/* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include "g_local.h" /* ================ 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; localAnim |= ( ( ent->s.legsAnim & ANIM_TOGGLEBIT ) ^ 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_SHOT ); 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_SHOT ); 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 /* ================ findPower attempt to find power for self, return qtrue if successful ================ */ static qboolean findPower( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestPower = NULL; int distance = 0; int minDistance = 10000; vec3_t temp_v; qboolean foundPower = qfalse; 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 ) { closestPower = ent; minDistance = distance; foundPower = qtrue; } } } //if there were no power items nearby give up if( !foundPower ) return qfalse; //bleh if( ( closestPower->s.modelindex == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) || ( closestPower->s.modelindex == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) && closestPower->powered ) ) { self->parentNode = closestPower; return qtrue; } else return qfalse; } /* ================ G_isPower Simple wrapper to findPower to check if a location has power ================ */ qboolean G_isPower( vec3_t origin ) { gentity_t dummy; dummy.parentNode = NULL; dummy.biteam = BIT_HUMANS; VectorCopy( origin, dummy.s.origin ); return findPower( &dummy ); } /* ================ findDCC attempt to find a controlling DCC for self, return qtrue if successful ================ */ static qboolean 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( distance < minDistance && ent->powered ) { closestDCC = ent; minDistance = distance; foundDCC = qtrue; } } } //if there were no power items nearby give up if( !foundDCC ) return qfalse; self->dccNode = closestDCC; return qtrue; } /* ================ G_isDCC simple wrapper to findDCC to check for a dcc ================ */ qboolean G_isDCC( void ) { gentity_t dummy; dummy.dccNode = NULL; dummy.biteam = BIT_HUMANS; return findDCC( &dummy ); } /* ================ findOvermind Attempt to find an overmind for self ================ */ static qboolean 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_isOvermind Simple wrapper to findOvermind to check if a location has an overmind ================ */ qboolean G_isOvermind( void ) { gentity_t dummy; dummy.overmindNode = NULL; dummy.biteam = BIT_ALIENS; return findOvermind( &dummy ); } /* ================ findCreep attempt to find creep for self, return qtrue if successful ================ */ static qboolean 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; } /* ================ isCreep simple wrapper to findCreep to check if a location has creep ================ */ static qboolean isCreep( vec3_t origin ) { gentity_t dummy; dummy.parentNode = NULL; VectorCopy( origin, dummy.s.origin ); return findCreep( &dummy ); } /* ================ creepSlow Set any nearby humans' SS_CREEPSLOWED flag ================ */ static void 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->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 ) { 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 && 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 ); } } /* ================ 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( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } if( ent->s.eType == ET_CORPSE ) G_FreeEntity( ent ); //quietly remove } } } 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->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 ); } } //low on spawns if( level.numAlienSpawns <= 0 && level.time > self->overmindSpawnsTimer ) { self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; G_BroadcastEvent( EV_OVERMIND_SPAWNS, 0 ); } //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; 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( ) % 1 ) 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 ) { 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 } /* ================ ABarricade_Think Think function for Alien Barricade ================ */ void ABarricade_Think( gentity_t *self ) { //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } 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 ); } 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; VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } if( self->spawned && 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( !G_Visible( self, enemy ) ) continue; if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { self->timestamp = level.time; self->think = AAcidTube_Damage; self->nextthink = level.time + 100; G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); return; } } } 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->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( !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 && 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->health <= 0 ) continue; if( !G_Visible( self, enemy ) ) continue; if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { 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; } } } 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 ) * M_ROOT3 + VectorMaxComponent( hovelMaxs ) * M_ROOT3 + 1.0f; VectorMA( hovel->s.origin, displacement, forward, origin ); 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 ); if( tr.startsolid ) return qtrue; 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 ); VectorCopy( vec3_origin, player->client->ps.velocity ); 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 && 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; activator->client->ps.stats[ STAT_STATE ] |= SS_HOVELING; activator->client->hovel = self; self->builder = activator; 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 ); SetClientViewAngle( activator, hovelAngles ); } } } /* ================ AHovel_Think Think for alien hovel ================ */ void AHovel_Think( gentity_t *self ) { if( self->spawned ) { if( self->active ) G_setIdleBuildableAnim( self, BANIM_IDLE2 ); else G_setIdleBuildableAnim( self, BANIM_IDLE1 ); } 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; 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 //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_SetOrigin( builder, newOrigin ); VectorCopy( newOrigin, builder->client->ps.origin ); 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 } //================================================================================== /* ================ 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( !self->spawned ) return; if( !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->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 ); creepSlow( self ); self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } if( self->spawned && 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->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { 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_isDCC( ) ) { 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 = 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 = 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 = findPower( self ) ) ) { 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->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 ); } } } //================================================================================== /* ================ 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->client ) 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; } /* ================ 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 = findPower( self ) ) ) { self->nextthink = level.time + POWER_REFRESH_TIME; return; } if( self->spawned ) { //find a dcc for self self->dcced = 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 = findPower( self ) ) || !( self->dcced = 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->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && enemy->health > 0 ) { 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 ) { //pretty events and cleanup G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); self->die = nullDieFunction; self->powered = qfalse; //free up power self->s.eFlags &= ~EF_FIRING; //prevent any firing effects 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 && 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 ); } } /* ================ HSpawn_Think Think for human spawn ================ */ void HSpawn_Think( gentity_t *self ) { gentity_t *ent; //make sure we have power self->powered = findPower( self ); 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( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } if( ent->s.eType == ET_CORPSE ) G_FreeEntity( ent ); //quietly remove } } //spawn under attack if( self->health < self->lastHealth && level.time > level.humanBaseAttackTimer && G_isDCC( ) ) { 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 ) { if( ent->buildTime + bTime < level.time ) ent->spawned = qtrue; } ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE ); 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; ent->time1000 += msec; if( ent->time1000 >= 1000 ) { ent->time1000 -= 1000; if( !ent->spawned ) 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; } /* ================ G_itemFits Checks to see if an item fits in a specific area ================ */ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ) { vec3_t angles; vec3_t entity_origin, normal; vec3_t mins, maxs; 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; 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 ); //this item does not fit here if( tr2.fraction < 1.0 || tr3.fraction < 1.0 ) return IBE_NOROOM; //NO other reason is allowed to override this 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 ) ) ) return IBE_NORMAL; if( tr1.entityNum != ENTITYNUM_WORLD ) return IBE_NORMAL; //check there is enough room to spawn from (presuming this is a spawn) if( G_CheckSpawnPoint( -1, origin, normal, buildable, NULL ) != NULL ) return IBE_NORMAL; contents = trap_PointContents( entity_origin, -1 ); 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( angles, origin, normal, ent ) ) reason = IBE_HOVELEXIT; } //check there is creep near by for building on if( BG_FindCreepTestForBuildable( buildable ) ) { if( !isCreep( 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 a hivemind 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 ) 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 == BA_A_OVERMIND ) { reason = IBE_OVERMIND; break; } } } if( level.alienBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) reason = IBE_NOASSERT; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { //human criteria if( !G_isPower( 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_isDCC( ) ) 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_isPower( 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 ) { reason = IBE_REACTOR; break; } } } if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) reason = IBE_NOPOWER; } return reason; } /* ================ G_buildItem Spawns a buildable ================ */ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ) { gentity_t *built; vec3_t normal; //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 ); 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; //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; else built->builtBy = -1; G_SetOrigin( built, origin ); 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; if( builder->client && 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 ); //gently nudge the buildable onto the surface :) VectorScale( normal, -50.0f, built->s.pos.trDelta ); } else VectorSet( normal, 0.0f, 0.0f, 1.0f ); built->s.generic1 = (int)( ( (float)built->health / (float)BG_FindHealthForBuildable( buildable ) ) * B_HEALTH_SCALE ); if( built->s.generic1 < 0 ) built->s.generic1 = 0; if( ( built->powered = findPower( built ) ) ) built->s.generic1 |= B_POWERED_TOGGLEBIT; if( ( built->dcced = 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 ); return built; } /* ================= G_ValidateBuild ================= */ qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ) { float dist; vec3_t origin; dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); switch( G_itemFits( ent, buildable, dist, origin ) ) { case IBE_NONE: G_buildItem( 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_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: G_TriggerMenu( ent->client->ps.clientNum, MN_A_SPWNWARN ); G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); return qtrue; case IBE_TNODEWARN: G_TriggerMenu( ent->client->ps.clientNum, MN_H_TNODEWARN ); G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); return qtrue; case IBE_RPTWARN: G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN ); G_buildItem( 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; } /* ================ FinishSpawningBuildable Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ void FinishSpawningBuildable( gentity_t *ent ) { trace_t tr; vec3_t dest; gentity_t *built; buildable_t buildable = ent->s.modelindex; built = G_buildItem( 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 to floor if( buildable != BA_NONE && BG_FindTrajectoryForBuildable( buildable ) == TR_BUOYANCY ) VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] + 4096 ); else VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] - 4096 ); 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 "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 = FinishSpawningBuildable; }