/* * 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 GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * 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. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* To assertain which portions are licensed under the GPL and which are * licensed by Id Software, Inc. please run a diff between the equivalent * versions of the "Tremulous" modification and the unmodified "Quake3" * game source code. */ #include "g_local.h" /* ================ nullDieFunction hack to prevent compilers complaining about function pointer -> NULL conversion ================ */ void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { } /* ================ DSpawn_Melt Called when an droid spawn dies ================ */ void DSpawn_Melt( gentity_t *self ) { G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, 2, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); if( ( self->timestamp + 10000 ) > level.time ) { self->nextthink = level.time + 500; trap_LinkEntity( self ); } else G_FreeEntity( self ); //update spawn counts CalculateRanks( ); } /* ================ DSpawn_Die Called when an droid spawn dies ================ */ void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { vec3_t dir; // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = 1; G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_GIB_GENERIC, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->die = nullDieFunction; self->think = DSpawn_Melt; self->nextthink = level.time + 500; //wait .5 seconds before damaging others trap_LinkEntity( self ); } /* ================ DDef1_Die Called when an droid spawn dies ================ */ void DDef1_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { vec3_t dir; // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = 1; G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_GIB_GENERIC, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->freeAfterEvent = qtrue; self->die = nullDieFunction; } /* ================ DSpawn_Think think function for Droid Spawn ================ */ void DSpawn_Think( gentity_t *self ) { if( self->parentNode == NULL ) self->parentNode = createCreepNode( self->s.origin ); self->nextthink = level.time + 100; } /* ================ DDef1_Think think function for Droid Spawn ================ */ void DDef1_Think( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestSpawn; int distance = 0; int minDistance = 10000; vec3_t temp_v; vec3_t dir = { 0, 0, 1 }; //up if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) { for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( !Q_stricmp( ent->classname, "team_droid_spawn" ) ) { 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; else { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } } G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); self->nextthink = level.time + 100; } //TA: the following defense turret code was written by // "fuzzysteve" (fuzzysteve@quakefiles.com) and // Anthony "inolen" Pesch (www.inolen.com) //with modifications by me of course :) #define HDEF1_RANGE 500 #define HDEF1_ANGULARSPEED 15 #define HDEF1_FIRINGSPEED 200 #define HDEF1_ACCURACYTOLERANCE 10 #define HDEF1_VERTICALCAP 20 /* ================ hdef1_trackenemy Used by HDef1_Think to track enemy location ================ */ qboolean hdef1_trackenemy( gentity_t *self ) { vec3_t dirToTarget, angleToTarget, angularDiff; VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); vectoangles( dirToTarget, angleToTarget ); angularDiff[ PITCH ] = AngleSubtract( self->turloc[ PITCH ], angleToTarget[ PITCH ] ); angularDiff[ YAW ] = AngleSubtract( self->turloc[ YAW ], angleToTarget[ YAW ] ); if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE ) self->turloc[ PITCH ] += HDEF1_ANGULARSPEED; else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE ) self->turloc[ PITCH ] -= HDEF1_ANGULARSPEED; else self->turloc[ PITCH ] = angleToTarget[ PITCH ]; if( self->turloc[ PITCH ] < -HDEF1_VERTICALCAP ) self->turloc[ PITCH ] = -HDEF1_VERTICALCAP; if( self->turloc[ PITCH ] > HDEF1_VERTICALCAP ) self->turloc[ PITCH ] = HDEF1_VERTICALCAP; if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE ) self->turloc[ YAW ] += HDEF1_ANGULARSPEED; else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE ) self->turloc[ YAW ] -= HDEF1_ANGULARSPEED; else self->turloc[ YAW ] = angleToTarget[ YAW ]; VectorCopy( self->turloc, self->s.angles2 ); trap_LinkEntity( self ); if( abs( angleToTarget[ YAW ] - self->turloc[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE && abs( angleToTarget[ PITCH ] - self->turloc[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE ) return qtrue; return qfalse; } /* ================ hdef1_fireonemeny Used by HDef1_Think to fire at enemy ================ */ void hdef1_fireonenemy( gentity_t *self ) { vec3_t aimVector; AngleVectors( self->turloc, aimVector, NULL, NULL ); //fire_flamer( self, self->s.pos.trBase, aimVector ); fire_plasma( self, self->s.pos.trBase, aimVector ); G_AddEvent( self, EV_FIRE_WEAPON, 0 ); self->count = level.time + HDEF1_FIRINGSPEED; } /* ================ hdef1_checktarget Used by HDef1_Think to check enemies for validity ================ */ qboolean hdef1_checktarget(gentity_t *self, gentity_t *target) { 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_HUMANS ) // is the target 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; VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); if( VectorLength( distance ) > HDEF1_RANGE ) // is the target within range? 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; } /* ================ hdef1_findenemy Used by HDef1_Think to locate enemy gentities ================ */ void hdef1_findenemy( gentity_t *ent ) { gentity_t *target; target = g_entities; for (; target < &g_entities[ level.num_entities ]; target++) { if( !hdef1_checktarget( ent, target ) ) continue; ent->enemy = target; return; } ent->enemy = NULL; } /* ================ HDef1_Think think function for Human Defense ================ */ void HDef1_Think( gentity_t *self ) { self->nextthink = level.time + 50; if( !hdef1_checktarget( self, self->enemy) ) hdef1_findenemy( self ); if( !self->enemy ) return; if( hdef1_trackenemy( self ) && ( self->count < level.time ) ) hdef1_fireonenemy( self ); } /* ================ HSpawn_blast Called when a human spawn explodes think function ================ */ void HSpawn_Blast( gentity_t *self ) { G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath ); G_FreeEntity( self ); trap_LinkEntity( self ); //update spawn counts CalculateRanks( ); } /* ================ HSpawn_die Called when a human spawn dies ================ */ void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { 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.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->die = nullDieFunction; self->think = HSpawn_Blast; self->nextthink = level.time + 1000; //wait 1.5 seconds before damaging others trap_LinkEntity( self ); } /* ================ itemFits Checks to see if an item fits in a specific area ================ */ qboolean itemFits( gentity_t *ent, gitem_t *item, int distance ) { vec3_t forward; vec3_t angles; vec3_t player_origin, entity_origin; vec3_t mins, maxs; vec3_t temp_v; trace_t tr1, tr2; int i; gentity_t *creepent; qboolean creeptest; qboolean nearcreep = qfalse; VectorCopy( ent->s.apos.trBase, angles ); angles[PITCH] = 0; // always forward AngleVectors( angles, forward, NULL, NULL ); VectorCopy( ent->s.pos.trBase, player_origin ); VectorMA( player_origin, distance, forward, entity_origin ); if( !Q_stricmp( item->classname, "team_droid_spawn" ) ) { creeptest = qfalse; VectorSet( mins, -15, -15, -15 ); VectorSet( maxs, 15, 15, 15 ); } else if( !Q_stricmp( item->classname, "team_droid_def1" ) ) { creeptest = qtrue; VectorSet( mins, -15, -15, -15 ); VectorSet( maxs, 15, 15, 15 ); } else if( !Q_stricmp( item->classname, "team_human_spawn" ) ) { creeptest = qfalse; VectorSet( mins, -40, -40, -4 ); VectorSet( maxs, 40, 40, 4 ); } else if( !Q_stricmp( item->classname, "team_human_def1" ) ) { creeptest = qfalse; VectorSet( mins, -24, -24, -11 ); VectorSet( maxs, 24, 24, 11 ); } else if( !Q_stricmp( item->classname, "team_human_mcu" ) ) { creeptest = qfalse; VectorSet( mins, -15, -15, -15 ); VectorSet( maxs, 15, 15, 15 ); } trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); if( creeptest ) { for ( i = 1, creepent = g_entities + i; i < level.num_entities; i++, creepent++ ) { if( !Q_stricmp( creepent->classname, "team_droid_spawn" ) ) { VectorSubtract( entity_origin, creepent->s.origin, temp_v ); if( VectorLength( temp_v ) <= CREEP_BASESIZE ) { nearcreep = qtrue; break; } } } } else nearcreep = qtrue; if( tr1.fraction >= 1.0 && tr2.fraction >= 1.0 && nearcreep ) return qtrue; else return qfalse; } /* ================ Build_Item Spawns an item and tosses it forward ================ */ gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance ) { vec3_t forward; vec3_t angles; vec3_t origin; gentity_t *built; VectorCopy( ent->s.apos.trBase, angles ); angles[PITCH] = 0; // always forward AngleVectors( angles, forward, NULL, NULL ); VectorCopy( ent->s.pos.trBase, origin ); VectorMA( origin, distance, forward, origin ); built = G_Spawn(); built->s.eType = ET_BUILDABLE; built->s.modelindex = item - bg_itemlist; // store item number in modelindex built->classname = item->classname; built->item = item; if( !Q_stricmp( item->classname, "team_droid_spawn" ) ) { VectorSet( built->r.mins, -15, -15, -15 ); VectorSet( built->r.maxs, 15, 15, 15 ); built->biteam = BIT_DROIDS; built->takedamage = qtrue; built->health = 1000; built->damage = 50; built->splashDamage = 50; built->splashRadius = 200; built->splashMethodOfDeath = MOD_ASPAWN; built->s.modelindex2 = BIT_DROIDS; G_AddEvent( built, EV_ITEM_GROW, 0 ); //built->touch = ASpawn_Touch; built->die = DSpawn_Die; //built->pain = ASpawn_Pain; built->think = DSpawn_Think; built->nextthink = level.time + 100; } else if( !Q_stricmp( item->classname, "team_droid_def1" ) ) { VectorSet( built->r.mins, -15, -15, -15 ); VectorSet( built->r.maxs, 15, 15, 15 ); built->biteam = BIT_DROIDS; built->takedamage = qtrue; built->health = 1000; built->damage = 50; built->splashDamage = 20; built->splashRadius = 50; built->splashMethodOfDeath = MOD_ASPAWN; built->s.modelindex2 = BIT_DROIDS; G_AddEvent( built, EV_ITEM_GROW, 0 ); //built->touch = ASpawn_Touch; built->die = DDef1_Die; //built->pain = ASpawn_Pain; built->think = DDef1_Think; built->nextthink = level.time + 100; } else if( !Q_stricmp( item->classname, "team_human_spawn" ) ) { VectorSet( built->r.mins, -40, -40, -4 ); VectorSet( built->r.maxs, 40, 40, 4 ); built->biteam = BIT_HUMANS; built->takedamage = qtrue; built->health = 1000; built->damage = 50; built->splashDamage = 50; built->splashRadius = 150; built->splashMethodOfDeath = MOD_HSPAWN; built->s.modelindex2 = BIT_HUMANS; //built->touch = HSpawn_Touch; //built->think = HSpawn_Think; //built->nextthink = level.time + 1000; built->die = HSpawn_Die; //built->pain = HSpawn_Pain; } else if( !Q_stricmp( item->classname, "team_human_def1" ) ) { VectorSet( built->r.mins, -24, -24, -11 ); VectorSet( built->r.maxs, 24, 24, 11 ); built->biteam = BIT_HUMANS; built->takedamage = qtrue; built->health = 1000; built->damage = 50; built->splashDamage = 20; built->splashRadius = 50; built->splashMethodOfDeath = MOD_HSPAWN; built->s.modelindex2 = BIT_HUMANS; //built->touch = ASpawn_Touch; built->die = HSpawn_Die; //built->pain = ASpawn_Pain; built->think = HDef1_Think; built->enemy = NULL; built->nextthink = level.time + 50; } else if( !Q_stricmp( item->classname, "team_human_mcu" ) ) { VectorSet( built->r.mins, -15, -15, -15 ); VectorSet( built->r.maxs, 15, 15, 15 ); built->biteam = BIT_HUMANS; built->takedamage = qtrue; built->health = 1000; built->damage = 50; built->splashDamage = 50; built->splashRadius = 150; built->splashMethodOfDeath = MOD_HSPAWN; built->s.modelindex2 = BIT_HUMANS; //built->touch = HSpawn_Touch; //built->think = HSpawn_Think; //built->nextthink = level.time + 1000; built->die = HSpawn_Die; //built->pain = HSpawn_Pain; } built->s.number = built - g_entities; built->r.contents = CONTENTS_BODY; built->clipmask = MASK_PLAYERSOLID; G_SetOrigin( built, origin ); VectorCopy( angles, built->s.angles ); built->turloc[ YAW ] = built->s.angles2[ YAW ] = angles[ YAW ]; VectorCopy( origin, built->s.origin ); built->s.pos.trType = TR_GRAVITY; built->s.pos.trTime = level.time; //update spawn counts CalculateRanks( ); trap_LinkEntity (built); return built; }