mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
386 lines
8.9 KiB
C
386 lines
8.9 KiB
C
// g_newdm.c
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// pmack
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// june 1998
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#include "g_local.h"
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#include "m_player.h"
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dm_game_rt DMGame;
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// ****************************
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// General DM Stuff
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// ****************************
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void InitGameRules (void)
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{
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int gameNum;
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// clear out the game rule structure before we start
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memset(&DMGame, 0, sizeof(dm_game_rt));
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if (gamerules && gamerules->value)
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{
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gameNum = gamerules->value;
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switch (gameNum)
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{
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case RDM_TAG:
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DMGame.GameInit = Tag_GameInit;
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DMGame.PostInitSetup = Tag_PostInitSetup;
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DMGame.PlayerDeath = Tag_PlayerDeath;
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DMGame.Score = Tag_Score;
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DMGame.PlayerEffects = Tag_PlayerEffects;
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DMGame.DogTag = Tag_DogTag;
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DMGame.PlayerDisconnect = Tag_PlayerDisconnect;
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DMGame.ChangeDamage = Tag_ChangeDamage;
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break;
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/*
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case RDM_DEATHBALL:
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DMGame.GameInit = DBall_GameInit;
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DMGame.ChangeKnockback = DBall_ChangeKnockback;
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DMGame.ChangeDamage = DBall_ChangeDamage;
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DMGame.ClientBegin = DBall_ClientBegin;
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DMGame.SelectSpawnPoint = DBall_SelectSpawnPoint;
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DMGame.PostInitSetup = DBall_PostInitSetup;
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DMGame.CheckDMRules = DBall_CheckDMRules;
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break;
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*/
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// reset gamerules if it's not a valid number
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default:
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gi.cvar_set ("gamerules", "0");
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// gamerules->value = 0;
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break;
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}
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}
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// if we're set up to play, initialize the game as needed.
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if (DMGame.GameInit)
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DMGame.GameInit();
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}
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//=================
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//=================
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#define IT_TYPE_MASK (IT_WEAPON|IT_AMMO|IT_POWERUP|IT_ARMOR|IT_KEY)
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extern void ED_CallSpawn (edict_t *ent);
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extern qboolean Pickup_Health (edict_t *ent, edict_t *other);
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extern qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other);
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extern qboolean Pickup_Armor (edict_t *ent, edict_t *other);
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extern qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other);
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char *FindSubstituteItem (edict_t *ent)
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{
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int i;
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int itflags, myflags;
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float rnd;
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int count;
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int pick;
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gitem_t *it;
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// there are only two classes of power armor, and we don't want
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// to give out power screens. therefore, power shields should
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// remain power shields. (powerscreens shouldn't be there at all...)
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if (ent->item->pickup == Pickup_PowerArmor)
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return NULL;
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// health is special case
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if ((ent->item->pickup == Pickup_Health) || (ent->item->pickup == Pickup_Adrenaline))
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{
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// health pellets stay health pellets
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if(!strcmp(ent->classname, "item_health_small"))
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return NULL;
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rnd = random();
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if(rnd < 0.6)
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return "item_health";
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else if(rnd < 0.9)
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return "item_health_large";
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else if(rnd < 0.99)
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return "item_adrenaline";
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else
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return "item_health_mega";
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}
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// armor is also special case
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else if(ent->item->pickup == Pickup_Armor)
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{
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// armor shards stay armor shards
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if (ent->item->tag == ARMOR_SHARD)
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return NULL;
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rnd = random();
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if(rnd < 0.6)
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return "item_armor_jacket";
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else if(rnd < 0.9)
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return "item_armor_combat";
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else
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return "item_armor_body";
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}
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// we want to stay within the item class
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myflags = ent->item->flags & IT_TYPE_MASK;
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if ((myflags & IT_AMMO) && (myflags & IT_WEAPON))
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myflags = IT_AMMO;
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count = 0;
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// first pass, count the matching items
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it = itemlist;
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for (i=0 ; i<game.num_items ; i++, it++)
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{
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itflags = it->flags;
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if (!itflags || (itflags & IT_NOT_GIVEABLE))
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continue;
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// prox,grenades,etc should count as ammo.
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if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
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itflags = IT_AMMO;
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// don't respawn spheres if they're dmflag disabled.
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if ( (int)dmflags->value & DF_NO_SPHERES )
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{
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if (!strcmp (ent->classname, "item_sphere_vengeance") ||
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!strcmp (ent->classname, "item_sphere_hunter") ||
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!strcmp (ent->classname, "item_spehre_defender"))
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{
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continue;
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}
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}
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if ( ((int)dmflags->value & DF_NO_NUKES) && !strcmp(ent->classname, "ammo_nuke") )
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continue;
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if ( ((int)dmflags->value & DF_NO_MINES) &&
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(!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
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continue;
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if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
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count++;
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}
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if(!count)
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return NULL;
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pick = ceil(random() * count);
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count = 0;
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// second pass, pick one.
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it = itemlist;
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for (i=0 ; i<game.num_items ; i++, it++)
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{
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itflags = it->flags;
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if (!itflags || (itflags & IT_NOT_GIVEABLE))
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continue;
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// prox,grenades,etc should count as ammo.
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if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
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itflags = IT_AMMO;
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if ( ((int)dmflags->value & DF_NO_NUKES) && !strcmp(ent->classname, "ammo_nuke") )
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continue;
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if ( ((int)dmflags->value & DF_NO_MINES) &&
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(!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
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continue;
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if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
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{
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count++;
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if(pick == count)
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return it->classname;
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}
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}
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return NULL;
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}
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//=================
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//=================
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edict_t *DoRandomRespawn (edict_t *ent)
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{
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edict_t *newEnt;
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char *classname;
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classname = FindSubstituteItem (ent);
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if (classname == NULL)
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return NULL;
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gi.unlinkentity (ent);
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newEnt = G_Spawn();
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newEnt->classname = classname;
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VectorCopy (ent->s.origin, newEnt->s.origin);
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VectorCopy (ent->s.old_origin, newEnt->s.old_origin);
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VectorCopy (ent->mins, newEnt->mins);
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VectorCopy (ent->maxs, newEnt->maxs);
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VectorSet (newEnt->gravityVector, 0, 0, -1);
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ED_CallSpawn (newEnt);
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newEnt->s.renderfx |= RF_IR_VISIBLE;
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return newEnt;
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}
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//=================
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//=================
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void PrecacheForRandomRespawn (void)
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{
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gitem_t *it;
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int i;
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int itflags;
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it = itemlist;
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for (i=0 ; i<game.num_items ; i++, it++)
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{
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itflags = it->flags;
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if (!itflags || (itflags & IT_NOT_GIVEABLE))
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continue;
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PrecacheItem(it);
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}
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}
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// ***************************
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// DOPPLEGANGER
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// ***************************
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extern edict_t *Sphere_Spawn (edict_t *owner, int spawnflags);
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void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);
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void doppleganger_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void doppleganger_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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edict_t *sphere;
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float dist;
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vec3_t dir;
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if((self->enemy) && (self->enemy != self->teammaster))
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{
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VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
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dist = VectorLength(dir);
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if(dist > 768)
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{
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sphere = Sphere_Spawn (self, SPHERE_HUNTER | SPHERE_DOPPLEGANGER);
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sphere->pain(sphere, attacker, 0, 0);
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}
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else //if(dist > 256)
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{
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sphere = Sphere_Spawn (self, SPHERE_VENGEANCE | SPHERE_DOPPLEGANGER);
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sphere->pain(sphere, attacker, 0, 0);
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}
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// else
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// {
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// T_RadiusClassDamage (self, self->teammaster, 175, "doppleganger", 384, MOD_DOPPLE_EXPLODE);
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// }
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}
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if(self->teamchain)
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BecomeExplosion1(self->teamchain);
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BecomeExplosion1(self);
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}
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void doppleganger_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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self->enemy = other;
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}
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void doppleganger_timeout (edict_t *self)
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{
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// T_RadiusClassDamage (self, self->teammaster, 140, "doppleganger", 256, MOD_DOPPLE_EXPLODE);
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if(self->teamchain)
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BecomeExplosion1(self->teamchain);
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BecomeExplosion1(self);
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}
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void body_think (edict_t *self)
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{
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float r;
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if(abs(self->ideal_yaw - anglemod(self->s.angles[YAW])) < 2)
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{
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if(self->timestamp < level.time)
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{
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r = random();
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if(r < 0.10)
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{
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self->ideal_yaw = random() * 350.0;
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self->timestamp = level.time + 1;
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}
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}
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}
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else
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M_ChangeYaw(self);
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self->s.frame ++;
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if (self->s.frame > FRAME_stand40)
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self->s.frame = FRAME_stand01;
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self->nextthink = level.time + 0.1;
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}
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void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir)
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{
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edict_t *base;
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edict_t *body;
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vec3_t dir;
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vec3_t forward, right, up;
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int number;
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vectoangles2 (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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base = G_Spawn();
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VectorCopy (start, base->s.origin);
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VectorCopy (dir, base->s.angles);
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VectorClear (base->velocity);
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VectorClear (base->avelocity);
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base->movetype = MOVETYPE_TOSS;
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base->solid = SOLID_BBOX;
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base->s.renderfx |= RF_IR_VISIBLE;
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base->s.angles[PITCH]=0;
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VectorSet (base->mins, -16, -16, -24);
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VectorSet (base->maxs, 16, 16, 32);
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// base->s.modelindex = gi.modelindex ("models/objects/dopplebase/tris.md2");
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base->s.modelindex = 0;
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base->teammaster = ent;
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base->svflags |= SVF_DAMAGEABLE;
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base->takedamage = DAMAGE_AIM;
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base->health = 30;
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base->pain = doppleganger_pain;
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base->die = doppleganger_die;
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// FIXME - remove with style
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base->nextthink = level.time + 30;
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base->think = doppleganger_timeout;
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base->classname = "doppleganger";
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base->class_id = ENTITY_DOPPLEGANGER;
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gi.linkentity (base);
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body = G_Spawn();
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number = body->s.number;
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body->s = ent->s;
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body->s.sound = 0;
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body->s.event = 0;
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// body->s.modelindex2 = 0; // no attached items (CTF flag, etc)
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body->s.number = number;
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body->yaw_speed = 30;
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body->ideal_yaw = 0;
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VectorCopy (start, body->s.origin);
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body->s.origin[2] += 8;
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body->think = body_think;
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body->nextthink = level.time + FRAMETIME;
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gi.linkentity (body);
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base->teamchain = body;
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body->teammaster = base;
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}
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