( self->count < 0 ) + self->count = level.time; + else if( self->count > 0 && ( ( level.time - self->count ) > REPEATER_INACTIVE_TIME ) ) + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + } + else + self->count = -1; + + self->powered = reactor; + + self->nextthink = level.time + POWER_REFRESH_TIME; +} + +/* +================ +HRepeater_Use + +Use for human power repeater +================ +*/ +void HRepeater_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->health <= 0 ) + return; + + if( !self->spawned ) + return; + + if( other ) + G_GiveClientMaxAmmo( other, qtrue ); +} + + +#define DCC_ATTACK_PERIOD 10000 + +/* +================ +HReactor_Think + +Think function for Human Reactor +================ +*/ +void HReactor_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { REACTOR_ATTACK_RANGE, REACTOR_ATTACK_RANGE, REACTOR_ATTACK_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy, *tent; + + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + if( self->spawned && ( self->health > 0 ) ) + { + //do some damage + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( level.paused || enemy->client->pers.paused ) + continue; + self->timestamp = level.time; + G_SelectiveRadiusDamage( self->s.pos.trBase, self, REACTOR_ATTACK_DAMAGE, + REACTOR_ATTACK_RANGE, self, MOD_REACTOR, PTE_HUMANS ); + + tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL ); + + VectorCopy( self->s.pos.trBase, tent->s.origin2 ); + + tent->s.generic1 = self->s.number; //src + tent->s.clientNum = enemy->s.number; //dest + } + } + + //reactor under attack + if( self->health < self->lastHealth && + level.time > level.humanBaseAttackTimer && G_IsDCCBuilt( ) ) + { + level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; + G_BroadcastEvent( EV_DCC_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + +//================================================================================== + + + +/* +================ +HArmoury_Activate + +Called when a human activates an Armoury +================ +*/ +void HArmoury_Activate( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + if( self->spawned ) + { + //only humans can activate this + if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + //if this is powered then call the armoury menu + if( self->powered ) + G_TriggerMenu( activator->client->ps.clientNum, MN_H_ARMOURY ); + else + G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOTPOWERED ); + } +} + +/* +================ +HArmoury_Think + +Think for armoury +================ +*/ +void HArmoury_Think( gentity_t *self ) +{ + //make sure we have power + self->nextthink = level.time + POWER_REFRESH_TIME; + + self->powered = G_FindPower( self ); +} + + + + +//================================================================================== + + + + + +/* +================ +HDCC_Think + +Think for dcc +================ +*/ +void HDCC_Think( gentity_t *self ) +{ + //make sure we have power + self->nextthink = level.time + POWER_REFRESH_TIME; + + self->powered = G_FindPower( self ); +} + + + + +//================================================================================== + +/* +================ +HMedistat_Think + +think function for Human Medistation +================ +*/ +void HMedistat_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t mins, maxs; + int i, num; + gentity_t *player; + qboolean occupied = qfalse; + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //make sure we have power + if( !( self->powered = G_FindPower( self ) ) ) + { + if( self->active ) + { + G_SetBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); + G_SetIdleBuildableAnim( self, BANIM_IDLE1 ); + self->active = qfalse; + self->enemy = NULL; + } + + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned ) + { + VectorAdd( self->s.origin, self->r.maxs, maxs ); + VectorAdd( self->s.origin, self->r.mins, mins ); + + mins[ 2 ] += fabs( self->r.mins[ 2 ] ) + self->r.maxs[ 2 ]; + maxs[ 2 ] += 60; //player height + + //if active use the healing idle + if( self->active ) + G_SetIdleBuildableAnim( self, BANIM_IDLE2 ); + + //check if a previous occupier is still here + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + player = &g_entities[ entityList[ i ] ]; + + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && + player->client->ps.pm_type != PM_DEAD && + self->enemy == player ) + occupied = qtrue; + } + } + + if( !occupied ) + { + self->enemy = NULL; + + //look for something to heal + for( i = 0; i < num; i++ ) + { + player = &g_entities[ entityList[ i ] ]; + + if( player->flags & FL_NOTARGET ) + continue; // notarget cancels even beneficial effects? + + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && + player->client->ps.pm_type != PM_DEAD ) + { + self->enemy = player; + + //start the heal anim + if( !self->active ) + { + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + self->active = qtrue; + } + } + else if( !BG_InventoryContainsUpgrade( UP_MEDKIT, player->client->ps.stats ) ) + BG_AddUpgradeToInventory( UP_MEDKIT, player->client->ps.stats ); + } + } + } + + //nothing left to heal so go back to idling + if( !self->enemy && self->active ) + { + G_SetBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); + G_SetIdleBuildableAnim( self, BANIM_IDLE1 ); + + self->active = qfalse; + } + else if( self->enemy ) //heal! + { + if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_POISONED ) + self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; + + if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) + self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; + + self->enemy->health++; + + //if they're completely healed, give them a medkit + if( self->enemy->health >= self->enemy->client->ps.stats[ STAT_MAX_HEALTH ] && + !BG_InventoryContainsUpgrade( UP_MEDKIT, self->enemy->client->ps.stats ) ) + BG_AddUpgradeToInventory( UP_MEDKIT, self->enemy->client->ps.stats ); + + // if completely healed, cancel retribution + if( self->enemy->health >= self->enemy->client->ps.stats[ STAT_MAX_HEALTH ] ) + { + for( i = 0; i < MAX_CLIENTS; i++ ) + self->enemy->client->tkcredits[ i ] = 0; + } + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HMGTurret_TrackEnemy + +Used by HMGTurret_Think to track enemy location +================ +*/ +qboolean HMGTurret_TrackEnemy( gentity_t *self ) +{ + vec3_t dirToTarget, dttAdjusted, angleToTarget, angularDiff, xNormal; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + float temp, rotAngle; + float accuracyTolerance, angularSpeed; + + if( self->lev1Grabbed ) + { + //can't turn fast if grabbed + accuracyTolerance = MGTURRET_GRAB_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_GRAB_ANGULARSPEED; + } + else if( self->dcced ) + { + accuracyTolerance = MGTURRET_DCC_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_DCC_ANGULARSPEED; + } + else + { + accuracyTolerance = MGTURRET_ACCURACYTOLERANCE; + angularSpeed = MGTURRET_ANGULARSPEED; + } + + VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); + + VectorNormalize( dirToTarget ); + + CrossProduct( self->s.origin2, refNormal, xNormal ); + VectorNormalize( xNormal ); + rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) ); + RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle ); + + vectoangles( dttAdjusted, angleToTarget ); + + angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] ); + angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] ); + + //if not pointing at our target then move accordingly + if( angularDiff[ PITCH ] < (-accuracyTolerance) ) + self->s.angles2[ PITCH ] += angularSpeed; + else if( angularDiff[ PITCH ] > accuracyTolerance ) + self->s.angles2[ PITCH ] -= angularSpeed; + else + self->s.angles2[ PITCH ] = angleToTarget[ PITCH ]; + + //disallow vertical movement past a certain limit + temp = fabs( self->s.angles2[ PITCH ] ); + if( temp > 180 ) + temp -= 360; + + if( temp < -MGTURRET_VERTICALCAP ) + self->s.angles2[ PITCH ] = (-360) + MGTURRET_VERTICALCAP; + + //if not pointing at our target then move accordingly + if( angularDiff[ YAW ] < (-accuracyTolerance) ) + self->s.angles2[ YAW ] += angularSpeed; + else if( angularDiff[ YAW ] > accuracyTolerance ) + self->s.angles2[ YAW ] -= angularSpeed; + else + self->s.angles2[ YAW ] = angleToTarget[ YAW ]; + + AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL ); + RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle ); + vectoangles( dirToTarget, self->turretAim ); + + //if pointing at our target return true + if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= accuracyTolerance && + abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= accuracyTolerance ) + return qtrue; + + return qfalse; +} + + +/* +================ +HMGTurret_CheckTarget + +Used by HMGTurret_Think to check enemies for validity +================ +*/ +qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ignorePainted ) +{ + trace_t trace; + gentity_t *traceEnt; + + if( !target ) + return qfalse; + + if( target->flags & FL_NOTARGET ) + return qfalse; + + if( !target->client ) + return qfalse; + + if( level.paused || target->client->pers.paused ) + return qfalse; + + if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) + return qfalse; + + if( target->health <= 0 ) + return qfalse; + + if( Distance( self->s.origin, target->s.pos.trBase ) > MGTURRET_RANGE ) + return qfalse; + + //some turret has already selected this target + if( self->dcced && target->targeted && target->targeted->powered && !ignorePainted ) + return qfalse; + + trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); + + traceEnt = &g_entities[ trace.entityNum ]; + + if( !traceEnt->client ) + return qfalse; + + if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return qfalse; + + return qtrue; +} + + +/* +================ +HMGTurret_FindEnemy + +Used by HMGTurret_Think to locate enemy gentities +================ +*/ +void HMGTurret_FindEnemy( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *target; + + VectorSet( range, MGTURRET_RANGE, MGTURRET_RANGE, MGTURRET_RANGE ); + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find aliens + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + target = &g_entities[ entityList[ i ] ]; + + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //if target is not valid keep searching + if( !HMGTurret_CheckTarget( self, target, qfalse ) ) + continue; + + //we found a target + self->enemy = target; + return; + } + } + + if( self->dcced ) + { + //check again, this time ignoring painted targets + for( i = 0; i < num; i++ ) + { + target = &g_entities[ entityList[ i ] ]; + + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //if target is not valid keep searching + if( !HMGTurret_CheckTarget( self, target, qtrue ) ) + continue; + + //we found a target + self->enemy = target; + return; + } + } + } + + //couldn't find a target + self->enemy = NULL; +} + +#define MGTURRET_DROOPSCALE 0.5f +#define TURRET_REST_TIME 5000 +#define TURRET_REST_SPEED 3.0f +#define TURRET_REST_TOLERANCE 4.0f + +/* +================ +HMGTurret_Think + +Think function for MG turret +================ +*/ +void HMGTurret_Think( gentity_t *self ) +{ + int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex ); + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //used for client side muzzle flashes + self->s.eFlags &= ~EF_FIRING; + + //if not powered don't do anything and check again for power next think + if( !( self->powered = G_FindPower( self ) ) ) + { + if( self->spawned ) + { + // unpowered turret barrel falls to bottom of range + float droop; + + droop = AngleNormalize180( self->s.angles2[ PITCH ] ); + if( droop < MGTURRET_VERTICALCAP ) + { + droop += MGTURRET_DROOPSCALE; + if( droop > MGTURRET_VERTICALCAP ) + droop = MGTURRET_VERTICALCAP; + self->s.angles2[ PITCH ] = droop; + return; + } + } + + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned ) + { + //find a dcc for self + self->dcced = G_FindDCC( self ); + + //if the current target is not valid find a new one + if( !HMGTurret_CheckTarget( self, self->enemy, qfalse ) ) + { + if( self->enemy ) + self->enemy->targeted = NULL; + + HMGTurret_FindEnemy( self ); + } + + //if a new target cannot be found don't do anything + if( !self->enemy ) + return; + + self->enemy->targeted = self; + + //if we are pointing at our target and we can fire shoot it + if( HMGTurret_TrackEnemy( self ) && ( self->count < level.time ) ) + { + //fire at target + FireWeapon( self ); + + self->s.eFlags |= EF_FIRING; + G_AddEvent( self, EV_FIRE_WEAPON, 0 ); + G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + self->count = level.time + firespeed; + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HTeslaGen_Think + +Think function for Tesla Generator +================ +*/ +void HTeslaGen_Think( gentity_t *self ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + vec3_t dir; + int i, num; + gentity_t *enemy; + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); + + //if not powered don't do anything and check again for power next think + if( !( self->powered = G_FindPower( self ) ) || !( self->dcced = G_FindDCC( self ) ) ) + { + self->s.eFlags &= ~EF_FIRING; + self->nextthink = level.time + POWER_REFRESH_TIME; + return; + } + + if( self->spawned && self->count < level.time ) + { + //used to mark client side effects + self->s.eFlags &= ~EF_FIRING; + + VectorSet( range, TESLAGEN_RANGE, TESLAGEN_RANGE, TESLAGEN_RANGE ); + VectorAdd( self->s.origin, range, maxs ); + VectorSubtract( self->s.origin, range, mins ); + + //find aliens + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + + if( enemy->flags & FL_NOTARGET ) + continue; + + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && + enemy->health > 0 && + !level.paused && !enemy->client->pers.paused && + Distance( enemy->s.pos.trBase, self->s.pos.trBase ) <= TESLAGEN_RANGE ) + { + VectorSubtract( enemy->s.pos.trBase, self->s.pos.trBase, dir ); + VectorNormalize( dir ); + vectoangles( dir, self->turretAim ); + + //fire at target + FireWeapon( self ); + } + } + + if( self->s.eFlags & EF_FIRING ) + { + G_AddEvent( self, EV_FIRE_WEAPON, 0 ); + + //doesn't really need an anim + //G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); + + self->count = level.time + TESLAGEN_REPEAT; + } + } +} + + + + +//================================================================================== + + + + +/* +================ +HSpawn_Disappear + +Called when a human spawn is destroyed before it is spawned +think function +================ +*/ +void HSpawn_Disappear( gentity_t *self ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + self->timestamp = level.time; + + self->think = freeBuildable; + self->nextthink = level.time + 100; + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + + +/* +================ +HSpawn_blast + +Called when a human spawn explodes +think function +================ +*/ +void HSpawn_Blast( gentity_t *self ) +{ + vec3_t dir; + + // we don't have a valid direction, so just point straight up + dir[ 0 ] = dir[ 1 ] = 0; + dir[ 2 ] = 1; + + self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed + G_AddEvent( self, EV_HUMAN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->timestamp = level.time; + + //do some radius damage + G_RadiusDamage( self->s.pos.trBase, self, self->splashDamage, + self->splashRadius, self, self->splashMethodOfDeath ); + + self->think = freeBuildable; + self->nextthink = level.time + 100; + + self->r.contents = 0; //stop collisions... + trap_LinkEntity( self ); //...requires a relink +} + + +/* +================ +HSpawn_die + +Called when a human spawn dies +================ +*/ +void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) +{ + buildHistory_t *new; + new = G_Alloc( sizeof( buildHistory_t ) ); + new->ID = ( ++level.lastBuildID > 1000 ) ? ( level.lastBuildID = 1 ) : level.lastBuildID; + new->ent = ( attacker && attacker->client ) ? attacker : NULL; + if( new->ent ) + new->name[ 0 ] = 0; + else + Q_strncpyz( new->name, "", 8 ); + new->buildable = self->s.modelindex; + VectorCopy( self->s.pos.trBase, new->origin ); + VectorCopy( self->s.angles, new->angles ); + VectorCopy( self->s.origin2, new->origin2 ); + VectorCopy( self->s.angles2, new->angles2 ); + new->fate = ( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ? BF_TEAMKILLED : BF_DESTROYED; + new->next = NULL; + G_LogBuild( new ); + + //pretty events and cleanup + G_SetBuildableAnim( self, BANIM_DESTROY1, qtrue ); + G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); + + self->die = nullDieFunction; + self->powered = qfalse; //free up power + //prevent any firing effects and cancel structure protection + self->s.eFlags &= ~( EF_FIRING | EF_DBUILDER ); + + if( self->spawned ) + { + self->think = HSpawn_Blast; + self->nextthink = level.time + HUMAN_DETONATION_DELAY; + } + else + { + self->think = HSpawn_Disappear; + self->nextthink = level.time; //blast immediately + } + + if( attacker && attacker->client ) + { + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( self->s.modelindex == BA_H_REACTOR ) + G_AddCreditToClient( attacker->client, REACTOR_VALUE, qtrue ); + else if( self->s.modelindex == BA_H_SPAWN ) + G_AddCreditToClient( attacker->client, HSPAWN_VALUE, qtrue ); + } + else + { + G_TeamCommand( PTE_HUMANS, + va( "print \"%s ^3DESTROYED^7 by teammate %s^7\n\"", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ) ); + G_LogOnlyPrintf("%s ^3DESTROYED^7 by teammate %s^7\n", + BG_FindHumanNameForBuildable( self->s.modelindex ), + attacker->client->pers.netname ); + } + G_LogPrintf( "Decon: %i %i %i: %s^7 destroyed %s by %s\n", + attacker->client->ps.clientNum, self->s.modelindex, mod, + attacker->client->pers.netname, + BG_FindNameForBuildable( self->s.modelindex ), + modNames[ mod ] ); + } +} + +/* +================ +HSpawn_Think + +Think for human spawn +================ +*/ +void HSpawn_Think( gentity_t *self ) +{ + gentity_t *ent; + + // spawns work without power + self->powered = qtrue; + + if( self->spawned ) + { + //only suicide if at rest + if( self->s.groundEntityNum ) + { + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_H_SPAWN, NULL ) ) != NULL ) + { + // If the thing blocking the spawn is a buildable, kill it. + // If it's part of the map, kill self. + if( ent->s.eType == ET_BUILDABLE ) + { + G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + G_SetBuildableAnim( self, BANIM_SPAWN1, qtrue ); + } + else if( ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) + { + G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + return; + } + else if( g_antiSpawnBlock.integer && ent->client && + ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + //spawnblock protection + if( self->spawnBlockTime && level.time - self->spawnBlockTime > 10000 ) + { + //five seconds of countermeasures and we're still blocked + //time for something more drastic + G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_TRIGGER_HURT ); + self->spawnBlockTime += 2000; + //inappropriate MOD but prints an apt obituary + } + else if( self->spawnBlockTime && level.time - self->spawnBlockTime > 5000 ) + //five seconds of blocked by client and... + { + //random direction + vec3_t velocity; + velocity[0] = crandom() * g_antiSpawnBlock.integer; + velocity[1] = crandom() * g_antiSpawnBlock.integer; + velocity[2] = g_antiSpawnBlock.integer; + + VectorAdd( ent->client->ps.velocity, velocity, ent->client->ps.velocity ); + trap_SendServerCommand( ent-g_entities, "cp \"Don't spawn block!\"" ); + } + else if( !self->spawnBlockTime ) + self->spawnBlockTime = level.time; + } + + if( ent->s.eType == ET_CORPSE ) + G_FreeEntity( ent ); //quietly remove + } + else + self->spawnBlockTime = 0; + } + + //spawn under attack + if( self->health < self->lastHealth && + level.time > level.humanBaseAttackTimer && G_IsDCCBuilt( ) ) + { + level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; + G_BroadcastEvent( EV_DCC_ATTACK, 0 ); + } + + self->lastHealth = self->health; + } + + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); +} + + + + +//================================================================================== + + +/* +============ +G_BuildableTouchTriggers + +Find all trigger entities that a buildable touches. +============ +*/ +void G_BuildableTouchTriggers( gentity_t *ent ) +{ + int i, num; + int touch[ MAX_GENTITIES ]; + gentity_t *hit; + trace_t trace; + vec3_t mins, maxs; + vec3_t bmins, bmaxs; + static vec3_t range = { 10, 10, 10 }; + + // dead buildables don't activate triggers! + if( ent->health <= 0 ) + return; + + BG_FindBBoxForBuildable( ent->s.modelindex, bmins, bmaxs ); + + VectorAdd( ent->s.origin, bmins, mins ); + VectorAdd( ent->s.origin, bmaxs, maxs ); + + VectorSubtract( mins, range, mins ); + VectorAdd( maxs, range, maxs ); + + num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); + + VectorAdd( ent->s.origin, bmins, mins ); + VectorAdd( ent->s.origin, bmaxs, maxs ); + + for( i = 0; i < num; i++ ) + { + hit = &g_entities[ touch[ i ] ]; + + if( !hit->touch ) + continue; + + if( !( hit->r.contents & CONTENTS_TRIGGER ) ) + continue; + + //ignore buildables not yet spawned + if( !ent->spawned ) + continue; + + if( !trap_EntityContact( mins, maxs, hit ) ) + continue; + + memset( &trace, 0, sizeof( trace ) ); + + if( hit->touch ) + hit->touch( hit, ent, &trace ); + } +} + + +/* +=============== +G_BuildableThink + +General think function for buildables +=============== +*/ +void G_BuildableThink( gentity_t *ent, int msec ) +{ + int bHealth = BG_FindHealthForBuildable( ent->s.modelindex ); + int bRegen = BG_FindRegenRateForBuildable( ent->s.modelindex ); + int bTime = BG_FindBuildTimeForBuildable( ent->s.modelindex ); + + //pack health, power and dcc + + //toggle spawned flag for buildables + if( !ent->spawned && ent->health > 0 ) + { + if( ent->buildTime + bTime < level.time ) + ent->spawned = qtrue; + } + + ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_MASK ); + + if( ent->s.generic1 < 0 ) + ent->s.generic1 = 0; + + if( ent->powered ) + ent->s.generic1 |= B_POWERED_TOGGLEBIT; + + if( ent->dcced ) + ent->s.generic1 |= B_DCCED_TOGGLEBIT; + + if( ent->spawned ) + ent->s.generic1 |= B_SPAWNED_TOGGLEBIT; + + if( ent->deconstruct ) + ent->s.generic1 |= B_MARKED_TOGGLEBIT; + + ent->time1000 += msec; + + if( ent->time1000 >= 1000 ) + { + ent->time1000 -= 1000; + + if( !ent->spawned && ent->health > 0 ) + ent->health += (int)( ceil( (float)bHealth / (float)( bTime * 0.001 ) ) ); + else if( ent->biteam == BIT_ALIENS && ent->health > 0 && ent->health < bHealth && + bRegen && ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) + ent->health += bRegen; + + if( ent->health > bHealth ) + ent->health = bHealth; + } + + if( ent->lev1Grabbed && ent->lev1GrabTime + LEVEL1_GRAB_TIME < level.time ) + ent->lev1Grabbed = qfalse; + + if( ent->clientSpawnTime > 0 ) + ent->clientSpawnTime -= msec; + + if( ent->clientSpawnTime < 0 ) + ent->clientSpawnTime = 0; + + //check if this buildable is touching any triggers + G_BuildableTouchTriggers( ent ); + + //fall back on normal physics routines + G_Physics( ent, msec ); +} + + +/* +=============== +G_BuildableRange + +Check whether a point is within some range of a type of buildable +=============== +*/ +qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range; + vec3_t mins, maxs; + int i, num; + gentity_t *ent; + + VectorSet( range, r, r, r ); + VectorAdd( origin, range, maxs ); + VectorSubtract( origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + ent = &g_entities[ entityList[ i ] ]; + + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( ent->biteam == BIT_HUMANS && !ent->powered ) + continue; + + if( ent->s.modelindex == buildable && ent->spawned ) + return qtrue; + } + + return qfalse; +} + +static qboolean G_BoundsIntersect(const vec3_t mins, const vec3_t maxs, + const vec3_t mins2, const vec3_t maxs2) +{ + if ( maxs[0] < mins2[0] || + maxs[1] < mins2[1] || + maxs[2] < mins2[2] || + mins[0] > maxs2[0] || + mins[1] > maxs2[1] || + mins[2] > maxs2[2]) + { + return qfalse; + } + + return qtrue; +} + +/* +=============== +G_BuildablesIntersect + +Test if two buildables intersect each other +=============== +*/ +static qboolean G_BuildablesIntersect( buildable_t a, vec3_t originA, + buildable_t b, vec3_t originB ) +{ + vec3_t minsA, maxsA; + vec3_t minsB, maxsB; + + BG_FindBBoxForBuildable( a, minsA, maxsA ); + VectorAdd( minsA, originA, minsA ); + VectorAdd( maxsA, originA, maxsA ); + + BG_FindBBoxForBuildable( b, minsB, maxsB ); + VectorAdd( minsB, originB, minsB ); + VectorAdd( maxsB, originB, maxsB ); + + return G_BoundsIntersect( minsA, maxsA, minsB, maxsB ); +} + +/* +=============== +G_CompareBuildablesForRemoval + +qsort comparison function for a buildable removal list +=============== +*/ +static buildable_t cmpBuildable; +static vec3_t cmpOrigin; +static int G_CompareBuildablesForRemoval( const void *a, const void *b ) +{ + int precedence[ ] = + { + BA_NONE, + + BA_A_BARRICADE, + BA_A_ACIDTUBE, + BA_A_TRAPPER, + BA_A_HIVE, + BA_A_BOOSTER, + BA_A_HOVEL, + BA_A_SPAWN, + BA_A_OVERMIND, + + BA_H_MGTURRET, + BA_H_TESLAGEN, + BA_H_DCC, + BA_H_MEDISTAT, + BA_H_ARMOURY, + BA_H_SPAWN, + BA_H_REPEATER, + BA_H_REACTOR + }; + + gentity_t *buildableA, *buildableB; + int i; + int aPrecedence = 0, bPrecedence = 0; + qboolean aMatches = qfalse, bMatches = qfalse; + + buildableA = *(gentity_t **)a; + buildableB = *(gentity_t **)b; + + + // Prefer the one that collides with the thing we're building + aMatches = G_BuildablesIntersect( cmpBuildable, cmpOrigin, + buildableA->s.modelindex, buildableA->s.origin ); + bMatches = G_BuildablesIntersect( cmpBuildable, cmpOrigin, + buildableB->s.modelindex, buildableB->s.origin ); + if( aMatches && !bMatches ) + return -1; + if( !aMatches && bMatches ) + return 1; + + // If one matches the thing we're building, prefer it + aMatches = ( buildableA->s.modelindex == cmpBuildable ); + bMatches = ( buildableB->s.modelindex == cmpBuildable ); + if( aMatches && !bMatches ) + return -1; + if( !aMatches && bMatches ) + return 1; + + // If they're the same type then pick the one marked earliest + if( buildableA->s.modelindex == buildableB->s.modelindex ) + return buildableA->deconstructTime - buildableB->deconstructTime; + + for( i = 0; i < sizeof( precedence ) / sizeof( precedence[ 0 ] ); i++ ) + { + if( buildableA->s.modelindex == precedence[ i ] ) + aPrecedence = i; + + if( buildableB->s.modelindex == precedence[ i ] ) + bPrecedence = i; + } + + return aPrecedence - bPrecedence; +} + +/* +=============== +G_FreeMarkedBuildables + +Free up build points for a team by deconstructing marked buildables +=============== +*/ +void G_FreeMarkedBuildables( void ) +{ + int i; + gentity_t *ent; + buildHistory_t *new, *last; + last = level.buildHistory; + + if( !g_markDeconstruct.integer ) + return; // Not enabled, can't deconstruct anything + + for( i = 0; i < level.numBuildablesForRemoval; i++ ) + { + ent = level.markedBuildables[ i ]; + + new = G_Alloc( sizeof( buildHistory_t ) ); + new->ID = -1; + new->ent = NULL; + Q_strncpyz( new->name, "", 12 ); + new->buildable = ent->s.modelindex; + VectorCopy( ent->s.pos.trBase, new->origin ); + VectorCopy( ent->s.angles, new->angles ); + VectorCopy( ent->s.origin2, new->origin2 ); + VectorCopy( ent->s.angles2, new->angles2 ); + new->fate = BF_DECONNED; + new->next = NULL; + new->marked = NULL; + + last = last->marked = new; + + G_FreeEntity( ent ); + } +} + +/* +=============== +G_SufficientBPAvailable + +Determine if enough build points can be released for the buildable +and list the buildables that much be destroyed if this is the case +=============== +*/ +static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, + vec3_t origin ) +{ + int i; + int numBuildables = 0; + int pointsYielded = 0; + gentity_t *ent; + qboolean unique = BG_FindUniqueTestForBuildable( buildable ); + int remainingBP, remainingSpawns; + int team; + int buildPoints, buildpointsneeded; + qboolean collision = qfalse; + int collisionCount = 0; + qboolean repeaterInRange = qfalse; + int repeaterInRangeCount = 0; + itemBuildError_t bpError; + buildable_t spawn; + buildable_t core; + int spawnCount = 0; + + level.numBuildablesForRemoval = 0; + + buildPoints = buildpointsneeded = BG_FindBuildPointsForBuildable( buildable ); + team = BG_FindTeamForBuildable( buildable ); + if( team == BIT_ALIENS ) + { + remainingBP = level.alienBuildPoints; + remainingSpawns = level.numAlienSpawns; + bpError = IBE_NOASSERT; + spawn = BA_A_SPAWN; + core = BA_A_OVERMIND; + } + else if( team == BIT_HUMANS ) + { + remainingBP = level.humanBuildPoints; + remainingSpawns = level.numHumanSpawns; + bpError = IBE_NOPOWER; + spawn = BA_H_SPAWN; + core = BA_H_REACTOR; + } + else + return IBE_NONE; + + // Simple non-marking case + if( !g_markDeconstruct.integer ) + { + if( remainingBP - buildPoints < 0 ) + return bpError; + + // Check for buildable<->buildable collisions + for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( G_BuildablesIntersect( buildable, origin, ent->s.modelindex, ent->s.origin ) ) + return IBE_NOROOM; + } + + return IBE_NONE; + } + + buildpointsneeded -= remainingBP; + + // Set buildPoints to the number extra that are required + if( !g_markDeconstructMode.integer ) + buildPoints -= remainingBP; + + // Build a list of buildable entities + for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + collision = G_BuildablesIntersect( buildable, origin, ent->s.modelindex, ent->s.origin ); + + if( collision ) + collisionCount++; + + // Check if this is a repeater and it's in range + if( buildable == BA_H_REPEATER && + buildable == ent->s.modelindex && + Distance( ent->s.origin, origin ) < REPEATER_BASESIZE ) + { + repeaterInRange = qtrue; + repeaterInRangeCount++; + } + else + repeaterInRange = qfalse; + + if( !ent->inuse ) + continue; + + if( ent->health <= 0 ) + continue; + + if( ent->biteam != team ) + continue; + + // Don't allow destruction of hovel with granger inside + if( ent->s.modelindex == BA_A_HOVEL && ent->active ) + { + if( buildable == BA_A_HOVEL ) + return IBE_HOVEL; + else + continue; + } + + // Explicitly disallow replacement of the core buildable with anything + // other than the core buildable + if( ent->s.modelindex == core && buildable != core ) + continue; + + if( ent->deconstruct ) + { + level.markedBuildables[ numBuildables++ ] = ent; + + if( collision || repeaterInRange ) + { + if( collision ) + collisionCount--; + + if( repeaterInRange ) + repeaterInRangeCount--; + + pointsYielded += BG_FindBuildPointsForBuildable( ent->s.modelindex ); + level.numBuildablesForRemoval++; + } + else if( unique && ent->s.modelindex == buildable ) + { + // If it's a unique buildable, it must be replaced by the same type + pointsYielded += BG_FindBuildPointsForBuildable( ent->s.modelindex ); + level.numBuildablesForRemoval++; + } + } + } + + // We still need build points, but have no candidates for removal + if( buildpointsneeded > 0 && numBuildables == 0 ) + return bpError; + + // Collided with something we can't remove + if( collisionCount > 0 ) + return IBE_NOROOM; + + // There are one or more repeaters we can't remove + if( repeaterInRangeCount > 0 ) + return IBE_RPTWARN2; + + // Sort the list + cmpBuildable = buildable; + VectorCopy( origin, cmpOrigin ); + qsort( level.markedBuildables, numBuildables, sizeof( level.markedBuildables[ 0 ] ), + G_CompareBuildablesForRemoval ); + + // Determine if there are enough markees to yield the required BP + for( ; pointsYielded < buildPoints && level.numBuildablesForRemoval < numBuildables; + level.numBuildablesForRemoval++ ) + { + ent = level.markedBuildables[ level.numBuildablesForRemoval ]; + pointsYielded += BG_FindBuildPointsForBuildable( ent->s.modelindex ); + } + + // Make sure we're not removing the last spawn + for( i = 0; i < level.numBuildablesForRemoval; i++ ) + { + if( level.markedBuildables[ i ]->s.modelindex == spawn ) + spawnCount++; + } + if( !g_cheats.integer && remainingSpawns > 0 && ( remainingSpawns - spawnCount ) < 1 ) + return IBE_NORMAL; + + // Not enough points yielded + if( pointsYielded < buildpointsneeded ) + return bpError; + + return IBE_NONE; +} + +/* +================ +G_SetBuildableLinkState + +Links or unlinks all the buildable entities +================ +*/ +static void G_SetBuildableLinkState( qboolean link ) +{ + int i; + gentity_t *ent; + + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + if( link ) + trap_LinkEntity( ent ); + else + trap_UnlinkEntity( ent ); + } +} + +static void G_SetBuildableMarkedLinkState( qboolean link ) +{ + int i; + gentity_t *ent; + + for( i = 0; i < level.numBuildablesForRemoval; i++ ) + { + ent = level.markedBuildables[ i ]; + if( link ) + trap_LinkEntity( ent ); + else + trap_UnlinkEntity( ent ); + } +} + +/* +================ +G_CanBuild + +Checks to see if a buildable can be built +================ +*/ +itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ) +{ + vec3_t angles; + vec3_t entity_origin, normal; + vec3_t mins, maxs, nbmins, nbmaxs; + vec3_t nbVect; + trace_t tr1, tr2, tr3; + int i; + itemBuildError_t reason = IBE_NONE; + gentity_t *tempent; + float minNormal; + qboolean invert; + int contents; + playerState_t *ps = &ent->client->ps; + int buildPoints; + gentity_t *tmp; + itemBuildError_t tempReason; + + // Stop all buildables from interacting with traces + G_SetBuildableLinkState( qfalse ); + + BG_FindBBoxForBuildable( buildable, mins, maxs ); + + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, trap_Trace, entity_origin, angles, &tr1 ); + + trap_Trace( &tr2, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + trap_Trace( &tr3, ps->origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); + + VectorCopy( entity_origin, origin ); + + VectorCopy( tr1.plane.normal, normal ); + minNormal = BG_FindMinNormalForBuildable( buildable ); + invert = BG_FindInvertNormalForBuildable( buildable ); + + //can we build at this angle? + if( !( normal[ 2 ] >= minNormal || ( invert && normal[ 2 ] <= -minNormal ) ) ) + reason = IBE_NORMAL; + + if( tr1.entityNum != ENTITYNUM_WORLD ) + reason = IBE_NORMAL; + + contents = trap_PointContents( entity_origin, -1 ); + buildPoints = BG_FindBuildPointsForBuildable( buildable ); + + //check if we are near a nobuild marker, if so, can't build here... + for( i = 0; i < MAX_GENTITIES; i++ ) + { + tmp = &g_entities[ i ]; + + if( !tmp->noBuild.isNB ) + continue; + + nbVect[0] = tmp->noBuild.Area; + nbVect[1] = tmp->noBuild.Area; + nbVect[2] = tmp->noBuild.Height; + + VectorSubtract( origin, nbVect, nbmins ); + VectorAdd( origin, nbVect, nbmaxs ); + + if( trap_EntityContact( nbmins, nbmaxs, tmp ) ) + reason = IBE_PERMISSION; + + } + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + //alien criteria + + if( buildable == BA_A_HOVEL ) + { + vec3_t builderMins, builderMaxs; + + //this assumes the adv builder is the biggest thing that'll use the hovel + BG_FindBBoxForClass( PCL_ALIEN_BUILDER0_UPG, builderMins, builderMaxs, NULL, NULL, NULL ); + + if( APropHovel_Blocked( origin, angles, normal, ent ) ) + reason = IBE_HOVELEXIT; + } + + //check there is creep near by for building on + if( BG_FindCreepTestForBuildable( buildable ) ) + { + if( !G_IsCreepHere( entity_origin ) ) + reason = IBE_NOCREEP; + } + + //check permission to build here + if( tr1.surfaceFlags & SURF_NOALIENBUILD || tr1.surfaceFlags & SURF_NOBUILD || + contents & CONTENTS_NOALIENBUILD || contents & CONTENTS_NOBUILD ) + reason = IBE_PERMISSION; + + //look for an Overmind + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + if( tempent->s.modelindex == BA_A_OVERMIND && tempent->spawned && + tempent->health > 0 ) + break; + } + + //if none found... + if( i >= level.num_entities && buildable != BA_A_OVERMIND ) + reason = IBE_NOOVERMIND; + + //can we only have one of these? + if( BG_FindUniqueTestForBuildable( buildable ) ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == buildable && !tempent->deconstruct ) + { + switch( buildable ) + { + case BA_A_OVERMIND: + reason = IBE_OVERMIND; + break; + + case BA_A_HOVEL: + reason = IBE_HOVEL; + break; + + default: + Com_Error( ERR_FATAL, "No reason for denying build of %d\n", buildable ); + break; + } + + break; + } + } + } + } + else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + //human criteria + if( !G_IsPowered( entity_origin ) ) + { + //tell player to build a repeater to provide power + if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER ) + reason = IBE_REPEATER; + } + + //this buildable requires a DCC + if( BG_FindDCCTestForBuildable( buildable ) && !G_IsDCCBuilt( ) ) + reason = IBE_NODCC; + + //check that there is a parent reactor when building a repeater + if( buildable == BA_H_REPEATER ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REACTOR ) + break; + } + + if( i >= level.num_entities ) + { + //no reactor present + + //check for other nearby repeaters + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REPEATER && + Distance( tempent->s.origin, entity_origin ) < REPEATER_BASESIZE ) + { + reason = IBE_RPTWARN2; + break; + } + } + + if( reason == IBE_NONE ) + reason = IBE_RPTWARN; + } + else if( G_IsPowered( entity_origin ) ) + reason = IBE_RPTWARN2; + } + + //check permission to build here + if( tr1.surfaceFlags & SURF_NOHUMANBUILD || tr1.surfaceFlags & SURF_NOBUILD || + contents & CONTENTS_NOHUMANBUILD || contents & CONTENTS_NOBUILD ) + reason = IBE_PERMISSION; + + //can we only build one of these? + if( BG_FindUniqueTestForBuildable( buildable ) ) + { + for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + + if( tempent->s.modelindex == BA_H_REACTOR && !tempent->deconstruct ) + { + reason = IBE_REACTOR; + break; + } + } + } + } + + if( ( tempReason = G_SufficientBPAvailable( buildable, origin ) ) != IBE_NONE ) + reason = tempReason; + + // Relink buildables + G_SetBuildableLinkState( qtrue ); + + //check there is enough room to spawn from (presuming this is a spawn) + if( reason == IBE_NONE ) + { + G_SetBuildableMarkedLinkState( qfalse ); + if( G_CheckSpawnPoint( ENTITYNUM_NONE, origin, normal, buildable, NULL ) != NULL ) + reason = IBE_NORMAL; + G_SetBuildableMarkedLinkState( qtrue ); + } + + //this item does not fit here + if( reason == IBE_NONE && ( tr2.fraction < 1.0 || tr3.fraction < 1.0 ) ) + return IBE_NOROOM; + + if( reason != IBE_NONE ) + level.numBuildablesForRemoval = 0; + + return reason; +} + +/* +============== +G_BuildingExists +============== +*/ +qboolean G_BuildingExists( int bclass ) +{ + int i; + gentity_t *tempent; + //look for an Armoury + for (i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) + { + if( tempent->s.eType != ET_BUILDABLE ) + continue; + if( tempent->s.modelindex == bclass && tempent->health > 0 ) + { + return qtrue; + } + } + return qfalse; +} + + +/* +================ +G_Build + +Spawns a buildable +================ +*/ +static gentity_t *G_Build( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ) +{ + gentity_t *built; + buildHistory_t *new; + vec3_t normal; + + // initialise the buildhistory so other functions can use it + if( builder && builder->client ) + { + new = G_Alloc( sizeof( buildHistory_t ) ); + G_LogBuild( new ); + } + + // Free existing buildables + G_FreeMarkedBuildables( ); + + //spawn the buildable + built = G_Spawn(); + + built->s.eType = ET_BUILDABLE; + + built->classname = BG_FindEntityNameForBuildable( buildable ); + + built->s.modelindex = buildable; //so we can tell what this is on the client side + built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable ); + + BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs ); + + // detect the buildable's normal vector + if( !builder->client ) + { + // initial base layout created by server + + if( builder->s.origin2[ 0 ] + || builder->s.origin2[ 1 ] + || builder->s.origin2[ 2 ] ) + { + VectorCopy( builder->s.origin2, normal ); + } + else if( BG_FindTrajectoryForBuildable( buildable ) == TR_BUOYANCY ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + } + else + { + // in-game building by a player + + if( builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( builder->client->ps.grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + } + + // when building the initial layout, spawn the entity slightly off its + // target surface so that it can be "dropped" onto it + if( !builder->client ) + VectorMA( origin, 1.0f, normal, origin ); + + built->health = 1; + + built->splashDamage = BG_FindSplashDamageForBuildable( buildable ); + built->splashRadius = BG_FindSplashRadiusForBuildable( buildable ); + built->splashMethodOfDeath = BG_FindMODForBuildable( buildable ); + + built->nextthink = BG_FindNextThinkForBuildable( buildable ); + + built->takedamage = qtrue; + built->spawned = qfalse; + built->buildTime = built->s.time = level.time; + built->spawnBlockTime = 0; + + // build instantly in cheat mode + if( builder->client && g_cheats.integer ) + { + built->health = BG_FindHealthForBuildable( buildable ); + built->buildTime = built->s.time = + level.time - BG_FindBuildTimeForBuildable( buildable ); + } + + //things that vary for each buildable that aren't in the dbase + switch( buildable ) + { + case BA_A_SPAWN: + built->die = ASpawn_Die; + built->think = ASpawn_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_BARRICADE: + built->die = ABarricade_Die; + built->think = ABarricade_Think; + built->pain = ABarricade_Pain; + break; + + case BA_A_BOOSTER: + built->die = ABarricade_Die; + built->think = ABarricade_Think; + built->pain = ABarricade_Pain; + built->touch = ABooster_Touch; + break; + + case BA_A_ACIDTUBE: + built->die = ABarricade_Die; + built->think = AAcidTube_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_HIVE: + built->die = ABarricade_Die; + built->think = AHive_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_TRAPPER: + built->die = ABarricade_Die; + built->think = ATrapper_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_OVERMIND: + built->die = ASpawn_Die; + built->think = AOvermind_Think; + built->pain = ASpawn_Pain; + break; + + case BA_A_HOVEL: + built->die = AHovel_Die; + built->use = AHovel_Use; + built->think = AHovel_Think; + built->pain = ASpawn_Pain; + break; + + case BA_H_SPAWN: + built->die = HSpawn_Die; + built->think = HSpawn_Think; + break; + + case BA_H_MGTURRET: + built->die = HSpawn_Die; + built->think = HMGTurret_Think; + break; + + case BA_H_TESLAGEN: + built->die = HSpawn_Die; + built->think = HTeslaGen_Think; + break; + + case BA_H_ARMOURY: + built->think = HArmoury_Think; + built->die = HSpawn_Die; + built->use = HArmoury_Activate; + break; + + case BA_H_DCC: + built->think = HDCC_Think; + built->die = HSpawn_Die; + break; + + case BA_H_MEDISTAT: + built->think = HMedistat_Think; + built->die = HSpawn_Die; + break; + + case BA_H_REACTOR: + built->think = HReactor_Think; + built->die = HSpawn_Die; + built->use = HRepeater_Use; + built->powered = built->active = qtrue; + break; + + case BA_H_REPEATER: + built->think = HRepeater_Think; + built->die = HSpawn_Die; + built->use = HRepeater_Use; + built->count = -1; + break; + + default: + //erk + break; + } + + built->s.number = built - g_entities; + built->r.contents = CONTENTS_BODY; + built->clipmask = MASK_PLAYERSOLID; + built->enemy = NULL; + built->s.weapon = BG_FindProjTypeForBuildable( buildable ); + + if( builder->client ) + { + built->builtBy = builder->client->ps.clientNum; + + if( builder->client->pers.designatedBuilder ) + { + built->s.eFlags |= EF_DBUILDER; // designated builder protection + } + } + else + built->builtBy = -1; + + G_SetOrigin( built, origin ); + + // gently nudge the buildable onto the surface :) + VectorScale( normal, -50.0f, built->s.pos.trDelta ); + + // set turret angles + VectorCopy( builder->s.angles2, built->s.angles2 ); + + VectorCopy( angles, built->s.angles ); + built->s.angles[ PITCH ] = 0.0f; + built->s.angles2[ YAW ] = angles[ YAW ]; + built->s.pos.trType = BG_FindTrajectoryForBuildable( buildable ); + built->s.pos.trTime = level.time; + built->physicsBounce = BG_FindBounceForBuildable( buildable ); + built->s.groundEntityNum = -1; + + built->s.generic1 = (int)( ( (float)built->health / + (float)BG_FindHealthForBuildable( buildable ) ) * B_HEALTH_MASK ); + + if( built->s.generic1 < 0 ) + built->s.generic1 = 0; + + if( BG_FindTeamForBuildable( built->s.modelindex ) == PTE_ALIENS ) + { + built->powered = qtrue; + built->s.generic1 |= B_POWERED_TOGGLEBIT; + } + else if( ( built->powered = G_FindPower( built ) ) ) + built->s.generic1 |= B_POWERED_TOGGLEBIT; + + if( ( built->dcced = G_FindDCC( built ) ) ) + built->s.generic1 |= B_DCCED_TOGGLEBIT; + + built->s.generic1 &= ~B_SPAWNED_TOGGLEBIT; + + VectorCopy( normal, built->s.origin2 ); + + G_AddEvent( built, EV_BUILD_CONSTRUCT, 0 ); + + G_SetIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); + + if( built->builtBy >= 0 ) + G_SetBuildableAnim( built, BANIM_CONSTRUCT1, qtrue ); + + trap_LinkEntity( built ); + + + if( builder->client ) + { + builder->client->pers.statscounters.structsbuilt++; + if( builder->client->pers.teamSelection == PTE_ALIENS ) + { + level.alienStatsCounters.structsbuilt++; + } + else if( builder->client->pers.teamSelection == PTE_HUMANS ) + { + level.humanStatsCounters.structsbuilt++; + } + } + + if( builder->client ) { + G_TeamCommand( builder->client->pers.teamSelection, + va( "print \"%s is ^2being built^7 by %s^7\n\"", + BG_FindHumanNameForBuildable( built->s.modelindex ), + builder->client->pers.netname ) ); + G_LogPrintf("Build: %i %i 0: %s^7 is ^2building^7 %s\n", + builder->client->ps.clientNum, + built->s.modelindex, + builder->client->pers.netname, + BG_FindNameForBuildable( built->s.modelindex ) ); + } + + // ok we're all done building, so what we log here should be the final values + if( builder && builder->client ) // log ingame building only + { + new = level.buildHistory; + new->ID = ( ++level.lastBuildID > 1000 ) ? ( level.lastBuildID = 1 ) : level.lastBuildID; + new->ent = builder; + new->name[ 0 ] = 0; + new->buildable = buildable; + VectorCopy( built->s.pos.trBase, new->origin ); + VectorCopy( built->s.angles, new->angles ); + VectorCopy( built->s.origin2, new->origin2 ); + VectorCopy( built->s.angles2, new->angles2 ); + new->fate = BF_BUILT; + } + + if( builder && builder->client ) + built->bdnumb = new->ID; + else + built->bdnumb = -1; + + return built; +} + +static void G_SpawnMarker( vec3_t origin ) +{ + gentity_t *nb; + int i; + + // Make the marker... + nb = G_Spawn( ); + nb->s.modelindex = 0; //Coder humor is win + VectorCopy( origin, nb->s.pos.trBase ); + VectorCopy( origin, nb->r.currentOrigin ); + nb->noBuild.isNB = qtrue; + nb->noBuild.Area = level.nbArea; + nb->noBuild.Height = level.nbHeight; + trap_LinkEntity( nb ); + + // Log markers made... + for( i = 0; i < MAX_GENTITIES; i++ ) + { + if( level.nbMarkers[ i ].Marker != NULL ) + continue; + + level.nbMarkers[ i ].Marker = nb; + VectorCopy( origin, level.nbMarkers[ i ].Origin ); + SnapVector( level.nbMarkers[ i ].Origin ); + break; + } + + // End nobuild mode... + level.noBuilding = qfalse; + level.nbArea = 0.0f; + level.nbHeight = 0.0f; +} + +/* +================= +G_BuildIfValid +================= +*/ +qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable ) +{ + float dist; + vec3_t origin; + + dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); + + switch( G_CanBuild( ent, buildable, dist, origin ) ) + { + case IBE_NONE: + if( level.noBuilding ) + { + vec3_t mins; + BG_FindBBoxForBuildable( buildable, mins, NULL ); + origin[2] += mins[2]; + + G_SpawnMarker( origin ); + return qtrue; + } + G_Build( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_NOASSERT: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOASSERT ); + return qfalse; + + case IBE_NOOVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOOVMND ); + return qfalse; + + case IBE_NOCREEP: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOCREEP ); + return qfalse; + + case IBE_OVERMIND: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_OVERMIND ); + return qfalse; + + case IBE_HOVEL: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL ); + return qfalse; + + case IBE_HOVELEXIT: + G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_EXIT ); + return qfalse; + + case IBE_NORMAL: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NORMAL ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NORMAL ); + return qfalse; + + case IBE_PERMISSION: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NORMAL ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NORMAL ); + return qfalse; + + case IBE_REACTOR: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REACTOR ); + return qfalse; + + case IBE_REPEATER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_REPEATER ); + return qfalse; + + case IBE_NOROOM: + if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOROOM ); + else + G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOROOM ); + return qfalse; + + case IBE_NOPOWER: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOPOWER ); + return qfalse; + + case IBE_NODCC: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC ); + return qfalse; + + case IBE_SPWNWARN: + if( level.noBuilding ) + { + vec3_t mins; + BG_FindBBoxForBuildable( buildable, mins, NULL ); + origin[2] += mins[2]; + G_SpawnMarker( origin ); + return qtrue; + } + G_TriggerMenu( ent->client->ps.clientNum, MN_A_SPWNWARN ); + G_Build( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_TNODEWARN: + if( level.noBuilding ) + { + vec3_t mins; + BG_FindBBoxForBuildable( buildable, mins, NULL ); + origin[2] += mins[2]; + G_SpawnMarker( origin ); + return qtrue; + } + G_TriggerMenu( ent->client->ps.clientNum, MN_H_TNODEWARN ); + G_Build( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_RPTWARN: + if( level.noBuilding ) + { + vec3_t mins; + BG_FindBBoxForBuildable( buildable, mins, NULL ); + origin[2] += mins[2]; + G_SpawnMarker( origin ); + return qtrue; + } + G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN ); + G_Build( ent, buildable, origin, ent->s.apos.trBase ); + return qtrue; + + case IBE_RPTWARN2: + G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN2 ); + return qfalse; + + default: + break; + } + + return qfalse; +} + +/* +================ +G_FinishSpawningBuildable + +Traces down to find where an item should rest, instead of letting them +free fall from their spawn points +================ +*/ +static void G_FinishSpawningBuildable( gentity_t *ent ) +{ + trace_t tr; + vec3_t dest; + gentity_t *built; + buildable_t buildable = ent->s.modelindex; + + built = G_Build( ent, buildable, ent->s.pos.trBase, ent->s.angles ); + G_FreeEntity( ent ); + + built->takedamage = qtrue; + built->spawned = qtrue; //map entities are already spawned + built->health = BG_FindHealthForBuildable( buildable ); + built->s.generic1 |= B_SPAWNED_TOGGLEBIT; + + // drop towards normal surface + VectorScale( built->s.origin2, -4096.0f, dest ); + VectorAdd( dest, built->s.origin, dest ); + + trap_Trace( &tr, built->s.origin, built->r.mins, built->r.maxs, dest, built->s.number, built->clipmask ); + + if( tr.startsolid ) + { + G_Printf( S_COLOR_YELLOW "G_FinishSpawningBuildable: %s startsolid at %s\n", + built->classname, vtos( built->s.origin ) ); + G_FreeEntity( built ); + return; + } + + //point items in the correct direction + VectorCopy( tr.plane.normal, built->s.origin2 ); + + // allow to ride movers + built->s.groundEntityNum = tr.entityNum; + + G_SetOrigin( built, tr.endpos ); + + trap_LinkEntity( built ); +} + +/* +============ +G_SpawnBuildable + +Sets the clipping size and plants the object on the floor. + +Items can't be immediately dropped to floor, because they might +be on an entity that hasn't spawned yet. +============ +*/ +void G_SpawnBuildable( gentity_t *ent, buildable_t buildable ) +{ + ent->s.modelindex = buildable; + + // some movers spawn on the second frame, so delay item + // spawns until the third frame so they can ride trains + ent->nextthink = level.time + FRAMETIME * 2; + ent->think = G_FinishSpawningBuildable; +} + + /* + ============ + G_CheckDBProtection + + Count how many designated builders are in both teams and + if none found in some team, cancel protection for all + structures of that team + ============ + */ + + void G_CheckDBProtection( void ) + { + int alienDBs = 0, humanDBs = 0, i; + gentity_t *ent; + + // count designated builders + for( i = 0, ent = g_entities + i; i < level.maxclients; i++, ent++) + { + if( !ent->client || ( ent->client->pers.connected != CON_CONNECTED ) ) + continue; + + if( ent->client->pers.designatedBuilder) + { + if( ent->client->pers.teamSelection == PTE_HUMANS ) + { + humanDBs++; + } + else if( ent->client->pers.teamSelection == PTE_ALIENS ) + { + alienDBs++; + } + } + } + + // both teams have designate builders, we're done + if( alienDBs > 0 && humanDBs > 0 ) + return; + + // cancel protection if needed + for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++) + { + if( ent->s.eType != ET_BUILDABLE) + continue; + + if( ( !alienDBs && ent->biteam == BIT_ALIENS ) || + ( !humanDBs && ent->biteam == BIT_HUMANS ) ) + { + ent->s.eFlags &= ~EF_DBUILDER; + } + } + } + +/* +============ +G_LayoutSave + +============ +*/ +void G_LayoutSave( char *name ) +{ + char map[ MAX_QPATH ]; + char fileName[ MAX_OSPATH ]; + fileHandle_t f; + int len; + int i; + gentity_t *ent; + char *s; + + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + if( !map[ 0 ] ) + { + G_Printf( "LayoutSave( ): no map is loaded\n" ); + return; + } + Com_sprintf( fileName, sizeof( fileName ), "layouts/%s/%s.dat", map, name ); + + len = trap_FS_FOpenFile( fileName, &f, FS_WRITE ); + if( len < 0 ) + { + G_Printf( "layoutsave: could not open %s\n", fileName ); + return; + } + + G_Printf("layoutsave: saving layout to %s\n", fileName ); + + for( i = MAX_CLIENTS; i < level.num_entities; i++ ) + { + ent = &level.gentities[ i ]; + if( ent->s.eType != ET_BUILDABLE ) + continue; + + s = va( "%i %f %f %f %f %f %f %f %f %f %f %f %f\n", + ent->s.modelindex, + ent->s.pos.trBase[ 0 ], + ent->s.pos.trBase[ 1 ], + ent->s.pos.trBase[ 2 ], + ent->s.angles[ 0 ], + ent->s.angles[ 1 ], + ent->s.angles[ 2 ], + ent->s.origin2[ 0 ], + ent->s.origin2[ 1 ], + ent->s.origin2[ 2 ], + ent->s.angles2[ 0 ], + ent->s.angles2[ 1 ], + ent->s.angles2[ 2 ] ); + trap_FS_Write( s, strlen( s ), f ); + } + trap_FS_FCloseFile( f ); +} + +int G_LayoutList( const char *map, char *list, int len ) +{ + // up to 128 single character layout names could fit in layouts + char fileList[ ( MAX_CVAR_VALUE_STRING / 2 ) * 5 ] = {""}; + char layouts[ MAX_CVAR_VALUE_STRING ] = {""}; + int numFiles, i, fileLen = 0, listLen; + int count = 0; + char *filePtr; + + Q_strcat( layouts, sizeof( layouts ), "*BUILTIN* " ); + numFiles = trap_FS_GetFileList( va( "layouts/%s", map ), ".dat", + fileList, sizeof( fileList ) ); + filePtr = fileList; + for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) + { + fileLen = strlen( filePtr ); + listLen = strlen( layouts ); + if( fileLen < 5 ) + continue; + + // list is full, stop trying to add to it + if( ( listLen + fileLen ) >= sizeof( layouts ) ) + break; + + Q_strcat( layouts, sizeof( layouts ), filePtr ); + listLen = strlen( layouts ); + + // strip extension and add space delimiter + layouts[ listLen - 4 ] = ' '; + layouts[ listLen - 3 ] = '\0'; + count++; + } + if( count != numFiles ) + { + G_Printf( S_COLOR_YELLOW "WARNING: layout list was truncated to %d " + "layouts, but %d layout files exist in layouts/%s/.\n", + count, numFiles, map ); + } + Q_strncpyz( list, layouts, len ); + return count + 1; +} + +/* +============ +G_LayoutSelect + +set level.layout based on g_layouts or g_layoutAuto +============ +*/ +void G_LayoutSelect( void ) +{ + char fileName[ MAX_OSPATH ]; + char layouts[ MAX_CVAR_VALUE_STRING ]; + char layouts2[ MAX_CVAR_VALUE_STRING ]; + char *l; + char map[ MAX_QPATH ]; + char *s; + int cnt = 0; + int layoutNum; + + Q_strncpyz( layouts, g_layouts.string, sizeof( layouts ) ); + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + + // one time use cvar + trap_Cvar_Set( "g_layouts", "" ); + + // pick an included layout at random if no list has been provided + if( !layouts[ 0 ] && g_layoutAuto.integer ) + { + G_LayoutList( map, layouts, sizeof( layouts ) ); + } + + if( !layouts[ 0 ] ) + return; + + Q_strncpyz( layouts2, layouts, sizeof( layouts2 ) ); + l = &layouts2[ 0 ]; + layouts[ 0 ] = '\0'; + s = COM_ParseExt( &l, qfalse ); + while( *s ) + { + if( !Q_stricmp( s, "*BUILTIN*" ) ) + { + Q_strcat( layouts, sizeof( layouts ), s ); + Q_strcat( layouts, sizeof( layouts ), " " ); + cnt++; + s = COM_ParseExt( &l, qfalse ); + continue; + } + + Com_sprintf( fileName, sizeof( fileName ), "layouts/%s/%s.dat", map, s ); + if( trap_FS_FOpenFile( fileName, NULL, FS_READ ) > 0 ) + { + Q_strcat( layouts, sizeof( layouts ), s ); + Q_strcat( layouts, sizeof( layouts ), " " ); + cnt++; + } + else + G_Printf( S_COLOR_YELLOW "WARNING: layout \"%s\" does not exist\n", s ); + s = COM_ParseExt( &l, qfalse ); + } + if( !cnt ) + { + G_Printf( S_COLOR_RED "ERROR: none of the specified layouts could be " + "found, using map default\n" ); + return; + } + layoutNum = ( rand( ) % cnt ) + 1; + cnt = 0; + + Q_strncpyz( layouts2, layouts, sizeof( layouts2 ) ); + l = &layouts2[ 0 ]; + s = COM_ParseExt( &l, qfalse ); + while( *s ) + { + Q_strncpyz( level.layout, s, sizeof( level.layout ) ); + cnt++; + if( cnt >= layoutNum ) + break; + s = COM_ParseExt( &l, qfalse ); + } + G_Printf("using layout \"%s\" from list ( %s)\n", level.layout, layouts ); +} + +static void G_LayoutBuildItem( buildable_t buildable, vec3_t origin, + vec3_t angles, vec3_t origin2, vec3_t angles2 ) +{ + gentity_t *builder; + + builder = G_Spawn( ); + builder->client = 0; + VectorCopy( origin, builder->s.pos.trBase ); + VectorCopy( angles, builder->s.angles ); + VectorCopy( origin2, builder->s.origin2 ); + VectorCopy( angles2, builder->s.angles2 ); + G_SpawnBuildable( builder, buildable ); +} + +/* +============ +G_InstantBuild + +This function is extremely similar to the few functions that place a +buildable on map load. It exists because G_LayoutBuildItem takes a couple +of frames to finish spawning it, so it's not truly instant +Do not call this function immediately after the map loads - that's what +G_LayoutBuildItem is for. +============ +*/ +gentity_t *G_InstantBuild( buildable_t buildable, vec3_t origin, vec3_t angles, vec3_t origin2, vec3_t angles2 ) +{ + gentity_t *builder, *built; + trace_t tr; + vec3_t dest; + + builder = G_Spawn( ); + builder->client = 0; + VectorCopy( origin, builder->s.pos.trBase ); + VectorCopy( angles, builder->s.angles ); + VectorCopy( origin2, builder->s.origin2 ); + VectorCopy( angles2, builder->s.angles2 ); +//old method didn't quite work out +//builder->s.modelindex = buildable; +//G_FinishSpawningBuildable( builder ); + + built = G_Build( builder, buildable, builder->s.pos.trBase, builder->s.angles ); + G_FreeEntity( builder ); + + built->takedamage = qtrue; + built->spawned = qtrue; //map entities are already spawned + built->health = BG_FindHealthForBuildable( buildable ); + built->s.generic1 |= B_SPAWNED_TOGGLEBIT; + + // drop towards normal surface + VectorScale( built->s.origin2, -4096.0f, dest ); + VectorAdd( dest, built->s.origin, dest ); + + trap_Trace( &tr, built->s.origin, built->r.mins, built->r.maxs, dest, built->s.number, built->clipmask ); + if( tr.startsolid ) + { + G_Printf( S_COLOR_YELLOW "G_FinishSpawningBuildable: %s startsolid at %s\n", + built->classname, vtos( built->s.origin ) ); + G_FreeEntity( built ); + return NULL; + } + + //point items in the correct direction + VectorCopy( tr.plane.normal, built->s.origin2 ); + + // allow to ride movers + built->s.groundEntityNum = tr.entityNum; + + G_SetOrigin( built, tr.endpos ); + + trap_LinkEntity( built ); + return built; +} + +/* +============ +G_SpawnRevertedBuildable + +Given a buildhistory, try to replace the lost buildable +============ +*/ +void G_SpawnRevertedBuildable( buildHistory_t *bh, qboolean mark ) +{ + vec3_t mins, maxs; + int i, j, blockCount, blockers[ MAX_GENTITIES ]; + gentity_t *targ, *built, *toRecontent[ MAX_GENTITIES ]; + + BG_FindBBoxForBuildable( bh->buildable, mins, maxs ); + VectorAdd( bh->origin, mins, mins ); + VectorAdd( bh->origin, maxs, maxs ); + blockCount = trap_EntitiesInBox( mins, maxs, blockers, MAX_GENTITIES ); + for( i = j = 0; i < blockCount; i++ ) + { + targ = g_entities + blockers[ i ]; + if( targ->s.eType == ET_BUILDABLE ) + G_FreeEntity( targ ); + else if( targ->s.eType == ET_PLAYER ) + { + targ->r.contents = 0; // make it intangible + toRecontent[ j++ ] = targ; // and remember it + } + } + level.numBuildablesForRemoval = 0; + built = G_InstantBuild( bh->buildable, bh->origin, bh->angles, bh->origin2, bh->angles2 ); + if( built ) + { + built->r.contents = 0; + built->think = G_CommitRevertedBuildable; + built->nextthink = level.time; + built->deconstruct = mark; + } + for( i = 0; i < j; i++ ) + toRecontent[ i ]->r.contents = CONTENTS_BODY; +} + +/* +============ +G_CommitRevertedBuildable + +Check if there's anyone occupying me, and if not, become solid and operate as +normal. Else, try to get rid of them. +============ +*/ +void G_CommitRevertedBuildable( gentity_t *ent ) +{ + gentity_t *targ; + int i, n, occupants[ MAX_GENTITIES ]; + vec3_t mins, maxs; + int victims = 0; + + VectorAdd( ent->s.origin, ent->r.mins, mins ); + VectorAdd( ent->s.origin, ent->r.maxs, maxs ); + trap_UnlinkEntity( ent ); + n = trap_EntitiesInBox( mins, maxs, occupants, MAX_GENTITIES ); + trap_LinkEntity( ent ); + + for( i = 0; i < n; i++ ) + { + vec3_t gtfo; + targ = g_entities + occupants[ i ]; + if( targ->client ) + { + VectorSet( gtfo, crandom() * 150, crandom() * 150, random() * 150 ); + VectorAdd( targ->client->ps.velocity, gtfo, targ->client->ps.velocity ); + victims++; + } + } + if( !victims ) + { // we're in the clear! + ent->r.contents = MASK_PLAYERSOLID; + trap_LinkEntity( ent ); // relink + // oh dear, manual think set + switch( ent->s.modelindex ) + { + case BA_A_SPAWN: + ent->think = ASpawn_Think; + break; + case BA_A_BARRICADE: + case BA_A_BOOSTER: + ent->think = ABarricade_Think; + break; + case BA_A_ACIDTUBE: + ent->think = AAcidTube_Think; + break; + case BA_A_HIVE: + ent->think = AHive_Think; + break; + case BA_A_TRAPPER: + ent->think = ATrapper_Think; + break; + case BA_A_OVERMIND: + ent->think = AOvermind_Think; + break; + case BA_A_HOVEL: + ent->think = AHovel_Think; + break; + case BA_H_SPAWN: + ent->think = HSpawn_Think; + break; + case BA_H_MGTURRET: + ent->think = HMGTurret_Think; + break; + case BA_H_TESLAGEN: + ent->think = HTeslaGen_Think; + break; + case BA_H_ARMOURY: + ent->think = HArmoury_Think; + break; + case BA_H_DCC: + ent->think = HDCC_Think; + break; + case BA_H_MEDISTAT: + ent->think = HMedistat_Think; + break; + case BA_H_REACTOR: + ent->think = HReactor_Think; + break; + case BA_H_REPEATER: + ent->think = HRepeater_Think; + break; + } + ent->nextthink = level.time + BG_FindNextThinkForBuildable( ent->s.modelindex ); + // oh if only everything was that simple + return; + } +#define REVERT_THINK_INTERVAL 50 + ent->nextthink = level.time + REVERT_THINK_INTERVAL; +} + +/* +============ +G_RevertCanFit + +take a bhist and make sure you're not overwriting anything by placing it +============ +*/ +qboolean G_RevertCanFit( buildHistory_t *bh ) +{ + int i, num, blockers[ MAX_GENTITIES ]; + vec3_t mins, maxs; + gentity_t *targ; + vec3_t dist; + + BG_FindBBoxForBuildable( bh->buildable, mins, maxs ); + VectorAdd( bh->origin, mins, mins ); + VectorAdd( bh->origin, maxs, maxs ); + num = trap_EntitiesInBox( mins, maxs, blockers, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + targ = g_entities + blockers[ i ]; + if( targ->s.eType == ET_BUILDABLE ) + { + VectorSubtract( bh->origin, targ->s.pos.trBase, dist ); + if( targ->s.modelindex == bh->buildable && VectorLength( dist ) < 10 && targ->health <= 0 ) + continue; // it's the same buildable, hasn't blown up yet + else + return qfalse; // can't get rid of this one + } + else + continue; + } + return qtrue; +} + +/* +============ +G_LayoutLoad + +load the layout .dat file indicated by level.layout and spawn buildables +as if a builder was creating them +============ +*/ +void G_LayoutLoad( void ) +{ + fileHandle_t f; + int len; + char *layout; + char map[ MAX_QPATH ]; + int buildable = BA_NONE; + vec3_t origin = { 0.0f, 0.0f, 0.0f }; + vec3_t angles = { 0.0f, 0.0f, 0.0f }; + vec3_t origin2 = { 0.0f, 0.0f, 0.0f }; + vec3_t angles2 = { 0.0f, 0.0f, 0.0f }; + char line[ MAX_STRING_CHARS ]; + int i = 0; + + if( !level.layout[ 0 ] || !Q_stricmp( level.layout, "*BUILTIN*" ) ) + return; + + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + len = trap_FS_FOpenFile( va( "layouts/%s/%s.dat", map, level.layout ), + &f, FS_READ ); + if( len < 0 ) + { + G_Printf( "ERROR: layout %s could not be opened\n", level.layout ); + return; + } + layout = G_Alloc( len + 1 ); + trap_FS_Read( layout, len, f ); + *( layout + len ) = '\0'; + trap_FS_FCloseFile( f ); + while( *layout ) + { + if( i >= sizeof( line ) - 1 ) + { + G_Printf( S_COLOR_RED "ERROR: line overflow in %s before \"%s\"\n", + va( "layouts/%s/%s.dat", map, level.layout ), line ); + return; + } + line[ i++ ] = *layout; + line[ i ] = '\0'; + if( *layout == '\n' ) + { + i = 0; + sscanf( line, "%d %f %f %f %f %f %f %f %f %f %f %f %f\n", + &buildable, + &origin[ 0 ], &origin[ 1 ], &origin[ 2 ], + &angles[ 0 ], &angles[ 1 ], &angles[ 2 ], + &origin2[ 0 ], &origin2[ 1 ], &origin2[ 2 ], + &angles2[ 0 ], &angles2[ 1 ], &angles2[ 2 ] ); + + if( buildable > BA_NONE && buildable < BA_NUM_BUILDABLES ) + G_LayoutBuildItem( buildable, origin, angles, origin2, angles2 ); + else + G_Printf( S_COLOR_YELLOW "WARNING: bad buildable number (%d) in " + " layout. skipping\n", buildable ); + } + layout++; + } +} + +void G_BaseSelfDestruct( pTeam_t team ) +{ + int i; + gentity_t *ent; + + for( i = MAX_CLIENTS; i < level.num_entities; i++ ) + { + ent = &level.gentities[ i ]; + if( ent->health <= 0 ) + continue; + if( ent->s.eType != ET_BUILDABLE ) + continue; + if( team == PTE_HUMANS && ent->biteam != BIT_HUMANS ) + continue; + if( team == PTE_ALIENS && ent->biteam != BIT_ALIENS ) + continue; + G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); + } +} + + int G_LogBuild( buildHistory_t *new ) + { + new->next = level.buildHistory; + level.buildHistory = new; + return G_CountBuildLog(); + } + + int G_CountBuildLog( void ) + { + buildHistory_t *ptr, *mark; + int i = 0, overflow; + for( ptr = level.buildHistory; ptr; ptr = ptr->next, i++ ); + if( i > g_buildLogMaxLength.integer ) + { + for( overflow = i - g_buildLogMaxLength.integer; overflow > 0; overflow-- ) + { + ptr = level.buildHistory; + while( ptr->next ) + { + if( ptr->next->next ) + ptr = ptr->next; + else + { + while( ( mark = ptr->next ) ) + { + ptr->next = ptr->next->marked; + G_Free( mark ); + } + } + } + } + return g_buildLogMaxLength.integer; + } + return i; + } + + char *G_FindBuildLogName( int id ) + { + buildHistory_t *ptr; + + for( ptr = level.buildHistory; ptr && ptr->ID != id; ptr = ptr->next ); + if( ptr ) + { + if( ptr->ent ) + { + if( ptr->ent->client ) + return ptr->ent->client->pers.netname; + } + else if( ptr->name[ 0 ] ) + { + return ptr->name; + } + } + + return ""; + } + +/* +============ +G_NobuildLoad + +load the nobuild markers that were previously saved (if there are any). +============ +*/ +void G_NobuildLoad( void ) +{ + fileHandle_t f; + int len; + char *nobuild; + char map[ MAX_QPATH ]; + vec3_t origin = { 0.0f, 0.0f, 0.0f }; + char line[ MAX_STRING_CHARS ]; + int i = 0; + int i2; + gentity_t *nb; + float area; + float height; + + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + len = trap_FS_FOpenFile( va( "nobuild/%s.dat", map ), + &f, FS_READ ); + if( len < 0 ) + { + // This isn't needed since nobuild is pretty much optional... + //G_Printf( "ERROR: nobuild for %s could not be opened\n", map ); + return; + } + nobuild = G_Alloc( len + 1 ); + trap_FS_Read( nobuild, len, f ); + *( nobuild + len ) = '\0'; + trap_FS_FCloseFile( f ); + while( *nobuild ) + { + if( i >= sizeof( line ) - 1 ) + { + return; + } + + line[ i++ ] = *nobuild; + line[ i ] = '\0'; + if( *nobuild == '\n' ) + { + i = 0; + sscanf( line, "%f %f %f %f %f\n", + &origin[ 0 ], &origin[ 1 ], &origin[ 2 ], &area, &height ); + + // Make the marker... + nb = G_Spawn( ); + nb->s.modelindex = 0; + VectorCopy( origin, nb->s.pos.trBase ); + VectorCopy( origin, nb->r.currentOrigin ); + nb->noBuild.isNB = qtrue; + nb->noBuild.Area = area; + nb->noBuild.Height = height; + trap_LinkEntity( nb ); + + // Log markers made... + for( i = 0; i < MAX_GENTITIES; i++ ) + { + if( level.nbMarkers[ i ].Marker != NULL ) + continue; + + level.nbMarkers[ i ].Marker = nb; + VectorCopy( origin, level.nbMarkers[ i ].Origin ); + SnapVector( level.nbMarkers[ i ].Origin ); + break; + } + + } + nobuild++; + } +} + +/* +============ +G_NobuildSave +Save all currently placed nobuild markers into the "nobuild" folder +============ +*/ +void G_NobuildSave( void ) +{ + char map[ MAX_QPATH ]; + char fileName[ MAX_OSPATH ]; + fileHandle_t f; + int len; + int i; + gentity_t *ent; + char *s; + + trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); + if( !map[ 0 ] ) + { + G_Printf( "NobuildSave( ): no map is loaded\n" ); + return; + } + Com_sprintf( fileName, sizeof( fileName ), "nobuild/%s.dat", map ); + + len = trap_FS_FOpenFile( fileName, &f, FS_WRITE ); + if( len < 0 ) + { + G_Printf( "nobuildsave: could not open %s\n", fileName ); + return; + } + + G_Printf("nobuildsave: saving nobuild to %s\n", fileName ); + + for( i = 0; i < MAX_GENTITIES; i++ ) + { + ent = &level.gentities[ i ]; + if( ent->noBuild.isNB != qtrue ) + continue; + + s = va( "%f %f %f %f %f\n", + ent->r.currentOrigin[ 0 ], + ent->r.currentOrigin[ 1 ], + ent->r.currentOrigin[ 2 ], + ent->noBuild.Area, + ent->noBuild.Height ); + trap_FS_Write( s, strlen( s ), f ); + } + trap_FS_FCloseFile( f ); +} -- cgit