/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" /* ================ G_SetBuildableAnim Triggers an animation client side ================ */ void G_SetBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ) { int localAnim = anim | ( ent->s.legsAnim & ANIM_TOGGLEBIT ); if( force ) localAnim |= ANIM_FORCEBIT; // don't flip the togglebit more than once per frame if( ent->animTime != level.time ) { ent->animTime = level.time; localAnim ^= 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_BuildableBoundingBox( 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 ); } else if( spawn == BA_H_SPAWN ) { BG_ClassBoundingBox( PCL_HUMAN, cmins, cmaxs, NULL, NULL, NULL ); VectorCopy( origin, localOrigin ); localOrigin[ 2 ] += maxs[ 2 ] + fabs( cmins[ 2 ] ) + 1.0f; } else return NULL; trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); if( tr.entityNum != ENTITYNUM_NONE ) return &g_entities[ tr.entityNum ]; trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_PLAYERSOLID ); if( tr.entityNum != ENTITYNUM_NONE ) return &g_entities[ tr.entityNum ]; if( spawnOrigin != NULL ) VectorCopy( localOrigin, spawnOrigin ); return NULL; } #define POWER_REFRESH_TIME 2000 /* ================ G_FindPower attempt to find power for self, return qtrue if successful ================ */ qboolean G_FindPower( gentity_t *self ) { int i, j; gentity_t *ent, *ent2; gentity_t *closestPower = NULL; int distance = 0; int minDistance = REPEATER_BASESIZE + 1; vec3_t temp_v; if( self->buildableTeam != TEAM_HUMANS ) return qfalse; // Reactor is always powered if( self->s.modelindex == BA_H_REACTOR ) { self->parentNode = self; return qtrue; } // Handle repeaters if( self->s.modelindex == BA_H_REPEATER ) { self->parentNode = G_Reactor( ); return self->parentNode != NULL; } // Reset parent self->parentNode = NULL; // Iterate through entities for( i = MAX_CLIENTS, 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 && ent->powered && ent->health > 0 ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); // Always prefer a reactor if there is one in range if( ent->s.modelindex == BA_H_REACTOR && distance <= REACTOR_BASESIZE ) { // Only power as much BP as the reactor can hold if( self->s.modelindex != BA_NONE ) { int buildPoints = g_humanBuildPoints.integer; // Scan the buildables in the reactor zone for( j = MAX_CLIENTS, ent2 = g_entities + j; j < level.num_entities; j++, ent2++ ) { gentity_t *powerEntity; if( ent2->s.eType != ET_BUILDABLE ) continue; if( ent2 == self ) continue; powerEntity = ent2->parentNode; if( powerEntity && powerEntity->s.modelindex == BA_H_REACTOR && ( powerEntity == ent ) ) { buildPoints -= BG_Buildable( ent2->s.modelindex )->buildPoints; } } buildPoints -= level.humanBuildPointQueue; buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints; if( buildPoints >= 0 ) { self->parentNode = ent; return qtrue; } else { // a buildable can still be built if it shares BP from two zones // TODO: handle combined power zones here } } // Dummy buildables don't need to look for zones else { self->parentNode = ent; return qtrue; } } else if( distance < minDistance ) { // It's a repeater, so check that enough BP will be available to power // the buildable but only if self is a real buildable if( self->s.modelindex != BA_NONE ) { int buildPoints = g_humanRepeaterBuildPoints.integer; // Scan the buildables in the repeater zone for( j = MAX_CLIENTS, ent2 = g_entities + j; j < level.num_entities; j++, ent2++ ) { gentity_t *powerEntity; if( ent2->s.eType != ET_BUILDABLE ) continue; if( ent2 == self ) continue; powerEntity = ent2->parentNode; if( powerEntity && powerEntity->s.modelindex == BA_H_REPEATER && ( powerEntity == ent ) ) { buildPoints -= BG_Buildable( ent2->s.modelindex )->buildPoints; } } if( self->usesZone && level.powerZones[ ent->zone ].active ) buildPoints -= level.powerZones[ ent->zone ].queuedBuildPoints; buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints; if( buildPoints >= 0 ) { closestPower = ent; minDistance = distance; } else { // a buildable can still be built if it shares BP from two zones // TODO: handle combined power zones here } } else { // Dummy buildables don't need to look for zones closestPower = ent; minDistance = distance; } } } } // If there were no power items nearby give up if( closestPower ) { self->parentNode = closestPower; return qtrue; } else return qfalse; } /* ================ G_PowerEntityForPoint Simple wrapper to G_FindPower to find the entity providing power for the specified point ================ */ gentity_t *G_PowerEntityForPoint( const vec3_t origin ) { gentity_t dummy; dummy.parentNode = NULL; dummy.buildableTeam = TEAM_HUMANS; dummy.s.modelindex = BA_NONE; VectorCopy( origin, dummy.s.origin ); if( G_FindPower( &dummy ) ) return dummy.parentNode; else return NULL; } /* ================ G_PowerEntityForEntity Simple wrapper to G_FindPower to find the entity providing power for the specified entity ================ */ gentity_t *G_PowerEntityForEntity( gentity_t *ent ) { if( G_FindPower( ent ) ) return ent->parentNode; return NULL; } /* ================ G_IsPowered Check if a location has power, returning the entity type that is providing it ================ */ buildable_t G_IsPowered( vec3_t origin ) { gentity_t *ent = G_PowerEntityForPoint( origin ); if( ent ) return ent->s.modelindex; else return BA_NONE; } /* ================== G_GetBuildPoints Get the number of build points from a position ================== */ int G_GetBuildPoints( const vec3_t pos, team_t team, int extraDistance ) { if( level.suddenDeath ) { return 0; } else if( team == TEAM_ALIENS ) { return level.alienBuildPoints; } else if( team == TEAM_HUMANS ) { gentity_t *powerPoint = G_PowerEntityForPoint( pos ); if( powerPoint && powerPoint->s.modelindex == BA_H_REACTOR ) return level.humanBuildPoints; if( powerPoint && powerPoint->s.modelindex == BA_H_REPEATER && powerPoint->usesZone && level.powerZones[ powerPoint->zone ].active ) { return level.powerZones[ powerPoint->zone ].totalBuildPoints - level.powerZones[ powerPoint->zone ].queuedBuildPoints; } // Return the BP of the main zone by default return level.humanBuildPoints; } return 0; // TODO: handle combined power zones in G_FindPower. Until then, use the closest zone and prefer the reactor #if 0 int i; gentity_t *ent; int distance = 0; vec3_t temp_v; int buildPoints = 0; qboolean zoneFound = qfalse; if( level.suddenDeath ) { buildPoints = 0; } else if( team == TEAM_HUMANS ) { // Iterate through entities for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { ent = &g_entities[ i ]; VectorSubtract( pos, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( ent->s.modelindex == BA_H_REACTOR && distance <= REACTOR_BASESIZE + extraDistance ) { // Reactor is in range zoneFound = qtrue; buildPoints += level.humanBuildPoints; } else if( ent->s.modelindex == BA_H_REPEATER && distance <= REPEATER_BASESIZE + extraDistance ) { if( ent->usesZone && level.powerZones[ent->zone].active ) { zone_t *zone = &level.powerZones[ent->zone]; zoneFound = qtrue; buildPoints += zone->totalBuildPoints - zone->queuedBuildPoints; } } } } else if( team == TEAM_ALIENS ) { buildPoints = level.alienBuildPoints; } if( buildPoints < 0 ) buildPoints = 0; if( !zoneFound ) buildPoints = level.humanBuildPoints; // if the player isn't in a zone, show the number of BP of the main zone return buildPoints; #endif } /* ================== G_InPowerZone See if a buildable is inside of another power zone (This doesn't check if power zones overlap) ================== */ qboolean G_InPowerZone( gentity_t *self ) { int i; gentity_t *ent; int distance; vec3_t temp_v; for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; if( ent == self ) continue; if( !ent->spawned ) continue; if( ent->health <= 0 ) 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 && ent->powered ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( ent->s.modelindex == BA_H_REACTOR && distance <= REACTOR_BASESIZE ) return qtrue; else if( ent->s.modelindex == BA_H_REPEATER && distance <= REPEATER_BASESIZE ) return qtrue; } } return qfalse; } /* ================ G_FindDCC attempt to find a controlling DCC for self, return number found ================ */ int G_FindDCC( gentity_t *self ) { int i; gentity_t *ent; int distance = 0; vec3_t temp_v; int foundDCC = 0; if( self->buildableTeam != TEAM_HUMANS ) return 0; //iterate through entities for( i = MAX_CLIENTS, 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 < DC_RANGE && ent->powered ) { foundDCC++; } } } return foundDCC; } /* ================ G_IsDCCBuilt See if any powered DCC exists ================ */ qboolean G_IsDCCBuilt( void ) { int i; gentity_t *ent; for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; if( ent->s.modelindex != BA_H_DCC ) continue; if( !ent->spawned ) continue; if( ent->health <= 0 ) continue; return qtrue; } return qfalse; } /* ================ G_Reactor G_Overmind Since there's only one of these and we quite often want to find them, cache the results, but check them for validity each time The code here will break if more than one reactor or overmind is allowed, even if one of them is dead/unspawned ================ */ static gentity_t *G_FindBuildable( buildable_t buildable ); gentity_t *G_Reactor( void ) { static gentity_t *rc; // If cache becomes invalid renew it if( !rc || rc->s.eType != ET_BUILDABLE || rc->s.modelindex == BA_H_REACTOR ) rc = G_FindBuildable( BA_H_REACTOR ); // If we found it and it's alive, return it if( rc && rc->spawned && rc->health > 0 ) return rc; return NULL; } gentity_t *G_Overmind( void ) { static gentity_t *om; // If cache becomes invalid renew it if( !om || om->s.eType != ET_BUILDABLE || om->s.modelindex == BA_A_OVERMIND ) om = G_FindBuildable( BA_A_OVERMIND ); // If we found it and it's alive, return it if( om && om->spawned && om->health > 0 ) return om; return NULL; } /* ================ G_FindCreep attempt to find creep for self, return qtrue if successful ================ */ qboolean G_FindCreep( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestSpawn = NULL; int distance = 0; int minDistance = 10000; vec3_t temp_v; //don't check for creep if flying through the air if( self->s.groundEntityNum == -1 ) return qtrue; //if self does not have a parentNode or it's parentNode is invalid find a new one if( self->client || self->parentNode == NULL || !self->parentNode->inuse || self->parentNode->health <= 0 ) { for( i = MAX_CLIENTS, 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 && ent->health > 0 ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( distance < minDistance ) { closestSpawn = ent; minDistance = distance; } } } if( minDistance <= CREEP_BASESIZE ) { if( !self->client ) self->parentNode = closestSpawn; return qtrue; } else return qfalse; } if( self->client ) return qfalse; //if we haven't returned by now then we must already have a valid parent return qtrue; } /* ================ G_IsCreepHere simple wrapper to G_FindCreep to check if a location has creep ================ */ qboolean G_IsCreepHere( vec3_t origin ) { gentity_t dummy; memset( &dummy, 0, sizeof( gentity_t ) ); dummy.parentNode = NULL; dummy.s.modelindex = BA_NONE; VectorCopy( origin, dummy.s.origin ); return G_FindCreep( &dummy ); } /* ================ G_CreepSlow Set any nearby humans' SS_CREEPSLOWED flag ================ */ static void G_CreepSlow( gentity_t *self ) { int entityList[ MAX_GENTITIES ]; vec3_t range; vec3_t mins, maxs; int i, num; gentity_t *enemy; buildable_t buildable = self->s.modelindex; float creepSize = (float)BG_Buildable( buildable )->creepSize; 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_TEAM ] == TEAM_HUMANS && enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) { 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 ) { } //================================================================================== /* ================ AGeneric_CreepRecede Called when an alien buildable dies ================ */ void AGeneric_CreepRecede( gentity_t *self ) { //if the creep just died begin the recession if( !( self->s.eFlags & EF_DEAD ) ) { self->s.eFlags |= EF_DEAD; G_QueueBuildPoints( self ); 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_Buildable( self->s.modelindex )->buildTime ) ) ) ); } //creep is still receeding if( ( self->timestamp + 10000 ) > level.time ) self->nextthink = level.time + 500; else //creep has died G_FreeEntity( self ); } /* ================ AGeneric_Blast Called when an Alien buildable explodes after dead state ================ */ void AGeneric_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, TEAM_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 = AGeneric_CreepRecede; self->nextthink = level.time + 500; self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } /* ================ AGeneric_Die Called when an Alien buildable is killed and enters a brief dead state prior to exploding. ================ */ void AGeneric_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { G_RewardAttackers( self ); G_SetBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); self->die = nullDieFunction; self->think = AGeneric_Blast; self->s.eFlags &= ~EF_FIRING; //prevent any firing effects self->powered = qfalse; if( self->spawned ) self->nextthink = level.time + 5000; else self->nextthink = level.time; //blast immediately G_LogDestruction( self, attacker, mod ); } /* ================ AGeneric_CreepCheck Tests for creep and kills the buildable if there is none ================ */ void AGeneric_CreepCheck( gentity_t *self ) { gentity_t *spawn; spawn = self->parentNode; if( !G_FindCreep( self ) ) { if( spawn && self->killedBy != ENTITYNUM_NONE ) G_Damage( self, NULL, g_entities + self->killedBy, NULL, NULL, self->health, 0, MOD_NOCREEP ); else G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_NOCREEP ); return; } G_CreepSlow( self ); } /* ================ AGeneric_Think A generic think function for Alien buildables ================ */ void AGeneric_Think( gentity_t *self ) { self->powered = G_Overmind( ) != NULL; self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; AGeneric_CreepCheck( self ); } /* ================ AGeneric_Pain A generic pain function for Alien buildables ================ */ void AGeneric_Pain( gentity_t *self, gentity_t *attacker, int damage ) { if( self->health <= 0 ) return; // Alien buildables only have the first pain animation defined G_SetBuildableAnim( self, BANIM_PAIN1, qfalse ); } //================================================================================== /* ================ ASpawn_Die Called when an alien spawn dies ================ */ void ASpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { int i; AGeneric_Die( self, inflictor, attacker, damage, mod ); // All supported structures that no longer have creep will have been killed // by whoever killed this structure for( i = MAX_CLIENTS; i < level.num_entities; i++ ) { gentity_t *ent = g_entities + i; if( !ent->inuse || ent->health <= 0 || ent->s.eType != ET_BUILDABLE || ent->parentNode != self ) continue; ent->killedBy = attacker - g_entities; } } /* ================ ASpawn_Think think function for Alien Spawn ================ */ void ASpawn_Think( gentity_t *self ) { gentity_t *ent; if( self->spawned ) { //only suicide if at rest if( self->s.groundEntityNum ) { if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) { // If the thing blocking the spawn is a buildable, kill it. // If it's part of the map, kill self. if( ent->s.eType == ET_BUILDABLE ) { G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); G_SetBuildableAnim( self, BANIM_SPAWN1, qtrue ); } else if( ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } if( ent->s.eType == ET_CORPSE ) G_FreeEntity( ent ); //quietly remove } } } G_CreepSlow( self ); self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; } //================================================================================== #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 ) { vec3_t range = { OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE }; vec3_t mins, maxs; int i; VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); if( self->spawned && ( self->health > 0 ) ) { //do some damage if( G_SelectiveRadiusDamage( self->s.pos.trBase, self, self->splashDamage, self->splashRadius, self, MOD_OVERMIND, TEAM_ALIENS ) ) { self->timestamp = level.time; G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); } // just in case an egg finishes building after we tell overmind to stfu if( level.numAlienSpawns > 0 ) level.overmindMuted = qfalse; // shut up during intermission if( level.intermissiontime ) level.overmindMuted = qtrue; //low on spawns if( !level.overmindMuted && level.numAlienSpawns <= 0 && level.time > self->overmindSpawnsTimer ) { qboolean haveBuilder = qfalse; gentity_t *builder; self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; G_BroadcastEvent( EV_OVERMIND_SPAWNS, 0 ); for( i = 0; i < level.numConnectedClients; i++ ) { builder = &g_entities[ level.sortedClients[ i ] ]; if( builder->health > 0 && ( builder->client->pers.classSelection == PCL_ALIEN_BUILDER0 || builder->client->pers.classSelection == PCL_ALIEN_BUILDER0_UPG ) ) { haveBuilder = qtrue; break; } } // aliens now know they have no eggs, but they're screwed, so stfu if( !haveBuilder || G_TimeTilSuddenDeath( ) <= 0 ) level.overmindMuted = qtrue; } //overmind dying if( self->health < ( OVERMIND_HEALTH / 10.0f ) && level.time > self->overmindDyingTimer ) { self->overmindDyingTimer = level.time + OVERMIND_DYING_PERIOD; G_BroadcastEvent( EV_OVERMIND_DYING, 0 ); } //overmind under attack if( self->health < self->lastHealth && level.time > self->overmindAttackTimer ) { self->overmindAttackTimer = level.time + OVERMIND_ATTACK_PERIOD; G_BroadcastEvent( EV_OVERMIND_ATTACK, 0 ); } self->lastHealth = self->health; } else self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; G_CreepSlow( self ); self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; } //================================================================================== /* ================ ABarricade_Pain Barricade pain animation depends on shrunk state ================ */ void ABarricade_Pain( gentity_t *self, gentity_t *attacker, int damage ) { if( self->health <= 0 ) return; if( !self->shrunkTime ) G_SetBuildableAnim( self, BANIM_PAIN1, qfalse ); else G_SetBuildableAnim( self, BANIM_PAIN2, qfalse ); } /* ================ ABarricade_Shrink Set shrink state for a barricade. When unshrinking, checks to make sure there is enough room. ================ */ void ABarricade_Shrink( gentity_t *self, qboolean shrink ) { if ( !self->spawned || self->health <= 0 ) shrink = qtrue; if ( shrink && self->shrunkTime ) { int anim; // We need to make sure that the animation has been set to shrunk mode // because we start out shrunk but with the construct animation when built self->shrunkTime = level.time; anim = self->s.torsoAnim & ~( ANIM_FORCEBIT | ANIM_TOGGLEBIT ); if ( self->spawned && self->health > 0 && anim != BANIM_DESTROYED ) { G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); G_SetBuildableAnim( self, BANIM_ATTACK1, qtrue ); } return; } if ( !shrink && ( !self->shrunkTime || level.time < self->shrunkTime + BARRICADE_SHRINKTIMEOUT ) ) return; BG_BuildableBoundingBox( BA_A_BARRICADE, self->r.mins, self->r.maxs ); if ( shrink ) { self->r.maxs[ 2 ] = (int)( self->r.maxs[ 2 ] * BARRICADE_SHRINKPROP ); self->shrunkTime = level.time; // shrink animation, the destroy animation is used if ( self->spawned && self->health > 0 ) { G_SetBuildableAnim( self, BANIM_ATTACK1, qtrue ); G_SetIdleBuildableAnim( self, BANIM_DESTROYED ); } } else { trace_t tr; int anim; trap_Trace( &tr, self->s.origin, self->r.mins, self->r.maxs, self->s.origin, self->s.number, MASK_PLAYERSOLID ); if ( tr.startsolid || tr.fraction < 1.0f ) { self->r.maxs[ 2 ] = (int)( self->r.maxs[ 2 ] * BARRICADE_SHRINKPROP ); return; } self->shrunkTime = 0; // unshrink animation, IDLE2 has been hijacked for this anim = self->s.legsAnim & ~( ANIM_FORCEBIT | ANIM_TOGGLEBIT ); if ( self->spawned && self->health > 0 && anim != BANIM_CONSTRUCT1 && anim != BANIM_CONSTRUCT2 ) { G_SetIdleBuildableAnim( self, BG_Buildable( BA_A_BARRICADE )->idleAnim ); G_SetBuildableAnim( self, BANIM_ATTACK2, qtrue ); } } // a change in size requires a relink if ( self->spawned ) trap_LinkEntity( self ); } /* ================ ABarricade_Die Called when an alien barricade dies ================ */ void ABarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { AGeneric_Die( self, inflictor, attacker, damage, mod ); ABarricade_Shrink( self, qtrue ); } /* ================ ABarricade_Think Think function for Alien Barricade ================ */ void ABarricade_Think( gentity_t *self ) { AGeneric_Think( self ); // Shrink if unpowered ABarricade_Shrink( self, !self->powered ); } /* ================ ABarricade_Touch Barricades shrink when they are come into contact with an Alien that can pass through ================ */ void ABarricade_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) { gclient_t *client = other->client; int client_z, min_z; if( !client || client->pers.teamSelection != TEAM_ALIENS ) return; // Client must be high enough to pass over. Note that STEPSIZE (18) is // hardcoded here because we don't include bg_local.h! client_z = other->s.origin[ 2 ] + other->r.mins[ 2 ]; min_z = self->s.origin[ 2 ] - 18 + (int)( self->r.maxs[ 2 ] * BARRICADE_SHRINKPROP ); if( client_z < min_z ) return; ABarricade_Shrink( self, qtrue ); } //================================================================================== /* ================ 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; AGeneric_Think( self ); VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); // attack nearby humans if( self->spawned && self->health > 0 && self->powered ) { num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; if( !G_Visible( self, enemy, CONTENTS_SOLID ) ) continue; if( enemy->client && enemy->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { // start the attack animation if( level.time >= self->timestamp + ACIDTUBE_REPEAT_ANIM ) { self->timestamp = level.time; G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); G_AddEvent( self, EV_ALIEN_ACIDTUBE, DirToByte( self->s.origin2 ) ); } G_SelectiveRadiusDamage( self->s.pos.trBase, self, ACIDTUBE_DAMAGE, ACIDTUBE_RANGE, self, MOD_ATUBE, TEAM_ALIENS ); self->nextthink = level.time + ACIDTUBE_REPEAT; return; } } } } //================================================================================== /* ================ AHive_CheckTarget Returns true and fires the hive missile if the target is valid ================ */ static qboolean AHive_CheckTarget( gentity_t *self, gentity_t *enemy ) { trace_t trace; vec3_t tip_origin, dirToTarget; // Check if this is a valid target if( enemy->health <= 0 || !enemy->client || enemy->client->ps.stats[ STAT_TEAM ] != TEAM_HUMANS ) return qfalse; // Check if the tip of the hive can see the target VectorMA( self->s.pos.trBase, self->r.maxs[ 2 ], self->s.origin2, tip_origin ); trap_Trace( &trace, tip_origin, NULL, NULL, enemy->s.pos.trBase, self->s.number, MASK_SHOT ); if( trace.fraction < 1.0f && trace.entityNum != enemy->s.number ) return qfalse; 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 qtrue; } /* ================ AHive_Think Think function for Alien Hive ================ */ void AHive_Think( gentity_t *self ) { AGeneric_Think( self ); // Hive missile hasn't returned in HIVE_REPEAT seconds, forget about it if( self->timestamp < level.time ) self->active = qfalse; // Find a target to attack if( self->spawned && !self->active && self->powered ) { int i, num, entityList[ MAX_GENTITIES ]; vec3_t mins, maxs, range = { HIVE_SENSE_RANGE, HIVE_SENSE_RANGE, HIVE_SENSE_RANGE }; VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { if( AHive_CheckTarget( self, g_entities + entityList[ i ] ) ) return; } } } /* ================ AHive_Pain pain function for Alien Hive ================ */ void AHive_Pain( gentity_t *self, gentity_t *attacker, int damage ) { if( self->spawned && self->powered && !self->active ) AHive_CheckTarget( self, attacker ); G_SetBuildableAnim( self, BANIM_PAIN1, qfalse ); } //================================================================================== #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_BuildableBoundingBox( BA_A_HOVEL, NULL, hovelMaxs ); BG_ClassBoundingBox( player->client->ps.stats[ STAT_CLASS ], 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 ); VectorCopy( hovel->s.origin, start ); VectorCopy( origin, end ); // see if there's something between the hovel and its exit // (eg built right up against a wall) trap_Trace( &tr, start, NULL, NULL, end, player->s.number, MASK_PLAYERSOLID ); if( tr.fraction < 1.0f ) return qtrue; vectoangles( forward, angles ); VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start ); //compute a place up in the air to start the real trace trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID ); VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start ); VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end ); trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID ); VectorCopy( tr.endpos, origin ); trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID ); if( tr.fraction < 1.0f ) return qtrue; if( provideExit ) { G_SetOrigin( player, origin ); VectorCopy( origin, player->client->ps.origin ); // nudge VectorMA( normal, 200.0f, forward, player->client->ps.velocity ); G_SetClientViewAngle( player, angles ); } 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 && self->powered ) { 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_CLASS ] == PCL_ALIEN_BUILDER0 ) || ( activator->client->ps.stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0_UPG ) ) && activator->health > 0 && self->health > 0 ) { if( AHovel_Blocked( self, activator, qfalse ) ) { //you can get in, but you can't get out G_TriggerMenu( activator->client->ps.clientNum, MN_A_HOVEL_BLOCKED ); return; } self->active = qtrue; G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); //prevent lerping activator->client->ps.eFlags ^= EF_TELEPORT_BIT; activator->client->ps.eFlags |= EF_NODRAW; G_UnlaggedClear( activator ); // Cancel pending suicides activator->suicideTime = 0; 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 ); G_SetClientViewAngle( activator, hovelAngles ); } } } /* ================ AHovel_Think Think for alien hovel ================ */ void AHovel_Think( gentity_t *self ) { AGeneric_Think( self ); if( self->spawned ) { if( self->active ) G_SetIdleBuildableAnim( self, BANIM_IDLE2 ); else G_SetIdleBuildableAnim( self, BANIM_IDLE1 ); } } /* ================ AHovel_Die Die for alien hovel ================ */ void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { //if the hovel is occupied free the occupant if( self->active ) { gentity_t *builder = self->builder; vec3_t newOrigin; vec3_t newAngles; VectorCopy( self->s.angles, newAngles ); newAngles[ ROLL ] = 0; VectorCopy( self->s.origin, newOrigin ); VectorMA( newOrigin, 1.0f, self->s.origin2, newOrigin ); //prevent lerping builder->client->ps.eFlags ^= EF_TELEPORT_BIT; builder->client->ps.eFlags &= ~EF_NODRAW; G_UnlaggedClear( builder ); G_SetOrigin( builder, newOrigin ); VectorCopy( newOrigin, builder->client->ps.origin ); G_SetClientViewAngle( builder, newAngles ); //client leaves hovel builder->client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; } AGeneric_Die( self, inflictor, attacker, damage, mod ); self->nextthink = level.time + 100; } //================================================================================== /* ================ 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 || !self->powered || self->health <= 0 ) return; if( !client ) return; if( client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) return; client->ps.stats[ STAT_STATE ] |= SS_BOOSTED; client->boostedTime = 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_Buildable( self->s.modelindex )->turretRange; int lowMsec = 0; int highMsec = (int)( ( ( ( distanceToTarget * LOCKBLOB_SPEED ) + ( distanceToTarget * BG_Class( enemy->client->ps.stats[ STAT_CLASS ] )->speed ) ) / ( 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_TEAM ] == TEAM_ALIENS ) // one of us? return qfalse; if( target->client->sess.spectatorState != SPECTATOR_NOT ) // 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_Buildable( self->s.modelindex )->turretRange; int firespeed = BG_Buildable( self->s.modelindex )->turretFireSpeed; AGeneric_Think( self ); if( self->spawned && self->powered ) { //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 ); } } //================================================================================== /* ================ G_SuicideIfNoPower Destroy human structures that have been unpowered too long ================ */ static void G_SuicideIfNoPower( gentity_t *self ) { if( self->buildableTeam != TEAM_HUMANS ) return; if( G_Reactor( ) && !self->parentNode ) { // If no parent for x seconds then disappear if( self->count < 0 ) self->count = level.time; else if( self->count > 0 && ( ( level.time - self->count ) > HUMAN_BUILDABLE_INACTIVE_TIME ) ) G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_SUICIDE ); } else { self->count = -1; } } void HSpawn_Blast( gentity_t *ent ); void HSpawn_Disappear( gentity_t *ent ); /* ================ HRepeater_Die Called when a repeater dies ================ */ static void HRepeater_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { G_RewardAttackers( self ); 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 } G_LogDestruction( self, attacker, mod ); if( self->usesZone ) { zone_t *zone = &level.powerZones[self->zone]; zone->active = qfalse; self->usesZone = qfalse; } } /* ================ HRepeater_Think Think for human power repeater ================ */ void HRepeater_Think( gentity_t *self ) { int i; qboolean reactor = qfalse; gentity_t *ent; zone_t *zone; 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_InPowerZone( self ) ) { // if the repeater is inside of another power zone then disappear G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_SUICIDE ); } self->powered = reactor; // Initialise the zone once the repeater has spawned if( self->spawned && ( !self->usesZone || !level.powerZones[ self->zone ].active ) ) { // See if a free zone exists for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ ) { zone = &level.powerZones[ i ]; if( !zone->active ) { // Initialise the BP queue with all BP queued zone->queuedBuildPoints = zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer; zone->nextQueueTime = level.time; zone->active = qtrue; self->zone = zone - level.powerZones; self->usesZone = qtrue; break; } } } 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 || !self->spawned ) return; if( other && other->client ) G_GiveClientMaxAmmo( other, qtrue ); } /* ================ 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 dccrange = { REACTOR_ATTACK_DCC_RANGE, REACTOR_ATTACK_DCC_RANGE, REACTOR_ATTACK_DCC_RANGE }; vec3_t mins, maxs; int i, num; gentity_t *enemy, *tent; if( self->dcc ) { VectorAdd( self->s.origin, dccrange, maxs ); VectorSubtract( self->s.origin, dccrange, mins ); } else { VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); } if( self->spawned && ( self->health > 0 ) ) { qboolean fired = qfalse; // Creates a tesla trail for every target 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_TEAM ] != TEAM_ALIENS ) continue; tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL ); tent->s.generic1 = self->s.number; //src tent->s.clientNum = enemy->s.number; //dest VectorCopy( self->s.pos.trBase, tent->s.origin2 ); fired = qtrue; } // Actual damage is done by radius if( fired ) { self->timestamp = level.time; if( self->dcc ) G_SelectiveRadiusDamage( self->s.pos.trBase, self, REACTOR_ATTACK_DCC_DAMAGE, REACTOR_ATTACK_DCC_RANGE, self, MOD_REACTOR, TEAM_HUMANS ); else G_SelectiveRadiusDamage( self->s.pos.trBase, self, REACTOR_ATTACK_DAMAGE, REACTOR_ATTACK_RANGE, self, MOD_REACTOR, TEAM_HUMANS ); } } if( self->dcc ) self->nextthink = level.time + REACTOR_ATTACK_DCC_REPEAT; else self->nextthink = level.time + REACTOR_ATTACK_REPEAT; } //================================================================================== /* ================ 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_TEAM ] != TEAM_HUMANS ) return; //if this is powered then call the armoury menu if( self->powered ) G_TriggerMenu( activator->client->ps.clientNum, MN_H_ARMOURY ); else G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOTPOWERED ); } } /* ================ HArmoury_Think Think for armoury ================ */ void HArmoury_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + POWER_REFRESH_TIME; self->powered = G_FindPower( self ); G_SuicideIfNoPower( self ); } //================================================================================== /* ================ HDCC_Think Think for dcc ================ */ void HDCC_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + POWER_REFRESH_TIME; self->powered = G_FindPower( self ); G_SuicideIfNoPower( self ); } //================================================================================== void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); /* ================ HMedistat_Die Die function for Human Medistation ================ */ void HMedistat_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { //clear target's healing flag if( self->enemy && self->enemy->client ) self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_ACTIVE; HSpawn_Die( self, inflictor, attacker, damage, mod ); } /* ================ 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_Buildable( self->s.modelindex )->nextthink; G_SuicideIfNoPower( self ); //clear target's healing flag if( self->enemy && self->enemy->client ) self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_HEALING_ACTIVE; //make sure we have power if( !( self->powered = G_FindPower( self ) ) ) { if( self->active ) { G_SetBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); G_SetIdleBuildableAnim( self, BANIM_IDLE1 ); self->active = qfalse; self->enemy = NULL; } self->nextthink = level.time + POWER_REFRESH_TIME; return; } if( self->spawned ) { VectorAdd( self->s.origin, self->r.maxs, maxs ); VectorAdd( self->s.origin, self->r.mins, mins ); mins[ 2 ] += fabs( self->r.mins[ 2 ] ) + self->r.maxs[ 2 ]; maxs[ 2 ] += 60; //player height //if active use the healing idle if( self->active ) G_SetIdleBuildableAnim( self, BANIM_IDLE2 ); //check if a previous occupier is still here num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { player = &g_entities[ entityList[ i ] ]; //remove poison from everyone, not just the healed player if( player->client && player->client->ps.stats[ STAT_STATE ] & SS_POISONED ) player->client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; if( self->enemy == player && player->client && player->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && PM_Live( player->client->ps.pm_type ) ) { occupied = qtrue; player->client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE; } } 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_TEAM ] == TEAM_HUMANS ) { if( ( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] || player->client->ps.stats[ STAT_STAMINA ] < MAX_STAMINA ) && PM_Live( player->client->ps.pm_type ) ) { self->enemy = player; //start the heal anim if( !self->active ) { G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); self->active = qtrue; player->client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE; } } 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 && self->enemy->client ) //heal! { if( self->enemy->client->ps.stats[ STAT_STAMINA ] < MAX_STAMINA ) self->enemy->client->ps.stats[ STAT_STAMINA ] += STAMINA_MEDISTAT_RESTORE; if( self->enemy->client->ps.stats[ STAT_STAMINA ] > MAX_STAMINA ) self->enemy->client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA; self->enemy->health++; //if they're completely healed, give them a medkit if( self->enemy->health >= self->enemy->client->ps.stats[ STAT_MAX_HEALTH ] ) { self->enemy->health = self->enemy->client->ps.stats[ STAT_MAX_HEALTH ]; if( !BG_InventoryContainsUpgrade( UP_MEDKIT, self->enemy->client->ps.stats ) ) BG_AddUpgradeToInventory( UP_MEDKIT, self->enemy->client->ps.stats ); } } } } //================================================================================== /* ================ HMGTurret_CheckTarget Used by HMGTurret_Think to check enemies for validity ================ */ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean los_check ) { trace_t tr; vec3_t dir, end; if( !target || target->health <= 0 || !target->client || target->client->pers.teamSelection != TEAM_ALIENS || ( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) return qfalse; if( !los_check ) return qtrue; // Accept target if we can line-trace to it VectorSubtract( target->s.pos.trBase, self->s.pos.trBase, dir ); VectorNormalize( dir ); VectorMA( self->s.pos.trBase, MGTURRET_RANGE, dir, end ); trap_Trace( &tr, self->s.pos.trBase, NULL, NULL, end, self->s.number, MASK_SHOT ); return tr.entityNum == target - g_entities; } /* ================ 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, angularSpeed; angularSpeed = self->lev1Grabbed ? MGTURRET_ANGULARSPEED_GRAB : 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 ] < 0 && angularDiff[ PITCH ] < (-angularSpeed) ) self->s.angles2[ PITCH ] += angularSpeed; else if( angularDiff[ PITCH ] > 0 && angularDiff[ PITCH ] > angularSpeed ) 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 ] < 0 && angularDiff[ YAW ] < ( -angularSpeed ) ) self->s.angles2[ YAW ] += angularSpeed; else if( angularDiff[ YAW ] > 0 && angularDiff[ YAW ] > angularSpeed ) 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 ); //fire if target is within accuracy return ( abs( angularDiff[ YAW ] ) - angularSpeed <= MGTURRET_ACCURACY_TO_FIRE ) && ( abs( angularDiff[ PITCH ] ) - angularSpeed <= MGTURRET_ACCURACY_TO_FIRE ); } /* ================ 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; if( self->enemy ) self->enemy->targeted = NULL; self->enemy = NULL; // Look for targets in a box around the turret VectorSet( range, MGTURRET_RANGE, MGTURRET_RANGE, MGTURRET_RANGE ); VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { target = &g_entities[ entityList[ i ] ]; if( !HMGTurret_CheckTarget( self, target, qtrue ) ) continue; self->enemy = target; self->enemy->targeted = self; return; } } /* ================ HMGTurret_Think Think function for MG turret ================ */ void HMGTurret_Think( gentity_t *self ) { self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; // Turn off client side muzzle flashes self->s.eFlags &= ~EF_FIRING; G_SuicideIfNoPower( self ); // If not powered or spawned don't do anything if( !( self->powered = G_FindPower( self ) ) ) { self->nextthink = level.time + POWER_REFRESH_TIME; return; } if( !self->spawned ) return; // If the current target is not valid find a new enemy if( !HMGTurret_CheckTarget( self, self->enemy, qtrue ) ) { self->active = qfalse; self->turretSpinupTime = -1; HMGTurret_FindEnemy( self ); } if( !self->enemy ) return; // Track until we can hit the target if( !HMGTurret_TrackEnemy( self ) ) { self->active = qfalse; self->turretSpinupTime = -1; return; } // Update spin state if( !self->active && self->timestamp < level.time ) { self->active = qtrue; self->turretSpinupTime = level.time + MGTURRET_SPINUP_TIME; G_AddEvent( self, EV_MGTURRET_SPINUP, 0 ); } // Not firing or haven't spun up yet if( !self->active || self->turretSpinupTime > level.time ) return; // Fire repeat delay if( self->timestamp > level.time ) return; FireWeapon( self ); self->s.eFlags |= EF_FIRING; self->timestamp = level.time + BG_Buildable( self->s.modelindex )->turretFireSpeed; G_AddEvent( self, EV_FIRE_WEAPON, 0 ); G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse ); } //================================================================================== /* ================ HTeslaGen_Think Think function for Tesla Generator ================ */ void HTeslaGen_Think( gentity_t *self ) { self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; G_SuicideIfNoPower( self ); //if not powered don't do anything and check again for power next think if( !( self->powered = G_FindPower( self ) ) ) { self->s.eFlags &= ~EF_FIRING; self->nextthink = level.time + POWER_REFRESH_TIME; return; } if( self->spawned && self->timestamp < level.time ) { vec3_t range, mins, maxs; int entityList[ MAX_GENTITIES ], i, num; // Communicates firing state to client 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 ); // Attack nearby Aliens num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { self->enemy = &g_entities[ entityList[ i ] ]; if( self->enemy->client && self->enemy->health > 0 && self->enemy->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS && Distance( self->enemy->s.pos.trBase, self->s.pos.trBase ) <= TESLAGEN_RANGE ) FireWeapon( self ); } self->enemy = NULL; 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->timestamp = 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 ) { self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed self->timestamp = level.time; G_QueueBuildPoints( self ); G_FreeEntity( self ); } /* ================ 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->timestamp = level.time; //do some radius damage G_RadiusDamage( self->s.pos.trBase, self, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath ); // begin freeing build points G_QueueBuildPoints( self ); // turn into an explosion self->s.eType = ET_EVENTS + EV_HUMAN_BUILDABLE_EXPLOSION; self->freeAfterEvent = qtrue; G_AddEvent( self, EV_HUMAN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); } /* ================ HSpawn_die Called when a human spawn dies ================ */ void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { G_RewardAttackers( self ); 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 } G_LogDestruction( self, attacker, mod ); } /* ================ HSpawn_Think Think for human spawn ================ */ void HSpawn_Think( gentity_t *self ) { gentity_t *ent; // spawns work without power self->powered = qtrue; G_SuicideIfNoPower( self ); // set parentNode G_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 the thing blocking the spawn is a buildable, kill it. // If it's part of the map, kill self. if( ent->s.eType == ET_BUILDABLE ) { G_Damage( ent, NULL, NULL, NULL, NULL, self->health, 0, MOD_SUICIDE ); G_SetBuildableAnim( self, BANIM_SPAWN1, qtrue ); } else if( ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_SUICIDE ); return; } if( ent->s.eType == ET_CORPSE ) G_FreeEntity( ent ); //quietly remove } } } self->nextthink = level.time + BG_Buildable( self->s.modelindex )->nextthink; } //================================================================================== /* ============ G_QueueBuildPoints ============ */ void G_QueueBuildPoints( gentity_t *self ) { gentity_t *killer = NULL; gentity_t *powerEntity; if( self->killedBy != ENTITYNUM_NONE ) killer = &g_entities[ self->killedBy ]; if( killer && killer->client && killer->client->ps.stats[ STAT_TEAM ] == self->buildableTeam ) { // Don't take away build points if killed by a teammate // deconstructing an egg/overmind (MOD_NOCREEP) return; } switch( self->buildableTeam ) { default: case TEAM_NONE: return; case TEAM_ALIENS: if( !level.alienBuildPointQueue ) level.alienNextQueueTime = level.time + g_alienBuildQueueTime.integer; level.alienBuildPointQueue += BG_Buildable( self->s.modelindex )->buildPoints; break; case TEAM_HUMANS: powerEntity = G_PowerEntityForEntity( self ); if( powerEntity ) { int nqt; switch( powerEntity->s.modelindex ) { case BA_H_REACTOR: nqt = G_NextQueueTime( level.humanBuildPointQueue, g_humanBuildPoints.integer, g_humanBuildQueueTime.integer ); if( !level.humanBuildPointQueue || level.time + nqt < level.humanNextQueueTime ) level.humanNextQueueTime = level.time + nqt; level.humanBuildPointQueue += BG_Buildable( self->s.modelindex )->buildPoints; break; case BA_H_REPEATER: if( powerEntity->usesZone && level.powerZones[ powerEntity->zone ].active ) { zone_t *zone = &level.powerZones[ powerEntity->zone ]; nqt = G_NextQueueTime( zone->queuedBuildPoints, zone->totalBuildPoints, g_humanRepeaterBuildQueueTime.integer ); if( !zone->queuedBuildPoints || level.time + nqt < zone->nextQueueTime ) zone->nextQueueTime = level.time + nqt; zone->queuedBuildPoints += BG_Buildable( self->s.modelindex )->buildPoints; } break; default: break; } } } } /* ============ G_NextQueueTime ============ */ int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate ) { float fractionQueued; if( totalBP == 0 ) return 0; fractionQueued = queuedBP / (float)totalBP; return ( 1.0f - fractionQueued ) * queueBaseRate; } /* ============ 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_BuildableBoundingBox( 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_Buildable( ent->s.modelindex )->health; int bRegen = BG_Buildable( ent->s.modelindex )->regenRate; int bTime = BG_Buildable( ent->s.modelindex )->buildTime; //toggle spawned flag for buildables if( !ent->spawned && ent->health > 0 ) { if( ent->buildTime + bTime < level.time ) ent->spawned = qtrue; } // Timer actions ent->time1000 += msec; if( ent->time1000 >= 1000 ) { ent->time1000 -= 1000; if( !ent->spawned && ent->health > 0 ) ent->health += (int)( ceil( (float)bHealth / (float)( bTime * 0.001 ) ) ); else if( ent->health > 0 && ent->health < bHealth ) { if( ent->buildableTeam == TEAM_ALIENS && bRegen && ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) { ent->health += bRegen; } else if( ent->buildableTeam == TEAM_HUMANS && ent->dcc && ( ent->lastDamageTime + HUMAN_REGEN_DAMAGE_TIME ) < level.time ) { ent->health += DC_HEALRATE * ent->dcc; } } if( ent->health >= bHealth ) { int i; ent->health = bHealth; for( i = 0; i < MAX_CLIENTS; i++ ) ent->credits[ i ] = 0; } } 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; // Pack health ent->dcc = ( ent->buildableTeam != TEAM_HUMANS ) ? 0 : G_FindDCC( ent ); if( ent->health > 0 ) { ent->s.generic1 = (int)( ( ent->health + bHealth / B_HEALTH_MASK - 1 ) * B_HEALTH_MASK / bHealth ); } else ent->s.generic1 = 0; // Set flags ent->s.eFlags &= ~( EF_B_POWERED | EF_B_SPAWNED | EF_B_MARKED ); if( ent->powered ) ent->s.eFlags |= EF_B_POWERED; if( ent->spawned ) ent->s.eFlags |= EF_B_SPAWNED; if( ent->deconstruct ) ent->s.eFlags |= EF_B_MARKED; //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->buildableTeam == TEAM_HUMANS && !ent->powered ) continue; if( ent->s.modelindex == buildable && ent->spawned ) return qtrue; } return qfalse; } /* ================ G_FindBuildable Finds a buildable of the specified type ================ */ static gentity_t *G_FindBuildable( buildable_t buildable ) { int i; gentity_t *ent; for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; if( ent->s.modelindex == buildable ) return ent; } return NULL; } /* =============== G_BuildablesIntersect Test if two buildables intersect each other =============== */ static qboolean G_BuildablesIntersect( buildable_t a, vec3_t originA, buildable_t b, vec3_t originB ) { vec3_t minsA, maxsA; vec3_t minsB, maxsB; BG_BuildableBoundingBox( a, minsA, maxsA ); VectorAdd( minsA, originA, minsA ); VectorAdd( maxsA, originA, maxsA ); BG_BuildableBoundingBox( b, minsB, maxsB ); VectorAdd( minsB, originB, minsB ); VectorAdd( maxsB, originB, maxsB ); return BoundsIntersect( minsA, maxsA, minsB, maxsB ); } /* =============== G_CompareBuildablesForRemoval qsort comparison function for a buildable removal list =============== */ static buildable_t cmpBuildable; static vec3_t cmpOrigin; static int G_CompareBuildablesForRemoval( const void *a, const void *b ) { int precedence[ ] = { BA_NONE, BA_A_BARRICADE, BA_A_ACIDTUBE, BA_A_TRAPPER, BA_A_HIVE, BA_A_BOOSTER, BA_A_HOVEL, BA_A_SPAWN, BA_A_OVERMIND, BA_H_MGTURRET, BA_H_TESLAGEN, BA_H_DCC, BA_H_MEDISTAT, BA_H_ARMOURY, BA_H_SPAWN, BA_H_REPEATER, BA_H_REACTOR }; gentity_t *buildableA, *buildableB; int i; int aPrecedence = 0, bPrecedence = 0; qboolean aMatches = qfalse, bMatches = qfalse; buildableA = *(gentity_t **)a; buildableB = *(gentity_t **)b; // Prefer the one that collides with the thing we're building aMatches = G_BuildablesIntersect( cmpBuildable, cmpOrigin, buildableA->s.modelindex, buildableA->s.origin ); bMatches = G_BuildablesIntersect( cmpBuildable, cmpOrigin, buildableB->s.modelindex, buildableB->s.origin ); if( aMatches && !bMatches ) return -1; else if( !aMatches && bMatches ) return 1; // If one matches the thing we're building, prefer it aMatches = ( buildableA->s.modelindex == cmpBuildable ); bMatches = ( buildableB->s.modelindex == cmpBuildable ); if( aMatches && !bMatches ) return -1; else if( !aMatches && bMatches ) return 1; // They're the same type if( buildableA->s.modelindex == buildableB->s.modelindex ) { gentity_t *powerEntity = G_PowerEntityForPoint( cmpOrigin ); // Prefer the entity that is providing power for this point aMatches = ( powerEntity == buildableA ); bMatches = ( powerEntity == buildableB ); if( aMatches && !bMatches ) return -1; else if( !aMatches && bMatches ) return 1; // Pick the one marked earliest return buildableA->deconstructTime - buildableB->deconstructTime; } // Resort to preference list for( i = 0; i < sizeof( precedence ) / sizeof( precedence[ 0 ] ); i++ ) { if( buildableA->s.modelindex == precedence[ i ] ) aPrecedence = i; if( buildableB->s.modelindex == precedence[ i ] ) bPrecedence = i; } return aPrecedence - bPrecedence; } /* =============== G_FreeMarkedBuildables Free up build points for a team by deconstructing marked buildables =============== */ void G_FreeMarkedBuildables( gentity_t *deconner ) { int i; gentity_t *ent; if( !g_markDeconstruct.integer ) return; // Not enabled, can't deconstruct anything for( i = 0; i < level.numBuildablesForRemoval; i++ ) { ent = level.markedBuildables[ i ]; G_Damage( ent, NULL, deconner, NULL, NULL, ent->health, 0, MOD_DECONSTRUCT ); G_FreeEntity( ent ); } } /* =============== G_SufficientBPAvailable Determine if enough build points can be released for the buildable and list the buildables that must be destroyed if this is the case =============== */ static itemBuildError_t G_SufficientBPAvailable( buildable_t buildable, vec3_t origin ) { int i; int numBuildables = 0; int pointsYielded = 0; gentity_t *ent; team_t team = BG_Buildable( buildable )->team; int buildPoints = BG_Buildable( buildable )->buildPoints; int remainingBP, remainingSpawns; qboolean collision = qfalse; int collisionCount = 0; qboolean repeaterInRange = qfalse; int repeaterInRangeCount = 0; itemBuildError_t bpError; buildable_t spawn; buildable_t core; int spawnCount = 0; level.numBuildablesForRemoval = 0; if( team == TEAM_ALIENS ) { remainingBP = G_GetBuildPoints( origin, team, 0 ); remainingSpawns = level.numAlienSpawns; bpError = IBE_NOALIENBP; spawn = BA_A_SPAWN; core = BA_A_OVERMIND; } else if( team == TEAM_HUMANS ) { if( buildable == BA_H_REACTOR || buildable == BA_H_REPEATER ) remainingBP = level.humanBuildPoints; else remainingBP = G_GetBuildPoints( origin, team, 0 ); remainingSpawns = level.numHumanSpawns; bpError = IBE_NOHUMANBP; spawn = BA_H_SPAWN; core = BA_H_REACTOR; } else { Com_Error( ERR_FATAL, "team is %d\n", team ); return IBE_NONE; } // Simple non-marking case if( !g_markDeconstruct.integer ) { if( remainingBP - buildPoints < 0 ) return bpError; // Check for buildable<->buildable collisions for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; if( G_BuildablesIntersect( buildable, origin, ent->s.modelindex, ent->s.origin ) ) return IBE_NOROOM; } return IBE_NONE; } // Set buildPoints to the number extra that are required buildPoints -= remainingBP; // Build a list of buildable entities for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; collision = G_BuildablesIntersect( buildable, origin, ent->s.modelindex, ent->s.origin ); if( collision ) { // Don't allow replacements at all if( g_markDeconstruct.integer == 1 ) return IBE_NOROOM; // Only allow replacements of the same type if( g_markDeconstruct.integer == 2 && ent->s.modelindex != buildable ) return IBE_NOROOM; // Any other setting means anything goes collisionCount++; } // Check if this is a repeater and it's in range if( buildable == BA_H_REPEATER && buildable == ent->s.modelindex && Distance( ent->s.origin, origin ) < REPEATER_BASESIZE ) { repeaterInRange = qtrue; repeaterInRangeCount++; } else repeaterInRange = qfalse; // Don't allow marked buildables to be replaced in another zone, // unless the marked buildable isn't in a zone (and thus unpowered) if( team == TEAM_HUMANS && buildable != BA_H_REACTOR && buildable != BA_H_REPEATER && G_PowerEntityForPoint( ent->s.origin ) != G_PowerEntityForPoint( origin ) ) continue; if( !ent->inuse ) continue; if( ent->health <= 0 ) continue; if( ent->buildableTeam != team ) continue; // Don't allow destruction of hovel with granger inside if( ent->s.modelindex == BA_A_HOVEL && ent->active ) continue; // Explicitly disallow replacement of the core buildable with anything // other than the core buildable if( ent->s.modelindex == core && buildable != core ) continue; // Don't allow a power source to be replaced by a dependant if( team == TEAM_HUMANS && G_PowerEntityForPoint( origin ) != ent && buildable != BA_H_REPEATER && buildable != core ) continue; if( ent->deconstruct ) { level.markedBuildables[ numBuildables++ ] = ent; // Buildables that are marked here will always end up at the front of the // removal list, so just incrementing numBuildablesForRemoval is sufficient if( collision || repeaterInRange ) { // Collided with something, so we definitely have to remove it or // it's a repeater that intersects the new repeater's power area, // so it must be removed if( collision ) collisionCount--; if( repeaterInRange ) repeaterInRangeCount--; pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints; level.numBuildablesForRemoval++; } else if( BG_Buildable( ent->s.modelindex )->uniqueTest && ent->s.modelindex == buildable ) { // If it's a unique buildable, it must be replaced by the same type pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints; level.numBuildablesForRemoval++; } } } // We still need build points, but have no candidates for removal if( buildPoints > 0 && numBuildables == 0 ) return bpError; // Collided with something we can't remove if( collisionCount > 0 ) return IBE_NOROOM; // There are one or more repeaters we can't remove if( repeaterInRangeCount > 0 ) return IBE_RPTPOWERHERE; // Sort the list cmpBuildable = buildable; VectorCopy( origin, cmpOrigin ); qsort( level.markedBuildables, numBuildables, sizeof( level.markedBuildables[ 0 ] ), G_CompareBuildablesForRemoval ); // Determine if there are enough markees to yield the required BP for( ; pointsYielded < buildPoints && level.numBuildablesForRemoval < numBuildables; level.numBuildablesForRemoval++ ) { ent = level.markedBuildables[ level.numBuildablesForRemoval ]; pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints; } for( i = 0; i < level.numBuildablesForRemoval; i++ ) { if( level.markedBuildables[ i ]->s.modelindex == spawn ) spawnCount++; } // Make sure we're not removing the last spawn if( !g_cheats.integer && remainingSpawns > 0 && ( remainingSpawns - spawnCount ) < 1 ) return IBE_LASTSPAWN; // Not enough points yielded if( pointsYielded < buildPoints ) return bpError; else return IBE_NONE; } /* ================ G_SetBuildableLinkState Links or unlinks all the buildable entities ================ */ static void G_SetBuildableLinkState( qboolean link ) { int i; gentity_t *ent; for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; if( link ) trap_LinkEntity( ent ); else trap_UnlinkEntity( ent ); } } static void G_SetBuildableMarkedLinkState( qboolean link ) { int i; gentity_t *ent; for( i = 0; i < level.numBuildablesForRemoval; i++ ) { ent = level.markedBuildables[ i ]; if( link ) trap_LinkEntity( ent ); else trap_UnlinkEntity( ent ); } } /* ================ G_CanBuild Checks to see if a buildable can be built ================ */ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ) { vec3_t angles; vec3_t entity_origin, normal; vec3_t mins, maxs; trace_t tr1, tr2, tr3; itemBuildError_t reason = IBE_NONE, tempReason; gentity_t *tempent; float minNormal; qboolean invert; int contents; playerState_t *ps = &ent->client->ps; int buildPoints; // Stop all buildables from interacting with traces G_SetBuildableLinkState( qfalse ); BG_BuildableBoundingBox( buildable, mins, maxs ); BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, trap_Trace, entity_origin, angles, &tr1 ); trap_Trace( &tr2, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); trap_Trace( &tr3, ps->origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); VectorCopy( entity_origin, origin ); VectorCopy( tr1.plane.normal, normal ); minNormal = BG_Buildable( buildable )->minNormal; invert = BG_Buildable( buildable )->invertNormal; //can we build at this angle? if( !( normal[ 2 ] >= minNormal || ( invert && normal[ 2 ] <= -minNormal ) ) ) reason = IBE_NORMAL; if( tr1.entityNum != ENTITYNUM_WORLD ) reason = IBE_NORMAL; contents = trap_PointContents( entity_origin, -1 ); buildPoints = BG_Buildable( buildable )->buildPoints; if( ( tempReason = G_SufficientBPAvailable( buildable, origin ) ) != IBE_NONE ) reason = tempReason; if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { //alien criteria // Check there is an Overmind if( buildable != BA_A_OVERMIND ) { if( !G_Overmind( ) ) reason = IBE_NOOVERMIND; } //check there is creep near by for building on if( BG_Buildable( buildable )->creepTest ) { if( !G_IsCreepHere( entity_origin ) ) reason = IBE_NOCREEP; } if( buildable == BA_A_HOVEL ) { vec3_t builderMins, builderMaxs; //this assumes the adv builder is the biggest thing that'll use the hovel BG_ClassBoundingBox( PCL_ALIEN_BUILDER0_UPG, builderMins, builderMaxs, NULL, NULL, NULL ); if( APropHovel_Blocked( origin, angles, normal, ent ) ) reason = IBE_HOVELEXIT; } // Check permission to build here if( tr1.surfaceFlags & SURF_NOALIENBUILD || contents & CONTENTS_NOALIENBUILD ) reason = IBE_PERMISSION; } else if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { //human criteria // Check for power if( G_IsPowered( entity_origin ) == BA_NONE ) { //tell player to build a repeater to provide power if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER ) reason = IBE_NOPOWERHERE; } //this buildable requires a DCC if( BG_Buildable( buildable )->dccTest && !G_IsDCCBuilt( ) ) reason = IBE_NODCC; //check that there is a parent reactor when building a repeater if( buildable == BA_H_REPEATER ) { tempent = G_FindBuildable( BA_H_REACTOR ); if( tempent == NULL ) // No reactor reason = IBE_RPTNOREAC; else if( g_markDeconstruct.integer && G_IsPowered( entity_origin ) == BA_H_REACTOR ) reason = IBE_RPTPOWERHERE; else if( !g_markDeconstruct.integer && G_IsPowered( entity_origin ) ) reason = IBE_RPTPOWERHERE; } // Check permission to build here if( tr1.surfaceFlags & SURF_NOHUMANBUILD || contents & CONTENTS_NOHUMANBUILD ) reason = IBE_PERMISSION; } // Check permission to build here if( tr1.surfaceFlags & SURF_NOBUILD || contents & CONTENTS_NOBUILD ) reason = IBE_PERMISSION; // Can we only have one of these? if( BG_Buildable( buildable )->uniqueTest ) { tempent = G_FindBuildable( buildable ); if( tempent && !tempent->deconstruct && !( tempent->s.eFlags & EF_DEAD ) ) { switch( buildable ) { case BA_A_OVERMIND: reason = IBE_ONEOVERMIND; break; case BA_A_HOVEL: reason = IBE_ONEHOVEL; break; case BA_H_REACTOR: reason = IBE_ONEREACTOR; break; default: Com_Error( ERR_FATAL, "No reason for denying build of %d\n", buildable ); break; } } } // Relink buildables G_SetBuildableLinkState( qtrue ); //check there is enough room to spawn from (presuming this is a spawn) if( reason == IBE_NONE ) { G_SetBuildableMarkedLinkState( qfalse ); if( G_CheckSpawnPoint( ENTITYNUM_NONE, origin, normal, buildable, NULL ) != NULL ) reason = IBE_NORMAL; G_SetBuildableMarkedLinkState( qtrue ); } //this item does not fit here if( reason == IBE_NONE && ( tr2.fraction < 1.0f || tr3.fraction < 1.0f ) ) reason = IBE_NOROOM; if( reason != IBE_NONE ) level.numBuildablesForRemoval = 0; return reason; } /* ================ G_Build Spawns a buildable ================ */ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ) { gentity_t *built; vec3_t normal; // Free existing buildables G_FreeMarkedBuildables( builder ); // Spawn the buildable built = G_Spawn(); built->s.eType = ET_BUILDABLE; built->killedBy = ENTITYNUM_NONE; built->classname = BG_Buildable( buildable )->entityName; built->s.modelindex = buildable; built->buildableTeam = built->s.modelindex2 = BG_Buildable( buildable )->team; BG_BuildableBoundingBox( buildable, built->r.mins, built->r.maxs ); // detect the buildable's normal vector if( !builder->client ) { // initial base layout created by server if( builder->s.origin2[ 0 ] || builder->s.origin2[ 1 ] || builder->s.origin2[ 2 ] ) { VectorCopy( builder->s.origin2, normal ); } else if( BG_Buildable( buildable )->traj == TR_BUOYANCY ) VectorSet( normal, 0.0f, 0.0f, -1.0f ); else VectorSet( normal, 0.0f, 0.0f, 1.0f ); } else { // in-game building by a player BG_GetClientNormal( &builder->client->ps, normal ); } // when building the initial layout, spawn the entity slightly off its // target surface so that it can be "dropped" onto it if( !builder->client ) VectorMA( origin, 1.0f, normal, origin ); built->health = 1; built->splashDamage = BG_Buildable( buildable )->splashDamage; built->splashRadius = BG_Buildable( buildable )->splashRadius; built->splashMethodOfDeath = BG_Buildable( buildable )->meansOfDeath; built->nextthink = BG_Buildable( buildable )->nextthink; built->takedamage = qtrue; built->spawned = qfalse; built->buildTime = built->s.time = level.time; // build instantly in cheat mode if( builder->client && g_cheats.integer ) { built->health = BG_Buildable( buildable )->health; built->buildTime = built->s.time = level.time - BG_Buildable( buildable )->buildTime; } //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 = AGeneric_Pain; break; case BA_A_BARRICADE: built->die = ABarricade_Die; built->think = ABarricade_Think; built->pain = ABarricade_Pain; built->touch = ABarricade_Touch; built->shrunkTime = 0; ABarricade_Shrink( built, qtrue ); break; case BA_A_BOOSTER: built->die = AGeneric_Die; built->think = AGeneric_Think; built->pain = AGeneric_Pain; built->touch = ABooster_Touch; break; case BA_A_ACIDTUBE: built->die = AGeneric_Die; built->think = AAcidTube_Think; built->pain = AGeneric_Pain; break; case BA_A_HIVE: built->die = AGeneric_Die; built->think = AHive_Think; built->pain = AHive_Pain; break; case BA_A_TRAPPER: built->die = AGeneric_Die; built->think = ATrapper_Think; built->pain = AGeneric_Pain; break; case BA_A_OVERMIND: built->die = ASpawn_Die; built->think = AOvermind_Think; built->pain = AGeneric_Pain; break; case BA_A_HOVEL: built->die = AHovel_Die; built->use = AHovel_Use; built->think = AHovel_Think; built->pain = AGeneric_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 = HMedistat_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 = HRepeater_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_Buildable( buildable )->turretProjType; if( builder->client ) built->builtBy = builder->client->ps.clientNum; else built->builtBy = -1; G_SetOrigin( built, origin ); // gently nudge the buildable onto the surface :) VectorScale( normal, -50.0f, built->s.pos.trDelta ); // set turret angles VectorCopy( builder->s.angles2, built->s.angles2 ); VectorCopy( angles, built->s.angles ); built->s.angles[ PITCH ] = 0.0f; built->s.angles2[ YAW ] = angles[ YAW ]; built->s.pos.trType = BG_Buildable( buildable )->traj; built->s.pos.trTime = level.time; built->physicsBounce = BG_Buildable( buildable )->bounce; built->s.groundEntityNum = -1; built->s.generic1 = (int)( ( (float)built->health / (float)BG_Buildable( buildable )->health ) * B_HEALTH_MASK ); if( built->s.generic1 < 0 ) built->s.generic1 = 0; if( BG_Buildable( buildable )->team == TEAM_ALIENS ) { built->powered = qtrue; built->s.eFlags |= EF_B_POWERED; } else if( ( built->powered = G_FindPower( built ) ) ) built->s.eFlags |= EF_B_POWERED; built->s.eFlags &= ~EF_B_SPAWNED; VectorCopy( normal, built->s.origin2 ); G_AddEvent( built, EV_BUILD_CONSTRUCT, 0 ); G_SetIdleBuildableAnim( built, BG_Buildable( buildable )->idleAnim ); if( built->builtBy >= 0 ) G_SetBuildableAnim( built, BANIM_CONSTRUCT1, qtrue ); trap_LinkEntity( built ); return built; } /* ================= G_BuildIfValid ================= */ qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable ) { float dist; vec3_t origin; dist = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->buildDist; switch( G_CanBuild( ent, buildable, dist, origin ) ) { case IBE_NONE: G_Build( ent, buildable, origin, ent->s.apos.trBase ); return qtrue; case IBE_NOALIENBP: G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOBP ); 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_ONEOVERMIND: G_TriggerMenu( ent->client->ps.clientNum, MN_A_ONEOVERMIND ); return qfalse; case IBE_ONEHOVEL: G_TriggerMenu( ent->client->ps.clientNum, MN_A_ONEHOVEL ); return qfalse; case IBE_HOVELEXIT: G_TriggerMenu( ent->client->ps.clientNum, MN_A_HOVEL_EXIT ); return qfalse; case IBE_NORMAL: G_TriggerMenu( ent->client->ps.clientNum, MN_B_NORMAL ); return qfalse; case IBE_PERMISSION: G_TriggerMenu( ent->client->ps.clientNum, MN_B_NORMAL ); return qfalse; case IBE_ONEREACTOR: G_TriggerMenu( ent->client->ps.clientNum, MN_H_ONEREACTOR ); return qfalse; case IBE_NOPOWERHERE: G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOPOWERHERE ); return qfalse; case IBE_NOROOM: G_TriggerMenu( ent->client->ps.clientNum, MN_B_NOROOM ); return qfalse; case IBE_NOHUMANBP: G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOBP); return qfalse; case IBE_NODCC: G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC ); return qfalse; case IBE_RPTPOWERHERE: G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTPOWERHERE ); return qfalse; case IBE_LASTSPAWN: G_TriggerMenu( ent->client->ps.clientNum, MN_B_LASTSPAWN ); return qfalse; default: break; } return qfalse; } /* ================ G_FinishSpawningBuildable Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ static void G_FinishSpawningBuildable( gentity_t *ent ) { trace_t tr; vec3_t dest; gentity_t *built; buildable_t buildable = ent->s.modelindex; built = G_Build( ent, buildable, ent->s.pos.trBase, ent->s.angles ); G_FreeEntity( ent ); built->takedamage = qtrue; built->spawned = qtrue; //map entities are already spawned built->health = BG_Buildable( buildable )->health; built->s.eFlags |= EF_B_SPAWNED; // drop towards normal surface VectorScale( built->s.origin2, -4096.0f, dest ); VectorAdd( dest, built->s.origin, dest ); trap_Trace( &tr, built->s.origin, built->r.mins, built->r.maxs, dest, built->s.number, built->clipmask ); if( tr.startsolid ) { G_Printf( S_COLOR_YELLOW "G_FinishSpawningBuildable: %s startsolid at %s\n", built->classname, vtos( built->s.origin ) ); G_FreeEntity( built ); return; } //point items in the correct direction VectorCopy( tr.plane.normal, built->s.origin2 ); // allow to ride movers built->s.groundEntityNum = tr.entityNum; G_SetOrigin( built, tr.endpos ); trap_LinkEntity( built ); } /* ============ G_SpawnBuildable Sets the clipping size and plants the object on the floor. Items can't be immediately dropped to floor, because they might be on an entity that hasn't spawned yet. ============ */ void G_SpawnBuildable( gentity_t *ent, buildable_t buildable ) { ent->s.modelindex = buildable; // some movers spawn on the second frame, so delay item // spawns until the third frame so they can ride trains ent->nextthink = level.time + FRAMETIME * 2; ent->think = G_FinishSpawningBuildable; } /* ============ G_LayoutSave ============ */ void G_LayoutSave( char *name ) { char map[ MAX_QPATH ]; char fileName[ MAX_OSPATH ]; fileHandle_t f; int len; int i; gentity_t *ent; char *s; trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); if( !map[ 0 ] ) { G_Printf( "LayoutSave( ): no map is loaded\n" ); return; } Com_sprintf( fileName, sizeof( fileName ), "layouts/%s/%s.dat", map, name ); len = trap_FS_FOpenFile( fileName, &f, FS_WRITE ); if( len < 0 ) { G_Printf( "layoutsave: could not open %s\n", fileName ); return; } G_Printf( "layoutsave: saving layout to %s\n", fileName ); for( i = MAX_CLIENTS; i < level.num_entities; i++ ) { ent = &level.gentities[ i ]; if( ent->s.eType != ET_BUILDABLE ) continue; s = va( "%i %f %f %f %f %f %f %f %f %f %f %f %f\n", ent->s.modelindex, ent->s.pos.trBase[ 0 ], ent->s.pos.trBase[ 1 ], ent->s.pos.trBase[ 2 ], ent->s.angles[ 0 ], ent->s.angles[ 1 ], ent->s.angles[ 2 ], ent->s.origin2[ 0 ], ent->s.origin2[ 1 ], ent->s.origin2[ 2 ], ent->s.angles2[ 0 ], ent->s.angles2[ 1 ], ent->s.angles2[ 2 ] ); trap_FS_Write( s, strlen( s ), f ); } trap_FS_FCloseFile( f ); } /* ============ G_LayoutList ============ */ int G_LayoutList( const char *map, char *list, int len ) { // up to 128 single character layout names could fit in layouts char fileList[ ( MAX_CVAR_VALUE_STRING / 2 ) * 5 ] = {""}; char layouts[ MAX_CVAR_VALUE_STRING ] = {""}; int numFiles, i, fileLen = 0, listLen; int count = 0; char *filePtr; Q_strcat( layouts, sizeof( layouts ), "*BUILTIN* " ); numFiles = trap_FS_GetFileList( va( "layouts/%s", map ), ".dat", fileList, sizeof( fileList ) ); filePtr = fileList; for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) { fileLen = strlen( filePtr ); listLen = strlen( layouts ); if( fileLen < 5 ) continue; // list is full, stop trying to add to it if( ( listLen + fileLen ) >= sizeof( layouts ) ) break; Q_strcat( layouts, sizeof( layouts ), filePtr ); listLen = strlen( layouts ); // strip extension and add space delimiter layouts[ listLen - 4 ] = ' '; layouts[ listLen - 3 ] = '\0'; count++; } if( count != numFiles ) { G_Printf( S_COLOR_YELLOW "WARNING: layout list was truncated to %d " "layouts, but %d layout files exist in layouts/%s/.\n", count, numFiles, map ); } Q_strncpyz( list, layouts, len ); return count + 1; } /* ============ G_LayoutSelect set level.layout based on g_layouts or g_layoutAuto ============ */ void G_LayoutSelect( void ) { char fileName[ MAX_OSPATH ]; char layouts[ MAX_CVAR_VALUE_STRING ]; char layouts2[ MAX_CVAR_VALUE_STRING ]; char *l; char map[ MAX_QPATH ]; char *s; int cnt = 0; int layoutNum; Q_strncpyz( layouts, g_layouts.string, sizeof( layouts ) ); trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); // one time use cvar trap_Cvar_Set( "g_layouts", "" ); // pick an included layout at random if no list has been provided if( !layouts[ 0 ] && g_layoutAuto.integer ) { G_LayoutList( map, layouts, sizeof( layouts ) ); } if( !layouts[ 0 ] ) return; Q_strncpyz( layouts2, layouts, sizeof( layouts2 ) ); l = &layouts2[ 0 ]; layouts[ 0 ] = '\0'; while( 1 ) { s = COM_ParseExt( &l, qfalse ); if( !*s ) break; if( !Q_stricmp( s, "*BUILTIN*" ) ) { Q_strcat( layouts, sizeof( layouts ), s ); Q_strcat( layouts, sizeof( layouts ), " " ); cnt++; continue; } Com_sprintf( fileName, sizeof( fileName ), "layouts/%s/%s.dat", map, s ); if( trap_FS_FOpenFile( fileName, NULL, FS_READ ) > 0 ) { Q_strcat( layouts, sizeof( layouts ), s ); Q_strcat( layouts, sizeof( layouts ), " " ); cnt++; } else G_Printf( S_COLOR_YELLOW "WARNING: layout \"%s\" does not exist\n", s ); } if( !cnt ) { G_Printf( S_COLOR_RED "ERROR: none of the specified layouts could be " "found, using map default\n" ); return; } layoutNum = ( rand( ) % cnt ) + 1; cnt = 0; Q_strncpyz( layouts2, layouts, sizeof( layouts2 ) ); l = &layouts2[ 0 ]; while( 1 ) { s = COM_ParseExt( &l, qfalse ); if( !*s ) break; Q_strncpyz( level.layout, s, sizeof( level.layout ) ); cnt++; if( cnt >= layoutNum ) break; } G_Printf( "using layout \"%s\" from list (%s)\n", level.layout, layouts ); } /* ============ G_LayoutBuildItem ============ */ static void G_LayoutBuildItem( buildable_t buildable, vec3_t origin, vec3_t angles, vec3_t origin2, vec3_t angles2 ) { gentity_t *builder; builder = G_Spawn( ); builder->client = 0; VectorCopy( origin, builder->s.pos.trBase ); VectorCopy( angles, builder->s.angles ); VectorCopy( origin2, builder->s.origin2 ); VectorCopy( angles2, builder->s.angles2 ); G_SpawnBuildable( builder, buildable ); } /* ============ G_LayoutLoad load the layout .dat file indicated by level.layout and spawn buildables as if a builder was creating them ============ */ void G_LayoutLoad( void ) { fileHandle_t f; int len; char *layout, *layoutHead; char map[ MAX_QPATH ]; int buildable = BA_NONE; vec3_t origin = { 0.0f, 0.0f, 0.0f }; vec3_t angles = { 0.0f, 0.0f, 0.0f }; vec3_t origin2 = { 0.0f, 0.0f, 0.0f }; vec3_t angles2 = { 0.0f, 0.0f, 0.0f }; char line[ MAX_STRING_CHARS ]; int i = 0; if( !level.layout[ 0 ] || !Q_stricmp( level.layout, "*BUILTIN*" ) ) return; trap_Cvar_VariableStringBuffer( "mapname", map, sizeof( map ) ); len = trap_FS_FOpenFile( va( "layouts/%s/%s.dat", map, level.layout ), &f, FS_READ ); if( len < 0 ) { G_Printf( "ERROR: layout %s could not be opened\n", level.layout ); return; } layoutHead = layout = BG_Alloc( len + 1 ); trap_FS_Read( layout, len, f ); layout[ len ] = '\0'; trap_FS_FCloseFile( f ); while( *layout ) { if( i >= sizeof( line ) - 1 ) { G_Printf( S_COLOR_RED "ERROR: line overflow in %s before \"%s\"\n", va( "layouts/%s/%s.dat", map, level.layout ), line ); break; } line[ i++ ] = *layout; line[ i ] = '\0'; if( *layout == '\n' ) { i = 0; sscanf( line, "%d %f %f %f %f %f %f %f %f %f %f %f %f\n", &buildable, &origin[ 0 ], &origin[ 1 ], &origin[ 2 ], &angles[ 0 ], &angles[ 1 ], &angles[ 2 ], &origin2[ 0 ], &origin2[ 1 ], &origin2[ 2 ], &angles2[ 0 ], &angles2[ 1 ], &angles2[ 2 ] ); if( buildable > BA_NONE && buildable < BA_NUM_BUILDABLES ) G_LayoutBuildItem( buildable, origin, angles, origin2, angles2 ); else G_Printf( S_COLOR_YELLOW "WARNING: bad buildable number (%d) in " " layout. skipping\n", buildable ); } layout++; } BG_Free( layoutHead ); } /* ============ G_BaseSelfDestruct ============ */ void G_BaseSelfDestruct( team_t team ) { int i; gentity_t *ent; for( i = MAX_CLIENTS; i < level.num_entities; i++ ) { ent = &level.gentities[ i ]; if( ent->health <= 0 ) continue; if( ent->s.eType != ET_BUILDABLE ) continue; if( ent->buildableTeam != team ) continue; G_Damage( ent, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); } }