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|
/*
* 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"
/*
================
nullDieFunction
hack to prevent compilers complaining about function pointer -> NULL conversion
================
*/
void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
}
/*
================
D_CreepRecede
Called when an droid spawn dies
================
*/
void D_CreepRecede( gentity_t *self )
{
if( ( self->timestamp + 100 ) == level.time )
G_AddEvent( self, EV_ITEM_RECEDE, 0 );
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else
G_FreeEntity( self );
}
/*
================
DSpawn_Melt
Called when an droid spawn dies
================
*/
void DSpawn_Melt( gentity_t *self )
{
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, 2,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
if( ( self->timestamp + 500 ) == level.time )
G_AddEvent( self, EV_ITEM_RECEDE, 0 );
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else
G_FreeEntity( self );
//update spawn counts
CalculateRanks( );
}
/*
================
DSpawn_Die
Called when an droid spawn dies
================
*/
void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = DSpawn_Melt;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
DDef1_Die
Called when an droid spawn dies
================
*/
void DDef1_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = D_CreepRecede;
self->nextthink = level.time + 100;
trap_LinkEntity( self );
}
/*
================
DSpawn_Think
think function for Droid Spawn
================
*/
void DSpawn_Think( gentity_t *self )
{
/*if( self->parentNode == NULL )
self->parentNode = createCreepNode( self );
VectorCopy( self->s.origin, self->parentNode->s.origin );*/
self->nextthink = level.time + 100;
}
/*
================
DDef1_Think
think function for Droid Spawn
================
*/
void DDef1_Think( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestSpawn;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
vec3_t dir = { 0, 0, 1 }; //up
if( ( self->parentNode == NULL ) || !self->parentNode->inuse )
{
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !Q_stricmp( ent->classname, "team_droid_spawn" ) )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance )
{
closestSpawn = ent;
minDistance = distance;
}
}
}
if( minDistance <= ( CREEP_BASESIZE * 3 ) )
self->parentNode = closestSpawn;
else
{
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
return;
}
}
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->nextthink = level.time + 100;
}
//TA: the following defense turret code was written by
// "fuzzysteve" (fuzzysteve@quakefiles.com) and
// Anthony "inolen" Pesch (www.inolen.com)
//with modifications by me of course :)
#define HDEF1_RANGE 500
#define HDEF1_ANGULARSPEED 10
#define HDEF1_FIRINGSPEED 200
#define HDEF1_ACCURACYTOLERANCE 10
#define HDEF1_VERTICALCAP 20
/*
================
hdef1_trackenemy
Used by HDef1_Think to track enemy location
================
*/
qboolean hdef1_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->turloc[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->turloc[ YAW ], angleToTarget[ YAW ] );
if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE )
self->turloc[ PITCH ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE )
self->turloc[ PITCH ] -= HDEF1_ANGULARSPEED;
else
self->turloc[ PITCH ] = angleToTarget[ PITCH ];
if( self->turloc[ PITCH ] < -HDEF1_VERTICALCAP )
self->turloc[ PITCH ] = -HDEF1_VERTICALCAP;
if( self->turloc[ PITCH ] > HDEF1_VERTICALCAP )
self->turloc[ PITCH ] = HDEF1_VERTICALCAP;
if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE )
self->turloc[ YAW ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE )
self->turloc[ YAW ] -= HDEF1_ANGULARSPEED;
else
self->turloc[ YAW ] = angleToTarget[ YAW ];
VectorCopy( self->turloc, self->s.angles2 );
trap_LinkEntity( self );
if( abs( angleToTarget[ YAW ] - self->turloc[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE &&
abs( angleToTarget[ PITCH ] - self->turloc[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE )
return qtrue;
return qfalse;
}
/*
================
hdef1_fireonemeny
Used by HDef1_Think to fire at enemy
================
*/
void hdef1_fireonenemy( gentity_t *self )
{
vec3_t aimVector;
AngleVectors( self->turloc, aimVector, NULL, NULL );
//fire_flamer( self, self->s.pos.trBase, aimVector );
fire_plasma( self, self->s.pos.trBase, aimVector );
G_AddEvent( self, EV_FIRE_WEAPON, 0 );
self->count = level.time + HDEF1_FIRINGSPEED;
}
/*
================
hdef1_checktarget
Used by HDef1_Think to check enemies for validity
================
*/
qboolean hdef1_checktarget(gentity_t *self, gentity_t *target)
{
vec3_t distance;
trace_t trace;
if( !target ) // Do we have a target?
return qfalse;
if( !target->inuse ) // Does the target still exist?
return qfalse;
if( target == self ) // is the target us?
return qfalse;
if( !target->client ) // is the target a bot or player?
return qfalse;
if( target->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) // is the target one of us?
return qfalse;
if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive?
return qfalse;
if( target->health <= 0 ) // is the target still alive?
return qfalse;
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance );
if( VectorLength( distance ) > HDEF1_RANGE ) // is the target within range?
return qfalse;
trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT );
if ( trace.contents & CONTENTS_SOLID ) // can we see the target?
return qfalse;
return qtrue;
}
/*
================
hdef1_findenemy
Used by HDef1_Think to locate enemy gentities
================
*/
void hdef1_findenemy( gentity_t *ent )
{
gentity_t *target;
target = g_entities;
for (; target < &g_entities[ level.num_entities ]; target++)
{
if( !hdef1_checktarget( ent, target ) )
continue;
ent->enemy = target;
return;
}
ent->enemy = NULL;
}
/*
================
HDef1_Think
think function for Human Defense
================
*/
void HDef1_Think( gentity_t *self )
{
self->nextthink = level.time + 50;
if( !hdef1_checktarget( self, self->enemy) )
hdef1_findenemy( self );
if( !self->enemy )
return;
if( hdef1_trackenemy( self ) && ( self->count < level.time ) )
hdef1_fireonenemy( self );
}
/*
================
HSpawn_blast
Called when a human spawn explodes
think function
================
*/
void HSpawn_Blast( gentity_t *self )
{
G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath );
G_FreeEntity( self );
trap_LinkEntity( self );
//update spawn counts
CalculateRanks( );
}
/*
================
HSpawn_die
Called when a human spawn dies
================
*/
void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = HSpawn_Blast;
self->nextthink = level.time + 1000; //wait 1.5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
itemFits
Checks to see if an item fits in a specific area
================
*/
qboolean itemFits( gentity_t *ent, gitem_t *item, int distance )
{
vec3_t forward;
vec3_t angles;
vec3_t player_origin, entity_origin;
vec3_t mins, maxs;
vec3_t temp_v;
trace_t tr1, tr2;
int i;
gentity_t *creepent;
qboolean creeptest;
qboolean nearcreep = qfalse;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, player_origin );
VectorMA( player_origin, distance, forward, entity_origin );
if( !Q_stricmp( item->classname, "team_droid_spawn" ) )
{
creeptest = qfalse;
VectorSet( mins, -15, -15, -15 );
VectorSet( maxs, 15, 15, 15 );
}
else if( !Q_stricmp( item->classname, "team_droid_def1" ) )
{
creeptest = qtrue;
VectorSet( mins, -15, -15, -15 );
VectorSet( maxs, 15, 15, 15 );
}
else if( !Q_stricmp( item->classname, "team_human_spawn" ) )
{
creeptest = qfalse;
VectorSet( mins, -40, -40, -4 );
VectorSet( maxs, 40, 40, 4 );
}
else if( !Q_stricmp( item->classname, "team_human_def1" ) )
{
creeptest = qfalse;
VectorSet( mins, -24, -24, -11 );
VectorSet( maxs, 24, 24, 11 );
}
else if( !Q_stricmp( item->classname, "team_human_mcu" ) )
{
creeptest = qfalse;
VectorSet( mins, -15, -15, -15 );
VectorSet( maxs, 15, 15, 15 );
}
trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID );
trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID );
if( creeptest )
{
for ( i = 1, creepent = g_entities + i; i < level.num_entities; i++, creepent++ )
{
if( !Q_stricmp( creepent->classname, "team_droid_spawn" ) )
{
VectorSubtract( entity_origin, creepent->s.origin, temp_v );
if( VectorLength( temp_v ) <= ( CREEP_BASESIZE * 3 ) )
{
nearcreep = qtrue;
break;
}
}
}
}
else
nearcreep = qtrue;
if( tr1.fraction >= 1.0 && tr2.fraction >= 1.0 && nearcreep )
return qtrue;
else
return qfalse;
}
/*
================
Build_Item
Spawns an item and tosses it forward
================
*/
gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance ) {
vec3_t forward;
vec3_t angles;
vec3_t origin;
gentity_t *built;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, origin );
VectorMA( origin, distance, forward, origin );
built = G_Spawn();
built->s.eType = ET_BUILDABLE;
built->s.modelindex = item - bg_itemlist; // store item number in modelindex
built->classname = item->classname;
built->item = item;
if( !Q_stricmp( item->classname, "team_droid_spawn" ) )
{
VectorSet( built->r.mins, -15, -15, -15 );
VectorSet( built->r.maxs, 15, 15, 15 );
built->biteam = BIT_DROIDS;
built->takedamage = qtrue;
built->health = 1000;
built->damage = 50;
built->splashDamage = 50;
built->splashRadius = 200;
built->splashMethodOfDeath = MOD_ASPAWN;
built->s.modelindex2 = BIT_DROIDS;
G_AddEvent( built, EV_ITEM_GROW, 0 );
//built->touch = ASpawn_Touch;
built->die = DSpawn_Die;
//built->pain = ASpawn_Pain;
built->think = DSpawn_Think;
built->nextthink = level.time + 100;
}
else if( !Q_stricmp( item->classname, "team_droid_def1" ) )
{
VectorSet( built->r.mins, -15, -15, -15 );
VectorSet( built->r.maxs, 15, 15, 15 );
built->biteam = BIT_DROIDS;
built->takedamage = qtrue;
built->health = 1000;
built->damage = 50;
built->splashDamage = 20;
built->splashRadius = 50;
built->splashMethodOfDeath = MOD_ASPAWN;
built->s.modelindex2 = BIT_DROIDS;
G_AddEvent( built, EV_ITEM_GROW, 0 );
//built->touch = ASpawn_Touch;
built->die = DDef1_Die;
//built->pain = ASpawn_Pain;
built->think = DDef1_Think;
built->nextthink = level.time + 100;
}
else if( !Q_stricmp( item->classname, "team_human_spawn" ) )
{
VectorSet( built->r.mins, -40, -40, -4 );
VectorSet( built->r.maxs, 40, 40, 4 );
built->biteam = BIT_HUMANS;
built->takedamage = qtrue;
built->health = 1000;
built->damage = 50;
built->splashDamage = 50;
built->splashRadius = 150;
built->splashMethodOfDeath = MOD_HSPAWN;
built->s.modelindex2 = BIT_HUMANS;
//built->touch = HSpawn_Touch;
//built->think = HSpawn_Think;
//built->nextthink = level.time + 1000;
built->die = HSpawn_Die;
//built->pain = HSpawn_Pain;
}
else if( !Q_stricmp( item->classname, "team_human_def1" ) )
{
VectorSet( built->r.mins, -24, -24, -11 );
VectorSet( built->r.maxs, 24, 24, 11 );
built->biteam = BIT_HUMANS;
built->takedamage = qtrue;
built->health = 1000;
built->damage = 50;
built->splashDamage = 20;
built->splashRadius = 50;
built->splashMethodOfDeath = MOD_HSPAWN;
built->s.modelindex2 = BIT_HUMANS;
//built->touch = ASpawn_Touch;
built->die = HSpawn_Die;
//built->pain = ASpawn_Pain;
built->think = HDef1_Think;
built->enemy = NULL;
built->nextthink = level.time + 50;
}
else if( !Q_stricmp( item->classname, "team_human_mcu" ) )
{
VectorSet( built->r.mins, -15, -15, -15 );
VectorSet( built->r.maxs, 15, 15, 15 );
built->biteam = BIT_HUMANS;
built->takedamage = qtrue;
built->health = 1000;
built->damage = 50;
built->splashDamage = 50;
built->splashRadius = 150;
built->splashMethodOfDeath = MOD_HSPAWN;
built->s.modelindex2 = BIT_HUMANS;
//built->touch = HSpawn_Touch;
//built->think = HSpawn_Think;
//built->nextthink = level.time + 1000;
built->die = HSpawn_Die;
//built->pain = HSpawn_Pain;
}
built->s.number = built - g_entities;
built->r.contents = CONTENTS_BODY;
built->clipmask = MASK_PLAYERSOLID;
G_SetOrigin( built, origin );
VectorCopy( angles, built->s.angles );
built->turloc[ YAW ] = built->s.angles2[ YAW ] = angles[ YAW ];
VectorCopy( origin, built->s.origin );
built->s.pos.trType = TR_GRAVITY;
built->s.pos.trTime = level.time;
//update spawn counts
CalculateRanks( );
trap_LinkEntity (built);
return built;
}
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