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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
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, const vec3_t origin,
const 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, qboolean searchUnspawned )
{
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;
}
// 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 ) &&
( searchUnspawned || 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++ )
{
if( ent2->s.eType != ET_BUILDABLE )
continue;
if( ent2 == self )
continue;
if( ent2->parentNode == 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++ )
{
if( ent2->s.eType != ET_BUILDABLE )
continue;
if( ent2 == self )
continue;
if( ent2->parentNode == ent )
buildPoints -= BG_Buildable( ent2->s.modelindex )->buildPoints;
}
if( ent->usesBuildPointZone && level.buildPointZones[ ent->buildPointZone ].active )
buildPoints -= level.buildPointZones[ ent->buildPointZone ].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;
}
}
}
}
self->parentNode = closestPower;
return self->parentNode != NULL;
}
/*
================
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, qfalse ) )
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, qfalse ) )
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 )
{
if( G_TimeTilSuddenDeath( ) <= 0 )
{
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->usesBuildPointZone && level.buildPointZones[ powerPoint->buildPointZone ].active )
{
return level.buildPointZones[ powerPoint->buildPointZone ].totalBuildPoints -
level.buildPointZones[ powerPoint->buildPointZone ].queuedBuildPoints;
}
// Return the BP of the main zone by default
return level.humanBuildPoints;
}
return 0;
}
/*
==================
G_GetMarkedBuildPoints
Get the number of marked build points from a position
==================
*/
int G_GetMarkedBuildPoints( const vec3_t pos, team_t team )
{
gentity_t *ent;
int i;
int sum = 0;
if( G_TimeTilSuddenDeath( ) <= 0 )
return 0;
if( !g_markDeconstruct.integer )
return 0;
for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( ent->s.eType != ET_BUILDABLE )
continue;
if( team == TEAM_HUMANS &&
ent->s.modelindex != BA_H_REACTOR &&
ent->s.modelindex != BA_H_REPEATER &&
ent->parentNode != G_PowerEntityForPoint( pos ) )
continue;
if( !ent->inuse )
continue;
if( ent->health <= 0 )
continue;
if( ent->buildableTeam != team )
continue;
if( ent->deconstruct )
sum += BG_Buildable( ent->s.modelindex )->buildPoints;
}
return sum;
}
/*
==================
G_InPowerZone
See if a buildable is inside of another power zone.
Return pointer to provider if so.
It's different from G_FindPower because FindPower for
providers will find themselves.
(This doesn't check if power zones overlap)
==================
*/
gentity_t *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 ent;
else if( ent->s.modelindex == BA_H_REPEATER && distance <= REPEATER_BASESIZE )
return ent;
}
}
return NULL;
}
/*
================
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
================
*/
static 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->flags & FL_NOTARGET )
continue;
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_RewardAttackers( 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, g_entities + self->killedBy, 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_SetBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_SetIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->killedBy = attacker - g_entities;
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 )
G_Damage( self, NULL, g_entities + spawn->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_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 )
{
// don't queue the bp from this
if( ent->builtBy && ent->builtBy->slot >= 0 )
G_Damage( ent, NULL, g_entities + ent->builtBy->slot, NULL, NULL, 10000, 0, MOD_SUICIDE );
else
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 )
{
int i;
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( enemy->flags & FL_NOTARGET )
continue;
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;
if( enemy->flags & FL_NOTARGET )
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 );
if( Distance( tip_origin, enemy->s.origin ) > HIVE_SENSE_RANGE )
return qfalse;
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 )
{
int start;
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 );
if( num == 0 )
return;
start = rand( ) / ( RAND_MAX / num + 1 );
for( i = start; i < num + start; i++ )
{
if( AHive_CheckTarget( self, g_entities + entityList[ i % num ] ) )
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 );
}
//==================================================================================
/*
================
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;
if( other->flags & FL_NOTARGET )
return; // notarget cancels even beneficial effects?
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->flags & FL_NOTARGET ) // is the target cheating?
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;
int i;
int start;
// iterate through entities
// note that if we exist then level.num_entities != 0
start = rand( ) / ( RAND_MAX / level.num_entities + 1 );
for( i = start; i < level.num_entities + start; i++ )
{
target = g_entities + ( i % level.num_entities );
//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 qboolean G_SuicideIfNoPower( gentity_t *self )
{
if( self->buildableTeam != TEAM_HUMANS )
return qfalse;
if( !self->powered )
{
// if the power hasn't reached this buildable for some time, then destroy the buildable
if( self->count == 0 )
self->count = level.time;
else if( ( level.time - self->count ) >= HUMAN_BUILDABLE_INACTIVE_TIME )
{
if( self->parentNode )
G_Damage( self, NULL, g_entities + self->parentNode->killedBy,
NULL, NULL, self->health, 0, MOD_NOCREEP );
else
G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_NOCREEP );
return qtrue;
}
}
else
self->count = 0;
return qfalse;
}
/*
================
G_IdlePowerState
Set buildable idle animation to match power state
================
*/
static void G_IdlePowerState( gentity_t *self )
{
if( self->powered )
{
if( self->s.torsoAnim == BANIM_IDLE3 )
G_SetIdleBuildableAnim( self, BG_Buildable( self->s.modelindex )->idleAnim );
}
else
{
if( self->s.torsoAnim != BANIM_IDLE3 )
G_SetIdleBuildableAnim( self, BANIM_IDLE3 );
}
}
//==================================================================================
/*
================
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_RewardAttackers( 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, g_entities + self->killedBy, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath );
// begin freeing build points
G_QueueBuildPoints( self );
G_RewardAttackers( 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_SetBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_SetIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->killedBy = attacker - g_entities;
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;
// set parentNode
self->powered = G_FindPower( self, qfalse );
if( G_SuicideIfNoPower( self ) )
return;
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;
}
//==================================================================================
/*
================
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_SetBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_SetIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->killedBy = attacker - g_entities;
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->usesBuildPointZone )
{
buildPointZone_t *zone = &level.buildPointZones[self->buildPointZone];
zone->active = qfalse;
self->usesBuildPointZone = qfalse;
}
}
/*
================
HRepeater_Think
Think for human power repeater
================
*/
void HRepeater_Think( gentity_t *self )
{
int i;
gentity_t *powerEnt;
buildPointZone_t *zone;
self->powered = G_FindPower( self, qfalse );
powerEnt = G_InPowerZone( self );
if( powerEnt != NULL )
{
// If the repeater is inside of another power zone then suicide
// Attribute death to whoever built the reactor if that's a human,
// which will ensure that it does not queue the BP
if( powerEnt->builtBy && powerEnt->builtBy->slot >= 0 )
G_Damage( self, NULL, g_entities + powerEnt->builtBy->slot, NULL, NULL, self->health, 0, MOD_SUICIDE );
else
G_Damage( self, NULL, NULL, NULL, NULL, self->health, 0, MOD_SUICIDE );
return;
}
G_IdlePowerState( self );
// Initialise the zone once the repeater has spawned
if( self->spawned && ( !self->usesBuildPointZone || !level.buildPointZones[ self->buildPointZone ].active ) )
{
// See if a free zone exists
for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ )
{
zone = &level.buildPointZones[ i ];
if( !zone->active )
{
// Initialise the BP queue with no BP queued
zone->queuedBuildPoints = 0;
zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer;
zone->nextQueueTime = level.time;
zone->active = qtrue;
self->buildPointZone = zone - level.buildPointZones;
self->usesBuildPointZone = 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;
if( enemy->flags & FL_NOTARGET )
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, qfalse );
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, qfalse );
G_SuicideIfNoPower( self );
}
//==================================================================================
/*
================
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;
self->powered = G_FindPower( self, qfalse );
if( G_SuicideIfNoPower( self ) )
return;
G_IdlePowerState( 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 )
{
if( self->active )
{
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 ] ];
if( player->flags & FL_NOTARGET )
continue; // notarget cancels even beneficial effects?
//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->flags & FL_NOTARGET )
continue; // notarget cancels even beneficial effects?
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 ] < STAMINA_MAX ) &&
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 ] < STAMINA_MAX )
self->enemy->client->ps.stats[ STAT_STAMINA ] += STAMINA_MEDISTAT_RESTORE;
if( self->enemy->client->ps.stats[ STAT_STAMINA ] > STAMINA_MAX )
self->enemy->client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
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 )
return qfalse;
if( target->flags & FL_NOTARGET )
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;
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 ] < (-MGTURRET_ANGULARSPEED) )
self->s.angles2[ PITCH ] += MGTURRET_ANGULARSPEED;
else if( angularDiff[ PITCH ] > 0 && angularDiff[ PITCH ] > MGTURRET_ANGULARSPEED )
self->s.angles2[ PITCH ] -= MGTURRET_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 ] < ( -MGTURRET_ANGULARSPEED ) )
self->s.angles2[ YAW ] += MGTURRET_ANGULARSPEED;
else if( angularDiff[ YAW ] > 0 && angularDiff[ YAW ] > MGTURRET_ANGULARSPEED )
self->s.angles2[ YAW ] -= MGTURRET_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 ] ) - MGTURRET_ANGULARSPEED <=
MGTURRET_ACCURACY_TO_FIRE ) &&
( abs( angularDiff[ PITCH ] ) - MGTURRET_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;
int start;
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 );
if( num == 0 )
return;
start = rand( ) / ( RAND_MAX / num + 1 );
for( i = start; i < num + start ; i++ )
{
target = &g_entities[ entityList[ i % num ] ];
if( !HMGTurret_CheckTarget( self, target, qtrue ) )
continue;
self->enemy = target;
self->enemy->targeted = self;
return;
}
}
/*
================
HMGTurret_State
Raise or lower MG turret towards desired state
================
*/
enum {
MGT_STATE_INACTIVE,
MGT_STATE_DROP,
MGT_STATE_RISE,
MGT_STATE_ACTIVE
};
static qboolean HMGTurret_State( gentity_t *self, int state )
{
float angle;
if( self->waterlevel == state )
return qfalse;
angle = AngleNormalize180( self->s.angles2[ PITCH ] );
if( state == MGT_STATE_INACTIVE )
{
if( angle < MGTURRET_VERTICALCAP )
{
if( self->waterlevel != MGT_STATE_DROP )
{
self->speed = 0.25f;
self->waterlevel = MGT_STATE_DROP;
}
else
self->speed *= 1.25f;
self->s.angles2[ PITCH ] =
MIN( MGTURRET_VERTICALCAP, angle + self->speed );
return qtrue;
}
else
self->waterlevel = MGT_STATE_INACTIVE;
}
else if( state == MGT_STATE_ACTIVE )
{
if( !self->enemy && angle > 0.0f )
{
self->waterlevel = MGT_STATE_RISE;
self->s.angles2[ PITCH ] =
MAX( 0.0f, angle - MGTURRET_ANGULARSPEED * 0.5f );
}
else
self->waterlevel = MGT_STATE_ACTIVE;
}
return qfalse;
}
/*
================
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;
self->powered = G_FindPower( self, qfalse );
if( G_SuicideIfNoPower( self ) )
return;
G_IdlePowerState( self );
// If not powered or spawned don't do anything
if( !self->powered )
{
// if power loss drop turret
if( self->spawned &&
HMGTurret_State( self, MGT_STATE_INACTIVE ) )
return;
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 newly powered raise turret
HMGTurret_State( self, MGT_STATE_ACTIVE );
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;
self->powered = G_FindPower( self, qfalse );
if( G_SuicideIfNoPower( self ) )
return;
G_IdlePowerState( self );
//if not powered don't do anything and check again for power next think
if( !self->powered )
{
self->s.eFlags &= ~EF_FIRING;
self->nextthink = level.time + POWER_REFRESH_TIME;
return;
}
if( self->spawned && self->timestamp < level.time )
{
vec3_t origin, range, mins, maxs;
int entityList[ MAX_GENTITIES ], i, num;
// Communicates firing state to client
self->s.eFlags &= ~EF_FIRING;
// Move the muzzle from the entity origin up a bit to fire over turrets
VectorMA( self->s.origin, self->r.maxs[ 2 ], self->s.origin2, origin );
VectorSet( range, TESLAGEN_RANGE, TESLAGEN_RANGE, TESLAGEN_RANGE );
VectorAdd( origin, range, maxs );
VectorSubtract( 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->flags & FL_NOTARGET )
continue;
if( self->enemy->client && self->enemy->health > 0 &&
self->enemy->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS &&
Distance( origin, self->enemy->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;
}
}
}
//==================================================================================
/*
============
G_QueueValue
============
*/
static int G_QueueValue( gentity_t *self )
{
int i;
int damageTotal = 0;
int queuePoints;
double queueFraction = 0;
for( i = 0; i < level.maxclients; i++ )
{
gentity_t *player = g_entities + i;
damageTotal += self->credits[ i ];
if( self->buildableTeam != player->client->pers.teamSelection )
queueFraction += (double) self->credits[ i ];
}
if( damageTotal > 0 )
queueFraction = queueFraction / (double) damageTotal;
else // all damage was done by nonclients, so queue everything
queueFraction = 1.0;
queuePoints = (int) ( queueFraction * (double) BG_Buildable( self->s.modelindex )->buildPoints );
return queuePoints;
}
/*
============
G_QueueBuildPoints
============
*/
void G_QueueBuildPoints( gentity_t *self )
{
gentity_t *powerEntity;
int queuePoints;
queuePoints = G_QueueValue( self );
if( !queuePoints )
return;
switch( self->buildableTeam )
{
default:
case TEAM_NONE:
return;
case TEAM_ALIENS:
if( !level.alienBuildPointQueue )
level.alienNextQueueTime = level.time + g_alienBuildQueueTime.integer;
level.alienBuildPointQueue += queuePoints;
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 += queuePoints;
break;
case BA_H_REPEATER:
if( powerEntity->usesBuildPointZone &&
level.buildPointZones[ powerEntity->buildPointZone ].active )
{
buildPointZone_t *zone = &level.buildPointZones[ powerEntity->buildPointZone ];
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 += queuePoints;
}
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 maxHealth = BG_Buildable( ent->s.modelindex )->health;
int regenRate = BG_Buildable( ent->s.modelindex )->regenRate;
int buildTime = BG_Buildable( ent->s.modelindex )->buildTime;
//toggle spawned flag for buildables
if( !ent->spawned && ent->health > 0 && !level.pausedTime )
{
if( ent->buildTime + buildTime < level.time )
{
ent->spawned = qtrue;
if( ent->s.modelindex == BA_A_OVERMIND )
{
G_TeamCommand( TEAM_ALIENS, "cp \"The Overmind has awakened!\"" );
}
}
}
// Timer actions
ent->time1000 += msec;
if( ent->time1000 >= 1000 )
{
ent->time1000 -= 1000;
if( !ent->spawned && ent->health > 0 )
ent->health += (int)( ceil( (float)maxHealth / (float)( buildTime * 0.001f ) ) );
else if( ent->health > 0 && ent->health < maxHealth )
{
if( ent->buildableTeam == TEAM_ALIENS && regenRate &&
( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time )
{
ent->health += regenRate;
}
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 >= maxHealth )
{
int i;
ent->health = maxHealth;
for( i = 0; i < MAX_CLIENTS; i++ )
ent->credits[ i ] = 0;
}
}
if( ent->clientSpawnTime > 0 )
ent->clientSpawnTime -= msec;
if( ent->clientSpawnTime < 0 )
ent->clientSpawnTime = 0;
ent->dcc = ( ent->buildableTeam != TEAM_HUMANS ) ? 0 : G_FindDCC( ent );
// Set health
ent->s.generic1 = MAX( ent->health, 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 && !( ent->s.eFlags & EF_DEAD ) )
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_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 the only spawn is marked, prefer it last
if( cmpBuildable == BA_A_SPAWN || cmpBuildable == BA_H_SPAWN )
{
if( ( buildableA->s.modelindex == BA_A_SPAWN && level.numAlienSpawns == 1 ) ||
( buildableA->s.modelindex == BA_H_SPAWN && level.numHumanSpawns == 1 ) )
return 1;
if( ( buildableB->s.modelindex == BA_A_SPAWN && level.numAlienSpawns == 1 ) ||
( buildableB->s.modelindex == BA_H_SPAWN && level.numHumanSpawns == 1 ) )
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 < ARRAY_LEN( precedence ); i++ )
{
if( buildableA->s.modelindex == precedence[ i ] )
aPrecedence = i;
if( buildableB->s.modelindex == precedence[ i ] )
bPrecedence = i;
}
return aPrecedence - bPrecedence;
}
/*
===============
G_ClearDeconMarks
Remove decon mark from all buildables
===============
*/
void G_ClearDeconMarks( void )
{
int i;
gentity_t *ent;
for( i = MAX_CLIENTS, ent = g_entities + i ; i < level.num_entities ; i++, ent++ )
{
if( !ent->inuse )
continue;
if( ent->s.eType != ET_BUILDABLE )
continue;
ent->deconstruct = qfalse;
}
}
/*
===============
G_FreeMarkedBuildables
Free up build points for a team by deconstructing marked buildables
===============
*/
void G_FreeMarkedBuildables( gentity_t *deconner, char *readable, int rsize,
char *nums, int nsize )
{
int i;
int bNum;
int listItems = 0;
int totalListItems = 0;
gentity_t *ent;
int removalCounts[ BA_NUM_BUILDABLES ] = {0};
if( readable && rsize )
readable[ 0 ] = '\0';
if( nums && nsize )
nums[ 0 ] = '\0';
if( !g_markDeconstruct.integer )
return; // Not enabled, can't deconstruct anything
for( i = 0; i < level.numBuildablesForRemoval; i++ )
{
ent = level.markedBuildables[ i ];
bNum = BG_Buildable( ent->s.modelindex )->number;
if( removalCounts[ bNum ] == 0 )
totalListItems++;
G_Damage( ent, NULL, deconner, NULL, NULL, ent->health, 0, MOD_REPLACE );
removalCounts[ bNum ]++;
if( nums )
Q_strcat( nums, nsize, va( " %d", (int)( ent - g_entities ) ) );
G_FreeEntity( ent );
}
if( !readable )
return;
for( i = 0; i < BA_NUM_BUILDABLES; i++ )
{
if( removalCounts[ i ] )
{
if( listItems )
{
if( listItems == ( totalListItems - 1 ) )
Q_strcat( readable, rsize, va( "%s and ",
( totalListItems > 2 ) ? "," : "" ) );
else
Q_strcat( readable, rsize, ", " );
}
Q_strcat( readable, rsize, va( "%s", BG_Buildable( i )->humanName ) );
if( removalCounts[ i ] > 1 )
Q_strcat( readable, rsize, va( " (%dx)", removalCounts[ i ] ) );
listItems++;
}
}
}
/*
===============
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 numRequired = 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;
qboolean changed = qtrue;
level.numBuildablesForRemoval = 0;
if( team == TEAM_ALIENS )
{
remainingBP = G_GetBuildPoints( origin, team );
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 );
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 &&
ent->parentNode != G_PowerEntityForPoint( origin ) )
continue;
if( !ent->inuse )
continue;
if( ent->health <= 0 )
continue;
if( ent->buildableTeam != team )
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;
// Don't include unpowered buildables
if( !collision && !ent->powered )
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--;
if( ent->powered )
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
if( ent->powered )
pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints;
level.numBuildablesForRemoval++;
}
}
}
numRequired = 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 ];
if( ent->powered )
pointsYielded += BG_Buildable( ent->s.modelindex )->buildPoints;
}
// Do another pass to see if we can meet quota with fewer buildables
// than we have now due to mismatches between priority and BP amounts
// by repeatedly testing if we can chop off the first thing that isn't
// required by rules of collision/uniqueness, which are always at the head
while( changed && level.numBuildablesForRemoval > 1 &&
level.numBuildablesForRemoval > numRequired )
{
int pointsUnYielded = 0;
changed = qfalse;
ent = level.markedBuildables[ numRequired ];
if( ent->powered )
pointsUnYielded = BG_Buildable( ent->s.modelindex )->buildPoints;
if( pointsYielded - pointsUnYielded >= buildPoints )
{
pointsYielded -= pointsUnYielded;
memmove( &level.markedBuildables[ numRequired ],
&level.markedBuildables[ numRequired + 1 ],
( level.numBuildablesForRemoval - numRequired )
* sizeof( gentity_t * ) );
level.numBuildablesForRemoval--;
changed = qtrue;
}
}
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 normal )
{
vec3_t angles;
vec3_t entity_origin;
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;
// 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 );
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;
}
// 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_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 )
{
switch( buildable )
{
case BA_A_OVERMIND:
reason = IBE_ONEOVERMIND;
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,
const vec3_t origin, const vec3_t normal, const vec3_t angles )
{
gentity_t *built;
vec3_t localOrigin;
char readable[ MAX_STRING_CHARS ];
char buildnums[ MAX_STRING_CHARS ];
buildLog_t *log;
VectorCopy( origin, localOrigin );
if( builder->client )
log = G_BuildLogNew( builder, BF_CONSTRUCT );
else
log = NULL;
// Free existing buildables
G_FreeMarkedBuildables( builder, readable, sizeof( readable ),
buildnums, sizeof( buildnums ) );
// 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 );
// 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( localOrigin, 1.0f, normal, localOrigin );
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 = AGeneric_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 = AGeneric_Die;
built->think = AOvermind_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->pers.namelog;
else if( builder->builtBy )
built->builtBy = builder->builtBy;
else
built->builtBy = NULL;
G_SetOrigin( built, localOrigin );
// 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.angles2[ PITCH ] = MGTURRET_VERTICALCAP;
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 = MAX( built->health, 0 );
if( BG_Buildable( buildable )->team == TEAM_ALIENS )
{
built->powered = qtrue;
built->s.eFlags |= EF_B_POWERED;
}
else if( ( built->powered = G_FindPower( built, qfalse ) ) )
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 )
G_SetBuildableAnim( built, BANIM_CONSTRUCT1, qtrue );
trap_LinkEntity( built );
if( builder && builder->client )
{
G_TeamCommand( builder->client->ps.stats[ STAT_TEAM ],
va( "print \"%s ^2built^7 by %s%s%s\n\"",
BG_Buildable( built->s.modelindex )->humanName,
builder->client->pers.netname,
( readable[ 0 ] ) ? "^7, ^3replacing^7 " : "",
readable ) );
G_LogPrintf( "Construct: %d %d %s%s: %s" S_COLOR_WHITE " is building "
"%s%s%s\n",
(int)( builder - g_entities ),
(int)( built - g_entities ),
BG_Buildable( built->s.modelindex )->name,
buildnums,
builder->client->pers.netname,
BG_Buildable( built->s.modelindex )->humanName,
readable[ 0 ] ? ", replacing " : "",
readable );
}
if( log )
G_BuildLogSet( log, built );
return built;
}
/*
=================
G_BuildIfValid
=================
*/
qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable )
{
float dist;
vec3_t origin, normal;
dist = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->buildDist;
switch( G_CanBuild( ent, buildable, dist, origin, normal ) )
{
case IBE_NONE:
G_Build( ent, buildable, origin, normal, 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_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 gentity_t *G_FinishSpawningBuildable( gentity_t *ent, qboolean force )
{
trace_t tr;
vec3_t normal, dest;
gentity_t *built;
buildable_t buildable = ent->s.modelindex;
if( ent->s.origin2[ 0 ] || ent->s.origin2[ 1 ] || ent->s.origin2[ 2 ] )
VectorCopy( ent->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 );
built = G_Build( ent, buildable, ent->s.pos.trBase, normal, ent->s.angles );
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 && !force )
{
G_Printf( S_COLOR_YELLOW "G_FinishSpawningBuildable: %s startsolid at %s\n",
built->classname, vtos( built->s.origin ) );
G_FreeEntity( built );
return NULL;
}
//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 );
return built;
}
/*
============
G_SpawnBuildableThink
Complete spawning a buildable using it's placeholder
============
*/
static void G_SpawnBuildableThink( gentity_t *ent )
{
G_FinishSpawningBuildable( ent, qfalse );
G_FreeEntity( ent );
}
/*
============
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_SpawnBuildableThink;
}
/*
============
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( "%s %f %f %f %f %f %f %f %f %f %f %f %f\n",
BG_Buildable( ent->s.modelindex )->name,
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( ) / ( RAND_MAX / cnt + 1 ) + 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 ];
char buildName[ MAX_TOKEN_CHARS ];
int buildable;
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, "%s %f %f %f %f %f %f %f %f %f %f %f %f\n",
buildName,
&origin[ 0 ], &origin[ 1 ], &origin[ 2 ],
&angles[ 0 ], &angles[ 1 ], &angles[ 2 ],
&origin2[ 0 ], &origin2[ 1 ], &origin2[ 2 ],
&angles2[ 0 ], &angles2[ 1 ], &angles2[ 2 ] );
buildable = BG_BuildableByName( buildName )->number;
if( buildable <= BA_NONE || buildable >= BA_NUM_BUILDABLES )
G_Printf( S_COLOR_YELLOW "WARNING: bad buildable name (%s) in layout."
" skipping\n", buildName );
else
G_LayoutBuildItem( buildable, origin, angles, origin2, angles2 );
}
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 );
}
}
/*
============
build log
============
*/
buildLog_t *G_BuildLogNew( gentity_t *actor, buildFate_t fate )
{
buildLog_t *log = &level.buildLog[ level.buildId++ % MAX_BUILDLOG ];
if( level.numBuildLogs < MAX_BUILDLOG )
level.numBuildLogs++;
log->time = level.time;
log->fate = fate;
log->actor = actor && actor->client ? actor->client->pers.namelog : NULL;
return log;
}
void G_BuildLogSet( buildLog_t *log, gentity_t *ent )
{
log->modelindex = ent->s.modelindex;
log->deconstruct = ent->deconstruct;
log->deconstructTime = ent->deconstructTime;
log->builtBy = ent->builtBy;
VectorCopy( ent->s.pos.trBase, log->origin );
VectorCopy( ent->s.angles, log->angles );
VectorCopy( ent->s.origin2, log->origin2 );
VectorCopy( ent->s.angles2, log->angles2 );
log->powerSource = ent->parentNode ? ent->parentNode->s.modelindex : BA_NONE;
log->powerValue = G_QueueValue( ent );
}
void G_BuildLogAuto( gentity_t *actor, gentity_t *buildable, buildFate_t fate )
{
G_BuildLogSet( G_BuildLogNew( actor, fate ), buildable );
}
void G_BuildLogRevertThink( gentity_t *ent )
{
gentity_t *built;
vec3_t mins, maxs;
int blockers[ MAX_GENTITIES ];
int num;
int victims = 0;
int i;
if( ent->suicideTime > 0 )
{
BG_BuildableBoundingBox( ent->s.modelindex, mins, maxs );
VectorAdd( ent->s.pos.trBase, mins, mins );
VectorAdd( ent->s.pos.trBase, maxs, maxs );
num = trap_EntitiesInBox( mins, maxs, blockers, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
gentity_t *targ;
vec3_t push;
targ = g_entities + blockers[ i ];
if( targ->client )
{
float val = ( targ->client->ps.eFlags & EF_WALLCLIMB) ? 300.0 : 150.0;
VectorSet( push, crandom() * val, crandom() * val, random() * val );
VectorAdd( targ->client->ps.velocity, push, targ->client->ps.velocity );
victims++;
}
}
ent->suicideTime--;
if( victims )
{
// still a blocker
ent->nextthink = level.time + FRAMETIME;
return;
}
}
built = G_FinishSpawningBuildable( ent, qtrue );
if( ( built->deconstruct = ent->deconstruct ) )
built->deconstructTime = ent->deconstructTime;
built->buildTime = built->s.time = 0;
G_KillBox( built );
G_LogPrintf( "revert: restore %d %s\n",
(int)( built - g_entities ), BG_Buildable( built->s.modelindex )->name );
G_FreeEntity( ent );
}
void G_BuildLogRevert( int id )
{
buildLog_t *log;
gentity_t *ent;
int i;
vec3_t dist;
level.numBuildablesForRemoval = 0;
level.numBuildLogs -= level.buildId - id;
while( level.buildId > id )
{
log = &level.buildLog[ --level.buildId % MAX_BUILDLOG ];
if( log->fate == BF_CONSTRUCT )
{
for( i = MAX_CLIENTS; i < level.num_entities; i++ )
{
ent = &g_entities[ i ];
if( ( ( ent->s.eType == ET_BUILDABLE &&
ent->health > 0 ) ||
( ent->s.eType == ET_GENERAL &&
ent->think == G_BuildLogRevertThink ) ) &&
ent->s.modelindex == log->modelindex )
{
VectorSubtract( ent->s.pos.trBase, log->origin, dist );
if( VectorLengthSquared( dist ) <= 2.0f )
{
if( ent->s.eType == ET_BUILDABLE )
G_LogPrintf( "revert: remove %d %s\n",
(int)( ent - g_entities ), BG_Buildable( ent->s.modelindex )->name );
G_FreeEntity( ent );
break;
}
}
}
}
else
{
gentity_t *builder = G_Spawn();
builder->client = NULL;
VectorCopy( log->origin, builder->s.pos.trBase );
VectorCopy( log->angles, builder->s.angles );
VectorCopy( log->origin2, builder->s.origin2 );
VectorCopy( log->angles2, builder->s.angles2 );
builder->s.modelindex = log->modelindex;
builder->deconstruct = log->deconstruct;
builder->deconstructTime = log->deconstructTime;
builder->builtBy = log->builtBy;
builder->think = G_BuildLogRevertThink;
builder->nextthink = level.time + FRAMETIME;
// Number of thinks before giving up and killing players in the way
builder->suicideTime = 30;
if( log->fate == BF_DESTROY || log->fate == BF_TEAMKILL )
{
int value = log->powerValue;
if( BG_Buildable( log->modelindex )->team == TEAM_ALIENS )
{
level.alienBuildPointQueue =
MAX( 0, level.alienBuildPointQueue - value );
}
else
{
if( log->powerSource == BA_H_REACTOR )
{
level.humanBuildPointQueue =
MAX( 0, level.humanBuildPointQueue - value );
}
else if( log->powerSource == BA_H_REPEATER )
{
gentity_t *source;
buildPointZone_t *zone;
source = G_PowerEntityForPoint( log->origin );
if( source && source->usesBuildPointZone )
{
zone = &level.buildPointZones[ source->buildPointZone ];
zone->queuedBuildPoints =
MAX( 0, zone->queuedBuildPoints - value );
}
}
}
}
}
}
}
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