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g_weapon.c
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g_weapon.c
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/*
* Wolfenstein: Enemy Territory GPL Source Code
* Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
*
* ET: Legacy
* Copyright (C) 2012-2018 ET:Legacy team <mail@etlegacy.com>
*
* This file is part of ET: Legacy - http://www.etlegacy.com
*
* ET: Legacy 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 3 of the License, or
* (at your option) any later version.
*
* ET: Legacy 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 ET: Legacy. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, Wolfenstein: Enemy Territory GPL Source Code is also
* subject to certain additional terms. You should have received a copy
* of these additional terms immediately following the terms and conditions
* of the GNU General Public License which accompanied the source code.
* If not, please request a copy in writing from id Software at the address below.
*
* id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*/
/**
* @file g_weapon.c
* @brief Perform the server side effects of a weapon firing
*/
#include "g_local.h"
#ifdef FEATURE_OMNIBOT
#include "g_etbot_interface.h"
#endif
static vec3_t forward, right, up;
static vec3_t muzzleEffect;
vec3_t muzzleTrace; // used in G_Damage from g_combat.c
// forward dec
gentity_t *Bullet_Fire(gentity_t *ent);
qboolean Bullet_Fire_Extended(gentity_t *source, gentity_t *attacker, vec3_t start, vec3_t end, int damage, qboolean distance_falloff);
/**
======================================================================
KNIFE
======================================================================
*/
/**
* @brief Weapon_Knife
* @param[in] ent
*/
gentity_t *Weapon_Knife(gentity_t *ent)
{
trace_t tr;
gentity_t *traceEnt, *tent;
int damage;
meansOfDeath_t mod = GetWeaponTableData(ent->s.weapon)->mod;
vec3_t pforward, end;
AngleVectors(ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePoint(ent, ent->s.weapon, forward, right, up, muzzleTrace);
VectorMA(muzzleTrace, CH_KNIFE_DIST, forward, end);
G_HistoricalTrace(ent, &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT);
// ignore hits on NOIMPACT surfaces or no contact
if ((tr.surfaceFlags & SURF_NOIMPACT) || tr.fraction == 1.0f)
{
return NULL;
}
if (tr.entityNum >= MAX_CLIENTS) // world brush or non-player entity (no blood)
{
tent = G_TempEntity(tr.endpos, EV_MISSILE_MISS);
}
else // other player
{
tent = G_TempEntity(tr.endpos, EV_MISSILE_HIT);
}
tent->s.otherEntityNum = tr.entityNum;
tent->s.eventParm = DirToByte(tr.plane.normal);
tent->s.weapon = ent->s.weapon;
tent->s.clientNum = ent->r.ownerNum;
if (tr.entityNum == ENTITYNUM_WORLD) // don't worry about doing any damage
{
return NULL;
}
traceEnt = &g_entities[tr.entityNum];
if (!(traceEnt->takedamage))
{
return NULL;
}
damage = GetWeaponTableData(ent->s.weapon)->damage; // default knife damage for frontal attacks (10)
// no damage
if (!damage)
{
return NULL;
}
// Covert ops deal double damage with a knife
if (ent->client->sess.playerType == PC_COVERTOPS)
{
damage <<= 1; // damage *= 2; // Watch it - you could hurt someone with that thing!
}
// Only do backstabs if the body is standing up (i.e. alive)
if (traceEnt->client && traceEnt->health > 0)
{
vec3_t eforward;
AngleVectors(ent->client->ps.viewangles, pforward, NULL, NULL);
AngleVectors(traceEnt->client->ps.viewangles, eforward, NULL, NULL);
if (DotProduct(eforward, pforward) > 0.6f) // from behind(-ish)
{
damage = 100; // enough to drop a 'normal' (100 health) human with one jab
mod = MOD_BACKSTAB;
if (ent->client->sess.skill[SK_MILITARY_INTELLIGENCE_AND_SCOPED_WEAPONS] >= 4)
{
damage = traceEnt->health;
}
}
}
G_Damage(traceEnt, ent, ent, vec3_origin, tr.endpos, (damage + rand() % 5), 0, mod);
return NULL;
}
/**
* @brief Make it TR_LINEAR so it doesnt chew bandwidth...
* @param[in,out] self
*/
void MagicSink(gentity_t *self)
{
self->clipmask = 0;
self->r.contents = 0;
self->nextthink = level.time + 4000;
self->think = G_FreeEntity;
self->s.pos.trType = TR_LINEAR;
self->s.pos.trTime = level.time;
VectorCopy(self->r.currentOrigin, self->s.pos.trBase);
VectorSet(self->s.pos.trDelta, 0, 0, -5);
}
/**
* @brief Class-specific in multiplayer
* @param[in] ent
*/
gentity_t *Weapon_Medic(gentity_t *ent)
{
vec3_t velocity, angles, tosspos, viewpos;
VectorCopy(ent->client->ps.viewangles, angles);
// clamp pitch
if (angles[PITCH] < -30)
{
angles[PITCH] = -30;
}
else if (angles[PITCH] > 30)
{
angles[PITCH] = 30;
}
AngleVectors(angles, velocity, NULL, NULL);
VectorScale(velocity, 75, velocity);
velocity[2] += 50 + crandom() * 25;
VectorCopy(muzzleEffect, tosspos);
VectorMA(tosspos, 48, forward, tosspos);
VectorCopy(ent->client->ps.origin, viewpos);
Weapon_Medic_Ext(ent, viewpos, tosspos, velocity);
return NULL;
}
/**
* @brief Weapon_Medic_Ext
* @param[in,out] ent
* @param[in,out] viewpos
* @param[in,out] tosspos
* @param[in] velocity
*/
void Weapon_Medic_Ext(gentity_t *ent, vec3_t viewpos, vec3_t tosspos, vec3_t velocity)
{
gentity_t *ent2;
vec3_t mins, maxs;
trace_t tr;
VectorSet(mins, -(ITEM_RADIUS + 8), -(ITEM_RADIUS + 8), 0);
VectorSet(maxs, (ITEM_RADIUS + 8), (ITEM_RADIUS + 8), 2 * (ITEM_RADIUS + 8));
trap_EngineerTrace(&tr, viewpos, mins, maxs, tosspos, ent->s.number, MASK_MISSILESHOT);
if (tr.startsolid)
{
VectorCopy(forward, viewpos);
VectorNormalizeFast(viewpos);
VectorMA(ent->r.currentOrigin, -24.f, viewpos, viewpos);
trap_EngineerTrace(&tr, viewpos, mins, maxs, tosspos, ent->s.number, MASK_MISSILESHOT);
VectorCopy(tr.endpos, tosspos);
}
else if (tr.fraction < 1) // oops, bad launch spot
{
VectorCopy(tr.endpos, tosspos);
SnapVectorTowards(tosspos, viewpos);
}
ent2 = LaunchItem(BG_GetItem(ITEM_HEALTH), tosspos, velocity, ent->s.number);
ent2->think = MagicSink;
ent2->nextthink = level.time + 30000;
ent2->parent = ent; // so we can score properly later
#ifdef FEATURE_OMNIBOT
// Omni-bot - Send a fire event.
Bot_Event_FireWeapon(ent - g_entities, Bot_WeaponGameToBot(ent->s.weapon), ent2);
#endif
}
/**
* @brief Weapon_MagicAmmo
* @param[in] ent
*/
gentity_t *Weapon_MagicAmmo(gentity_t *ent)
{
vec3_t velocity, tosspos, viewpos, angles;
VectorCopy(ent->client->ps.viewangles, angles);
// clamp pitch
if (angles[PITCH] < -30)
{
angles[PITCH] = -30;
}
else if (angles[PITCH] > 30)
{
angles[PITCH] = 30;
}
AngleVectors(angles, velocity, NULL, NULL);
VectorScale(velocity, 75, velocity);
velocity[2] += 50 + crandom() * 25;
VectorCopy(muzzleEffect, tosspos);
VectorMA(tosspos, 48, forward, tosspos);
VectorCopy(ent->client->ps.origin, viewpos);
Weapon_MagicAmmo_Ext(ent, viewpos, tosspos, velocity);
return NULL;
}
/**
* @brief Weapon_MagicAmmo_Ext
* @param[in,out] ent
* @param[in,out] viewpos
* @param[in,out] tosspos
* @param[in] velocity
*/
void Weapon_MagicAmmo_Ext(gentity_t *ent, vec3_t viewpos, vec3_t tosspos, vec3_t velocity)
{
vec3_t mins, maxs;
trace_t tr;
gentity_t *ent2;
VectorSet(mins, -(ITEM_RADIUS + 8), -(ITEM_RADIUS + 8), 0);
VectorSet(maxs, (ITEM_RADIUS + 8), (ITEM_RADIUS + 8), 2 * (ITEM_RADIUS + 8));
trap_EngineerTrace(&tr, viewpos, mins, maxs, tosspos, ent->s.number, MASK_MISSILESHOT);
if (tr.startsolid)
{
VectorCopy(forward, viewpos);
VectorNormalizeFast(viewpos);
VectorMA(ent->r.currentOrigin, -24.f, viewpos, viewpos);
trap_EngineerTrace(&tr, viewpos, mins, maxs, tosspos, ent->s.number, MASK_MISSILESHOT);
VectorCopy(tr.endpos, tosspos);
}
else if (tr.fraction < 1) // oops, bad launch spot
{
VectorCopy(tr.endpos, tosspos);
SnapVectorTowards(tosspos, viewpos);
}
ent2 = LaunchItem(BG_GetItem(ent->client->sess.skill[SK_SIGNALS] >= 1 ? ITEM_WEAPON_MAGICAMMO2 : ITEM_WEAPON_MAGICAMMO), tosspos, velocity, ent->s.number);
ent2->think = MagicSink;
ent2->nextthink = level.time + 30000;
ent2->parent = ent;
if (ent->client->sess.skill[SK_SIGNALS] >= 1)
{
ent2->count = 2;
ent2->s.density = 2;
}
else
{
ent2->count = 1;
ent2->s.density = 1;
}
#ifdef FEATURE_OMNIBOT
// Omni-bot - Send a fire event.
Bot_Event_FireWeapon(ent - g_entities, Bot_WeaponGameToBot(ent->s.weapon), ent2);
#endif
}
/**
* @brief Took this out of Weapon_Syringe so we can use it from other places
* @param[in] ent
* @param[in,out] traceEnt
* @return
*/
qboolean ReviveEntity(gentity_t *ent, gentity_t *traceEnt)
{
vec3_t org;
trace_t tr;
int healamt, headshot, oldweapon, oldweaponstate, oldclasstime = 0;
qboolean usedSyringe = qfalse;
int ammo[MAX_WEAPONS]; // total amount of ammo
int ammoclip[MAX_WEAPONS]; // ammo in clip
int weapons[MAX_WEAPONS / (sizeof(int) * 8)]; // 64 bits for weapons held
// heal the dude
// copy some stuff out that we'll wanna restore
VectorCopy(traceEnt->client->ps.origin, org);
headshot = traceEnt->client->ps.eFlags & EF_HEADSHOT;
if (ent->client->sess.skill[SK_FIRST_AID] >= 3)
{
healamt = traceEnt->client->ps.stats[STAT_MAX_HEALTH];
}
else
{
healamt = (int)(traceEnt->client->ps.stats[STAT_MAX_HEALTH] * 0.5);
}
oldweapon = traceEnt->client->ps.weapon;
oldweaponstate = traceEnt->client->ps.weaponstate;
// keep class special weapon time to keep them from exploiting revives
oldclasstime = traceEnt->client->ps.classWeaponTime;
Com_Memcpy(ammo, traceEnt->client->ps.ammo, sizeof(int) * MAX_WEAPONS);
Com_Memcpy(ammoclip, traceEnt->client->ps.ammoclip, sizeof(int) * MAX_WEAPONS);
Com_Memcpy(weapons, traceEnt->client->ps.weapons, sizeof(int) * (MAX_WEAPONS / (sizeof(int) * 8)));
ClientSpawn(traceEnt, qtrue, qfalse, qtrue);
#ifdef FEATURE_OMNIBOT
Bot_Event_Revived(traceEnt - g_entities, ent);
#endif
traceEnt->client->ps.stats[STAT_PLAYER_CLASS] = traceEnt->client->sess.playerType;
Com_Memcpy(traceEnt->client->ps.ammo, ammo, sizeof(int) * MAX_WEAPONS);
Com_Memcpy(traceEnt->client->ps.ammoclip, ammoclip, sizeof(int) * MAX_WEAPONS);
Com_Memcpy(traceEnt->client->ps.weapons, weapons, sizeof(int) * (MAX_WEAPONS / (sizeof(int) * 8)));
if (headshot)
{
traceEnt->client->ps.eFlags |= EF_HEADSHOT;
}
traceEnt->client->ps.weapon = oldweapon;
traceEnt->client->ps.weaponstate = oldweaponstate;
// set idle animation on weapon
traceEnt->client->ps.weapAnim = ((traceEnt->client->ps.weapAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | GetWeaponTableData(traceEnt->client->ps.weapon)->idleAnim;
traceEnt->client->ps.classWeaponTime = oldclasstime;
traceEnt->health = healamt;
VectorCopy(org, traceEnt->s.origin);
VectorCopy(org, traceEnt->r.currentOrigin);
VectorCopy(org, traceEnt->client->ps.origin);
trap_Trace(&tr, traceEnt->client->ps.origin, traceEnt->client->ps.mins, traceEnt->client->ps.maxs, traceEnt->client->ps.origin, traceEnt->s.number, MASK_PLAYERSOLID);
if (tr.allsolid)
{
traceEnt->client->ps.pm_flags |= PMF_DUCKED;
}
traceEnt->r.contents = CONTENTS_CORPSE;
trap_LinkEntity(ent);
// Let the person being revived know about it
trap_SendServerCommand(traceEnt - g_entities, va("cp \"You have been revived by [lof]%s[lon] [lof]%s^7!\"", GetRankTableData(ent->client->sess.sessionTeam, ent->client->sess.rank)->names, ent->client->pers.netname));
traceEnt->props_frame_state = ent->s.number;
// Mark that the medicine was indeed dispensed
usedSyringe = qtrue;
// sound
G_Sound(traceEnt, GAMESOUND_MISC_REVIVE);
traceEnt->client->pers.lastrevive_client = ent->s.clientNum;
traceEnt->client->pers.lasthealth_client = ent->s.clientNum;
if (g_fastres.integer > 0)
{
BG_AnimScriptEvent(&traceEnt->client->ps, traceEnt->client->pers.character->animModelInfo, ANIM_ET_JUMP, qfalse, qtrue);
}
else
{
// Play revive animation
BG_AnimScriptEvent(&traceEnt->client->ps, traceEnt->client->pers.character->animModelInfo, ANIM_ET_REVIVE, qfalse, qtrue);
traceEnt->client->ps.pm_flags |= PMF_TIME_LOCKPLAYER;
traceEnt->client->ps.pm_time = 2100;
}
// Tell the caller if we actually used a syringe
return usedSyringe;
}
/**
* @brief Shoot the syringe, do the old lazarus bit
*
* @param[in,out] ent
* @param[out] firedShot - unused
*
* @note Currently medic player can get out of syringe ammo when G_MISC_MEDIC_SYRINGE_HEAL is set
*/
gentity_t *Weapon_Syringe(gentity_t *ent)
{
vec3_t end;
trace_t tr;
gentity_t *traceEnt;
AngleVectors(ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePointForActivate(ent, forward, right, up, muzzleTrace);
VectorMA(muzzleTrace, CH_REVIVE_DIST, forward, end);
// right on top of intended revivee.
G_HistoricalTrace(ent, &tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT);
if (tr.startsolid)
{
VectorMA(muzzleTrace, 8, forward, end);
trap_Trace(&tr, muzzleTrace, NULL, NULL, end, ent->s.number, MASK_SHOT);
}
if (tr.fraction == 1.0f) // no hit
{
// give back ammo
ent->client->ps.ammoclip[GetWeaponTableData(WP_MEDIC_SYRINGE)->clipIndex] += 1;
return NULL;
}
traceEnt = &g_entities[tr.entityNum];
if (!traceEnt->client)
{
// give back ammo
ent->client->ps.ammoclip[GetWeaponTableData(WP_MEDIC_SYRINGE)->clipIndex] += 1;
return NULL;
}
if (traceEnt->client->ps.pm_type == PM_DEAD)
{
qboolean usedSyringe;
if (traceEnt->client->sess.sessionTeam != ent->client->sess.sessionTeam)
{
return NULL;
}
// moved all the revive stuff into its own function
usedSyringe = ReviveEntity(ent, traceEnt);
// syringe "hit"
// we no longer track the syringe - it's no real weapon and messes up the total weapon stats (see acc)
// FIXME: add a new award 'most revives' instead?
//if (g_gamestate.integer == GS_PLAYING)
//{
//ent->client->sess.aWeaponStats[WS_SYRINGE].hits++;
//}
G_LogPrintf("Medic_Revive: %d %d\n", (int)(ent - g_entities), (int)(traceEnt - g_entities));
if (!traceEnt->isProp) // flag for if they were teamkilled or not
{
G_AddSkillPoints(ent, SK_FIRST_AID, 4.f);
G_DebugAddSkillPoints(ent, SK_FIRST_AID, 4.f, "reviving a player");
}
// calculate ranks to update numFinalDead arrays. Have to do it manually as addscore has an early out
if (g_gametype.integer == GT_WOLF_LMS)
{
CalculateRanks();
}
// If the medicine wasn't used, give back the ammo
if (!usedSyringe)
{
ent->client->ps.ammoclip[GetWeaponTableData(WP_MEDIC_SYRINGE)->clipIndex] += 1;
}
}
else if (g_misc.integer & G_MISC_MEDIC_SYRINGE_HEAL) // FIXME: clarify ammo restore
{
if (traceEnt->client->sess.sessionTeam != ent->client->sess.sessionTeam)
{
// this doesn't heal enemy but ammo is gone :D FIXME?
return NULL;
}
if (traceEnt->health > (traceEnt->client->ps.stats[STAT_MAX_HEALTH] * 0.25f))
{
// this doesn't heal enemy but ammo is gone :D FIXME?
return NULL;
}
{
int healamt;
// check the skill of the needle-bearer
if (ent->client->sess.skill[SK_FIRST_AID] >= 3) // full revive
{
healamt = traceEnt->client->ps.stats[STAT_MAX_HEALTH];
}
else
{
healamt = (int)(traceEnt->client->ps.stats[STAT_MAX_HEALTH] * 0.5);
}
traceEnt->health = healamt;
}
G_Sound(traceEnt, GAMESOUND_MISC_REVIVE);
//ent->client->sess.team_hits -= 2.f;
// set lasthealth_client also when a player was healed with syringe
traceEnt->client->pers.lasthealth_client = ent->s.clientNum;
if (!traceEnt->isProp) // flag for if they were teamkilled or not
{
G_AddSkillPoints(ent, SK_FIRST_AID, 2.f);
G_DebugAddSkillPoints(ent, SK_FIRST_AID, 2.f, "syringe heal a player");
}
}
return NULL;
}
/**
* @brief Hmmmm. Needles. With stuff in it. Woooo.
* @param[in,out] ent
*/
gentity_t *Weapon_AdrenalineSyringe(gentity_t *ent)
{
ent->client->ps.powerups[PW_ADRENALINE] = level.time + 10000;
return NULL;
}
/**
* @brief Crude version of G_RadiusDamage to see if the dynamite can damage a func_constructible
* @param[in] origin
* @param[in] radius
* @param[out] damagedList
* @return
*/
int EntsThatRadiusCanDamage(vec3_t origin, float radius, int *damagedList)
{
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
int i, e;
float boxradius;
vec3_t dest;
trace_t tr;
vec3_t midpoint;
int numDamaged = 0;
if (radius < 1)
{
radius = 1;
}
boxradius = M_SQRT2 * radius; // radius * sqrt(2) for bounding box enlargement --
// bounding box was checking against radius / sqrt(2) if collision is along box plane
for (i = 0 ; i < 3 ; i++)
{
mins[i] = origin[i] - boxradius;
maxs[i] = origin[i] + boxradius;
}
numListedEntities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES);
for (e = 0 ; e < numListedEntities ; e++)
{
ent = &g_entities[entityList[e]];
if (!ent->r.bmodel)
{
VectorSubtract(ent->r.currentOrigin, origin, v);
}
else
{
for (i = 0 ; i < 3 ; i++)
{
if (origin[i] < ent->r.absmin[i])
{
v[i] = ent->r.absmin[i] - origin[i];
}
else if (origin[i] > ent->r.absmax[i])
{
v[i] = origin[i] - ent->r.absmax[i];
}
else
{
v[i] = 0;
}
}
}
dist = VectorLength(v);
if (dist >= radius)
{
continue;
}
if (CanDamage(ent, origin))
{
damagedList[numDamaged++] = entityList[e];
}
else
{
VectorAdd(ent->r.absmin, ent->r.absmax, midpoint);
VectorScale(midpoint, 0.5f, midpoint);
VectorCopy(midpoint, dest);
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction < 1.0f)
{
VectorSubtract(dest, origin, dest);
dist = VectorLength(dest);
if (dist < radius * 0.2f) // closer than 1/4 dist
{
damagedList[numDamaged++] = entityList[e];
}
}
}
}
return numDamaged;
}
extern void G_LandminePrime(gentity_t *self);
extern void explosive_indicator_think(gentity_t *ent);
#define MIN_BLOCKINGWARNING_INTERVAL 3000
/**
* @brief MakeTemporarySolid
* @param[in,out] ent
*/
static void MakeTemporarySolid(gentity_t *ent)
{
if (ent->entstate == STATE_UNDERCONSTRUCTION)
{
ent->clipmask = ent->realClipmask;
ent->r.contents = ent->realContents;
if (!ent->realNonSolidBModel)
{
ent->s.eFlags &= ~EF_NONSOLID_BMODEL;
}
}
trap_LinkEntity(ent);
}
/**
* @brief UndoTemporarySolid
* @param[in,out] ent
*/
static void UndoTemporarySolid(gentity_t *ent)
{
ent->entstate = STATE_UNDERCONSTRUCTION;
ent->s.powerups = STATE_UNDERCONSTRUCTION;
ent->realClipmask = ent->clipmask;
ent->clipmask = 0;
ent->realContents = ent->r.contents;
ent->r.contents = 0;
if (ent->s.eFlags & EF_NONSOLID_BMODEL)
{
ent->realNonSolidBModel = qtrue;
}
else
{
ent->s.eFlags |= EF_NONSOLID_BMODEL;
}
trap_LinkEntity(ent);
}
/**
* @brief HandleEntsThatBlockConstructible
* @param[in] constructor
* @param[in,out] constructible
* @param[in] handleBlockingEnts kill players, return flags, remove entities
* @param[in] warnBlockingPlayers warn any players that are in the constructible area
*/
static void HandleEntsThatBlockConstructible(gentity_t *constructor, gentity_t *constructible, qboolean handleBlockingEnts, qboolean warnBlockingPlayers)
{
// check if something blocks us
int constructibleList[MAX_GENTITIES];
int entityList[MAX_GENTITIES];
int blockingList[MAX_GENTITIES];
int constructibleEntities = 0;
int listedEntities, e;
int blockingEntities = 0;
gentity_t *check, *block;
// backup...
int constructibleModelindex = constructible->s.modelindex;
int constructibleClipmask = constructible->clipmask;
int constructibleContents = constructible->r.contents;
int constructibleNonSolidBModel = (constructible->s.eFlags & EF_NONSOLID_BMODEL);
trap_SetBrushModel(constructible, va("*%i", constructible->s.modelindex2));
// ...and restore
constructible->clipmask = constructibleClipmask;
constructible->r.contents = constructibleContents;
if (!constructibleNonSolidBModel)
{
constructible->s.eFlags &= ~EF_NONSOLID_BMODEL;
}
trap_LinkEntity(constructible);
// store our origin
VectorCopy(constructible->r.absmin, constructible->s.origin2);
VectorAdd(constructible->r.absmax, constructible->s.origin2, constructible->s.origin2);
VectorScale(constructible->s.origin2, 0.5f, constructible->s.origin2);
// get all the entities that make up the constructible
if (constructible->track && constructible->track[0])
{
vec3_t mins, maxs;
VectorCopy(constructible->r.absmin, mins);
VectorCopy(constructible->r.absmax, maxs);
check = NULL;
while (1)
{
check = G_Find(check, FOFS(track), constructible->track);
if (check == constructible)
{
continue;
}
if (!check)
{
break;
}
if (constructible->count2)
{
if (check->partofstage != constructible->grenadeFired)
{
continue;
}
}
// get the bounding box of all entities in the constructible together
AddPointToBounds(check->r.absmin, mins, maxs);
AddPointToBounds(check->r.absmax, mins, maxs);
constructibleList[constructibleEntities++] = check->s.number;
}
listedEntities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES);
// make our constructible entities solid so we can check against them
//trap_LinkEntity( constructible );
MakeTemporarySolid(constructible);
for (e = 0; e < constructibleEntities; e++)
{
check = &g_entities[constructibleList[e]];
//trap_LinkEntity( check );
MakeTemporarySolid(check);
}
}
else
{
// changed * to abs*
listedEntities = trap_EntitiesInBox(constructible->r.absmin, constructible->r.absmax, entityList, MAX_GENTITIES);
// make our constructible solid so we can check against it
//trap_LinkEntity( constructible );
MakeTemporarySolid(constructible);
}
for (e = 0; e < listedEntities; e++)
{
check = &g_entities[entityList[e]];
// ignore everything but items, players and missiles (grenades too)
if (check->s.eType != ET_MISSILE && check->s.eType != ET_ITEM && check->s.eType != ET_PLAYER && !check->physicsObject)
{
continue;
}
// remove any corpses, this includes dynamite
if (check->r.contents == CONTENTS_CORPSE)
{
blockingList[blockingEntities++] = entityList[e];
continue;
}
// FIXME: dynamite seems to test out of position?
// see if the entity is in a solid now
if ((block = G_TestEntityPosition(check)) == NULL)
{
continue;
}
// the entity is blocked and it is a player, then warn the player
if (warnBlockingPlayers && check->s.eType == ET_PLAYER)
{
if ((level.time - check->client->lastConstructibleBlockingWarnTime) >= MIN_BLOCKINGWARNING_INTERVAL)
{
trap_SendServerCommand(check->s.number, "cp \"Warning, leave the construction area...\" 1");
check->client->lastConstructibleBlockingWarnTime = level.time;
}
}
blockingList[blockingEntities++] = entityList[e];
}
// undo the temporary solid for our entities
UndoTemporarySolid(constructible);
if (constructible->track && constructible->track[0])
{
for (e = 0; e < constructibleEntities; e++)
{
check = &g_entities[constructibleList[e]];
//trap_UnlinkEntity( check );
UndoTemporarySolid(check);
}
}
if (handleBlockingEnts)
{
for (e = 0; e < blockingEntities; e++)
{
block = &g_entities[blockingList[e]];
if (block->client || block->s.eType == ET_CORPSE)
{
G_Damage(block, constructible, constructor, NULL, NULL, GIB_DAMAGE(block->health), DAMAGE_NO_PROTECTION, MOD_CRUSH_CONSTRUCTION);
}
else if (block->s.eType == ET_ITEM && block->item->giType == IT_TEAM)
{
// see if it's a critical entity, one that we can't just simply kill (basically flags)
Team_DroppedFlagThink(block);
}
else
{
// remove the landmine from both teamlists
if (block->s.eType == ET_MISSILE && block->methodOfDeath == MOD_LANDMINE)
{
mapEntityData_t *mEnt;
if ((mEnt = G_FindMapEntityData(&mapEntityData[0], block - g_entities)) != NULL)
{
G_FreeMapEntityData(&mapEntityData[0], mEnt);
}
if ((mEnt = G_FindMapEntityData(&mapEntityData[1], block - g_entities)) != NULL)
{
G_FreeMapEntityData(&mapEntityData[1], mEnt);
}
}
// just get rid of it
G_FreeEntity(block);
}
}
}
if (constructibleModelindex)
{
trap_SetBrushModel(constructible, va("*%i", constructibleModelindex));
// ...and restore
constructible->clipmask = constructibleClipmask;
constructible->r.contents = constructibleContents;
if (!constructibleNonSolidBModel)
{
constructible->s.eFlags &= ~EF_NONSOLID_BMODEL;
}
trap_LinkEntity(constructible);
}
else
{
constructible->s.modelindex = 0;
//constructible->clipmask = constructibleClipmask;
//constructible->r.contents = constructibleContents;
//if( !constructibleNonSolidBModel )
// constructible->s.eFlags &= ~EF_NONSOLID_BMODEL;
trap_LinkEntity(constructible);
}
}
#define CONSTRUCT_POSTDECAY_TIME 500
/**
* @brief TryConstructing
*
* @param ent
*
* @return qfalse when it couldn't build
*
* @note !! If the conditions here of a buildable constructible change, then BotIsConstructible() must reflect those changes !!
*/
static qboolean TryConstructing(gentity_t *ent)
{
gentity_t *constructible = ent->client->touchingTOI->target_ent;
// no construction during prematch
if (level.warmupTime)
{
return qfalse;
}
// see if we are in a trigger_objective_info targetting multiple func_constructibles
if (constructible->s.eType == ET_CONSTRUCTIBLE && ent->client->touchingTOI->chain)
{
gentity_t *otherconstructible = NULL;
// use the target that has the same team as the player
if (constructible->s.teamNum != ent->client->sess.sessionTeam)
{
constructible = ent->client->touchingTOI->chain;
}
otherconstructible = constructible->chain;
// make sure the other constructible isn't built/underconstruction/something
if (otherconstructible->s.angles2[0] != 0.f ||
otherconstructible->s.angles2[1] != 0.f ||
(otherconstructible->count2 && otherconstructible->grenadeFired))
{
return qfalse;
}
}
// see if we are in a trigger_objective_info targetting a func_constructible
if (constructible->s.eType == ET_CONSTRUCTIBLE &&
constructible->s.teamNum == ent->client->sess.sessionTeam)
{
// constructible xp sharing
float addhealth;
float xpperround;
if (constructible->s.angles2[0] >= 250) // have to do this so we don't score multiple times
{
return qfalse;
}
if (constructible->s.angles2[1] != 0.f)
{
return qfalse;
}
// Check if we can construct - updates the classWeaponTime as well
if (!ReadyToConstruct(ent, constructible, qtrue))
{
return qtrue;
}
// try to start building
if (constructible->s.angles2[0] <= 0)