/* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 2.1, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* To assertain which portions are licensed under the LGPL and which are * licensed by Id Software, Inc. please run a diff between the equivalent * versions of the "Tremulous" modification and the unmodified "Quake3" * game source code. */ #include "g_local.h" /* ================ G_setBuildableAnim Triggers an animation client side ================ */ void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ) { int localAnim = anim; if( force ) localAnim |= ANIM_TOGGLEBIT; G_AddEvent( ent, EV_BUILD_ANIM, 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; } #define REFRESH_TIME 2000 /* ================ findPower attempt to find power for self, return qtrue if successful ================ */ qboolean findPower( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestPower; int distance = 0; int minDistance = 10000; vec3_t temp_v; qboolean foundPower = qfalse; //if this already has power then stop now if( self->parentNode && self->parentNode->active ) return qtrue; //reset parent self->parentNode = NULL; //iterate through entities for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( !ent->classname ) continue; //if entity is a power item calculate the distance to it if( ent->s.clientNum == BA_H_REACTOR || ent->s.clientNum == BA_H_REPEATER ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( distance < minDistance && ( ent->active || self->s.clientNum == BA_H_SPAWN ) ) { closestPower = ent; minDistance = distance; foundPower = qtrue; } } } //if there were no power items nearby give up if( !foundPower ) return qfalse; //bleh if( ( closestPower->s.clientNum == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) || ( closestPower->s.clientNum == BA_H_REPEATER && self->s.clientNum == BA_H_SPAWN && ( minDistance <= REPEATER_BASESIZE ) && closestPower->powered ) || ( closestPower->s.clientNum == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) && closestPower->active && closestPower->powered ) ) { self->parentNode = closestPower; return qtrue; } else return qfalse; } /* ================ findDCC attempt to find a controlling DCC for self, return qtrue if successful ================ */ qboolean findDCC( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestDCC; int distance = 0; int minDistance = 10000; vec3_t temp_v; qboolean foundDCC = qfalse; //if this already has dcc then stop now if( self->dccNode && self->dccNode->powered ) return qtrue; //reset parent self->dccNode = NULL; //iterate through entities for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( !ent->classname ) continue; //if entity is a power item calculate the distance to it if( ent->s.clientNum == BA_H_DCC ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( distance < minDistance && ent->powered ) { closestDCC = ent; minDistance = distance; foundDCC = qtrue; } } } //if there were no power items nearby give up if( !foundDCC ) return qfalse; self->dccNode = closestDCC; return qtrue; } /* ================ findCreep attempt to find creep for self, return qtrue if successful ================ */ qboolean findCreep( gentity_t *self ) { int i; gentity_t *ent; gentity_t *closestSpawn; int distance = 0; int minDistance = 10000; vec3_t temp_v; //if self does not have a parentNode or it's parentNode is invalid find a new one if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) { for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.clientNum == BA_D_SPAWN || ent->s.clientNum == BA_D_HIVEMIND ) { VectorSubtract( self->s.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( distance < minDistance ) { closestSpawn = ent; minDistance = distance; } } } if( minDistance <= ( CREEP_BASESIZE * 3 ) ) { self->parentNode = closestSpawn; return qtrue; } else return qfalse; } //if we haven't returned by now then we must already have a valid parent return qtrue; } /* ================ nullDieFunction hack to prevent compilers complaining about function pointer -> NULL conversion ================ */ static void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { } /* ================ freeBuildable ================ */ static void freeBuildable( gentity_t *self ) { G_FreeEntity( self ); } //================================================================================== /* ================ D_CreepRecede Called when an droid spawn dies ================ */ void D_CreepRecede( gentity_t *self ) { //if the creep just died begin the recession if( !( self->s.eFlags & EF_DEAD ) ) { self->s.eFlags |= EF_DEAD; G_AddEvent( self, EV_BUILD_DESTROY, 0 ); } //creep is still receeding if( ( self->timestamp + 10000 ) > level.time ) { self->nextthink = level.time + 500; trap_LinkEntity( self ); } else //creep has died G_FreeEntity( self ); } //================================================================================== /* ================ DSpawn_Melt Called when an droid spawn dies ================ */ void DSpawn_Melt( gentity_t *self ) { //FIXME: this line crashes the QVM (but not binary when MOD is set to MOD_[H/D]SPAWN G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, MOD_SHOTGUN, PTE_DROIDS ); //start creep recession if( !( self->s.eFlags & EF_DEAD ) ) { self->s.eFlags |= EF_DEAD; G_AddEvent( self, EV_BUILD_DESTROY, 0 ); } //not dead yet if( ( self->timestamp + 10000 ) > level.time ) { self->nextthink = level.time + 500; trap_LinkEntity( self ); } else //dead now G_FreeEntity( self ); } /* ================ DSpawn_Blast Called when an droid spawn dies ================ */ void DSpawn_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; //do a bit of radius damage G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); //pretty events and item cleanup self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->think = DSpawn_Melt; self->nextthink = level.time + 500; //wait .5 seconds before damaging others trap_LinkEntity( self ); } /* ================ DSpawn_Die Called when an droid spawn dies ================ */ void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); self->die = nullDieFunction; self->think = DSpawn_Blast; self->nextthink = level.time + 15000; //wait .5 seconds before damaging others trap_LinkEntity( self ); } /* ================ DSpawn_Think think function for Droid Spawn ================ */ void DSpawn_Think( gentity_t *self ) { } /* ================ DSpawn_Pain pain function for Droid Spawn ================ */ void DSpawn_Pain( gentity_t *self, gentity_t *attacker, int damage ) { G_setBuildableAnim( self, BANIM_PAIN1, qfalse ); } //================================================================================== /* ================ DBarricade_Pain pain function for Droid Spawn ================ */ void DBarricade_Pain( gentity_t *self, gentity_t *attacker, int damage ) { if( random() > 0.5f ) G_setBuildableAnim( self, BANIM_PAIN1, qfalse ); else G_setBuildableAnim( self, BANIM_PAIN2, qfalse ); } /* ================ DBarricade_Blast Called when an droid spawn dies ================ */ void DBarricade_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; //do a bit of radius damage G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); //pretty events and item cleanup self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->think = D_CreepRecede; self->nextthink = level.time + 500; //wait .5 seconds before damaging others trap_LinkEntity( self ); } /* ================ DBarricade_Die Called when an droid spawn dies ================ */ void DBarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); self->die = nullDieFunction; self->think = DBarricade_Blast; self->nextthink = level.time + 15000; trap_LinkEntity( self ); } /* ================ DBarricade_Think think function for Droid Barricade ================ */ void DBarricade_Think( gentity_t *self ) { //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); } //================================================================================== void DAcidTube_Think( gentity_t *self ); /* ================ DAcidTube_Damage damage function for Droid Acid Tube ================ */ void DAcidTube_Damage( gentity_t *self ) { if( !( self->s.eFlags & EF_FIRING ) ) { self->s.eFlags |= EF_FIRING; G_AddEvent( self, EV_GIB_DROID, DirToByte( self->s.origin2 ) ); } if( ( self->timestamp + 10000 ) > level.time ) self->think = DAcidTube_Damage; else { self->think = DAcidTube_Think; self->s.eFlags &= ~EF_FIRING; } //do some damage G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS ); self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); } /* ================ DAcidTube_Think think function for Droid Acid Tube ================ */ void DAcidTube_Think( gentity_t *self ) { int entityList[ MAX_GENTITIES ]; vec3_t range = { 200, 200, 200 }; vec3_t mins, maxs; int i, num; gentity_t *enemy; VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } //do some damage num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { self->timestamp = level.time; self->think = DAcidTube_Damage; self->nextthink = level.time + 100; G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); } } self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); } //================================================================================== /* ================ ddef_fireonemeny Used by DDef2_Think to fire at enemy ================ */ void ddef_fireonenemy( gentity_t *self, int firespeed ) { vec3_t dirToTarget; VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); vectoangles( dirToTarget, self->s.angles2 ); //fire at target FireWeapon( self ); G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); self->count = level.time + firespeed; } /* ================ ddef_checktarget Used by DDef2_Think to check enemies for validity ================ */ qboolean ddef_checktarget( gentity_t *self, gentity_t *target, int range ) { vec3_t distance; trace_t trace; if( !target ) // Do we have a target? return qfalse; if( !target->inuse ) // Does the target still exist? return qfalse; if( target == self ) // is the target us? return qfalse; if( !target->client ) // is the target a bot or player? return qfalse; if( target->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) // is the target one of us? return qfalse; if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive? return qfalse; if( target->health <= 0 ) // is the target still alive? return qfalse; VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); if( VectorLength( distance ) > range ) // is the target within range? return qfalse; trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); if ( trace.contents & CONTENTS_SOLID ) // can we see the target? return qfalse; return qtrue; } /* ================ ddef_findenemy Used by DDef2_Think to locate enemy gentities ================ */ void ddef_findenemy( gentity_t *ent, int range ) { gentity_t *target; target = g_entities; //iterate through entities for (; target < &g_entities[ level.num_entities ]; target++) { //if target is not valid keep searching if( !ddef_checktarget( ent, target, range ) ) continue; //we found a target ent->enemy = target; return; } //couldn't find a target ent->enemy = NULL; } /* ================ DDef2_Think think function for Droid Defense ================ */ void DDef2_Think( gentity_t *self ) { int range = BG_FindRangeForBuildable( self->s.clientNum ); int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum ); self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } //if the current target is not valid find a new one if( !ddef_checktarget( self, self->enemy, range ) ) ddef_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 ) ddef_fireonenemy( self, firespeed ); } //================================================================================== /* ================ HRpt_Think Think for human power repeater ================ */ void HRpt_Think( gentity_t *self ) { int i; int count = 0; qboolean reactor = qfalse; gentity_t *ent; //iterate through entities for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.clientNum == BA_H_SPAWN && ent->parentNode == self ) count++; if( ent->s.clientNum == BA_H_REACTOR ) reactor = qtrue; } //if repeater has children and there is a reactor then this is active if( count && reactor ) self->active = qtrue; else self->active = qfalse; self->powered = reactor; self->nextthink = level.time + REFRESH_TIME; } //================================================================================== /* ================ HMCU_Activate Called when a human activates an MCU ================ */ void HMCU_Activate( gentity_t *self, gentity_t *other, gentity_t *activator ) { //only humans can activate this if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) return; //if this is powered then call the mcu menu if( self->powered ) G_AddPredictableEvent( activator, EV_MENU, MN_H_MCU ); else G_AddPredictableEvent( activator, EV_MENU, MN_H_MCUPOWER ); } /* ================ HMCU_Think Think for mcu ================ */ void HMCU_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + REFRESH_TIME; self->powered = findPower( self ); } //================================================================================== /* ================ HDCC_Think Think for dcc ================ */ void HDCC_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + REFRESH_TIME; self->powered = findPower( self ); } //================================================================================== /* ================ HFM_Touch Called when a floatmine is triggered ================ */ void HFM_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) { //can't blow up twice if( self->health <= 0 ) return; //go boom G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); } /* ================ HFM_Die Called when a floatmine dies ================ */ void HFM_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { vec3_t dir; // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = -1; //do a bit of radius damage G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath ); //pretty events and item cleanup self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; self->think = freeBuildable; self->die = nullDieFunction; self->nextthink = level.time + 100; trap_LinkEntity( self ); } /* ================ HFM_Think Think for floatmine ================ */ void HFM_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + REFRESH_TIME; if( !( self->powered = findPower( self ) ) ) G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); } //================================================================================== //TA: the following defense turret code was written by // "fuzzysteve" (fuzzysteve@quakefiles.com) and // Anthony "inolen" Pesch (www.inolen.com) //with (heavy) modifications by me of course :) #define HDEF1_ANGULARSPEED 10 //degrees/think ~= 200deg/sec #define HDEF1_ACCURACYTOLERANCE HDEF1_ANGULARSPEED / 2 //angular difference for turret to fire #define HDEF1_VERTICALCAP 20 //+/- maximum pitch #define HDEF1_PROJSPEED 2000.0f //speed of projectile (used in prediction) /* ================ hdef1_trackenemy Used by HDef1_Think to track enemy location ================ */ qboolean hdef1_trackenemy( gentity_t *self ) { vec3_t dirToTarget, angleToTarget, angularDiff; float temp; float distanceToTarget = BG_FindRangeForBuildable( self->s.clientNum ); float timeTilImpact; vec3_t halfAcceleration; vec3_t thirdJerk; int i; VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); //lead targets #if 0 distanceToTarget = VectorLength( dirToTarget ); timeTilImpact = distanceToTarget / 2000.0f; VectorMA( self->enemy->s.pos.trBase, timeTilImpact, self->enemy->s.pos.trDelta, dirToTarget ); VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget ); #endif //better, but more expensive method if( self->dcced ) { VectorScale( self->enemy->acceleration, 1.0f / 2.0f, halfAcceleration ); VectorScale( self->enemy->jerk, 1.0f / 3.0f, thirdJerk ); //O( time ) - worst case O( time ) = 250 iterations for( i = 0; ( i * HDEF1_PROJSPEED ) / 1000.0f < distanceToTarget; i++ ) { float time = (float)i / 1000.0f; VectorMA( self->enemy->s.pos.trBase, time, self->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 ); distanceToTarget -= self->enemy->r.maxs[ 0 ]; } } VectorNormalize( dirToTarget ); vectoangles( dirToTarget, 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 ] < -HDEF1_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] += HDEF1_ANGULARSPEED; else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] -= HDEF1_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 < -HDEF1_VERTICALCAP ) self->s.angles2[ PITCH ] = (-360)+HDEF1_VERTICALCAP; else if( temp > HDEF1_VERTICALCAP ) self->s.angles2[ PITCH ] = -HDEF1_VERTICALCAP; //if not pointing at our target then move accordingly if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] += HDEF1_ANGULARSPEED; else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] -= HDEF1_ANGULARSPEED; else self->s.angles2[ YAW ] = angleToTarget[ YAW ]; trap_LinkEntity( self ); //if pointing at our target return true if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE && abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE ) return qtrue; return qfalse; } #define HDEF2_ANGULARSPEED 20 //degrees/think ~= 200deg/sec #define HDEF2_ACCURACYTOLERANCE HDEF2_ANGULARSPEED / 2 //angular difference for turret to fire #define HDEF2_VERTICALCAP 30 //- maximum pitch /* ================ hdef2_trackenemy Used by HDef1_Think to track enemy location ================ */ qboolean hdef2_trackenemy( gentity_t *self ) { vec3_t dirToTarget, angleToTarget, angularDiff; float temp; VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); vectoangles( dirToTarget, 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 ] < -HDEF2_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] += HDEF2_ANGULARSPEED; else if( angularDiff[ PITCH ] > HDEF2_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] -= HDEF2_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 < -HDEF2_VERTICALCAP ) self->s.angles2[ PITCH ] = (-360)+HDEF2_VERTICALCAP; //if not pointing at our target then move accordingly if( angularDiff[ YAW ] < -HDEF2_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] += HDEF2_ANGULARSPEED; else if( angularDiff[ YAW ] > HDEF2_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] -= HDEF2_ANGULARSPEED; else self->s.angles2[ YAW ] = angleToTarget[ YAW ]; trap_LinkEntity( self ); //if pointing at our target return true if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF2_ACCURACYTOLERANCE && abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF2_ACCURACYTOLERANCE ) return qtrue; return qfalse; } #define HDEF3_ANGULARSPEED 2 //degrees/think ~= 200deg/sec #define HDEF3_ACCURACYTOLERANCE HDEF3_ANGULARSPEED / 2 //angular difference for turret to fire #define HDEF3_VERTICALCAP 15 //+/- maximum pitch /* ================ hdef3_trackenemy Used by HDef1_Think to track enemy location ================ */ qboolean hdef3_trackenemy( gentity_t *self ) { vec3_t dirToTarget, angleToTarget, angularDiff; float temp; VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); vectoangles( dirToTarget, 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 ] < -HDEF3_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] += HDEF3_ANGULARSPEED; else if( angularDiff[ PITCH ] > HDEF3_ACCURACYTOLERANCE ) self->s.angles2[ PITCH ] -= HDEF3_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 < -HDEF3_VERTICALCAP ) self->s.angles2[ PITCH ] = (-360)+HDEF3_VERTICALCAP; else if( temp > HDEF3_VERTICALCAP ) self->s.angles2[ PITCH ] = -HDEF3_VERTICALCAP; //if not pointing at our target then move accordingly if( angularDiff[ YAW ] < -HDEF3_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] += HDEF3_ANGULARSPEED; else if( angularDiff[ YAW ] > HDEF3_ACCURACYTOLERANCE ) self->s.angles2[ YAW ] -= HDEF3_ANGULARSPEED; else self->s.angles2[ YAW ] = angleToTarget[ YAW ]; trap_LinkEntity( self ); //if pointing at our target return true if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF3_ACCURACYTOLERANCE && abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF3_ACCURACYTOLERANCE ) return qtrue; return qfalse; } /* ================ hdef_fireonemeny Used by HDef_Think to fire at enemy ================ */ void hdef_fireonenemy( gentity_t *self, int firespeed ) { //fire at target FireWeapon( self ); G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); self->count = level.time + firespeed; } /* ================ hdef_checktarget Used by HDef_Think to check enemies for validity ================ */ qboolean hdef_checktarget( gentity_t *self, gentity_t *target, int range ) { vec3_t distance; trace_t trace; if( !target ) // Do we have a target? return qfalse; if( !target->inuse ) // Does the target still exist? return qfalse; if( target == self ) // is the target us? return qfalse; if( !target->client ) // is the target a bot or player? return qfalse; if( target->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) // is the target one of us? return qfalse; if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive? return qfalse; if( target->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) // is the target alive? return qfalse; if( target->health <= 0 ) // is the target still alive? return qfalse; if( self->dcced && target->targeted && target->targeted->powered ) //some turret has already selected this target return qfalse; VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance ); if( VectorLength( distance ) > range ) // is the target within range? return qfalse; trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_OPAQUE ); if( trace.fraction < 1.0 ) // can we see the target? return qfalse; return qtrue; } /* ================ hdef_findenemy Used by HDef_Think to locate enemy gentities ================ */ void hdef_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( !hdef_checktarget( ent, target, range ) ) continue; //we found a target ent->enemy = target; return; } //couldn't find a target ent->enemy = NULL; } /* ================ HDef_Think think function for Human Defense ================ */ void HDef_Think( gentity_t *self ) { int range = BG_FindRangeForBuildable( self->s.clientNum ); int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum ); self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum ); //find power for self self->powered = findPower( self ); //if not powered don't do anything and check again for power next think if( !self->powered ) { self->nextthink = level.time + REFRESH_TIME; return; } //find a dcc for self self->dcced = findDCC( self ); //if the current target is not valid find a new one if( !hdef_checktarget( self, self->enemy, range ) ) { if( self->enemy ) self->enemy->targeted = NULL; hdef_findenemy( self, range ); } //if a new target cannot be found don't do anything if( !self->enemy ) return; self->enemy->targeted = self; //if we are pointing at our target and we can fire shoot it switch( self->s.clientNum ) { case BA_H_DEF1: if( hdef1_trackenemy( self ) && ( self->count < level.time ) ) hdef_fireonenemy( self, firespeed ); break; case BA_H_DEF2: if( hdef2_trackenemy( self ) && ( self->count < level.time ) ) hdef_fireonenemy( self, firespeed ); break; case BA_H_DEF3: if( hdef3_trackenemy( self ) && ( self->count < level.time ) ) hdef_fireonenemy( self, firespeed ); break; default: Com_Printf( S_COLOR_YELLOW "WARNING: Unknown turret type in think\n" ); break; } } //================================================================================== /* ================ HSpawn_blast Called when a human spawn explodes think function ================ */ void HSpawn_Blast( gentity_t *self ) { vec3_t dir; // we don't have a valid direction, so just point straight up dir[0] = dir[1] = 0; dir[2] = 1; self->s.modelindex = 0; //don't draw the model once its destroyed G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) ); self->r.contents = CONTENTS_TRIGGER; self->timestamp = level.time; //do some radius damage G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, self->splashRadius, self, self->splashMethodOfDeath ); self->think = freeBuildable; self->nextthink = level.time + 100; } /* ================ HSpawn_die Called when a human spawn dies ================ */ void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { //pretty events and cleanup G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); self->die = nullDieFunction; self->think = HSpawn_Blast; self->nextthink = level.time + 15000; //wait 1.5 seconds before damaging others self->powered = qfalse; //free up power trap_LinkEntity( self ); } /* ================ HSpawn_Think Think for human spawn ================ */ void HSpawn_Think( gentity_t *self ) { //search for power self->nextthink = level.time + REFRESH_TIME; self->powered = findPower( self ); } //================================================================================== /* ================ G_itemFits Checks to see if an item fits in a specific area ================ */ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance ) { vec3_t forward; vec3_t angles; vec3_t player_origin, entity_origin; vec3_t mins, maxs; vec3_t temp_v; trace_t tr1, tr2; int i; itemBuildError_t reason = IBE_NONE; gentity_t *tempent, *closestPower; int minDistance = 10000; int templength; VectorCopy( ent->s.apos.trBase, angles ); angles[PITCH] = 0; // always forward AngleVectors( angles, forward, NULL, NULL ); VectorCopy( ent->s.pos.trBase, player_origin ); VectorMA( player_origin, distance, forward, entity_origin ); BG_FindBBoxForBuildable( buildable, mins, maxs ); trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID ); //this item does not fit here if( tr1.fraction < 1.0 || tr2.fraction < 1.0 ) return IBE_NOROOM; //NO other reason is allowed to override this if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) { //droid criteria //check there is creep near by for building on if( BG_FindCreepTestForBuildable( buildable ) ) { for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_D_SPAWN || tempent->s.clientNum == BA_D_HIVEMIND ) { VectorSubtract( entity_origin, tempent->s.origin, temp_v ); if( VectorLength( temp_v ) <= ( CREEP_BASESIZE * 3 ) ) break; } } if( i >= level.num_entities ) reason = IBE_NOCREEP; } //look for a hivemind for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_D_HIVEMIND ) break; } //if none found... if( i >= level.num_entities && buildable != BA_D_HIVEMIND ) { if( buildable == BA_D_SPAWN ) reason = IBE_SPWNWARN; else reason = IBE_NOHIVEMIND; } //can we only have one of these? if( BG_FindUniqueTestForBuildable( buildable ) ) { for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_D_HIVEMIND ) { reason = IBE_HIVEMIND; break; } } } if( level.droidBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) reason = IBE_NOASSERT; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { //human criteria closestPower = g_entities + 1; //FIXME //find the nearest power entity for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_H_REACTOR || tempent->s.clientNum == BA_H_REPEATER ) { VectorSubtract( entity_origin, tempent->s.origin, temp_v ); templength = VectorLength( temp_v ); if( templength < minDistance && ( tempent->active || buildable == BA_H_SPAWN ) ) { closestPower = tempent; minDistance = templength; } } } //if this power entity satisfies expression if( !( ( closestPower->s.clientNum == BA_H_REACTOR && minDistance <= REACTOR_BASESIZE ) || ( closestPower->s.clientNum == BA_H_REPEATER && minDistance <= REPEATER_BASESIZE && ( ( buildable == BA_H_SPAWN && closestPower->powered ) || ( closestPower->powered && closestPower->active ) ) ) ) ) { //tell player to build a repeater to provide power if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER ) reason = IBE_REPEATER; //warn that the current spawn will not be externally powered if( buildable == BA_H_SPAWN ) reason = IBE_RPLWARN; } //check that there is a parent reactor when building a repeater if( buildable == BA_H_REPEATER ) { for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_H_REACTOR ) break; } if( i >= level.num_entities ) reason = IBE_RPTWARN; } //can we only build one of these? if( BG_FindUniqueTestForBuildable( buildable ) ) { for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ ) { if( tempent->s.clientNum == BA_H_REACTOR ) { reason = IBE_REACTOR; break; } } } if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 ) reason = IBE_NOPOWER; } return reason; } /* ================ G_buildItem Spawns a buildable ================ */ gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, float speed ) { vec3_t forward; vec3_t angles; vec3_t origin; gentity_t *built; VectorCopy( ent->s.apos.trBase, angles ); angles[PITCH] = 0; // always forward AngleVectors( angles, forward, NULL, NULL ); VectorCopy( ent->s.pos.trBase, origin ); VectorMA( origin, distance, forward, origin ); //spawn the buildable built = G_Spawn(); built->s.eType = ET_BUILDABLE; built->classname = BG_FindEntityNameForBuildable( buildable ); built->item = BG_FindItemForBuildable( buildable ); built->s.modelindex = built->item - bg_itemlist; // store item number in modelindex built->s.clientNum = buildable; //so we can tell what this is on the client side BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs ); built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable ); built->health = BG_FindHealthForBuildable( buildable ); built->damage = BG_FindDamageForBuildable( buildable ); built->splashDamage = BG_FindSplashDamageForBuildable( buildable ); built->splashRadius = BG_FindSplashRadiusForBuildable( buildable ); built->splashMethodOfDeath = BG_FindMODForBuildable( buildable ); G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); built->nextthink = BG_FindNextThinkForBuildable( buildable ); //things that vary for each buildable that aren't in the dbase switch( buildable ) { case BA_D_SPAWN: built->die = DSpawn_Die; built->think = DSpawn_Think; built->pain = DSpawn_Pain; break; case BA_D_BARRICADE: built->die = DBarricade_Die; built->think = DBarricade_Think; built->pain = DBarricade_Pain; break; case BA_D_ACIDTUBE: built->die = DBarricade_Die; built->think = DAcidTube_Think; built->pain = DSpawn_Pain; break; /* case BA_D_DEF2: built->die = DDef1_Die; built->think = DDef2_Think; built->pain = DSpawn_Pain; built->enemy = NULL; built->s.weapon = BG_FindProjTypeForBuildable( buildable ); break;*/ case BA_D_HIVEMIND: built->die = DSpawn_Die; built->pain = DSpawn_Pain; break; case BA_H_SPAWN: built->die = HSpawn_Die; built->think = HSpawn_Think; break; case BA_H_DEF1: case BA_H_DEF2: case BA_H_DEF3: built->die = HSpawn_Die; built->think = HDef_Think; built->enemy = NULL; built->s.weapon = BG_FindProjTypeForBuildable( buildable ); break; case BA_H_MCU: built->think = HMCU_Think; built->die = HSpawn_Die; built->use = HMCU_Activate; break; case BA_H_DCC: built->think = HDCC_Think; built->die = HSpawn_Die; break; case BA_H_REACTOR: built->die = HSpawn_Die; built->powered = built->active = qtrue; break; case BA_H_REPEATER: built->think = HRpt_Think; built->die = HSpawn_Die; break; case BA_H_FLOATMINE: built->think = HFM_Think; built->die = HFM_Die; built->touch = HFM_Touch; break; default: //erk break; } built->takedamage = qtrue; built->s.number = built - g_entities; built->r.contents = CONTENTS_BODY; built->clipmask = MASK_PLAYERSOLID; if( ent->client ) built->builtBy = ent->client->ps.clientNum; else built->builtBy = -1; G_SetOrigin( built, origin ); VectorCopy( angles, built->s.angles ); built->s.angles2[ YAW ] = angles[ YAW ]; VectorCopy( origin, built->s.origin ); built->s.pos.trType = BG_FindTrajectoryForBuildable( buildable ); built->physicsBounce = BG_FindBounceForBuildable( buildable ); built->s.pos.trTime = level.time; AngleVectors( ent->s.apos.trBase, built->s.pos.trDelta, NULL, NULL ); VectorScale( built->s.pos.trDelta, speed, built->s.pos.trDelta ); VectorSet( built->s.origin2, 0.0f, 0.0f, 1.0f ); G_AddEvent( built, EV_BUILD_CONSTRUCT, BANIM_CONSTRUCT1 ); trap_LinkEntity( built ); return built; }