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|
/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* To assertain which portions are licensed under the LGPL and which are
* licensed by Id Software, Inc. please run a diff between the equivalent
* versions of the "Tremulous" modification and the unmodified "Quake3"
* game source code.
*/
#include "g_local.h"
/*
================
G_setBuildableAnim
Triggers an animation client side
================
*/
void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force )
{
int localAnim = anim;
if( force )
localAnim |= ANIM_TOGGLEBIT;
G_AddEvent( ent, EV_BUILD_ANIM, localAnim );
}
/*
================
G_setIdleBuildableAnim
Set the animation to use whilst no other animations are running
================
*/
void G_setIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim )
{
ent->s.torsoAnim = anim;
}
#define REFRESH_TIME 2000
/*
================
findPower
attempt to find power for self, return qtrue if successful
================
*/
qboolean findPower( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestPower;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
qboolean foundPower = qfalse;
//if this already has power then stop now
if( self->parentNode && self->parentNode->active )
return qtrue;
//reset parent
self->parentNode = NULL;
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !ent->classname )
continue;
//if entity is a power item calculate the distance to it
if( ent->s.clientNum == BA_H_REACTOR || ent->s.clientNum == BA_H_REPEATER )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance && ( ent->active || self->s.clientNum == BA_H_SPAWN ) )
{
closestPower = ent;
minDistance = distance;
foundPower = qtrue;
}
}
}
//if there were no power items nearby give up
if( !foundPower )
return qfalse;
//bleh
if( ( closestPower->s.clientNum == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) ||
( closestPower->s.clientNum == BA_H_REPEATER && self->s.clientNum == BA_H_SPAWN &&
( minDistance <= REPEATER_BASESIZE ) && closestPower->powered ) ||
( closestPower->s.clientNum == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) &&
closestPower->active && closestPower->powered )
)
{
self->parentNode = closestPower;
return qtrue;
}
else
return qfalse;
}
/*
================
findDCC
attempt to find a controlling DCC for self, return qtrue if successful
================
*/
qboolean findDCC( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestDCC;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
qboolean foundDCC = qfalse;
//if this already has dcc then stop now
if( self->dccNode && self->dccNode->powered )
return qtrue;
//reset parent
self->dccNode = NULL;
//iterate through entities
for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !ent->classname )
continue;
//if entity is a power item calculate the distance to it
if( ent->s.clientNum == BA_H_DCC )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance && ent->powered )
{
closestDCC = ent;
minDistance = distance;
foundDCC = qtrue;
}
}
}
//if there were no power items nearby give up
if( !foundDCC )
return qfalse;
self->dccNode = closestDCC;
return qtrue;
}
/*
================
findCreep
attempt to find creep for self, return qtrue if successful
================
*/
qboolean findCreep( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestSpawn;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
//if self does not have a parentNode or it's parentNode is invalid find a new one
if( ( self->parentNode == NULL ) || !self->parentNode->inuse )
{
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( ent->s.clientNum == BA_D_SPAWN || ent->s.clientNum == BA_D_HIVEMIND )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance )
{
closestSpawn = ent;
minDistance = distance;
}
}
}
if( minDistance <= ( CREEP_BASESIZE * 3 ) )
{
self->parentNode = closestSpawn;
return qtrue;
}
else
return qfalse;
}
//if we haven't returned by now then we must already have a valid parent
return qtrue;
}
/*
================
nullDieFunction
hack to prevent compilers complaining about function pointer -> NULL conversion
================
*/
static void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
}
/*
================
freeBuildable
================
*/
static void freeBuildable( gentity_t *self )
{
G_FreeEntity( self );
}
//==================================================================================
/*
================
D_CreepRecede
Called when an droid spawn dies
================
*/
void D_CreepRecede( gentity_t *self )
{
//if the creep just died begin the recession
if( !( self->s.eFlags & EF_DEAD ) )
{
self->s.eFlags |= EF_DEAD;
G_AddEvent( self, EV_BUILD_DESTROY, 0 );
}
//creep is still receeding
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else //creep has died
G_FreeEntity( self );
}
//==================================================================================
/*
================
DSpawn_Melt
Called when an droid spawn dies
================
*/
void DSpawn_Melt( gentity_t *self )
{
//FIXME: this line crashes the QVM (but not binary when MOD is set to MOD_[H/D]SPAWN
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, MOD_SHOTGUN, PTE_DROIDS );
//start creep recession
if( !( self->s.eFlags & EF_DEAD ) )
{
self->s.eFlags |= EF_DEAD;
G_AddEvent( self, EV_BUILD_DESTROY, 0 );
}
//not dead yet
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else //dead now
G_FreeEntity( self );
}
/*
================
DSpawn_Blast
Called when an droid spawn dies
================
*/
void DSpawn_Blast( gentity_t *self )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
//do a bit of radius damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
//pretty events and item cleanup
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->think = DSpawn_Melt;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
DSpawn_Die
Called when an droid spawn dies
================
*/
void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
G_setBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_setIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->think = DSpawn_Blast;
self->nextthink = level.time + 15000; //wait .5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
DSpawn_Think
think function for Droid Spawn
================
*/
void DSpawn_Think( gentity_t *self )
{
}
/*
================
DSpawn_Pain
pain function for Droid Spawn
================
*/
void DSpawn_Pain( gentity_t *self, gentity_t *attacker, int damage )
{
G_setBuildableAnim( self, BANIM_PAIN1, qfalse );
}
//==================================================================================
/*
================
DBarricade_Pain
pain function for Droid Spawn
================
*/
void DBarricade_Pain( gentity_t *self, gentity_t *attacker, int damage )
{
if( random() > 0.5f )
G_setBuildableAnim( self, BANIM_PAIN1, qfalse );
else
G_setBuildableAnim( self, BANIM_PAIN2, qfalse );
}
/*
================
DBarricade_Blast
Called when an droid spawn dies
================
*/
void DBarricade_Blast( gentity_t *self )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
//do a bit of radius damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
//pretty events and item cleanup
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->think = D_CreepRecede;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
DBarricade_Die
Called when an droid spawn dies
================
*/
void DBarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
G_setBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_setIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->think = DBarricade_Blast;
self->nextthink = level.time + 15000;
trap_LinkEntity( self );
}
/*
================
DBarricade_Think
think function for Droid Barricade
================
*/
void DBarricade_Think( gentity_t *self )
{
//if there is no creep nearby die
if( !findCreep( self ) )
{
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
return;
}
self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
}
//==================================================================================
void DAcidTube_Think( gentity_t *self );
/*
================
DAcidTube_Damage
damage function for Droid Acid Tube
================
*/
void DAcidTube_Damage( gentity_t *self )
{
if( !( self->s.eFlags & EF_FIRING ) )
{
self->s.eFlags |= EF_FIRING;
G_AddEvent( self, EV_GIB_DROID, DirToByte( self->s.origin2 ) );
}
if( ( self->timestamp + 10000 ) > level.time )
self->think = DAcidTube_Damage;
else
{
self->think = DAcidTube_Think;
self->s.eFlags &= ~EF_FIRING;
}
//do some damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
}
/*
================
DAcidTube_Think
think function for Droid Acid Tube
================
*/
void DAcidTube_Think( gentity_t *self )
{
int entityList[ MAX_GENTITIES ];
vec3_t range = { 200, 200, 200 };
vec3_t mins, maxs;
int i, num;
gentity_t *enemy;
VectorAdd( self->s.origin, range, maxs );
VectorSubtract( self->s.origin, range, mins );
//if there is no creep nearby die
if( !findCreep( self ) )
{
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
return;
}
//do some damage
num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
enemy = &g_entities[ entityList[ i ] ];
if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
self->timestamp = level.time;
self->think = DAcidTube_Damage;
self->nextthink = level.time + 100;
G_setBuildableAnim( self, BANIM_ATTACK1, qfalse );
}
}
self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
}
//==================================================================================
/*
================
ddef_fireonemeny
Used by DDef2_Think to fire at enemy
================
*/
void ddef_fireonenemy( gentity_t *self, int firespeed )
{
vec3_t dirToTarget;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, self->s.angles2 );
//fire at target
FireWeapon( self );
G_setBuildableAnim( self, BANIM_ATTACK1, qfalse );
self->count = level.time + firespeed;
}
/*
================
ddef_checktarget
Used by DDef2_Think to check enemies for validity
================
*/
qboolean ddef_checktarget( gentity_t *self, gentity_t *target, int range )
{
vec3_t distance;
trace_t trace;
if( !target ) // Do we have a target?
return qfalse;
if( !target->inuse ) // Does the target still exist?
return qfalse;
if( target == self ) // is the target us?
return qfalse;
if( !target->client ) // is the target a bot or player?
return qfalse;
if( target->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS ) // is the target one of us?
return qfalse;
if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive?
return qfalse;
if( target->health <= 0 ) // is the target still alive?
return qfalse;
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance );
if( VectorLength( distance ) > range ) // is the target within range?
return qfalse;
trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT );
if ( trace.contents & CONTENTS_SOLID ) // can we see the target?
return qfalse;
return qtrue;
}
/*
================
ddef_findenemy
Used by DDef2_Think to locate enemy gentities
================
*/
void ddef_findenemy( gentity_t *ent, int range )
{
gentity_t *target;
target = g_entities;
//iterate through entities
for (; target < &g_entities[ level.num_entities ]; target++)
{
//if target is not valid keep searching
if( !ddef_checktarget( ent, target, range ) )
continue;
//we found a target
ent->enemy = target;
return;
}
//couldn't find a target
ent->enemy = NULL;
}
/*
================
DDef2_Think
think function for Droid Defense
================
*/
void DDef2_Think( gentity_t *self )
{
int range = BG_FindRangeForBuildable( self->s.clientNum );
int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum );
self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
//if there is no creep nearby die
if( !findCreep( self ) )
{
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
return;
}
//if the current target is not valid find a new one
if( !ddef_checktarget( self, self->enemy, range ) )
ddef_findenemy( self, range );
//if a new target cannot be found don't do anything
if( !self->enemy )
return;
//if we are pointing at our target and we can fire shoot it
if( self->count < level.time )
ddef_fireonenemy( self, firespeed );
}
//==================================================================================
/*
================
HRpt_Think
Think for human power repeater
================
*/
void HRpt_Think( gentity_t *self )
{
int i;
int count = 0;
qboolean reactor = qfalse;
gentity_t *ent;
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( ent->s.clientNum == BA_H_SPAWN && ent->parentNode == self )
count++;
if( ent->s.clientNum == BA_H_REACTOR )
reactor = qtrue;
}
//if repeater has children and there is a reactor then this is active
if( count && reactor )
self->active = qtrue;
else
self->active = qfalse;
self->powered = reactor;
self->nextthink = level.time + REFRESH_TIME;
}
//==================================================================================
/*
================
HMCU_Activate
Called when a human activates an MCU
================
*/
void HMCU_Activate( gentity_t *self, gentity_t *other, gentity_t *activator )
{
//only humans can activate this
if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) return;
//if this is powered then call the mcu menu
if( self->powered )
G_AddPredictableEvent( activator, EV_MENU, MN_H_MCU );
else
G_AddPredictableEvent( activator, EV_MENU, MN_H_MCUPOWER );
}
/*
================
HMCU_Think
Think for mcu
================
*/
void HMCU_Think( gentity_t *self )
{
//make sure we have power
self->nextthink = level.time + REFRESH_TIME;
self->powered = findPower( self );
}
//==================================================================================
/*
================
HDCC_Think
Think for dcc
================
*/
void HDCC_Think( gentity_t *self )
{
//make sure we have power
self->nextthink = level.time + REFRESH_TIME;
self->powered = findPower( self );
}
//==================================================================================
/*
================
HFM_Touch
Called when a floatmine is triggered
================
*/
void HFM_Touch( gentity_t *self, gentity_t *other, trace_t *trace )
{
//can't blow up twice
if( self->health <= 0 )
return;
//go boom
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
}
/*
================
HFM_Die
Called when a floatmine dies
================
*/
void HFM_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = -1;
//do a bit of radius damage
G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath );
//pretty events and item cleanup
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->think = freeBuildable;
self->die = nullDieFunction;
self->nextthink = level.time + 100;
trap_LinkEntity( self );
}
/*
================
HFM_Think
Think for floatmine
================
*/
void HFM_Think( gentity_t *self )
{
//make sure we have power
self->nextthink = level.time + REFRESH_TIME;
if( !( self->powered = findPower( self ) ) )
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
}
//==================================================================================
//TA: the following defense turret code was written by
// "fuzzysteve" (fuzzysteve@quakefiles.com) and
// Anthony "inolen" Pesch (www.inolen.com)
//with (heavy) modifications by me of course :)
#define HDEF1_ANGULARSPEED 10 //degrees/think ~= 200deg/sec
#define HDEF1_ACCURACYTOLERANCE HDEF1_ANGULARSPEED / 2 //angular difference for turret to fire
#define HDEF1_VERTICALCAP 20 //+/- maximum pitch
#define HDEF1_PROJSPEED 2000.0f //speed of projectile (used in prediction)
/*
================
hdef1_trackenemy
Used by HDef1_Think to track enemy location
================
*/
qboolean hdef1_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
float temp;
float distanceToTarget = BG_FindRangeForBuildable( self->s.clientNum );
float timeTilImpact;
vec3_t halfAcceleration;
vec3_t thirdJerk;
int i;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
//lead targets
#if 0
distanceToTarget = VectorLength( dirToTarget );
timeTilImpact = distanceToTarget / 2000.0f;
VectorMA( self->enemy->s.pos.trBase, timeTilImpact, self->enemy->s.pos.trDelta, dirToTarget );
VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget );
#endif
//better, but more expensive method
if( self->dcced )
{
VectorScale( self->enemy->acceleration, 1.0f / 2.0f, halfAcceleration );
VectorScale( self->enemy->jerk, 1.0f / 3.0f, thirdJerk );
//O( time ) - worst case O( time ) = 250 iterations
for( i = 0; ( i * HDEF1_PROJSPEED ) / 1000.0f < distanceToTarget; i++ )
{
float time = (float)i / 1000.0f;
VectorMA( self->enemy->s.pos.trBase, time, self->enemy->s.pos.trDelta, dirToTarget );
VectorMA( dirToTarget, time * time, halfAcceleration, dirToTarget );
VectorMA( dirToTarget, time * time * time, thirdJerk, dirToTarget );
VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget );
distanceToTarget = VectorLength( dirToTarget );
distanceToTarget -= self->enemy->r.maxs[ 0 ];
}
}
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );
//if not pointing at our target then move accordingly
if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] -= HDEF1_ANGULARSPEED;
else
self->s.angles2[ PITCH ] = angleToTarget[ PITCH ];
//disallow vertical movement past a certain limit
temp = fabs( self->s.angles2[ PITCH ] );
if( temp > 180 )
temp -= 360;
if( temp < -HDEF1_VERTICALCAP )
self->s.angles2[ PITCH ] = (-360)+HDEF1_VERTICALCAP;
else if( temp > HDEF1_VERTICALCAP )
self->s.angles2[ PITCH ] = -HDEF1_VERTICALCAP;
//if not pointing at our target then move accordingly
if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] -= HDEF1_ANGULARSPEED;
else
self->s.angles2[ YAW ] = angleToTarget[ YAW ];
trap_LinkEntity( self );
//if pointing at our target return true
if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE &&
abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE )
return qtrue;
return qfalse;
}
#define HDEF2_ANGULARSPEED 20 //degrees/think ~= 200deg/sec
#define HDEF2_ACCURACYTOLERANCE HDEF2_ANGULARSPEED / 2 //angular difference for turret to fire
#define HDEF2_VERTICALCAP 30 //- maximum pitch
/*
================
hdef2_trackenemy
Used by HDef1_Think to track enemy location
================
*/
qboolean hdef2_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
float temp;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );
//if not pointing at our target then move accordingly
if( angularDiff[ PITCH ] < -HDEF2_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] += HDEF2_ANGULARSPEED;
else if( angularDiff[ PITCH ] > HDEF2_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] -= HDEF2_ANGULARSPEED;
else
self->s.angles2[ PITCH ] = angleToTarget[ PITCH ];
//disallow vertical movement past a certain limit
temp = fabs( self->s.angles2[ PITCH ] );
if( temp > 180 )
temp -= 360;
if( temp < -HDEF2_VERTICALCAP )
self->s.angles2[ PITCH ] = (-360)+HDEF2_VERTICALCAP;
//if not pointing at our target then move accordingly
if( angularDiff[ YAW ] < -HDEF2_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] += HDEF2_ANGULARSPEED;
else if( angularDiff[ YAW ] > HDEF2_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] -= HDEF2_ANGULARSPEED;
else
self->s.angles2[ YAW ] = angleToTarget[ YAW ];
trap_LinkEntity( self );
//if pointing at our target return true
if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF2_ACCURACYTOLERANCE &&
abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF2_ACCURACYTOLERANCE )
return qtrue;
return qfalse;
}
#define HDEF3_ANGULARSPEED 2 //degrees/think ~= 200deg/sec
#define HDEF3_ACCURACYTOLERANCE HDEF3_ANGULARSPEED / 2 //angular difference for turret to fire
#define HDEF3_VERTICALCAP 15 //+/- maximum pitch
/*
================
hdef3_trackenemy
Used by HDef1_Think to track enemy location
================
*/
qboolean hdef3_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
float temp;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );
//if not pointing at our target then move accordingly
if( angularDiff[ PITCH ] < -HDEF3_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] += HDEF3_ANGULARSPEED;
else if( angularDiff[ PITCH ] > HDEF3_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] -= HDEF3_ANGULARSPEED;
else
self->s.angles2[ PITCH ] = angleToTarget[ PITCH ];
//disallow vertical movement past a certain limit
temp = fabs( self->s.angles2[ PITCH ] );
if( temp > 180 )
temp -= 360;
if( temp < -HDEF3_VERTICALCAP )
self->s.angles2[ PITCH ] = (-360)+HDEF3_VERTICALCAP;
else if( temp > HDEF3_VERTICALCAP )
self->s.angles2[ PITCH ] = -HDEF3_VERTICALCAP;
//if not pointing at our target then move accordingly
if( angularDiff[ YAW ] < -HDEF3_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] += HDEF3_ANGULARSPEED;
else if( angularDiff[ YAW ] > HDEF3_ACCURACYTOLERANCE )
self->s.angles2[ YAW ] -= HDEF3_ANGULARSPEED;
else
self->s.angles2[ YAW ] = angleToTarget[ YAW ];
trap_LinkEntity( self );
//if pointing at our target return true
if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF3_ACCURACYTOLERANCE &&
abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= HDEF3_ACCURACYTOLERANCE )
return qtrue;
return qfalse;
}
/*
================
hdef_fireonemeny
Used by HDef_Think to fire at enemy
================
*/
void hdef_fireonenemy( gentity_t *self, int firespeed )
{
//fire at target
FireWeapon( self );
G_setBuildableAnim( self, BANIM_ATTACK1, qfalse );
self->count = level.time + firespeed;
}
/*
================
hdef_checktarget
Used by HDef_Think to check enemies for validity
================
*/
qboolean hdef_checktarget( gentity_t *self, gentity_t *target, int range )
{
vec3_t distance;
trace_t trace;
if( !target ) // Do we have a target?
return qfalse;
if( !target->inuse ) // Does the target still exist?
return qfalse;
if( target == self ) // is the target us?
return qfalse;
if( !target->client ) // is the target a bot or player?
return qfalse;
if( target->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) // is the target one of us?
return qfalse;
if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive?
return qfalse;
if( target->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) // is the target alive?
return qfalse;
if( target->health <= 0 ) // is the target still alive?
return qfalse;
if( self->dcced && target->targeted && target->targeted->powered ) //some turret has already selected this target
return qfalse;
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance );
if( VectorLength( distance ) > range ) // is the target within range?
return qfalse;
trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_OPAQUE );
if( trace.fraction < 1.0 ) // can we see the target?
return qfalse;
return qtrue;
}
/*
================
hdef_findenemy
Used by HDef_Think to locate enemy gentities
================
*/
void hdef_findenemy( gentity_t *ent, int range )
{
gentity_t *target;
//iterate through entities
for( target = g_entities; target < &g_entities[ level.num_entities ]; target++ )
{
//if target is not valid keep searching
if( !hdef_checktarget( ent, target, range ) )
continue;
//we found a target
ent->enemy = target;
return;
}
//couldn't find a target
ent->enemy = NULL;
}
/*
================
HDef_Think
think function for Human Defense
================
*/
void HDef_Think( gentity_t *self )
{
int range = BG_FindRangeForBuildable( self->s.clientNum );
int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum );
self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
//find power for self
self->powered = findPower( self );
//if not powered don't do anything and check again for power next think
if( !self->powered )
{
self->nextthink = level.time + REFRESH_TIME;
return;
}
//find a dcc for self
self->dcced = findDCC( self );
//if the current target is not valid find a new one
if( !hdef_checktarget( self, self->enemy, range ) )
{
if( self->enemy )
self->enemy->targeted = NULL;
hdef_findenemy( self, range );
}
//if a new target cannot be found don't do anything
if( !self->enemy )
return;
self->enemy->targeted = self;
//if we are pointing at our target and we can fire shoot it
switch( self->s.clientNum )
{
case BA_H_DEF1:
if( hdef1_trackenemy( self ) && ( self->count < level.time ) )
hdef_fireonenemy( self, firespeed );
break;
case BA_H_DEF2:
if( hdef2_trackenemy( self ) && ( self->count < level.time ) )
hdef_fireonenemy( self, firespeed );
break;
case BA_H_DEF3:
if( hdef3_trackenemy( self ) && ( self->count < level.time ) )
hdef_fireonenemy( self, firespeed );
break;
default:
Com_Printf( S_COLOR_YELLOW "WARNING: Unknown turret type in think\n" );
break;
}
}
//==================================================================================
/*
================
HSpawn_blast
Called when a human spawn explodes
think function
================
*/
void HSpawn_Blast( gentity_t *self )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
//do some radius damage
G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath );
self->think = freeBuildable;
self->nextthink = level.time + 100;
}
/*
================
HSpawn_die
Called when a human spawn dies
================
*/
void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
//pretty events and cleanup
G_setBuildableAnim( self, BANIM_DESTROY1, qtrue );
G_setIdleBuildableAnim( self, BANIM_DESTROYED );
self->die = nullDieFunction;
self->think = HSpawn_Blast;
self->nextthink = level.time + 15000; //wait 1.5 seconds before damaging others
self->powered = qfalse; //free up power
trap_LinkEntity( self );
}
/*
================
HSpawn_Think
Think for human spawn
================
*/
void HSpawn_Think( gentity_t *self )
{
//search for power
self->nextthink = level.time + REFRESH_TIME;
self->powered = findPower( self );
}
//==================================================================================
/*
================
G_itemFits
Checks to see if an item fits in a specific area
================
*/
itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance )
{
vec3_t forward;
vec3_t angles;
vec3_t player_origin, entity_origin;
vec3_t mins, maxs;
vec3_t temp_v;
trace_t tr1, tr2;
int i;
itemBuildError_t reason = IBE_NONE;
gentity_t *tempent, *closestPower;
int minDistance = 10000;
int templength;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, player_origin );
VectorMA( player_origin, distance, forward, entity_origin );
BG_FindBBoxForBuildable( buildable, mins, maxs );
trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID );
trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID );
//this item does not fit here
if( tr1.fraction < 1.0 || tr2.fraction < 1.0 )
return IBE_NOROOM; //NO other reason is allowed to override this
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS )
{
//droid criteria
//check there is creep near by for building on
if( BG_FindCreepTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_D_SPAWN || tempent->s.clientNum == BA_D_HIVEMIND )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
if( VectorLength( temp_v ) <= ( CREEP_BASESIZE * 3 ) )
break;
}
}
if( i >= level.num_entities )
reason = IBE_NOCREEP;
}
//look for a hivemind
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_D_HIVEMIND )
break;
}
//if none found...
if( i >= level.num_entities && buildable != BA_D_HIVEMIND )
{
if( buildable == BA_D_SPAWN )
reason = IBE_SPWNWARN;
else
reason = IBE_NOHIVEMIND;
}
//can we only have one of these?
if( BG_FindUniqueTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_D_HIVEMIND )
{
reason = IBE_HIVEMIND;
break;
}
}
}
if( level.droidBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
reason = IBE_NOASSERT;
}
else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
//human criteria
closestPower = g_entities + 1; //FIXME
//find the nearest power entity
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_H_REACTOR || tempent->s.clientNum == BA_H_REPEATER )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
templength = VectorLength( temp_v );
if( templength < minDistance && ( tempent->active || buildable == BA_H_SPAWN ) )
{
closestPower = tempent;
minDistance = templength;
}
}
}
//if this power entity satisfies expression
if( !(
( closestPower->s.clientNum == BA_H_REACTOR && minDistance <= REACTOR_BASESIZE ) ||
(
closestPower->s.clientNum == BA_H_REPEATER && minDistance <= REPEATER_BASESIZE &&
(
( buildable == BA_H_SPAWN && closestPower->powered ) ||
( closestPower->powered && closestPower->active )
)
)
)
)
{
//tell player to build a repeater to provide power
if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER )
reason = IBE_REPEATER;
//warn that the current spawn will not be externally powered
if( buildable == BA_H_SPAWN )
reason = IBE_RPLWARN;
}
//check that there is a parent reactor when building a repeater
if( buildable == BA_H_REPEATER )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_H_REACTOR )
break;
}
if( i >= level.num_entities )
reason = IBE_RPTWARN;
}
//can we only build one of these?
if( BG_FindUniqueTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( tempent->s.clientNum == BA_H_REACTOR )
{
reason = IBE_REACTOR;
break;
}
}
}
if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
reason = IBE_NOPOWER;
}
return reason;
}
/*
================
G_buildItem
Spawns a buildable
================
*/
gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, float speed )
{
vec3_t forward;
vec3_t angles;
vec3_t origin;
gentity_t *built;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, origin );
VectorMA( origin, distance, forward, origin );
//spawn the buildable
built = G_Spawn();
built->s.eType = ET_BUILDABLE;
built->classname = BG_FindEntityNameForBuildable( buildable );
built->item = BG_FindItemForBuildable( buildable );
built->s.modelindex = built->item - bg_itemlist; // store item number in modelindex
built->s.clientNum = buildable; //so we can tell what this is on the client side
BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs );
built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable );
built->health = BG_FindHealthForBuildable( buildable );
built->damage = BG_FindDamageForBuildable( buildable );
built->splashDamage = BG_FindSplashDamageForBuildable( buildable );
built->splashRadius = BG_FindSplashRadiusForBuildable( buildable );
built->splashMethodOfDeath = BG_FindMODForBuildable( buildable );
G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) );
built->nextthink = BG_FindNextThinkForBuildable( buildable );
//things that vary for each buildable that aren't in the dbase
switch( buildable )
{
case BA_D_SPAWN:
built->die = DSpawn_Die;
built->think = DSpawn_Think;
built->pain = DSpawn_Pain;
break;
case BA_D_BARRICADE:
built->die = DBarricade_Die;
built->think = DBarricade_Think;
built->pain = DBarricade_Pain;
break;
case BA_D_ACIDTUBE:
built->die = DBarricade_Die;
built->think = DAcidTube_Think;
built->pain = DSpawn_Pain;
break;
/* case BA_D_DEF2:
built->die = DDef1_Die;
built->think = DDef2_Think;
built->pain = DSpawn_Pain;
built->enemy = NULL;
built->s.weapon = BG_FindProjTypeForBuildable( buildable );
break;*/
case BA_D_HIVEMIND:
built->die = DSpawn_Die;
built->pain = DSpawn_Pain;
break;
case BA_H_SPAWN:
built->die = HSpawn_Die;
built->think = HSpawn_Think;
break;
case BA_H_DEF1:
case BA_H_DEF2:
case BA_H_DEF3:
built->die = HSpawn_Die;
built->think = HDef_Think;
built->enemy = NULL;
built->s.weapon = BG_FindProjTypeForBuildable( buildable );
break;
case BA_H_MCU:
built->think = HMCU_Think;
built->die = HSpawn_Die;
built->use = HMCU_Activate;
break;
case BA_H_DCC:
built->think = HDCC_Think;
built->die = HSpawn_Die;
break;
case BA_H_MEDISTAT:
built->think = HDCC_Think;
built->die = HSpawn_Die;
break;
case BA_H_REACTOR:
built->die = HSpawn_Die;
built->powered = built->active = qtrue;
break;
case BA_H_REPEATER:
built->think = HRpt_Think;
built->die = HSpawn_Die;
break;
case BA_H_FLOATMINE:
built->think = HFM_Think;
built->die = HFM_Die;
built->touch = HFM_Touch;
break;
default:
//erk
break;
}
built->takedamage = qtrue;
built->s.number = built - g_entities;
built->r.contents = CONTENTS_BODY;
built->clipmask = MASK_PLAYERSOLID;
if( ent->client )
built->builtBy = ent->client->ps.clientNum;
else
built->builtBy = -1;
G_SetOrigin( built, origin );
VectorCopy( angles, built->s.angles );
built->s.angles2[ YAW ] = angles[ YAW ];
VectorCopy( origin, built->s.origin );
built->s.pos.trType = BG_FindTrajectoryForBuildable( buildable );
built->physicsBounce = BG_FindBounceForBuildable( buildable );
built->s.pos.trTime = level.time;
AngleVectors( ent->s.apos.trBase, built->s.pos.trDelta, NULL, NULL );
VectorScale( built->s.pos.trDelta, speed, built->s.pos.trDelta );
VectorSet( built->s.origin2, 0.0f, 0.0f, 1.0f );
G_AddEvent( built, EV_BUILD_CONSTRUCT, BANIM_CONSTRUCT1 );
trap_LinkEntity( built );
return built;
}
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