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authorChristopher Schwarz <lakitu7@gmail.com>2011-08-08 04:26:53 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:18:13 +0000
commitd34172288e4d5313a6c97ea56987315b67b022d0 (patch)
tree785e59c609cd363751661b8aa3da1f2581b8bd1f /src/game
parent8693e2c0a0ca3c5e9474fdf306ed53fac572960f (diff)
* (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)
- Use spherical distance checks instead of cubic - Fix buildables' ability to be zapped by two marauder+'s at once - Chain to targets visible to each other, rather than visible to the zapper - Fix zap effect disappearing too early when target dies
Diffstat (limited to 'src/game')
-rw-r--r--src/game/g_local.h1
-rw-r--r--src/game/g_misc.c3
-rw-r--r--src/game/g_team.c3
-rw-r--r--src/game/g_weapon.c218
4 files changed, 121 insertions, 104 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 214f4f25..824c7f68 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -953,6 +953,7 @@ void CheckCkitRepair( gentity_t *ent );
void G_ChargeAttack( gentity_t *ent, gentity_t *victim );
void G_CrushAttack( gentity_t *ent, gentity_t *victim );
void G_UpdateZaps( int msec );
+void G_ClearPlayerZapEffects( gentity_t *player );
//
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index 0572684d..861fc642 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -88,6 +88,9 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles )
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
G_UnlaggedClear( player );
+ // cut all relevant zap beams
+ G_ClearPlayerZapEffects( player );
+
// set angles
G_SetClientViewAngle( player, angles );
diff --git a/src/game/g_team.c b/src/game/g_team.c
index 6f407a3f..a527ff91 100644
--- a/src/game/g_team.c
+++ b/src/game/g_team.c
@@ -202,6 +202,9 @@ void G_LeaveTeam( gentity_t *self )
G_FreeEntity( ent );
}
+ // cut all relevant zap beams
+ G_ClearPlayerZapEffects( self );
+
G_namelog_update_score( self->client );
}
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index accc664e..2218bec2 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1025,25 +1025,27 @@ LEVEL2
======================================================================
*/
-#define MAX_ZAPS 64
+#define MAX_ZAPS MAX_CLIENTS
-static zap_t zaps[ MAX_CLIENTS ];
+static zap_t zaps[ MAX_ZAPS ];
/*
===============
-G_FindNewZapTarget
+G_FindZapChainTargets
===============
*/
-static gentity_t *G_FindNewZapTarget( gentity_t *ent )
+static void G_FindZapChainTargets( zap_t *zap )
{
+ gentity_t *ent = zap->targets[ 0 ]; // the source
int entityList[ MAX_GENTITIES ];
- vec3_t range = { LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE };
+ vec3_t range = { LEVEL2_AREAZAP_RANGE,
+ LEVEL2_AREAZAP_RANGE,
+ LEVEL2_AREAZAP_RANGE };
vec3_t mins, maxs;
- int i, j, k, num;
+ int i, num;
gentity_t *enemy;
trace_t tr;
- VectorScale( range, 1.0f / M_ROOT3, range );
VectorAdd( ent->s.origin, range, maxs );
VectorSubtract( ent->s.origin, range, mins );
@@ -1052,45 +1054,29 @@ static gentity_t *G_FindNewZapTarget( gentity_t *ent )
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;
- if( ( ( enemy->client && enemy->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ||
- ( enemy->s.eType == ET_BUILDABLE &&
- BG_Buildable( enemy->s.modelindex )->team == TEAM_HUMANS ) ) && enemy->health > 0 )
+ if( ( ( enemy->client &&
+ enemy->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ||
+ ( enemy->s.eType == ET_BUILDABLE &&
+ BG_Buildable( enemy->s.modelindex )->team == TEAM_HUMANS ) ) &&
+ enemy->health > 0 && // only chain to living targets
+ Distance( ent->s.origin, enemy->s.origin ) <= LEVEL2_AREAZAP_RANGE )
{
- qboolean foundOldTarget = qfalse;
-
- trap_Trace( &tr, muzzle, NULL, NULL, enemy->s.origin, ent->s.number, MASK_SHOT );
-
- //can't see target from here
- if( tr.entityNum == ENTITYNUM_WORLD )
- continue;
+ // 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 );
- for( j = 0; j < MAX_ZAPS; j++ )
+ if( tr.entityNum == ENTITYNUM_NONE )
{
- zap_t *zap = &zaps[ j ];
-
- for( k = 0; k < zap->numTargets; k++ )
- {
- if( zap->targets[ k ] == enemy )
- {
- foundOldTarget = qtrue;
- break;
- }
- }
-
- if( foundOldTarget )
- break;
+ zap->targets[ zap->numTargets++ ] = enemy;
+ if( zap->numTargets >= LEVEL2_AREAZAP_MAX_TARGETS )
+ return;
}
-
- // enemy is already targetted
- if( foundOldTarget )
- continue;
-
- return enemy;
}
}
-
- return &g_entities[ ENTITYNUM_NONE ];
}
/*
@@ -1100,23 +1086,19 @@ G_UpdateZapEffect
*/
static void G_UpdateZapEffect( zap_t *zap )
{
- int i;
- gentity_t *effect = zap->effectChannel;
- int entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ];
-
- effect->s.eType = ET_LEV2_ZAP_CHAIN;
- effect->classname = "lev2zapchain";
- G_SetOrigin( effect, zap->creator->s.origin );
+ 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( &effect->s, entityNums, zap->numTargets + 1 );
- trap_LinkEntity( effect );
+ BG_PackEntityNumbers( &zap->effectChannel->s,
+ entityNums, zap->numTargets + 1 );
+
+ VectorCopy( zap->creator->s.origin, zap->effectChannel->r.currentOrigin );
+ trap_LinkEntity( zap->effectChannel );
}
/*
@@ -1126,46 +1108,47 @@ G_CreateNewZap
*/
static void G_CreateNewZap( gentity_t *creator, gentity_t *target )
{
- int i, j;
- zap_t *zap;
+ int i;
+ zap_t *zap;
for( i = 0; i < MAX_ZAPS; i++ )
{
zap = &zaps[ i ];
+ if( zap->used )
+ continue;
- if( !zap->used )
- {
- G_Damage( target, creator, creator, forward, target->s.origin,
- LEVEL2_AREAZAP_DMG, DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE,
- MOD_LEVEL2_ZAP );
-
- zap->used = qtrue;
+ zap->used = qtrue;
+ zap->timeToLive = LEVEL2_AREAZAP_TIME;
- zap->timeToLive = LEVEL2_AREAZAP_TIME;
+ zap->creator = creator;
+ zap->targets[ 0 ] = target;
+ zap->numTargets = 1;
- zap->creator = creator;
+ // 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 );
- zap->targets[ 0 ] = target;
- zap->numTargets = 1;
+ G_FindZapChainTargets( zap );
- for( j = 1; j < LEVEL2_AREAZAP_MAX_TARGETS; j++ )
+ for( i = 1; i < zap->numTargets; i++ )
{
- zap->targets[ j ] = G_FindNewZapTarget( target );
-
- if( zap->targets[ j ] )
- {
- zap->numTargets++;
- G_Damage( zap->targets[ j ], target, zap->creator, forward,
- target->s.origin, LEVEL2_AREAZAP_DMG,
- DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, MOD_LEVEL2_ZAP );
- }
+ G_Damage( zap->targets[ i ], target, zap->creator, forward,
+ target->s.origin, LEVEL2_AREAZAP_DMG,
+ DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE,
+ MOD_LEVEL2_ZAP );
}
+ }
- zap->effectChannel = G_Spawn( );
- G_UpdateZapEffect( zap );
+ zap->effectChannel = G_Spawn( );
+ zap->effectChannel->s.eType = ET_LEV2_ZAP_CHAIN;
+ zap->effectChannel->classname = "lev2zapchain";
+ G_UpdateZapEffect( zap );
- return;
- }
+ return;
}
}
@@ -1183,36 +1166,63 @@ void G_UpdateZaps( int msec )
for( i = 0; i < MAX_ZAPS; i++ )
{
zap = &zaps[ i ];
+ if( !zap->used )
+ continue;
- if( zap->used )
+ 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 )
{
- //check each target is valid
- for( j = 0; j < zap->numTargets; j++ )
- {
- gentity_t *source;
- gentity_t *target = zap->targets[ j ];
-
- if( j == 0 )
- source = zap->creator;
- else
- source = zap->targets[ 0 ];
-
- if( target->health <= 0 || !target->inuse || //early out
- Distance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE )
- {
- target = zap->targets[ j ] = G_FindNewZapTarget( source );
- }
- }
+ 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_UpdateZapEffect( zap );
+ }
+}
- zap->timeToLive -= msec;
+/*
+===============
+G_ClearPlayerZapEffects
- if( zap->timeToLive <= 0 || zap->numTargets == 0 || zap->creator->health <= 0 )
- {
- zap->used = qfalse;
- G_FreeEntity( zap->effectChannel );
- }
+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 ];
}
}
}
@@ -1232,9 +1242,9 @@ void areaZapFire( gentity_t *ent )
if( traceEnt == NULL )
return;
- if( ( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ||
+ if( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ||
( traceEnt->s.eType == ET_BUILDABLE &&
- BG_Buildable( traceEnt->s.modelindex )->team == TEAM_HUMANS ) ) && traceEnt->health > 0 )
+ BG_Buildable( traceEnt->s.modelindex )->team == TEAM_HUMANS ) )
{
G_CreateNewZap( ent, traceEnt );
}