quake2forge/game/g_items.c
2002-01-07 04:16:25 +00:00

2216 lines
45 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "g_local.h"
qboolean Pickup_Weapon (edict_t *ent, edict_t *other);
void Use_Weapon (edict_t *ent, gitem_t *inv);
void Drop_Weapon (edict_t *ent, gitem_t *inv);
void Weapon_Blaster (edict_t *ent);
void Weapon_Shotgun (edict_t *ent);
void Weapon_SuperShotgun (edict_t *ent);
void Weapon_Machinegun (edict_t *ent);
void Weapon_Chaingun (edict_t *ent);
void Weapon_HyperBlaster (edict_t *ent);
void Weapon_RocketLauncher (edict_t *ent);
void Weapon_Grenade (edict_t *ent);
void Weapon_GrenadeLauncher (edict_t *ent);
void Weapon_Railgun (edict_t *ent);
void Weapon_BFG (edict_t *ent);
gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET};
gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT};
gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY};
int jacket_armor_index;
int combat_armor_index;
int body_armor_index;
int power_screen_index;
int power_shield_index;
#define HEALTH_IGNORE_MAX 1
#define HEALTH_TIMED 2
void Use_Quad (edict_t *ent, gitem_t *item);
static int quad_drop_timeout_hack;
//======================================================================
/*
===============
GetItemByIndex
===============
*/
gitem_t *GetItemByIndex (int index)
{
if (index == 0 || index >= game.num_items)
return NULL;
return &itemlist[index];
}
/*
===============
FindItemByClassname
===============
*/
gitem_t *FindItemByClassname (char *classname)
{
int i;
gitem_t *it;
it = itemlist;
for (i=0 ; i<game.num_items ; i++, it++)
{
if (!it->classname)
continue;
if (!Q_stricmp(it->classname, classname))
return it;
}
return NULL;
}
/*
===============
FindItem
===============
*/
gitem_t *FindItem (char *pickup_name)
{
int i;
gitem_t *it;
it = itemlist;
for (i=0 ; i<game.num_items ; i++, it++)
{
if (!it->pickup_name)
continue;
if (!Q_stricmp(it->pickup_name, pickup_name))
return it;
}
return NULL;
}
//======================================================================
void DoRespawn (edict_t *ent)
{
if (ent->team)
{
edict_t *master;
int count;
int choice;
master = ent->teammaster;
for (count = 0, ent = master; ent; ent = ent->chain, count++)
;
choice = rand() % count;
for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
;
}
ent->svflags &= ~SVF_NOCLIENT;
ent->solid = SOLID_TRIGGER;
gi.linkentity (ent);
// send an effect
ent->s.event = EV_ITEM_RESPAWN;
}
void SetRespawn (edict_t *ent, float delay)
{
ent->flags |= FL_RESPAWN;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
ent->nextthink = level.time + delay;
ent->think = DoRespawn;
gi.linkentity (ent);
}
//======================================================================
qboolean Pickup_Powerup (edict_t *ent, edict_t *other)
{
int quantity;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
return false;
if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
return false;
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, ent->item->quantity);
if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
{
if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
ent->item->use (other, ent->item);
}
}
return true;
}
void Drop_General (edict_t *ent, gitem_t *item)
{
Drop_Item (ent, item);
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
}
//======================================================================
qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other)
{
if (!deathmatch->value)
other->max_health += 1;
if (other->health < other->max_health)
other->health = other->max_health;
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
qboolean Pickup_AncientHead (edict_t *ent, edict_t *other)
{
other->max_health += 2;
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
qboolean Pickup_Bandolier (edict_t *ent, edict_t *other)
{
gitem_t *item;
int index;
if (other->client->pers.max_bullets < 250)
other->client->pers.max_bullets = 250;
if (other->client->pers.max_shells < 150)
other->client->pers.max_shells = 150;
if (other->client->pers.max_cells < 250)
other->client->pers.max_cells = 250;
if (other->client->pers.max_slugs < 75)
other->client->pers.max_slugs = 75;
item = FindItem("Bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
item = FindItem("Shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
qboolean Pickup_Pack (edict_t *ent, edict_t *other)
{
gitem_t *item;
int index;
if (other->client->pers.max_bullets < 300)
other->client->pers.max_bullets = 300;
if (other->client->pers.max_shells < 200)
other->client->pers.max_shells = 200;
if (other->client->pers.max_rockets < 100)
other->client->pers.max_rockets = 100;
if (other->client->pers.max_grenades < 100)
other->client->pers.max_grenades = 100;
if (other->client->pers.max_cells < 300)
other->client->pers.max_cells = 300;
if (other->client->pers.max_slugs < 100)
other->client->pers.max_slugs = 100;
item = FindItem("Bullets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
other->client->pers.inventory[index] = other->client->pers.max_bullets;
}
item = FindItem("Shells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_shells)
other->client->pers.inventory[index] = other->client->pers.max_shells;
}
item = FindItem("Cells");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_cells)
other->client->pers.inventory[index] = other->client->pers.max_cells;
}
item = FindItem("Grenades");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
other->client->pers.inventory[index] = other->client->pers.max_grenades;
}
item = FindItem("Rockets");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
other->client->pers.inventory[index] = other->client->pers.max_rockets;
}
item = FindItem("Slugs");
if (item)
{
index = ITEM_INDEX(item);
other->client->pers.inventory[index] += item->quantity;
if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
other->client->pers.inventory[index] = other->client->pers.max_slugs;
}
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, ent->item->quantity);
return true;
}
//======================================================================
void Use_Quad (edict_t *ent, gitem_t *item)
{
int timeout;
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (quad_drop_timeout_hack)
{
timeout = quad_drop_timeout_hack;
quad_drop_timeout_hack = 0;
}
else
{
timeout = 300;
}
if (ent->client->quad_framenum > level.framenum)
ent->client->quad_framenum += timeout;
else
ent->client->quad_framenum = level.framenum + timeout;
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
void Use_Breather (edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->breather_framenum > level.framenum)
ent->client->breather_framenum += 300;
else
ent->client->breather_framenum = level.framenum + 300;
// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
void Use_Envirosuit (edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->enviro_framenum > level.framenum)
ent->client->enviro_framenum += 300;
else
ent->client->enviro_framenum = level.framenum + 300;
// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
void Use_Invulnerability (edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
if (ent->client->invincible_framenum > level.framenum)
ent->client->invincible_framenum += 300;
else
ent->client->invincible_framenum = level.framenum + 300;
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
void Use_Silencer (edict_t *ent, gitem_t *item)
{
ent->client->pers.inventory[ITEM_INDEX(item)]--;
ValidateSelectedItem (ent);
ent->client->silencer_shots += 30;
// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
}
//======================================================================
qboolean Pickup_Key (edict_t *ent, edict_t *other)
{
if (coop->value)
{
if (strcmp(ent->classname, "key_power_cube") == 0)
{
if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8))
return false;
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8);
}
else
{
if (other->client->pers.inventory[ITEM_INDEX(ent->item)])
return false;
other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1;
}
return true;
}
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
return true;
}
//======================================================================
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count)
{
int index;
int max;
if (!ent->client)
return false;
if (item->tag == AMMO_BULLETS)
max = ent->client->pers.max_bullets;
else if (item->tag == AMMO_SHELLS)
max = ent->client->pers.max_shells;
else if (item->tag == AMMO_ROCKETS)
max = ent->client->pers.max_rockets;
else if (item->tag == AMMO_GRENADES)
max = ent->client->pers.max_grenades;
else if (item->tag == AMMO_CELLS)
max = ent->client->pers.max_cells;
else if (item->tag == AMMO_SLUGS)
max = ent->client->pers.max_slugs;
else
return false;
index = ITEM_INDEX(item);
if (ent->client->pers.inventory[index] == max)
return false;
ent->client->pers.inventory[index] += count;
if (ent->client->pers.inventory[index] > max)
ent->client->pers.inventory[index] = max;
return true;
}
qboolean Pickup_Ammo (edict_t *ent, edict_t *other)
{
int oldcount;
int count;
qboolean weapon;
weapon = (ent->item->flags & IT_WEAPON);
if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) )
count = 1000;
else if (ent->count)
count = ent->count;
else
count = ent->item->quantity;
oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)];
if (!Add_Ammo (other, ent->item, count))
return false;
if (weapon && !oldcount)
{
if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
other->client->newweapon = ent->item;
}
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value))
SetRespawn (ent, 30);
return true;
}
void Drop_Ammo (edict_t *ent, gitem_t *item)
{
edict_t *dropped;
int index;
index = ITEM_INDEX(item);
dropped = Drop_Item (ent, item);
if (ent->client->pers.inventory[index] >= item->quantity)
dropped->count = item->quantity;
else
dropped->count = ent->client->pers.inventory[index];
if (ent->client->pers.weapon &&
ent->client->pers.weapon->tag == AMMO_GRENADES &&
item->tag == AMMO_GRENADES &&
ent->client->pers.inventory[index] - dropped->count <= 0) {
gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
G_FreeEdict(dropped);
return;
}
ent->client->pers.inventory[index] -= dropped->count;
ValidateSelectedItem (ent);
}
//======================================================================
void MegaHealth_think (edict_t *self)
{
if (self->owner->health > self->owner->max_health)
{
self->nextthink = level.time + 1;
self->owner->health -= 1;
return;
}
if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (self, 20);
else
G_FreeEdict (self);
}
qboolean Pickup_Health (edict_t *ent, edict_t *other)
{
if (!(ent->style & HEALTH_IGNORE_MAX))
if (other->health >= other->max_health)
return false;
other->health += ent->count;
if (!(ent->style & HEALTH_IGNORE_MAX))
{
if (other->health > other->max_health)
other->health = other->max_health;
}
if (ent->style & HEALTH_TIMED)
{
ent->think = MegaHealth_think;
ent->nextthink = level.time + 5;
ent->owner = other;
ent->flags |= FL_RESPAWN;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
}
else
{
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, 30);
}
return true;
}
//======================================================================
int ArmorIndex (edict_t *ent)
{
if (!ent->client)
return 0;
if (ent->client->pers.inventory[jacket_armor_index] > 0)
return jacket_armor_index;
if (ent->client->pers.inventory[combat_armor_index] > 0)
return combat_armor_index;
if (ent->client->pers.inventory[body_armor_index] > 0)
return body_armor_index;
return 0;
}
qboolean Pickup_Armor (edict_t *ent, edict_t *other)
{
int old_armor_index;
gitem_armor_t *oldinfo;
gitem_armor_t *newinfo;
int newcount;
float salvage;
int salvagecount;
// get info on new armor
newinfo = (gitem_armor_t *)ent->item->info;
old_armor_index = ArmorIndex (other);
// handle armor shards specially
if (ent->item->tag == ARMOR_SHARD)
{
if (!old_armor_index)
other->client->pers.inventory[jacket_armor_index] = 2;
else
other->client->pers.inventory[old_armor_index] += 2;
}
// if player has no armor, just use it
else if (!old_armor_index)
{
other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
}
// use the better armor
else
{
// get info on old armor
if (old_armor_index == jacket_armor_index)
oldinfo = &jacketarmor_info;
else if (old_armor_index == combat_armor_index)
oldinfo = &combatarmor_info;
else // (old_armor_index == body_armor_index)
oldinfo = &bodyarmor_info;
if (newinfo->normal_protection > oldinfo->normal_protection)
{
// calc new armor values
salvage = oldinfo->normal_protection / newinfo->normal_protection;
salvagecount = salvage * other->client->pers.inventory[old_armor_index];
newcount = newinfo->base_count + salvagecount;
if (newcount > newinfo->max_count)
newcount = newinfo->max_count;
// zero count of old armor so it goes away
other->client->pers.inventory[old_armor_index] = 0;
// change armor to new item with computed value
other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
}
else
{
// calc new armor values
salvage = newinfo->normal_protection / oldinfo->normal_protection;
salvagecount = salvage * newinfo->base_count;
newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
if (newcount > oldinfo->max_count)
newcount = oldinfo->max_count;
// if we're already maxed out then we don't need the new armor
if (other->client->pers.inventory[old_armor_index] >= newcount)
return false;
// update current armor value
other->client->pers.inventory[old_armor_index] = newcount;
}
}
if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
SetRespawn (ent, 20);
return true;
}
//======================================================================
int PowerArmorType (edict_t *ent)
{
if (!ent->client)
return POWER_ARMOR_NONE;
if (!(ent->flags & FL_POWER_ARMOR))
return POWER_ARMOR_NONE;
if (ent->client->pers.inventory[power_shield_index] > 0)
return POWER_ARMOR_SHIELD;
if (ent->client->pers.inventory[power_screen_index] > 0)
return POWER_ARMOR_SCREEN;
return POWER_ARMOR_NONE;
}
void Use_PowerArmor (edict_t *ent, gitem_t *item)
{
int index;
if (ent->flags & FL_POWER_ARMOR)
{
ent->flags &= ~FL_POWER_ARMOR;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
}
else
{
index = ITEM_INDEX(FindItem("cells"));
if (!ent->client->pers.inventory[index])
{
gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n");
return;
}
ent->flags |= FL_POWER_ARMOR;
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
}
}
qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
{
int quantity;
quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
if (deathmatch->value)
{
if (!(ent->spawnflags & DROPPED_ITEM) )
SetRespawn (ent, ent->item->quantity);
// auto-use for DM only if we didn't already have one
if (!quantity)
ent->item->use (other, ent->item);
}
return true;
}
void Drop_PowerArmor (edict_t *ent, gitem_t *item)
{
if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
Use_PowerArmor (ent, item);
Drop_General (ent, item);
}
//======================================================================
/*
===============
Touch_Item
===============
*/
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
qboolean taken;
if (!other->client)
return;
if (other->health < 1)
return; // dead people can't pickup
if (!ent->item->pickup)
return; // not a grabbable item?
taken = ent->item->pickup(ent, other);
if (taken)
{
// flash the screen
other->client->bonus_alpha = 0.25;
// show icon and name on status bar
other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
other->client->pickup_msg_time = level.time + 3.0;
// change selected item
if (ent->item->use)
other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);
if (ent->item->pickup == Pickup_Health)
{
if (ent->count == 2)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0);
else if (ent->count == 10)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0);
else if (ent->count == 25)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0);
else // (ent->count == 100)
gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
}
else if (ent->item->pickup_sound)
{
gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
}
}
if (!(ent->spawnflags & ITEM_TARGETS_USED))
{
G_UseTargets (ent, other);
ent->spawnflags |= ITEM_TARGETS_USED;
}
if (!taken)
return;
if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
{
if (ent->flags & FL_RESPAWN)
ent->flags &= ~FL_RESPAWN;
else
G_FreeEdict (ent);
}
}
//======================================================================
static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
Touch_Item (ent, other, plane, surf);
}
static void drop_make_touchable (edict_t *ent)
{
ent->touch = Touch_Item;
if (deathmatch->value)
{
ent->nextthink = level.time + 29;
ent->think = G_FreeEdict;
}
}
edict_t *Drop_Item (edict_t *ent, gitem_t *item)
{
edict_t *dropped;
vec3_t forward, right;
vec3_t offset;
dropped = G_Spawn();
dropped->classname = item->classname;
dropped->item = item;
dropped->spawnflags = DROPPED_ITEM;
dropped->s.effects = item->world_model_flags;
dropped->s.renderfx = RF_GLOW;
VectorSet (dropped->mins, -15, -15, -15);
VectorSet (dropped->maxs, 15, 15, 15);
gi.setmodel (dropped, dropped->item->world_model);
dropped->solid = SOLID_TRIGGER;
dropped->movetype = MOVETYPE_TOSS;
dropped->touch = drop_temp_touch;
dropped->owner = ent;
if (ent->client)
{
trace_t trace;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 24, 0, -16);
G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs,
dropped->s.origin, ent, CONTENTS_SOLID);
VectorCopy (trace.endpos, dropped->s.origin);
}
else
{
AngleVectors (ent->s.angles, forward, right, NULL);
VectorCopy (ent->s.origin, dropped->s.origin);
}
VectorScale (forward, 100, dropped->velocity);
dropped->velocity[2] = 300;
dropped->think = drop_make_touchable;
dropped->nextthink = level.time + 1;
gi.linkentity (dropped);
return dropped;
}
void Use_Item (edict_t *ent, edict_t *other, edict_t *activator)
{
ent->svflags &= ~SVF_NOCLIENT;
ent->use = NULL;
if (ent->spawnflags & ITEM_NO_TOUCH)
{
ent->solid = SOLID_BBOX;
ent->touch = NULL;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->touch = Touch_Item;
}
gi.linkentity (ent);
}
//======================================================================
/*
================
droptofloor
================
*/
void droptofloor (edict_t *ent)
{
trace_t tr;
vec3_t dest;
float *v;
v = tv(-15,-15,-15);
VectorCopy (v, ent->mins);
v = tv(15,15,15);
VectorCopy (v, ent->maxs);
if (ent->model)
gi.setmodel (ent, ent->model);
else
gi.setmodel (ent, ent->item->world_model);
ent->solid = SOLID_TRIGGER;
ent->movetype = MOVETYPE_TOSS;
ent->touch = Touch_Item;
v = tv(0,0,-128);
VectorAdd (ent->s.origin, v, dest);
tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
if (tr.startsolid)
{
gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
VectorCopy (tr.endpos, ent->s.origin);
if (ent->team)
{
ent->flags &= ~FL_TEAMSLAVE;
ent->chain = ent->teamchain;
ent->teamchain = NULL;
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
if (ent == ent->teammaster)
{
ent->nextthink = level.time + FRAMETIME;
ent->think = DoRespawn;
}
}
if (ent->spawnflags & ITEM_NO_TOUCH)
{
ent->solid = SOLID_BBOX;
ent->touch = NULL;
ent->s.effects &= ~EF_ROTATE;
ent->s.renderfx &= ~RF_GLOW;
}
if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
{
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
ent->use = Use_Item;
}
gi.linkentity (ent);
}
/*
===============
PrecacheItem
Precaches all data needed for a given item.
This will be called for each item spawned in a level,
and for each item in each client's inventory.
===============
*/
void PrecacheItem (gitem_t *it)
{
char *s, *start;
char data[MAX_QPATH];
int len;
gitem_t *ammo;
if (!it)
return;
if (it->pickup_sound)
gi.soundindex (it->pickup_sound);
if (it->world_model)
gi.modelindex (it->world_model);
if (it->view_model)
gi.modelindex (it->view_model);
if (it->icon)
gi.imageindex (it->icon);
// parse everything for its ammo
if (it->ammo && it->ammo[0])
{
ammo = FindItem (it->ammo);
if (ammo != it)
PrecacheItem (ammo);
}
// parse the space seperated precache string for other items
s = it->precaches;
if (!s || !s[0])
return;
while (*s)
{
start = s;
while (*s && *s != ' ')
s++;
len = s-start;
if (len >= MAX_QPATH || len < 5)
gi.error ("PrecacheItem: %s has bad precache string", it->classname);
memcpy (data, start, len);
data[len] = 0;
if (*s)
s++;
// determine type based on extension
if (!strcmp(data+len-3, "md2"))
gi.modelindex (data);
else if (!strcmp(data+len-3, "sp2"))
gi.modelindex (data);
else if (!strcmp(data+len-3, "wav"))
gi.soundindex (data);
if (!strcmp(data+len-3, "pcx"))
gi.imageindex (data);
}
}
/*
============
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 SpawnItem (edict_t *ent, gitem_t *item)
{
PrecacheItem (item);
if (ent->spawnflags)
{
if (strcmp(ent->classname, "key_power_cube") != 0)
{
ent->spawnflags = 0;
gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
}
}
// some items will be prevented in deathmatch
if (deathmatch->value)
{
if ( (int)dmflags->value & DF_NO_ARMOR )
{
if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor)
{
G_FreeEdict (ent);
return;
}
}
if ( (int)dmflags->value & DF_NO_ITEMS )
{
if (item->pickup == Pickup_Powerup)
{
G_FreeEdict (ent);
return;
}
}
if ( (int)dmflags->value & DF_NO_HEALTH )
{
if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead)
{
G_FreeEdict (ent);
return;
}
}
if ( (int)dmflags->value & DF_INFINITE_AMMO )
{
if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) )
{
G_FreeEdict (ent);
return;
}
}
}
if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0))
{
ent->spawnflags |= (1 << (8 + level.power_cubes));
level.power_cubes++;
}
// don't let them drop items that stay in a coop game
if ((coop->value) && (item->flags & IT_STAY_COOP))
{
item->drop = NULL;
}
ent->item = item;
ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
ent->think = droptofloor;
ent->s.effects = item->world_model_flags;
ent->s.renderfx = RF_GLOW;
if (ent->model)
gi.modelindex (ent->model);
}
//======================================================================
gitem_t itemlist[] =
{
{
NULL
}, // leave index 0 alone
//
// ARMOR
//
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_body",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/body/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_bodyarmor",
/* pickup */ "Body Armor",
/* width */ 3,
0,
NULL,
IT_ARMOR,
0,
&bodyarmor_info,
ARMOR_BODY,
/* precache */ ""
},
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_combat",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/combat/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_combatarmor",
/* pickup */ "Combat Armor",
/* width */ 3,
0,
NULL,
IT_ARMOR,
0,
&combatarmor_info,
ARMOR_COMBAT,
/* precache */ ""
},
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_jacket",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar1_pkup.wav",
"models/items/armor/jacket/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_jacketarmor",
/* pickup */ "Jacket Armor",
/* width */ 3,
0,
NULL,
IT_ARMOR,
0,
&jacketarmor_info,
ARMOR_JACKET,
/* precache */ ""
},
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_armor_shard",
Pickup_Armor,
NULL,
NULL,
NULL,
"misc/ar2_pkup.wav",
"models/items/armor/shard/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_jacketarmor",
/* pickup */ "Armor Shard",
/* width */ 3,
0,
NULL,
IT_ARMOR,
0,
NULL,
ARMOR_SHARD,
/* precache */ ""
},
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_screen",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/screen/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_powerscreen",
/* pickup */ "Power Screen",
/* width */ 0,
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_power_shield",
Pickup_PowerArmor,
Use_PowerArmor,
Drop_PowerArmor,
NULL,
"misc/ar3_pkup.wav",
"models/items/armor/shield/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_powershield",
/* pickup */ "Power Shield",
/* width */ 0,
60,
NULL,
IT_ARMOR,
0,
NULL,
0,
/* precache */ "misc/power2.wav misc/power1.wav"
},
//
// WEAPONS
//
/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
always owned, never in the world
*/
{
"weapon_blaster",
NULL,
Use_Weapon,
NULL,
Weapon_Blaster,
"misc/w_pkup.wav",
NULL, 0,
"models/weapons/v_blast/tris.md2",
/* icon */ "w_blaster",
/* pickup */ "Blaster",
0,
0,
NULL,
IT_WEAPON|IT_STAY_COOP,
WEAP_BLASTER,
NULL,
0,
/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
},
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_shotgun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Shotgun,
"misc/w_pkup.wav",
"models/weapons/g_shotg/tris.md2", EF_ROTATE,
"models/weapons/v_shotg/tris.md2",
/* icon */ "w_shotgun",
/* pickup */ "Shotgun",
0,
1,
"Shells",
IT_WEAPON|IT_STAY_COOP,
WEAP_SHOTGUN,
NULL,
0,
/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
},
/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_supershotgun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_SuperShotgun,
"misc/w_pkup.wav",
"models/weapons/g_shotg2/tris.md2", EF_ROTATE,
"models/weapons/v_shotg2/tris.md2",
/* icon */ "w_sshotgun",
/* pickup */ "Super Shotgun",
0,
2,
"Shells",
IT_WEAPON|IT_STAY_COOP,
WEAP_SUPERSHOTGUN,
NULL,
0,
/* precache */ "weapons/sshotf1b.wav"
},
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_machinegun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Machinegun,
"misc/w_pkup.wav",
"models/weapons/g_machn/tris.md2", EF_ROTATE,
"models/weapons/v_machn/tris.md2",
/* icon */ "w_machinegun",
/* pickup */ "Machinegun",
0,
1,
"Bullets",
IT_WEAPON|IT_STAY_COOP,
WEAP_MACHINEGUN,
NULL,
0,
/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
},
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_chaingun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Chaingun,
"misc/w_pkup.wav",
"models/weapons/g_chain/tris.md2", EF_ROTATE,
"models/weapons/v_chain/tris.md2",
/* icon */ "w_chaingun",
/* pickup */ "Chaingun",
0,
1,
"Bullets",
IT_WEAPON|IT_STAY_COOP,
WEAP_CHAINGUN,
NULL,
0,
/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"
},
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_grenades",
Pickup_Ammo,
Use_Weapon,
Drop_Ammo,
Weapon_Grenade,
"misc/am_pkup.wav",
"models/items/ammo/grenades/medium/tris.md2", 0,
"models/weapons/v_handgr/tris.md2",
/* icon */ "a_grenades",
/* pickup */ "Grenades",
/* width */ 3,
5,
"grenades",
IT_AMMO|IT_WEAPON,
WEAP_GRENADES,
NULL,
AMMO_GRENADES,
/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
},
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_grenadelauncher",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_GrenadeLauncher,
"misc/w_pkup.wav",
"models/weapons/g_launch/tris.md2", EF_ROTATE,
"models/weapons/v_launch/tris.md2",
/* icon */ "w_glauncher",
/* pickup */ "Grenade Launcher",
0,
1,
"Grenades",
IT_WEAPON|IT_STAY_COOP,
WEAP_GRENADELAUNCHER,
NULL,
0,
/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
},
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_rocketlauncher",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_RocketLauncher,
"misc/w_pkup.wav",
"models/weapons/g_rocket/tris.md2", EF_ROTATE,
"models/weapons/v_rocket/tris.md2",
/* icon */ "w_rlauncher",
/* pickup */ "Rocket Launcher",
0,
1,
"Rockets",
IT_WEAPON|IT_STAY_COOP,
WEAP_ROCKETLAUNCHER,
NULL,
0,
/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
},
/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_hyperblaster",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_HyperBlaster,
"misc/w_pkup.wav",
"models/weapons/g_hyperb/tris.md2", EF_ROTATE,
"models/weapons/v_hyperb/tris.md2",
/* icon */ "w_hyperblaster",
/* pickup */ "HyperBlaster",
0,
1,
"Cells",
IT_WEAPON|IT_STAY_COOP,
WEAP_HYPERBLASTER,
NULL,
0,
/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
},
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_railgun",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_Railgun,
"misc/w_pkup.wav",
"models/weapons/g_rail/tris.md2", EF_ROTATE,
"models/weapons/v_rail/tris.md2",
/* icon */ "w_railgun",
/* pickup */ "Railgun",
0,
1,
"Slugs",
IT_WEAPON|IT_STAY_COOP,
WEAP_RAILGUN,
NULL,
0,
/* precache */ "weapons/rg_hum.wav"
},
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"weapon_bfg",
Pickup_Weapon,
Use_Weapon,
Drop_Weapon,
Weapon_BFG,
"misc/w_pkup.wav",
"models/weapons/g_bfg/tris.md2", EF_ROTATE,
"models/weapons/v_bfg/tris.md2",
/* icon */ "w_bfg",
/* pickup */ "BFG10K",
0,
50,
"Cells",
IT_WEAPON|IT_STAY_COOP,
WEAP_BFG,
NULL,
0,
/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"
},
//
// AMMO ITEMS
//
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_shells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/shells/medium/tris.md2", 0,
NULL,
/* icon */ "a_shells",
/* pickup */ "Shells",
/* width */ 3,
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SHELLS,
/* precache */ ""
},
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_bullets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/bullets/medium/tris.md2", 0,
NULL,
/* icon */ "a_bullets",
/* pickup */ "Bullets",
/* width */ 3,
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_BULLETS,
/* precache */ ""
},
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_cells",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/cells/medium/tris.md2", 0,
NULL,
/* icon */ "a_cells",
/* pickup */ "Cells",
/* width */ 3,
50,
NULL,
IT_AMMO,
0,
NULL,
AMMO_CELLS,
/* precache */ ""
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_rockets",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/rockets/medium/tris.md2", 0,
NULL,
/* icon */ "a_rockets",
/* pickup */ "Rockets",
/* width */ 3,
5,
NULL,
IT_AMMO,
0,
NULL,
AMMO_ROCKETS,
/* precache */ ""
},
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"ammo_slugs",
Pickup_Ammo,
NULL,
Drop_Ammo,
NULL,
"misc/am_pkup.wav",
"models/items/ammo/slugs/medium/tris.md2", 0,
NULL,
/* icon */ "a_slugs",
/* pickup */ "Slugs",
/* width */ 3,
10,
NULL,
IT_AMMO,
0,
NULL,
AMMO_SLUGS,
/* precache */ ""
},
//
// POWERUP ITEMS
//
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_quad",
Pickup_Powerup,
Use_Quad,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/quaddama/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_quad",
/* pickup */ "Quad Damage",
/* width */ 2,
60,
NULL,
IT_POWERUP,
0,
NULL,
0,
/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"
},
/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_invulnerability",
Pickup_Powerup,
Use_Invulnerability,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/invulner/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_invulnerability",
/* pickup */ "Invulnerability",
/* width */ 2,
300,
NULL,
IT_POWERUP,
0,
NULL,
0,
/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"
},
/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_silencer",
Pickup_Powerup,
Use_Silencer,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/silencer/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_silencer",
/* pickup */ "Silencer",
/* width */ 2,
60,
NULL,
IT_POWERUP,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_breather",
Pickup_Powerup,
Use_Breather,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/breather/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_rebreather",
/* pickup */ "Rebreather",
/* width */ 2,
60,
NULL,
IT_STAY_COOP|IT_POWERUP,
0,
NULL,
0,
/* precache */ "items/airout.wav"
},
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_enviro",
Pickup_Powerup,
Use_Envirosuit,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/enviro/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_envirosuit",
/* pickup */ "Environment Suit",
/* width */ 2,
60,
NULL,
IT_STAY_COOP|IT_POWERUP,
0,
NULL,
0,
/* precache */ "items/airout.wav"
},
/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
Special item that gives +2 to maximum health
*/
{
"item_ancient_head",
Pickup_AncientHead,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/c_head/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_fixme",
/* pickup */ "Ancient Head",
/* width */ 2,
60,
NULL,
0,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
gives +1 to maximum health
*/
{
"item_adrenaline",
Pickup_Adrenaline,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/adrenal/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_adrenaline",
/* pickup */ "Adrenaline",
/* width */ 2,
60,
NULL,
0,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_bandolier",
Pickup_Bandolier,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/band/tris.md2", EF_ROTATE,
NULL,
/* icon */ "p_bandolier",
/* pickup */ "Bandolier",
/* width */ 2,
60,
NULL,
0,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
{
"item_pack",
Pickup_Pack,
NULL,
NULL,
NULL,
"items/pkup.wav",
"models/items/pack/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_pack",
/* pickup */ "Ammo Pack",
/* width */ 2,
180,
NULL,
0,
0,
NULL,
0,
/* precache */ ""
},
//
// KEYS
//
/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
key for computer centers
*/
{
"key_data_cd",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/data_cd/tris.md2", EF_ROTATE,
NULL,
"k_datacd",
"Data CD",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
warehouse circuits
*/
{
"key_power_cube",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/power/tris.md2", EF_ROTATE,
NULL,
"k_powercube",
"Power Cube",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the entrance of jail3
*/
{
"key_pyramid",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pyramid/tris.md2", EF_ROTATE,
NULL,
"k_pyramid",
"Pyramid Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
key for the city computer
*/
{
"key_data_spinner",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/spinner/tris.md2", EF_ROTATE,
NULL,
"k_dataspin",
"Data Spinner",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
security pass for the security level
*/
{
"key_pass",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/pass/tris.md2", EF_ROTATE,
NULL,
"k_security",
"Security Pass",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - blue
*/
{
"key_blue_key",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/key/tris.md2", EF_ROTATE,
NULL,
"k_bluekey",
"Blue Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
normal door key - red
*/
{
"key_red_key",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/red_key/tris.md2", EF_ROTATE,
NULL,
"k_redkey",
"Red Key",
2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
{
"key_commander_head",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/monsters/commandr/head/tris.md2", EF_GIB,
NULL,
/* icon */ "k_comhead",
/* pickup */ "Commander's Head",
/* width */ 2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
tank commander's head
*/
{
"key_airstrike_target",
Pickup_Key,
NULL,
Drop_General,
NULL,
"items/pkup.wav",
"models/items/keys/target/tris.md2", EF_ROTATE,
NULL,
/* icon */ "i_airstrike",
/* pickup */ "Airstrike Marker",
/* width */ 2,
0,
NULL,
IT_STAY_COOP|IT_KEY,
0,
NULL,
0,
/* precache */ ""
},
{
NULL,
Pickup_Health,
NULL,
NULL,
NULL,
"items/pkup.wav",
NULL, 0,
NULL,
/* icon */ "i_health",
/* pickup */ "Health",
/* width */ 3,
0,
NULL,
0,
0,
NULL,
0,
/* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav"
},
// end of list marker
{NULL}
};
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health (edict_t *self)
{
if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
{
G_FreeEdict (self);
return;
}
self->model = "models/items/healing/medium/tris.md2";
self->count = 10;
SpawnItem (self, FindItem ("Health"));
gi.soundindex ("items/n_health.wav");
}
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_small (edict_t *self)
{
if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
{
G_FreeEdict (self);
return;
}
self->model = "models/items/healing/stimpack/tris.md2";
self->count = 2;
SpawnItem (self, FindItem ("Health"));
self->style = HEALTH_IGNORE_MAX;
gi.soundindex ("items/s_health.wav");
}
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_large (edict_t *self)
{
if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
{
G_FreeEdict (self);
return;
}
self->model = "models/items/healing/large/tris.md2";
self->count = 25;
SpawnItem (self, FindItem ("Health"));
gi.soundindex ("items/l_health.wav");
}
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
void SP_item_health_mega (edict_t *self)
{
if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
{
G_FreeEdict (self);
return;
}
self->model = "models/items/mega_h/tris.md2";
self->count = 100;
SpawnItem (self, FindItem ("Health"));
gi.soundindex ("items/m_health.wav");
self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
}
void InitItems (void)
{
game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1;
}
/*
===============
SetItemNames
Called by worldspawn
===============
*/
void SetItemNames (void)
{
int i;
gitem_t *it;
for (i=0 ; i<game.num_items ; i++)
{
it = &itemlist[i];
gi.configstring (CS_ITEMS+i, it->pickup_name);
}
jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
body_armor_index = ITEM_INDEX(FindItem("Body Armor"));
power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
}