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https://github.com/ioquake/ioq3.git
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eb9fe030c4
################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
1010 lines
25 KiB
C
1010 lines
25 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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/*
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Items are any object that a player can touch to gain some effect.
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Pickup will return the number of seconds until they should respawn.
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all items should pop when dropped in lava or slime
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Respawnable items don't actually go away when picked up, they are
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just made invisible and untouchable. This allows them to ride
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movers and respawn apropriately.
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*/
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#define RESPAWN_ARMOR 25
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#define RESPAWN_HEALTH 35
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#define RESPAWN_AMMO 40
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#define RESPAWN_HOLDABLE 60
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#define RESPAWN_MEGAHEALTH 35//120
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#define RESPAWN_POWERUP 120
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//======================================================================
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int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
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int quantity;
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int i;
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gclient_t *client;
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if ( !other->client->ps.powerups[ent->item->giTag] ) {
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// round timing to seconds to make multiple powerup timers
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// count in sync
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other->client->ps.powerups[ent->item->giTag] =
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level.time - ( level.time % 1000 );
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}
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
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// give any nearby players a "denied" anti-reward
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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vec3_t delta;
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float len;
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vec3_t forward;
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trace_t tr;
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client = &level.clients[i];
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if ( client == other->client ) {
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continue;
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}
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if ( client->pers.connected == CON_DISCONNECTED ) {
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continue;
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}
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if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
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continue;
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}
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// if same team in team game, no sound
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// cannot use OnSameTeam as it expects to g_entities, not clients
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if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) {
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continue;
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}
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// if too far away, no sound
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VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
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len = VectorNormalize( delta );
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if ( len > 192 ) {
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continue;
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}
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// if not facing, no sound
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AngleVectors( client->ps.viewangles, forward, NULL, NULL );
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if ( DotProduct( delta, forward ) < 0.4 ) {
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continue;
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}
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// if not line of sight, no sound
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trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
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if ( tr.fraction != 1.0 ) {
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continue;
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}
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// anti-reward
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client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
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}
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return RESPAWN_POWERUP;
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}
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//======================================================================
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#ifdef MISSIONPACK
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int Pickup_PersistantPowerup( gentity_t *ent, gentity_t *other ) {
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int clientNum;
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char userinfo[MAX_INFO_STRING];
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float handicap;
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int max;
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other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist;
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other->client->persistantPowerup = ent;
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switch( ent->item->giTag ) {
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case PW_GUARD:
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clientNum = other->client->ps.clientNum;
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trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
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handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
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if( handicap<=0.0f || handicap>100.0f) {
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handicap = 100.0f;
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}
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max = (int)(2 * handicap);
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other->health = max;
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other->client->ps.stats[STAT_HEALTH] = max;
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other->client->ps.stats[STAT_MAX_HEALTH] = max;
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other->client->ps.stats[STAT_ARMOR] = max;
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other->client->pers.maxHealth = max;
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break;
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case PW_SCOUT:
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clientNum = other->client->ps.clientNum;
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trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
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handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
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if( handicap<=0.0f || handicap>100.0f) {
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handicap = 100.0f;
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}
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other->client->pers.maxHealth = handicap;
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other->client->ps.stats[STAT_ARMOR] = 0;
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break;
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case PW_DOUBLER:
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clientNum = other->client->ps.clientNum;
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trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
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handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
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if( handicap<=0.0f || handicap>100.0f) {
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handicap = 100.0f;
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}
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other->client->pers.maxHealth = handicap;
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break;
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case PW_AMMOREGEN:
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clientNum = other->client->ps.clientNum;
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trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
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handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
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if( handicap<=0.0f || handicap>100.0f) {
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handicap = 100.0f;
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}
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other->client->pers.maxHealth = handicap;
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memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes));
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break;
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default:
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clientNum = other->client->ps.clientNum;
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trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
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handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
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if( handicap<=0.0f || handicap>100.0f) {
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handicap = 100.0f;
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}
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other->client->pers.maxHealth = handicap;
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break;
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}
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return -1;
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}
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//======================================================================
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#endif
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int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
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other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
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if( ent->item->giTag == HI_KAMIKAZE ) {
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other->client->ps.eFlags |= EF_KAMIKAZE;
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}
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return RESPAWN_HOLDABLE;
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}
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//======================================================================
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void Add_Ammo (gentity_t *ent, int weapon, int count)
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{
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ent->client->ps.ammo[weapon] += count;
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if ( ent->client->ps.ammo[weapon] > 200 ) {
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ent->client->ps.ammo[weapon] = 200;
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}
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}
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int Pickup_Ammo (gentity_t *ent, gentity_t *other)
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{
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int quantity;
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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Add_Ammo (other, ent->item->giTag, quantity);
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return RESPAWN_AMMO;
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}
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//======================================================================
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int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
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int quantity;
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if ( ent->count < 0 ) {
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quantity = 0; // None for you, sir!
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} else {
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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// dropped items and teamplay weapons always have full ammo
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if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
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// respawning rules
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// drop the quantity if the already have over the minimum
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if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
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quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
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} else {
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quantity = 1; // only add a single shot
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}
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}
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}
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// add the weapon
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other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
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Add_Ammo( other, ent->item->giTag, quantity );
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if (ent->item->giTag == WP_GRAPPLING_HOOK)
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other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo
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// team deathmatch has slow weapon respawns
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if ( g_gametype.integer == GT_TEAM ) {
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return g_weaponTeamRespawn.integer;
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}
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return g_weaponRespawn.integer;
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}
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//======================================================================
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int Pickup_Health (gentity_t *ent, gentity_t *other) {
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int max;
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int quantity;
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// small and mega healths will go over the max
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#ifdef MISSIONPACK
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if( bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
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max = other->client->ps.stats[STAT_MAX_HEALTH];
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}
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else
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#endif
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if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
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max = other->client->ps.stats[STAT_MAX_HEALTH];
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} else {
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max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
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}
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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other->health += quantity;
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if (other->health > max ) {
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other->health = max;
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}
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other->client->ps.stats[STAT_HEALTH] = other->health;
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if ( ent->item->quantity == 100 ) { // mega health respawns slow
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return RESPAWN_MEGAHEALTH;
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}
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return RESPAWN_HEALTH;
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}
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//======================================================================
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int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
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#ifdef MISSIONPACK
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int upperBound;
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other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
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if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
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upperBound = other->client->ps.stats[STAT_MAX_HEALTH];
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}
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else {
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upperBound = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
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}
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if ( other->client->ps.stats[STAT_ARMOR] > upperBound ) {
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other->client->ps.stats[STAT_ARMOR] = upperBound;
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}
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#else
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other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
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if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
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other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
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}
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#endif
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return RESPAWN_ARMOR;
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}
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//======================================================================
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/*
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===============
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RespawnItem
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===============
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*/
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void RespawnItem( gentity_t *ent ) {
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// randomly select from teamed entities
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if (ent->team) {
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gentity_t *master;
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int count;
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int choice;
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if ( !ent->teammaster ) {
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G_Error( "RespawnItem: bad teammaster");
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}
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master = ent->teammaster;
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for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
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;
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choice = rand() % count;
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for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++)
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;
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}
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ent->r.contents = CONTENTS_TRIGGER;
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ent->s.eFlags &= ~EF_NODRAW;
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ent->r.svFlags &= ~SVF_NOCLIENT;
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trap_LinkEntity (ent);
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if ( ent->item->giType == IT_POWERUP ) {
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// play powerup spawn sound to all clients
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gentity_t *te;
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// if the powerup respawn sound should Not be global
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if (ent->speed) {
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te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
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}
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else {
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te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
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}
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te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );
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te->r.svFlags |= SVF_BROADCAST;
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}
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if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) {
|
|
// play powerup spawn sound to all clients
|
|
gentity_t *te;
|
|
|
|
// if the powerup respawn sound should Not be global
|
|
if (ent->speed) {
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
|
|
}
|
|
else {
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
|
|
}
|
|
te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
// play the normal respawn sound only to nearby clients
|
|
G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );
|
|
|
|
ent->nextthink = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
Touch_Item
|
|
===============
|
|
*/
|
|
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
|
|
int respawn;
|
|
qboolean predict;
|
|
|
|
if (!other->client)
|
|
return;
|
|
if (other->health < 1)
|
|
return; // dead people can't pickup
|
|
|
|
// the same pickup rules are used for client side and server side
|
|
if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) {
|
|
return;
|
|
}
|
|
|
|
G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
|
|
|
|
predict = other->client->pers.predictItemPickup;
|
|
|
|
// call the item-specific pickup function
|
|
switch( ent->item->giType ) {
|
|
case IT_WEAPON:
|
|
respawn = Pickup_Weapon(ent, other);
|
|
// predict = qfalse;
|
|
break;
|
|
case IT_AMMO:
|
|
respawn = Pickup_Ammo(ent, other);
|
|
// predict = qfalse;
|
|
break;
|
|
case IT_ARMOR:
|
|
respawn = Pickup_Armor(ent, other);
|
|
break;
|
|
case IT_HEALTH:
|
|
respawn = Pickup_Health(ent, other);
|
|
break;
|
|
case IT_POWERUP:
|
|
respawn = Pickup_Powerup(ent, other);
|
|
predict = qfalse;
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case IT_PERSISTANT_POWERUP:
|
|
respawn = Pickup_PersistantPowerup(ent, other);
|
|
break;
|
|
#endif
|
|
case IT_TEAM:
|
|
respawn = Pickup_Team(ent, other);
|
|
break;
|
|
case IT_HOLDABLE:
|
|
respawn = Pickup_Holdable(ent, other);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if ( !respawn ) {
|
|
return;
|
|
}
|
|
|
|
// play the normal pickup sound
|
|
if (predict) {
|
|
G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
|
|
} else {
|
|
G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
|
|
}
|
|
|
|
// powerup pickups are global broadcasts
|
|
if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) {
|
|
// if we want the global sound to play
|
|
if (!ent->speed) {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
|
|
te->s.eventParm = ent->s.modelindex;
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
} else {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
|
|
te->s.eventParm = ent->s.modelindex;
|
|
// only send this temp entity to a single client
|
|
te->r.svFlags |= SVF_SINGLECLIENT;
|
|
te->r.singleClient = other->s.number;
|
|
}
|
|
}
|
|
|
|
// fire item targets
|
|
G_UseTargets (ent, other);
|
|
|
|
// wait of -1 will not respawn
|
|
if ( ent->wait == -1 ) {
|
|
ent->r.svFlags |= SVF_NOCLIENT;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
ent->unlinkAfterEvent = qtrue;
|
|
return;
|
|
}
|
|
|
|
// non zero wait overrides respawn time
|
|
if ( ent->wait ) {
|
|
respawn = ent->wait;
|
|
}
|
|
|
|
// random can be used to vary the respawn time
|
|
if ( ent->random ) {
|
|
respawn += crandom() * ent->random;
|
|
if ( respawn < 1 ) {
|
|
respawn = 1;
|
|
}
|
|
}
|
|
|
|
// dropped items will not respawn
|
|
if ( ent->flags & FL_DROPPED_ITEM ) {
|
|
ent->freeAfterEvent = qtrue;
|
|
}
|
|
|
|
// picked up items still stay around, they just don't
|
|
// draw anything. This allows respawnable items
|
|
// to be placed on movers.
|
|
ent->r.svFlags |= SVF_NOCLIENT;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
|
|
// ZOID
|
|
// A negative respawn times means to never respawn this item (but don't
|
|
// delete it). This is used by items that are respawned by third party
|
|
// events such as ctf flags
|
|
if ( respawn <= 0 ) {
|
|
ent->nextthink = 0;
|
|
ent->think = 0;
|
|
} else {
|
|
ent->nextthink = level.time + respawn * 1000;
|
|
ent->think = RespawnItem;
|
|
}
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
================
|
|
LaunchItem
|
|
|
|
Spawns an item and tosses it forward
|
|
================
|
|
*/
|
|
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
|
|
gentity_t *dropped;
|
|
|
|
dropped = G_Spawn();
|
|
|
|
dropped->s.eType = ET_ITEM;
|
|
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
|
|
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
|
|
|
|
dropped->classname = item->classname;
|
|
dropped->item = item;
|
|
VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
|
|
VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
|
|
dropped->r.contents = CONTENTS_TRIGGER;
|
|
|
|
dropped->touch = Touch_Item;
|
|
|
|
G_SetOrigin( dropped, origin );
|
|
dropped->s.pos.trType = TR_GRAVITY;
|
|
dropped->s.pos.trTime = level.time;
|
|
VectorCopy( velocity, dropped->s.pos.trDelta );
|
|
|
|
dropped->s.eFlags |= EF_BOUNCE_HALF;
|
|
#ifdef MISSIONPACK
|
|
if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF) && item->giType == IT_TEAM) { // Special case for CTF flags
|
|
#else
|
|
if (g_gametype.integer == GT_CTF && item->giType == IT_TEAM) { // Special case for CTF flags
|
|
#endif
|
|
dropped->think = Team_DroppedFlagThink;
|
|
dropped->nextthink = level.time + 30000;
|
|
Team_CheckDroppedItem( dropped );
|
|
} else { // auto-remove after 30 seconds
|
|
dropped->think = G_FreeEntity;
|
|
dropped->nextthink = level.time + 30000;
|
|
}
|
|
|
|
dropped->flags = FL_DROPPED_ITEM;
|
|
|
|
trap_LinkEntity (dropped);
|
|
|
|
return dropped;
|
|
}
|
|
|
|
/*
|
|
================
|
|
Drop_Item
|
|
|
|
Spawns an item and tosses it forward
|
|
================
|
|
*/
|
|
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
|
|
vec3_t velocity;
|
|
vec3_t angles;
|
|
|
|
VectorCopy( ent->s.apos.trBase, angles );
|
|
angles[YAW] += angle;
|
|
angles[PITCH] = 0; // always forward
|
|
|
|
AngleVectors( angles, velocity, NULL, NULL );
|
|
VectorScale( velocity, 150, velocity );
|
|
velocity[2] += 200 + crandom() * 50;
|
|
|
|
return LaunchItem( item, ent->s.pos.trBase, velocity );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
Use_Item
|
|
|
|
Respawn the item
|
|
================
|
|
*/
|
|
void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
RespawnItem( ent );
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
================
|
|
FinishSpawningItem
|
|
|
|
Traces down to find where an item should rest, instead of letting them
|
|
free fall from their spawn points
|
|
================
|
|
*/
|
|
void FinishSpawningItem( gentity_t *ent ) {
|
|
trace_t tr;
|
|
vec3_t dest;
|
|
|
|
VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
|
|
VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
|
|
|
|
ent->s.eType = ET_ITEM;
|
|
ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex
|
|
ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
|
|
|
|
ent->r.contents = CONTENTS_TRIGGER;
|
|
ent->touch = Touch_Item;
|
|
// useing an item causes it to respawn
|
|
ent->use = Use_Item;
|
|
|
|
if ( ent->spawnflags & 1 ) {
|
|
// suspended
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
} else {
|
|
// drop to floor
|
|
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
|
|
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
|
|
if ( tr.startsolid ) {
|
|
G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
// allow to ride movers
|
|
ent->s.groundEntityNum = tr.entityNum;
|
|
|
|
G_SetOrigin( ent, tr.endpos );
|
|
}
|
|
|
|
// team slaves and targeted items aren't present at start
|
|
if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
return;
|
|
}
|
|
|
|
// powerups don't spawn in for a while
|
|
if ( ent->item->giType == IT_POWERUP ) {
|
|
float respawn;
|
|
|
|
respawn = 45 + crandom() * 15;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
ent->nextthink = level.time + respawn * 1000;
|
|
ent->think = RespawnItem;
|
|
return;
|
|
}
|
|
|
|
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
|
|
qboolean itemRegistered[MAX_ITEMS];
|
|
|
|
/*
|
|
==================
|
|
G_CheckTeamItems
|
|
==================
|
|
*/
|
|
void G_CheckTeamItems( void ) {
|
|
|
|
// Set up team stuff
|
|
Team_InitGame();
|
|
|
|
if( g_gametype.integer == GT_CTF ) {
|
|
gitem_t *item;
|
|
|
|
// check for the two flags
|
|
item = BG_FindItem( "Red Flag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
|
|
}
|
|
item = BG_FindItem( "Blue Flag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
|
|
}
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_1FCTF ) {
|
|
gitem_t *item;
|
|
|
|
// check for all three flags
|
|
item = BG_FindItem( "Red Flag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
|
|
}
|
|
item = BG_FindItem( "Blue Flag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
|
|
}
|
|
item = BG_FindItem( "Neutral Flag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map\n" );
|
|
}
|
|
}
|
|
|
|
if( g_gametype.integer == GT_OBELISK ) {
|
|
gentity_t *ent;
|
|
|
|
// check for the two obelisks
|
|
ent = NULL;
|
|
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
|
|
if( !ent ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
|
|
}
|
|
|
|
ent = NULL;
|
|
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
|
|
if( !ent ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
|
|
}
|
|
}
|
|
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
gentity_t *ent;
|
|
|
|
// check for all three obelisks
|
|
ent = NULL;
|
|
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
|
|
if( !ent ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
|
|
}
|
|
|
|
ent = NULL;
|
|
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
|
|
if( !ent ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
|
|
}
|
|
|
|
ent = NULL;
|
|
ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
|
|
if( !ent ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map\n" );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClearRegisteredItems
|
|
==============
|
|
*/
|
|
void ClearRegisteredItems( void ) {
|
|
memset( itemRegistered, 0, sizeof( itemRegistered ) );
|
|
|
|
// players always start with the base weapon
|
|
RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
|
|
RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
RegisterItem( BG_FindItem( "Red Cube" ) );
|
|
RegisterItem( BG_FindItem( "Blue Cube" ) );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RegisterItem
|
|
|
|
The item will be added to the precache list
|
|
===============
|
|
*/
|
|
void RegisterItem( gitem_t *item ) {
|
|
if ( !item ) {
|
|
G_Error( "RegisterItem: NULL" );
|
|
}
|
|
itemRegistered[ item - bg_itemlist ] = qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SaveRegisteredItems
|
|
|
|
Write the needed items to a config string
|
|
so the client will know which ones to precache
|
|
===============
|
|
*/
|
|
void SaveRegisteredItems( void ) {
|
|
char string[MAX_ITEMS+1];
|
|
int i;
|
|
int count;
|
|
|
|
count = 0;
|
|
for ( i = 0 ; i < bg_numItems ; i++ ) {
|
|
if ( itemRegistered[i] ) {
|
|
count++;
|
|
string[i] = '1';
|
|
} else {
|
|
string[i] = '0';
|
|
}
|
|
}
|
|
string[ bg_numItems ] = 0;
|
|
|
|
G_Printf( "%i items registered\n", count );
|
|
trap_SetConfigstring(CS_ITEMS, string);
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_ItemDisabled
|
|
============
|
|
*/
|
|
int G_ItemDisabled( gitem_t *item ) {
|
|
|
|
char name[128];
|
|
|
|
Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
|
|
return trap_Cvar_VariableIntegerValue( name );
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_SpawnItem
|
|
|
|
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_SpawnItem (gentity_t *ent, gitem_t *item) {
|
|
G_SpawnFloat( "random", "0", &ent->random );
|
|
G_SpawnFloat( "wait", "0", &ent->wait );
|
|
|
|
RegisterItem( item );
|
|
if ( G_ItemDisabled(item) )
|
|
return;
|
|
|
|
ent->item = item;
|
|
// 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 = FinishSpawningItem;
|
|
|
|
ent->physicsBounce = 0.50; // items are bouncy
|
|
|
|
if ( item->giType == IT_POWERUP ) {
|
|
G_SoundIndex( "sound/items/poweruprespawn.wav" );
|
|
G_SpawnFloat( "noglobalsound", "0", &ent->speed);
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( item->giType == IT_PERSISTANT_POWERUP ) {
|
|
ent->s.generic1 = ent->spawnflags;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_BounceItem
|
|
|
|
================
|
|
*/
|
|
void G_BounceItem( gentity_t *ent, trace_t *trace ) {
|
|
vec3_t velocity;
|
|
float dot;
|
|
int hitTime;
|
|
|
|
// reflect the velocity on the trace plane
|
|
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
|
|
dot = DotProduct( velocity, trace->plane.normal );
|
|
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
|
|
|
|
// cut the velocity to keep from bouncing forever
|
|
VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
|
|
|
|
// check for stop
|
|
if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
|
|
trace->endpos[2] += 1.0; // make sure it is off ground
|
|
SnapVector( trace->endpos );
|
|
G_SetOrigin( ent, trace->endpos );
|
|
ent->s.groundEntityNum = trace->entityNum;
|
|
return;
|
|
}
|
|
|
|
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
|
|
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
|
|
ent->s.pos.trTime = level.time;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_RunItem
|
|
|
|
================
|
|
*/
|
|
void G_RunItem( gentity_t *ent ) {
|
|
vec3_t origin;
|
|
trace_t tr;
|
|
int contents;
|
|
int mask;
|
|
|
|
// if groundentity has been set to -1, it may have been pushed off an edge
|
|
if ( ent->s.groundEntityNum == -1 ) {
|
|
if ( ent->s.pos.trType != TR_GRAVITY ) {
|
|
ent->s.pos.trType = TR_GRAVITY;
|
|
ent->s.pos.trTime = level.time;
|
|
}
|
|
}
|
|
|
|
if ( ent->s.pos.trType == TR_STATIONARY ) {
|
|
// check think function
|
|
G_RunThink( ent );
|
|
return;
|
|
}
|
|
|
|
// get current position
|
|
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
|
|
// trace a line from the previous position to the current position
|
|
if ( ent->clipmask ) {
|
|
mask = ent->clipmask;
|
|
} else {
|
|
mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
|
|
}
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
|
|
ent->r.ownerNum, mask );
|
|
|
|
VectorCopy( tr.endpos, ent->r.currentOrigin );
|
|
|
|
if ( tr.startsolid ) {
|
|
tr.fraction = 0;
|
|
}
|
|
|
|
trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
|
|
|
|
// check think function
|
|
G_RunThink( ent );
|
|
|
|
if ( tr.fraction == 1 ) {
|
|
return;
|
|
}
|
|
|
|
// if it is in a nodrop volume, remove it
|
|
contents = trap_PointContents( ent->r.currentOrigin, -1 );
|
|
if ( contents & CONTENTS_NODROP ) {
|
|
if (ent->item && ent->item->giType == IT_TEAM) {
|
|
Team_FreeEntity(ent);
|
|
} else {
|
|
G_FreeEntity( ent );
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_BounceItem( ent, &tr );
|
|
}
|
|
|