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Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r-- | src/game/g_weapon.c | 1647 |
1 files changed, 1647 insertions, 0 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c new file mode 100644 index 0000000..63e80be --- /dev/null +++ b/src/game/g_weapon.c @@ -0,0 +1,1647 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +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 +=========================================================================== +*/ + +// g_weapon.c +// perform the server side effects of a weapon firing + +#include "g_local.h" + +static vec3_t forward, right, up; +static vec3_t muzzle; + +/* +================ +G_ForceWeaponChange +================ +*/ +void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ) +{ + playerState_t *ps = &ent->client->ps; + + // stop a reload in progress + if( ps->weaponstate == WEAPON_RELOADING ) + { + ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE; + ps->weaponTime = 250; + ps->weaponstate = WEAPON_READY; + } + + if( weapon == WP_NONE || + !BG_InventoryContainsWeapon( weapon, ps->stats ) ) + { + // switch to the first non blaster weapon + ps->persistant[ PERS_NEWWEAPON ] = + BG_PrimaryWeapon( ent->client->ps.stats ); + } + else + ps->persistant[ PERS_NEWWEAPON ] = weapon; + + // force this here to prevent flamer effect from continuing + ps->generic1 = WPM_NOTFIRING; + + // The PMove will do an animated drop, raise, and set the new weapon + ps->pm_flags |= PMF_WEAPON_SWITCH; +} + +/* +================= +G_GiveClientMaxAmmo +================= +*/ +void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ) +{ + int i, maxAmmo, maxClips; + qboolean restoredAmmo = qfalse, restoredEnergy = qfalse; + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + qboolean energyWeapon; + + energyWeapon = BG_Weapon( i )->usesEnergy; + if( !BG_InventoryContainsWeapon( i, ent->client->ps.stats ) || + BG_Weapon( i )->infiniteAmmo || + BG_WeaponIsFull( i, ent->client->ps.stats, + ent->client->ps.ammo, ent->client->ps.clips ) || + ( buyingEnergyAmmo && !energyWeapon ) ) + continue; + + maxAmmo = BG_Weapon( i )->maxAmmo; + maxClips = BG_Weapon( i )->maxClips; + + // Apply battery pack modifier + if( energyWeapon && + BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) ) + { + maxAmmo *= BATTPACK_MODIFIER; + restoredEnergy = qtrue; + } + + ent->client->ps.ammo = maxAmmo; + ent->client->ps.clips = maxClips; + + restoredAmmo = qtrue; + } + + if( restoredAmmo ) + G_ForceWeaponChange( ent, ent->client->ps.weapon ); + + if( restoredEnergy ) + G_AddEvent( ent, EV_RPTUSE_SOUND, 0 ); +} + +/* +================ +G_BounceProjectile +================ +*/ +void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) +{ + vec3_t v, newv; + float dot; + + VectorSubtract( impact, start, v ); + dot = DotProduct( v, dir ); + VectorMA( v, -2 * dot, dir, newv ); + + VectorNormalize(newv); + VectorMA(impact, 8192, newv, endout); +} + +/* +================ +G_WideTrace + +Trace a bounding box against entities, but not the world +Also check there is a line of sight between the start and end point +================ +*/ +static void G_WideTrace( trace_t *tr, gentity_t *ent, float range, + float width, float height, gentity_t **target ) +{ + vec3_t mins, maxs; + vec3_t end; + + VectorSet( mins, -width, -width, -height ); + VectorSet( maxs, width, width, width ); + + *target = NULL; + + if( !ent->client ) + return; + + G_UnlaggedOn( ent, muzzle, range + width ); + + VectorMA( muzzle, range, forward, end ); + + // Trace against entities + trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY ); + if( tr->entityNum != ENTITYNUM_NONE ) + *target = &g_entities[ tr->entityNum ]; + + // Set range to the trace length plus the width, so that the end of the + // LOS trace is close to the exterior of the target's bounding box + range = Distance( muzzle, tr->endpos ) + width; + VectorMA( muzzle, range, forward, end ); + + // Trace for line of sight against the world + trap_Trace( tr, muzzle, NULL, NULL, end, ent->s.number, CONTENTS_SOLID ); + if( tr->entityNum != ENTITYNUM_NONE ) + *target = &g_entities[ tr->entityNum ]; + + G_UnlaggedOff( ); +} + +/* +====================== +SnapVectorTowards +SnapVectorNormal + +Round a vector to integers for more efficient network +transmission, but make sure that it rounds towards a given point +rather than blindly truncating. This prevents it from truncating +into a wall. +====================== +*/ +void SnapVectorTowards( vec3_t v, vec3_t to ) +{ + int i; + + for( i = 0 ; i < 3 ; i++ ) + { + if( v[ i ] >= 0 ) + v[ i ] = (int)( v[ i ] + ( to[ i ] <= v[ i ] ? 0 : 1 ) ); + else + v[ i ] = (int)( v[ i ] + ( to[ i ] <= v[ i ] ? -1 : 0 ) ); + } +} + +void SnapVectorNormal( vec3_t v, vec3_t normal ) +{ + int i; + + for( i = 0 ; i < 3 ; i++ ) + { + if( v[ i ] >= 0 ) + v[ i ] = (int)( v[ i ] + ( normal[ i ] <= 0 ? 0 : 1 ) ); + else + v[ i ] = (int)( v[ i ] + ( normal[ i ] <= 0 ? -1 : 0 ) ); + } +} + +/* +=============== +BloodSpurt + +Generates a blood spurt event for traces with accurate end points +=============== +*/ +static void BloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr ) +{ + gentity_t *tent; + + if( !attacker->client ) + return; + + if( victim->health <= 0 ) + return; + + tent = G_TempEntity( tr->endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = victim->s.number; + tent->s.eventParm = DirToByte( tr->plane.normal ); + tent->s.weapon = attacker->s.weapon; + tent->s.generic1 = attacker->s.generic1; // weaponMode +} + +/* +=============== +WideBloodSpurt + +Calculates the position of a blood spurt for wide traces and generates an event +=============== +*/ +static void WideBloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr ) +{ + gentity_t *tent; + vec3_t normal, origin; + float mag, radius; + + if( !attacker->client ) + return; + + if( victim->health <= 0 ) + return; + + if( tr ) + VectorSubtract( tr->endpos, victim->s.origin, normal ); + else + VectorSubtract( attacker->client->ps.origin, + victim->s.origin, normal ); + + // Normalize the horizontal components of the vector difference to the + // "radius" of the bounding box + mag = sqrt( normal[ 0 ] * normal[ 0 ] + normal[ 1 ] * normal[ 1 ] ); + radius = victim->r.maxs[ 0 ] * 1.21f; + if( mag > radius ) + { + normal[ 0 ] = normal[ 0 ] / mag * radius; + normal[ 1 ] = normal[ 1 ] / mag * radius; + } + + // Clamp origin to be within bounding box vertically + if( normal[ 2 ] > victim->r.maxs[ 2 ] ) + normal[ 2 ] = victim->r.maxs[ 2 ]; + if( normal[ 2 ] < victim->r.mins[ 2 ] ) + normal[ 2 ] = victim->r.mins[ 2 ]; + + VectorAdd( victim->s.origin, normal, origin ); + VectorNegate( normal, normal ); + VectorNormalize( normal ); + + // Create the blood spurt effect entity + tent = G_TempEntity( origin, EV_MISSILE_HIT ); + tent->s.eventParm = DirToByte( normal ); + tent->s.otherEntityNum = victim->s.number; + tent->s.weapon = attacker->s.weapon; + tent->s.generic1 = attacker->s.generic1; // weaponMode +} + +/* +=============== +meleeAttack +=============== +*/ +void meleeAttack( gentity_t *ent, float range, float width, float height, + int damage, meansOfDeath_t mod ) +{ + trace_t tr; + gentity_t *traceEnt; + + G_WideTrace( &tr, ent, range, width, height, &traceEnt ); + if( traceEnt == NULL || !traceEnt->takedamage ) + return; + + WideBloodSpurt( ent, traceEnt, &tr ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod ); +} + +/* +====================================================================== + +MACHINEGUN + +====================================================================== +*/ + +void bulletFire( gentity_t *ent, float spread, int damage, int mod ) +{ + trace_t tr; + vec3_t end; + float r; + float u; + gentity_t *tent; + gentity_t *traceEnt; + + r = random( ) * M_PI * 2.0f; + u = sin( r ) * crandom( ) * spread * 16; + r = cos( r ) * crandom( ) * spread * 16; + VectorMA( muzzle, 8192 * 16, forward, end ); + VectorMA( end, r, right, end ); + VectorMA( end, u, up, end ); + + // don't use unlagged if this is not a client (e.g. turret) + if( ent->client ) + { + G_UnlaggedOn( ent, muzzle, 8192 * 16 ); + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + G_UnlaggedOff( ); + } + else + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send bullet impact + if( traceEnt->takedamage && + (traceEnt->s.eType == ET_PLAYER || + traceEnt->s.eType == ET_BUILDABLE ) ) + { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); + tent->s.eventParm = traceEnt->s.number; + } + else + { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + } + tent->s.otherEntityNum = ent->s.number; + + if( traceEnt->takedamage ) + { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, mod ); + } +} + +/* +====================================================================== + +SHOTGUN + +====================================================================== +*/ + +// this should match CG_ShotgunPattern +void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) +{ + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + trace_t tr; + gentity_t *traceEnt; + + // derive the right and up vectors from the forward vector, because + // the client won't have any other information + VectorNormalize2( origin2, forward ); + PerpendicularVector( right, forward ); + CrossProduct( forward, right, up ); + + // generate the "random" spread pattern + for( i = 0; i < SHOTGUN_PELLETS; i++ ) + { + r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + VectorMA( origin, SHOTGUN_RANGE, forward, end ); + VectorMA( end, r, right, end ); + VectorMA( end, u, up, end ); + + trap_Trace( &tr, origin, NULL, NULL, end, ent->s.number, MASK_SHOT ); + traceEnt = &g_entities[ tr.entityNum ]; + + // send bullet impact + if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) + { + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, SHOTGUN_DMG, 0, MOD_SHOTGUN ); + } + } +} + + +void shotgunFire( gentity_t *ent ) +{ + gentity_t *tent; + + // send shotgun blast + tent = G_TempEntity( muzzle, EV_SHOTGUN ); + VectorScale( forward, 4096, tent->s.origin2 ); + SnapVector( tent->s.origin2 ); + tent->s.eventParm = rand() / ( RAND_MAX / 0x100 + 1 ); // seed for spread pattern + tent->s.otherEntityNum = ent->s.number; + G_UnlaggedOn( ent, muzzle, SHOTGUN_RANGE ); + ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent ); + G_UnlaggedOff(); +} + +/* +====================================================================== + +MASS DRIVER + +====================================================================== +*/ + +void massDriverFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + + VectorMA( muzzle, 8192.0f * 16.0f, forward, end ); + + G_UnlaggedOn( ent, muzzle, 8192.0f * 16.0f ); + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + G_UnlaggedOff( ); + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send impact + if( traceEnt->takedamage && + (traceEnt->s.eType == ET_BUILDABLE || + traceEnt->s.eType == ET_PLAYER ) ) + { + BloodSpurt( ent, traceEnt, &tr ); + } + else + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + MDRIVER_DMG, 0, MOD_MDRIVER ); + } +} + +/* +====================================================================== + +LOCKBLOB + +====================================================================== +*/ + +void lockBlobLauncherFire( gentity_t *ent ) +{ + fire_lockblob( ent, muzzle, forward ); +} + +/* +====================================================================== + +HIVE + +====================================================================== +*/ + +void hiveFire( gentity_t *ent ) +{ + vec3_t origin; + + // Fire from the hive tip, not the center + VectorMA( muzzle, ent->r.maxs[ 2 ], ent->s.origin2, origin ); + + fire_hive( ent, origin, forward ); +} + +/* +====================================================================== + +BLASTER PISTOL + +====================================================================== +*/ + +void blasterFire( gentity_t *ent ) +{ + fire_blaster( ent, muzzle, forward ); +} + +/* +====================================================================== + +PULSE RIFLE + +====================================================================== +*/ + +void pulseRifleFire( gentity_t *ent ) +{ + fire_pulseRifle( ent, muzzle, forward ); +} + +/* +====================================================================== + +FLAME THROWER + +====================================================================== +*/ + +void flamerFire( gentity_t *ent ) +{ + vec3_t origin; + + // Correct muzzle so that the missile does not start in the ceiling + VectorMA( muzzle, -7.0f, up, origin ); + + // Correct muzzle so that the missile fires from the player's hand + VectorMA( origin, 4.5f, right, origin ); + + fire_flamer( ent, origin, forward ); +} + +/* +====================================================================== + +GRENADE + +====================================================================== +*/ + +void throwGrenade( gentity_t *ent ) +{ + launch_grenade( ent, muzzle, forward ); +} + +/* +====================================================================== + +LAS GUN + +====================================================================== +*/ + +/* +=============== +lasGunFire +=============== +*/ +void lasGunFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + + VectorMA( muzzle, 8192 * 16, forward, end ); + + G_UnlaggedOn( ent, muzzle, 8192 * 16 ); + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + G_UnlaggedOff( ); + + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send impact + if( traceEnt->takedamage && + (traceEnt->s.eType == ET_BUILDABLE || + traceEnt->s.eType == ET_PLAYER ) ) + { + BloodSpurt( ent, traceEnt, &tr ); + } + else + { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + if( traceEnt->takedamage ) + G_Damage( traceEnt, ent, ent, forward, tr.endpos, LASGUN_DAMAGE, 0, MOD_LASGUN ); +} + +/* +====================================================================== + +PAIN SAW + +====================================================================== +*/ + +void painSawFire( gentity_t *ent ) +{ + trace_t tr; + vec3_t temp; + gentity_t *tent, *traceEnt; + + G_WideTrace( &tr, ent, PAINSAW_RANGE, PAINSAW_WIDTH, PAINSAW_HEIGHT, + &traceEnt ); + if( !traceEnt || !traceEnt->takedamage ) + return; + + // hack to line up particle system with weapon model + tr.endpos[ 2 ] -= 5.0f; + + // send blood impact + if( traceEnt->s.eType == ET_PLAYER || traceEnt->s.eType == ET_BUILDABLE ) + { + BloodSpurt( ent, traceEnt, &tr ); + } + else + { + VectorCopy( tr.endpos, temp ); + tent = G_TempEntity( temp, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + tent->s.generic1 = ent->s.generic1; //weaponMode + } + + G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW ); +} + +/* +====================================================================== + +LUCIFER CANNON + +====================================================================== +*/ + +/* +=============== +LCChargeFire +=============== +*/ +void LCChargeFire( gentity_t *ent, qboolean secondary ) +{ + if( secondary && ent->client->ps.stats[ STAT_MISC ] <= 0 ) + fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE, + LCANNON_SECONDARY_RADIUS, LCANNON_SECONDARY_SPEED ); + else + fire_luciferCannon( ent, muzzle, forward, + ent->client->ps.stats[ STAT_MISC ] * + LCANNON_DAMAGE / LCANNON_CHARGE_TIME_MAX, + LCANNON_RADIUS, LCANNON_SPEED ); + + ent->client->ps.stats[ STAT_MISC ] = 0; +} + +/* +====================================================================== + +TESLA GENERATOR + +====================================================================== +*/ + + +void teslaFire( gentity_t *self ) +{ + trace_t tr; + vec3_t origin, target; + gentity_t *tent; + + if( !self->enemy ) + return; + + // Move the muzzle from the entity origin up a bit to fire over turrets + VectorMA( muzzle, self->r.maxs[ 2 ], self->s.origin2, origin ); + + // Don't aim for the center, aim at the top of the bounding box + VectorCopy( self->enemy->s.origin, target ); + target[ 2 ] += self->enemy->r.maxs[ 2 ]; + + // Trace to the target entity + trap_Trace( &tr, origin, NULL, NULL, target, self->s.number, MASK_SHOT ); + if( tr.entityNum != self->enemy->s.number ) + return; + + // Client side firing effect + self->s.eFlags |= EF_FIRING; + + // Deal damage + if( self->enemy->takedamage ) + { + vec3_t dir; + + VectorSubtract( target, origin, dir ); + G_Damage( self->enemy, self, self, dir, tr.endpos, + TESLAGEN_DMG, 0, MOD_TESLAGEN ); + } + + // Send tesla zap trail + tent = G_TempEntity( tr.endpos, EV_TESLATRAIL ); + tent->s.generic1 = self->s.number; // src + tent->s.clientNum = self->enemy->s.number; // dest +} + + +/* +====================================================================== + +BUILD GUN + +====================================================================== +*/ +void CheckCkitRepair( gentity_t *ent ) +{ + vec3_t viewOrigin, forward, end; + trace_t tr; + gentity_t *traceEnt; + int bHealth; + + if( ent->client->ps.weaponTime > 0 || + ent->client->buildTimer > 0 ) + return; + + BG_GetClientViewOrigin( &ent->client->ps, viewOrigin ); + AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL ); + VectorMA( viewOrigin, 100, forward, end ); + + trap_Trace( &tr, viewOrigin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID ); + traceEnt = &g_entities[ tr.entityNum ]; + + if( tr.fraction < 1.0f && traceEnt->spawned && traceEnt->health > 0 && + traceEnt->s.eType == ET_BUILDABLE && traceEnt->buildableTeam == TEAM_HUMANS ) + { + if(BG_Buildable(traceEnt->s.modelindex,NULL)->cuboid) + if(!BG_CuboidAttributes(traceEnt->s.modelindex)->repairable) + return; + + bHealth = BG_Buildable( traceEnt->s.modelindex, traceEnt->cuboidSize )->health; + + if( traceEnt->health < bHealth ) + { + traceEnt->health += HBUILD_HEALRATE; + if( traceEnt->health >= bHealth ) + { + traceEnt->health = bHealth; + G_AddEvent( ent, EV_BUILD_REPAIRED, 0 ); + } + else + G_AddEvent( ent, EV_BUILD_REPAIR, 0 ); + + ent->client->ps.weaponTime += BG_Weapon( ent->client->ps.weapon )->repeatRate1; + } + } +} + +/* +=============== +cancelBuildFire +=============== +*/ +void cancelBuildFire( gentity_t *ent ) +{ + // Cancel ghost buildable + if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE ) + { + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + return; + } + + if( ent->client->ps.weapon == WP_ABUILD || + ent->client->ps.weapon == WP_ABUILD2 ) + meleeAttack( ent, ABUILDER_CLAW_RANGE, ABUILDER_CLAW_WIDTH, + ABUILDER_CLAW_WIDTH, ABUILDER_CLAW_DMG, MOD_ABUILDER_CLAW ); +} + +/* +=============== +buildFire +=============== +*/ +void buildFire( gentity_t *ent, dynMenu_t menu ) +{ + buildable_t buildable = ( ent->client->ps.stats[ STAT_BUILDABLE ] + & ~SB_VALID_TOGGLEBIT ); + + if( buildable > BA_NONE ) + { + if( ent->client->buildTimer > 0 ) + { + G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); + return; + } + + if( G_BuildIfValid( ent, buildable, ent->client->cuboidSelection ) ) + { + if( !g_cheats.integer && !g_instantBuild.integer ) + { + ent->client->buildTimer += BG_Buildable( buildable, ent->client->cuboidSelection )->buildTime; + G_RecalcBuildTimer(ent->client); + } + + ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; + } + + return; + } + + G_TriggerMenu( ent->client->ps.clientNum, menu ); +} + +void slowBlobFire( gentity_t *ent ) +{ + fire_slowBlob( ent, muzzle, forward ); +} + + +/* +====================================================================== + +LEVEL0 + +====================================================================== +*/ + +/* +=============== +CheckVenomAttack +=============== +*/ +qboolean CheckVenomAttack( gentity_t *ent ) +{ + trace_t tr; + gentity_t *traceEnt; + int damage = LEVEL0_BITE_DMG; + + if( ent->client->ps.weaponTime ) + return qfalse; + + // Calculate muzzle point + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + G_WideTrace( &tr, ent, LEVEL0_BITE_RANGE, LEVEL0_BITE_WIDTH, + LEVEL0_BITE_WIDTH, &traceEnt ); + + if( traceEnt == NULL ) + return qfalse; + + if( !traceEnt->takedamage ) + return qfalse; + + if( traceEnt->health <= 0 ) + return qfalse; + + // only allow bites to work against buildings as they are constructing + if( traceEnt->s.eType == ET_BUILDABLE ) + { + if( traceEnt->spawned ) + return qfalse; + + if( traceEnt->buildableTeam == TEAM_ALIENS ) + return qfalse; + } + + if( traceEnt->client ) + { + if( traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) + return qfalse; + if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return qfalse; + } + + // send blood impact + WideBloodSpurt( ent, traceEnt, &tr ); + + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE ); + ent->client->ps.weaponTime += LEVEL0_BITE_REPEAT; + return qtrue; +} + +/* +====================================================================== + +LEVEL1 + +====================================================================== +*/ + +/* +=============== +CheckGrabAttack +=============== +*/ +void CheckGrabAttack( gentity_t *ent ) +{ + trace_t tr; + vec3_t end, dir; + gentity_t *traceEnt; + + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + if( ent->client->ps.weapon == WP_ALEVEL1 ) + VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end ); + else if( ent->client->ps.weapon == WP_ALEVEL1_UPG ) + VectorMA( muzzle, LEVEL1_GRAB_U_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + if( tr.surfaceFlags & SURF_NOIMPACT ) + return; + + traceEnt = &g_entities[ tr.entityNum ]; + + if( !traceEnt->takedamage ) + return; + + if( traceEnt->client ) + { + if( traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) + return; + + if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) ) + { + AngleVectors( traceEnt->client->ps.viewangles, dir, NULL, NULL ); + traceEnt->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); + + //event for client side grab effect + G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 ); + } + + traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED; + + if( ent->client->ps.weapon == WP_ALEVEL1 ) + traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_TIME; + else if( ent->client->ps.weapon == WP_ALEVEL1_UPG ) + traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_U_TIME; + } +} + +/* +=============== +poisonCloud +=============== +*/ +void poisonCloud( gentity_t *ent ) +{ + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *humanPlayer; + trace_t tr; + + VectorAdd( ent->client->ps.origin, range, maxs ); + VectorSubtract( ent->client->ps.origin, range, mins ); + + G_UnlaggedOn( ent, ent->client->ps.origin, LEVEL1_PCLOUD_RANGE ); + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + for( i = 0; i < num; i++ ) + { + humanPlayer = &g_entities[ entityList[ i ] ]; + + if( humanPlayer->client && + humanPlayer->client->pers.teamSelection == TEAM_HUMANS ) + { + trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin, + humanPlayer->s.number, CONTENTS_SOLID ); + + //can't see target from here + if( tr.entityNum == ENTITYNUM_WORLD ) + continue; + + humanPlayer->client->ps.eFlags |= EF_POISONCLOUDED; + humanPlayer->client->lastPoisonCloudedTime = level.time; + + trap_SendServerCommand( humanPlayer->client->ps.clientNum, + "poisoncloud" ); + } + } + G_UnlaggedOff( ); +} + + +/* +====================================================================== + +LEVEL2 + +====================================================================== +*/ +#define MAX_ZAPS MAX_CLIENTS + +static zap_t zaps[ MAX_ZAPS ]; + +/* +=============== +G_FindZapChainTargets +=============== +*/ +static void G_FindZapChainTargets( zap_t *zap ) +{ + gentity_t *ent = zap->targets[ 0 ]; // the source + int entityList[ MAX_GENTITIES ]; + vec3_t range = { LEVEL2_AREAZAP_CHAIN_RANGE, + LEVEL2_AREAZAP_CHAIN_RANGE, + LEVEL2_AREAZAP_CHAIN_RANGE }; + vec3_t mins, maxs; + int i, num; + gentity_t *enemy; + trace_t tr; + float distance; + + VectorAdd( ent->s.origin, range, maxs ); + VectorSubtract( ent->s.origin, range, mins ); + + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for( i = 0; i < num; i++ ) + { + enemy = &g_entities[ entityList[ i ] ]; + // don't chain to self; noclippers can be listed, don't chain to them either + if( enemy == ent || ( enemy->client && enemy->client->noclip ) ) + continue; + + distance = Distance( ent->s.origin, enemy->s.origin ); + + if((enemy->client&&enemy->client->ps.stats[STAT_TEAM]==TEAM_HUMANS) || + (enemy->s.eType==ET_BUILDABLE&&BG_Buildable(enemy->s.modelindex,NULL)->team==TEAM_HUMANS && + (!BG_Buildable(enemy->s.modelindex,NULL)->cuboid||BG_CuboidAttributes(enemy->s.modelindex)->zappable)) && + enemy->health>0 && distance <= LEVEL2_AREAZAP_CHAIN_RANGE) + { + + // world-LOS check: trace against the world, ignoring other BODY entities + trap_Trace( &tr, ent->s.origin, NULL, NULL, + enemy->s.origin, ent->s.number, CONTENTS_SOLID ); + + if( tr.entityNum == ENTITYNUM_NONE ) + { + zap->targets[ zap->numTargets ] = enemy; + zap->distances[ zap->numTargets ] = distance; + if( ++zap->numTargets >= LEVEL2_AREAZAP_MAX_TARGETS ) + return; + } + } + } +} + +/* +=============== +G_UpdateZapEffect +=============== +*/ +static void G_UpdateZapEffect( zap_t *zap ) +{ + int i; + int entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ]; + + entityNums[ 0 ] = zap->creator->s.number; + + for( i = 0; i < zap->numTargets; i++ ) + entityNums[ i + 1 ] = zap->targets[ i ]->s.number; + + BG_PackEntityNumbers( &zap->effectChannel->s, + entityNums, zap->numTargets + 1 ); + + VectorCopy( zap->creator->s.origin, zap->effectChannel->r.currentOrigin ); + trap_LinkEntity( zap->effectChannel ); +} + +/* +=============== +G_CreateNewZap +=============== +*/ +static void G_CreateNewZap( gentity_t *creator, gentity_t *target ) +{ + int i; + zap_t *zap; + + for( i = 0; i < MAX_ZAPS; i++ ) + { + zap = &zaps[ i ]; + if( zap->used ) + continue; + + zap->used = qtrue; + zap->timeToLive = LEVEL2_AREAZAP_TIME; + + zap->creator = creator; + zap->targets[ 0 ] = target; + zap->numTargets = 1; + + // the zap chains only through living entities + if( target->health > 0 ) + { + G_Damage( target, creator, creator, forward, + target->s.origin, LEVEL2_AREAZAP_DMG, + DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, + MOD_LEVEL2_ZAP ); + + G_FindZapChainTargets( zap ); + + for( i = 1; i < zap->numTargets; i++ ) + { + G_Damage( zap->targets[ i ], target, zap->creator, forward, target->s.origin, + LEVEL2_AREAZAP_DMG * ( 1 - pow( (zap->distances[ i ] / + LEVEL2_AREAZAP_CHAIN_RANGE ), LEVEL2_AREAZAP_CHAIN_FALLOFF ) ) + 1, + DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, + MOD_LEVEL2_ZAP ); + } + } + + zap->effectChannel = G_Spawn( ); + zap->effectChannel->s.eType = ET_LEV2_ZAP_CHAIN; + zap->effectChannel->classname = "lev2zapchain"; + G_UpdateZapEffect( zap ); + + return; + } +} + + +/* +=============== +G_UpdateZaps +=============== +*/ +void G_UpdateZaps( int msec ) +{ + int i, j; + zap_t *zap; + + for( i = 0; i < MAX_ZAPS; i++ ) + { + zap = &zaps[ i ]; + if( !zap->used ) + continue; + + zap->timeToLive -= msec; + + // first, the disappearance of players is handled immediately in G_ClearPlayerZapEffects() + + // the deconstruction or gibbing of a directly targeted buildable destroys the whole zap effect + if( zap->timeToLive <= 0 || !zap->targets[ 0 ]->inuse ) + { + G_FreeEntity( zap->effectChannel ); + zap->used = qfalse; + continue; + } + + // the deconstruction or gibbing of chained buildables destroy the appropriate beams + for( j = 1; j < zap->numTargets; j++ ) + { + if( !zap->targets[ j ]->inuse ) + zap->targets[ j-- ] = zap->targets[ --zap->numTargets ]; + } + + G_UpdateZapEffect( zap ); + } +} + +/* +=============== +G_ClearPlayerZapEffects + +called from G_LeaveTeam() and TeleportPlayer() +=============== +*/ +void G_ClearPlayerZapEffects( gentity_t *player ) +{ + int i, j; + zap_t *zap; + + for( i = 0; i < MAX_ZAPS; i++ ) + { + zap = &zaps[ i ]; + if( !zap->used ) + continue; + + // the disappearance of the creator or the first target destroys the whole zap effect + if( zap->creator == player || zap->targets[ 0 ] == player ) + { + G_FreeEntity( zap->effectChannel ); + zap->used = qfalse; + continue; + } + + // the disappearance of chained players destroy the appropriate beams + for( j = 1; j < zap->numTargets; j++ ) + { + if( zap->targets[ j ] == player ) + zap->targets[ j-- ] = zap->targets[ --zap->numTargets ]; + } + } +} + +/* +=============== +areaZapFire +=============== +*/ +void areaZapFire( gentity_t *ent ) +{ + trace_t tr; + gentity_t *traceEnt; + + G_WideTrace( &tr, ent, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, &traceEnt ); + + if( traceEnt == NULL ) + return; + + if( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) || + ( traceEnt->s.eType == ET_BUILDABLE && + BG_Buildable( traceEnt->s.modelindex, NULL )->team == TEAM_HUMANS ) && + (!BG_Buildable(traceEnt->s.modelindex,NULL)->cuboid||BG_CuboidAttributes(traceEnt->s.modelindex)->zappable)) + { + G_CreateNewZap( ent, traceEnt ); + } +} + + +/* +====================================================================== + +LEVEL3 + +====================================================================== +*/ + +/* +=============== +CheckPounceAttack +=============== +*/ +qboolean CheckPounceAttack( gentity_t *ent ) +{ + trace_t tr; + gentity_t *traceEnt; + int damage, timeMax, pounceRange, payload; + + if( ent->client->pmext.pouncePayload <= 0 ) + return qfalse; + + // In case the goon lands on his target, he get's one shot after landing + payload = ent->client->pmext.pouncePayload; + if( !( ent->client->ps.pm_flags & PMF_CHARGE ) ) + ent->client->pmext.pouncePayload = 0; + + // Calculate muzzle point + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + + // Trace from muzzle to see what we hit + pounceRange = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_RANGE : + LEVEL3_POUNCE_UPG_RANGE; + G_WideTrace( &tr, ent, pounceRange, LEVEL3_POUNCE_WIDTH, + LEVEL3_POUNCE_WIDTH, &traceEnt ); + if( traceEnt == NULL ) + return qfalse; + + // Send blood impact + if( traceEnt->takedamage ) + WideBloodSpurt( ent, traceEnt, &tr ); + + if( !traceEnt->takedamage ) + return qfalse; + + // Deal damage + timeMax = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_TIME : + LEVEL3_POUNCE_TIME_UPG; + damage = payload * LEVEL3_POUNCE_DMG / timeMax; + ent->client->pmext.pouncePayload = 0; + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, + DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE ); + + return qtrue; +} + +void bounceBallFire( gentity_t *ent ) +{ + fire_bounceBall( ent, muzzle, forward ); +} + + +/* +====================================================================== + +LEVEL4 + +====================================================================== +*/ + +/* +=============== +G_ChargeAttack +=============== +*/ +void G_ChargeAttack( gentity_t *ent, gentity_t *victim ) +{ + int damage; + int i; + vec3_t forward; + + if( ent->client->ps.stats[ STAT_MISC ] <= 0 || + !( ent->client->ps.stats[ STAT_STATE ] & SS_CHARGING ) || + ent->client->ps.weaponTime ) + return; + + VectorSubtract( victim->s.origin, ent->s.origin, forward ); + VectorNormalize( forward ); + + if( !victim->takedamage ) + return; + + // For buildables, track the last MAX_TRAMPLE_BUILDABLES_TRACKED buildables + // hit, and do not do damage if the current buildable is in that list + // in order to prevent dancing over stuff to kill it very quickly + if( !victim->client ) + { + for( i = 0; i < MAX_TRAMPLE_BUILDABLES_TRACKED; i++ ) + { + if( ent->client->trampleBuildablesHit[ i ] == victim - g_entities ) + return; + } + + ent->client->trampleBuildablesHit[ + ent->client->trampleBuildablesHitPos++ % MAX_TRAMPLE_BUILDABLES_TRACKED ] = + victim - g_entities; + } + + WideBloodSpurt( ent, victim, NULL ); + + damage = LEVEL4_TRAMPLE_DMG * ent->client->ps.stats[ STAT_MISC ] / + LEVEL4_TRAMPLE_DURATION; + + G_Damage( victim, ent, ent, forward, victim->s.origin, damage, + DAMAGE_NO_LOCDAMAGE, MOD_LEVEL4_TRAMPLE ); + + ent->client->ps.weaponTime += LEVEL4_TRAMPLE_REPEAT; +} + +/* +=============== +G_CrushAttack + +Should only be called if there was an impact between a tyrant and another player +=============== +*/ +void G_CrushAttack( gentity_t *ent, gentity_t *victim ) +{ + vec3_t dir; + float jump; + int damage; + + if( !victim->takedamage || + ent->client->ps.origin[ 2 ] + ent->r.mins[ 2 ] < + victim->s.origin[ 2 ] + victim->r.maxs[ 2 ] || + ( victim->client && + victim->client->ps.groundEntityNum == ENTITYNUM_NONE ) ) + return; + + // Deal velocity based damage to target + jump = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->jumpMagnitude; + damage = ( ent->client->pmext.fallVelocity + jump ) * + -LEVEL4_CRUSH_DAMAGE_PER_V; + + if( damage < 0 ) + damage = 0; + + // Players also get damaged periodically + if( victim->client && + ent->client->lastCrushTime + LEVEL4_CRUSH_REPEAT < level.time ) + { + ent->client->lastCrushTime = level.time; + damage += LEVEL4_CRUSH_DAMAGE; + } + + if( damage < 1 ) + return; + + // Crush the victim over a period of time + VectorSubtract( victim->s.origin, ent->client->ps.origin, dir ); + G_Damage( victim, ent, ent, dir, victim->s.origin, damage, + DAMAGE_NO_LOCDAMAGE, MOD_LEVEL4_CRUSH ); +} + +void rantBombFire( gentity_t *ent ) +{ + fire_rantBomb( ent, muzzle, forward ); +} + +//====================================================================== + +/* +=============== +CalcMuzzlePoint + +set muzzle location relative to pivoting eye +=============== +*/ +void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) +{ + vec3_t normal; + + VectorCopy( ent->client->ps.origin, muzzlePoint ); + BG_GetClientNormal( &ent->client->ps, normal ); + VectorMA( muzzlePoint, ent->client->ps.viewheight, normal, muzzlePoint ); + VectorMA( muzzlePoint, 1, forward, muzzlePoint ); + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + +/* +=============== +FireWeapon3 +=============== +*/ +void FireWeapon3( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->s.angles2, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL3_UPG: + bounceBallFire( ent ); + break; + + case WP_ALEVEL4: + rantBombFire( ent ); + break; + + case WP_ABUILD2: + slowBlobFire( ent ); + break; + + default: + break; + } +} + +/* +=============== +FireWeapon2 +=============== +*/ +void FireWeapon2( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->s.angles2, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL1_UPG: + poisonCloud( ent ); + break; + + case WP_LUCIFER_CANNON: + LCChargeFire( ent, qtrue ); + break; + + case WP_ALEVEL2_UPG: + areaZapFire( ent ); + break; + + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + cancelBuildFire( ent ); + break; + default: + break; + } +} + +/* +=============== +FireWeapon +=============== +*/ +void FireWeapon( gentity_t *ent ) +{ + if( ent->client ) + { + // set aiming directions + AngleVectors( ent->client->ps.viewangles, forward, right, up ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); + } + else + { + AngleVectors( ent->turretAim, forward, right, up ); + VectorCopy( ent->s.pos.trBase, muzzle ); + } + + // fire the specific weapon + switch( ent->s.weapon ) + { + case WP_ALEVEL1: + meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH, + LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); + break; + case WP_ALEVEL1_UPG: + meleeAttack( ent, LEVEL1_CLAW_U_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH, + LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); + break; + case WP_ALEVEL3: + meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_WIDTH, + LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); + break; + case WP_ALEVEL3_UPG: + meleeAttack( ent, LEVEL3_CLAW_UPG_RANGE, LEVEL3_CLAW_WIDTH, + LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); + break; + case WP_ALEVEL2: + meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH, + LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); + break; + case WP_ALEVEL2_UPG: + meleeAttack( ent, LEVEL2_CLAW_U_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH, + LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); + break; + case WP_ALEVEL4: + meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, + LEVEL4_CLAW_HEIGHT, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW ); + break; + + case WP_BLASTER: + blasterFire( ent ); + break; + case WP_MACHINEGUN: + bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN ); + break; + case WP_SHOTGUN: + shotgunFire( ent ); + break; + case WP_CHAINGUN: + bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); + break; + case WP_FLAMER: + flamerFire( ent ); + break; + case WP_PULSE_RIFLE: + pulseRifleFire( ent ); + break; + case WP_MASS_DRIVER: + massDriverFire( ent ); + break; + case WP_LUCIFER_CANNON: + LCChargeFire( ent, qfalse ); + break; + case WP_LAS_GUN: + lasGunFire( ent ); + break; + case WP_PAIN_SAW: + painSawFire( ent ); + break; + case WP_GRENADE: + throwGrenade( ent ); + break; + + case WP_LOCKBLOB_LAUNCHER: + lockBlobLauncherFire( ent ); + break; + case WP_HIVE: + hiveFire( ent ); + break; + case WP_TESLAGEN: + teslaFire( ent ); + break; + case WP_MGTURRET: + bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET ); + break; + + case WP_ABUILD: + case WP_ABUILD2: + buildFire( ent, MN_A_BUILD ); + break; + case WP_HBUILD: + buildFire( ent, MN_H_BUILD ); + break; + default: + break; + } +} + |