jediacademy/code/game/g_items.cpp
2013-04-04 18:21:13 -05:00

1633 lines
44 KiB
C++

// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "g_items.h"
#include "wp_saber.h"
extern qboolean missionInfo_Updated;
extern void CrystalAmmoSettings(gentity_t *ent);
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean PM_InGetUp( playerState_t *ps );
extern void WP_SetSaber( gentity_t *ent, int saberNum, char *saberName );
extern void WP_RemoveSaber( gentity_t *ent, int saberNum );
extern void WP_SaberFallSound( gentity_t *owner, gentity_t *saber );
extern saber_colors_t TranslateSaberColor( const char *name );
extern cvar_t *g_spskill;
extern cvar_t *g_sex;
extern cvar_t *g_saberPickuppableDroppedSabers;
#define MAX_BACTA_HEAL_AMOUNT 25
/*
Items are any object that a player can touch to gain some effect.
Pickup will return the number of seconds until they should respawn.
all items should pop when dropped in lava or slime
Respawnable items don't actually go away when picked up, they are
just made invisible and untouchable. This allows them to ride
movers and respawn apropriately.
*/
// Item Spawn flags
#define ITMSF_SUSPEND 1
#define ITMSF_NOPLAYER 2
#define ITMSF_ALLOWNPC 4
#define ITMSF_NOTSOLID 8
#define ITMSF_VERTICAL 16
#define ITMSF_INVISIBLE 32
#define ITMSF_NOGLOW 64
#define ITMSF_USEPICKUP 128
#define ITMSF_STATIONARY 2048
//======================================================================
/*
===============
G_InventorySelectable
===============
*/
qboolean G_InventorySelectable( int index,gentity_t *other)
{
if (other->client->ps.inventory[index])
{
return qtrue;
}
return qfalse;
}
extern qboolean INV_GoodieKeyGive( gentity_t *target );
extern qboolean INV_SecurityKeyGive( gentity_t *target, const char *keyname );
int Pickup_Holdable( gentity_t *ent, gentity_t *other )
{
int i,original;
other->client->ps.stats[STAT_ITEMS] |= (1<<ent->item->giTag);
if ( ent->item->giTag == INV_SECURITY_KEY )
{//give the key
//FIXME: temp message
gi.SendServerCommand( NULL, "cp @SP_INGAME_YOU_TOOK_SECURITY_KEY" );
INV_SecurityKeyGive( other, ent->message );
}
else if ( ent->item->giTag == INV_GOODIE_KEY )
{//give the key
//FIXME: temp message
gi.SendServerCommand( NULL, "cp @SP_INGAME_YOU_TOOK_SUPPLY_KEY" );
INV_GoodieKeyGive( other );
}
else
{// Picking up a normal item?
other->client->ps.inventory[ent->item->giTag]++;
}
// Got a security key
// Set the inventory select, just in case it hasn't
original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = (INV_MAX - 1);
}
if ( G_InventorySelectable( cg.inventorySelect,other ) )
{
return 60;
}
cg.inventorySelect++;
}
cg.inventorySelect = original;
return 60;
}
//======================================================================
int Add_Ammo2 (gentity_t *ent, int ammoType, int count)
{
if (ammoType != AMMO_FORCE)
{
ent->client->ps.ammo[ammoType] += count;
// since the ammo is the weapon in this case, picking up ammo should actually give you the weapon
switch( ammoType )
{
case AMMO_THERMAL:
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_THERMAL );
break;
case AMMO_DETPACK:
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_DET_PACK );
break;
case AMMO_TRIPMINE:
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_TRIP_MINE );
break;
}
if ( ent->client->ps.ammo[ammoType] > ammoData[ammoType].max )
{
ent->client->ps.ammo[ammoType] = ammoData[ammoType].max;
return qfalse;
}
}
else
{
if ( ent->client->ps.forcePower >= ammoData[ammoType].max )
{//if have full force, just get 25 extra per crystal
ent->client->ps.forcePower += 25;
}
else
{//else if don't have full charge, give full amount, up to max + 25
ent->client->ps.forcePower += count;
if ( ent->client->ps.forcePower >= ammoData[ammoType].max + 25 )
{//cap at max + 25
ent->client->ps.forcePower = ammoData[ammoType].max + 25;
}
}
if ( ent->client->ps.forcePower >= ammoData[ammoType].max*2 )
{//always cap at twice a full charge
ent->client->ps.forcePower = ammoData[ammoType].max*2;
return qfalse; // can't hold any more
}
}
return qtrue;
}
//-------------------------------------------------------
void Add_Ammo (gentity_t *ent, int weapon, int count)
{
Add_Ammo2(ent,weaponData[weapon].ammoIndex,count);
}
//-------------------------------------------------------
int Pickup_Ammo (gentity_t *ent, gentity_t *other)
{
int quantity;
if ( ent->count ) {
quantity = ent->count;
} else {
quantity = ent->item->quantity;
}
Add_Ammo2 (other, ent->item->giTag, quantity);
return 30;
}
//======================================================================
void Add_Batteries( gentity_t *ent, int *count )
{
if ( ent->client && ent->client->ps.batteryCharge < MAX_BATTERIES && *count )
{
if ( *count + ent->client->ps.batteryCharge > MAX_BATTERIES )
{
// steal what we need, then leave the rest for later
*count -= ( MAX_BATTERIES - ent->client->ps.batteryCharge );
ent->client->ps.batteryCharge = MAX_BATTERIES;
}
else
{
// just drain all of the batteries
ent->client->ps.batteryCharge += *count;
*count = 0;
}
G_AddEvent( ent, EV_BATTERIES_CHARGED, 0 );
}
}
//-------------------------------------------------------
int Pickup_Battery( gentity_t *ent, gentity_t *other )
{
int quantity;
if ( ent->count )
{
quantity = ent->count;
}
else
{
quantity = ent->item->quantity;
}
// There may be some left over in quantity if the player is close to full, but with pickup items, this amount will just be lost
Add_Batteries( other, &quantity );
return 30;
}
//======================================================================
void G_CopySaberItemValues( gentity_t *pickUpSaber, gentity_t *oldSaber )
{
if ( oldSaber && pickUpSaber )
{
oldSaber->spawnflags = pickUpSaber->spawnflags;
oldSaber->random = pickUpSaber->random;
oldSaber->flags = pickUpSaber->flags;
}
}
gentity_t *G_DropSaberItem( const char *saberType, saber_colors_t saberColor, vec3_t saberPos, vec3_t saberVel, vec3_t saberAngles, gentity_t *copySaber )
{//turn it into a pick-uppable item!
gentity_t *newItem = NULL;
if ( saberType
&& saberType[0] )
{//have a valid string to use for saberType
newItem = G_Spawn();
if ( newItem )
{
newItem->classname = G_NewString( "weapon_saber" );
VectorCopy( saberPos, newItem->s.origin );
G_SetOrigin( newItem, newItem->s.origin );
VectorCopy( saberAngles, newItem->s.angles );
G_SetAngles( newItem, newItem->s.angles );
newItem->spawnflags = 128;/*ITMSF_USEPICKUP*/
newItem->spawnflags |= 64;/*ITMSF_NOGLOW*/
newItem->NPC_type = G_NewString( saberType );//saberType
//FIXME: transfer per-blade color somehow?
newItem->NPC_targetname = saberColorStringForColor[saberColor];
newItem->count = 1;
newItem->flags = FL_DROPPED_ITEM;
G_SpawnItem( newItem, FindItemForWeapon( WP_SABER ) );
newItem->s.pos.trType = TR_GRAVITY;
newItem->s.pos.trTime = level.time;
VectorCopy( saberVel, newItem->s.pos.trDelta );
//newItem->s.eFlags |= EF_BOUNCE_HALF;
//copy some values from another saber, if provided:
G_CopySaberItemValues( copySaber, newItem );
//don't *think* about calling FinishSpawningItem, just do it!
newItem->e_ThinkFunc = thinkF_NULL;
newItem->nextthink = -1;
FinishSpawningItem( newItem );
newItem->delay = level.time + 500;//so you can't pick it back up right away
}
}
return newItem;
}
extern void G_SetSabersFromCVars( gentity_t *ent );
qboolean Pickup_Saber( gentity_t *self, qboolean hadSaber, gentity_t *pickUpSaber )
{
//NOTE: loopAnim = saberSolo, alt_fire = saberLeftHand, NPC_type = saberType, NPC_targetname = saberColor
qboolean foundIt = qfalse;
if ( !pickUpSaber || !self || !self->client )
{
return qfalse;
}
//G_RemoveWeaponModels( ent );//???
if ( Q_stricmp( "player", pickUpSaber->NPC_type ) == 0 )
{//"player" means use cvar info
G_SetSabersFromCVars( self );
foundIt = qtrue;
}
else
{
saberInfo_t newSaber={0};
qboolean swapSabers = qfalse;
if ( self->client->ps.weapon == WP_SABER
&& self->client->ps.weaponTime > 0 )
{//can't pick up a new saber while the old one is busy (also helps to work as a debouncer so you don't swap out sabers rapidly when touching more than one at a time)
return qfalse;
}
if ( pickUpSaber->count == 1
&& g_saberPickuppableDroppedSabers->integer )
{
swapSabers = qtrue;
}
if ( WP_SaberParseParms( pickUpSaber->NPC_type, &newSaber ) )
{//successfully found a saber .sab entry to use
int saberNum = 0;
qboolean removeLeftSaber = qfalse;
if ( pickUpSaber->alt_fire )
{//always go in the left hand
if ( !hadSaber )
{//can't have a saber only in your left hand!
return qfalse;
}
saberNum = 1;
//just in case...
removeLeftSaber = qtrue;
}
else if ( !hadSaber )
{//don't have a saber at all yet, put it in our right hand
saberNum = 0;
//just in case...
removeLeftSaber = qtrue;
}
else if ( pickUpSaber->loopAnim//only supposed to use this one saber when grab this pickup
|| (newSaber.saberFlags&SFL_TWO_HANDED) //new saber is two-handed
|| (hadSaber && (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)) )//old saber is two-handed
{//replace the old right-hand saber and remove the left hand one
saberNum = 0;
removeLeftSaber = qtrue;
}
else
{//have, at least, a saber in our right hand and the new one could go in either left or right hand
if ( self->client->ps.dualSabers )
{//I already have 2 sabers
vec3_t dir2Saber, rightDir;
//to determine which one to replace, see which side of me it's on
VectorSubtract( pickUpSaber->currentOrigin, self->currentOrigin, dir2Saber );
dir2Saber[2] = 0;
AngleVectors( self->currentAngles, NULL, rightDir, NULL );
rightDir[2] = 0;
if ( DotProduct( rightDir, dir2Saber ) > 0 )
{
saberNum = 0;
}
else
{
saberNum = 1;
//just in case...
removeLeftSaber = qtrue;
}
}
else
{//just add it as a second saber
saberNum = 1;
//just in case...
removeLeftSaber = qtrue;
}
}
if ( saberNum == 0 )
{//want to reach out with right hand
if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD )
{//but only if already playing the pickup with left hand anim...
NPC_SetAnim( self, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( swapSabers )
{//drop first one where the one we're picking up is
G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
if ( removeLeftSaber )
{//drop other one at my origin
G_DropSaberItem( self->client->ps.saber[1].name, self->client->ps.saber[1].blade[0].color, self->currentOrigin, (float *)vec3_origin, self->currentAngles, pickUpSaber );
}
}
}
else
{
if ( swapSabers )
{
G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
}
}
if ( removeLeftSaber )
{
WP_RemoveSaber( self, 1 );
}
WP_SetSaber( self, saberNum, pickUpSaber->NPC_type );
WP_SaberInitBladeData( self );
if ( self->client->ps.saber[saberNum].stylesLearned )
{
self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].stylesLearned;
}
if ( self->client->ps.saber[saberNum].singleBladeStyle )
{
self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].singleBladeStyle;
}
if ( pickUpSaber->NPC_targetname != NULL )
{//NPC_targetname = saberColor
saber_colors_t saber_color = TranslateSaberColor( pickUpSaber->NPC_targetname );
for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
{
self->client->ps.saber[saberNum].blade[bladeNum].color = saber_color;
}
}
if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD
|| self->client->ps.torsoAnim == BOTH_SABERPULL )
{//don't let them attack right away, force them to finish the anim
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
}
foundIt = qtrue;
}
WP_SaberFreeStrings(newSaber);
}
return foundIt;
}
extern void CG_ChangeWeapon( int num );
int Pickup_Weapon (gentity_t *ent, gentity_t *other)
{
int quantity;
qboolean hadWeapon = qfalse;
/*
if ( ent->count || (ent->activator && !ent->activator->s.number) )
{
quantity = ent->count;
}
else
{
quantity = ent->item->quantity;
}
*/
// dropped items are always picked up
if ( ent->flags & FL_DROPPED_ITEM )
{
quantity = ent->count;
}
else
{//wasn't dropped
quantity = ent->item->quantity?ent->item->quantity:50;
}
// add the weapon
if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
{
hadWeapon = qtrue;
}
other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
if ( ent->item->giTag == WP_SABER && (!hadWeapon || ent->NPC_type != NULL) )
{//didn't have a saber or it is specifying a certain kind of saber to use
if ( !Pickup_Saber( other, hadWeapon, ent ) )
{
return 0;
}
}
if ( other->s.number )
{//NPC
if ( other->s.weapon == WP_NONE
|| ent->item->giTag == WP_SABER )
{//NPC with no weapon picked up a weapon, change to this weapon
//FIXME: clear/set the alt-fire flag based on the picked up weapon and my class?
other->client->ps.weapon = ent->item->giTag;
other->client->ps.weaponstate = WEAPON_RAISING;
ChangeWeapon( other, ent->item->giTag );
if ( ent->item->giTag == WP_SABER )
{
other->client->ps.SaberActivate();
WP_SaberAddG2SaberModels( other );
}
else
{
G_CreateG2AttachedWeaponModel( other, weaponData[ent->item->giTag].weaponMdl, other->handRBolt, 0 );
}
}
}
if ( ent->item->giTag == WP_SABER )
{//picked up a saber
if ( other->s.weapon != WP_SABER )
{//player picking up saber
other->client->ps.weapon = WP_SABER;
other->client->ps.weaponstate = WEAPON_RAISING;
if ( other->s.number < MAX_CLIENTS )
{//make sure the cgame-side knows this
CG_ChangeWeapon( WP_SABER );
}
else
{//make sure the cgame-side knows this
ChangeWeapon( other, WP_SABER );
}
}
if ( !other->client->ps.SaberActive() )
{//turn it/them on!
other->client->ps.SaberActivate();
}
}
if ( quantity )
{
// Give ammo
Add_Ammo( other, ent->item->giTag, quantity );
}
return 5;
}
//======================================================================
int ITM_AddHealth (gentity_t *ent, int count)
{
ent->health += count;
if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) // Past max health
{
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
return qfalse;
}
return qtrue;
}
int Pickup_Health (gentity_t *ent, gentity_t *other) {
int max;
int quantity;
max = other->client->ps.stats[STAT_MAX_HEALTH];
if ( ent->count ) {
quantity = ent->count;
} else {
quantity = ent->item->quantity;
}
other->health += quantity;
if (other->health > max ) {
other->health = max;
}
if ( ent->item->giTag == 100 ) { // mega health respawns slow
return 120;
}
return 30;
}
//======================================================================
int ITM_AddArmor (gentity_t *ent, int count)
{
ent->client->ps.stats[STAT_ARMOR] += count;
if (ent->client->ps.stats[STAT_ARMOR] > ent->client->ps.stats[STAT_MAX_HEALTH])
{
ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];
return qfalse;
}
return qtrue;
}
int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
// make sure that the shield effect is on
other->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] ) {
other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH];
}
return 30;
}
//======================================================================
int Pickup_Holocron( gentity_t *ent, gentity_t *other )
{
int forcePower = ent->item->giTag;
int forceLevel = ent->count;
// check if out of range
if( forceLevel < 0 || forceLevel >= NUM_FORCE_POWER_LEVELS )
{
gi.Printf(" Pickup_Holocron : count %d not in valid range\n", forceLevel );
return 1;
}
// don't pick up if already known AND your level is higher than pickup level
if ( ( other->client->ps.forcePowersKnown & ( 1 << forcePower )) )
{
//don't pickup if item is lower than current level
if( other->client->ps.forcePowerLevel[forcePower] >= forceLevel )
{
return 1;
}
}
other->client->ps.forcePowerLevel[forcePower] = forceLevel;
other->client->ps.forcePowersKnown |= ( 1 << forcePower );
missionInfo_Updated = qtrue; // Activate flashing text
gi.cvar_set("cg_updatedDataPadForcePower1", va("%d",forcePower+1)); // The +1 is offset in the print routine.
cg_updatedDataPadForcePower1.integer = forcePower+1;
gi.cvar_set("cg_updatedDataPadForcePower2", "0"); // The +1 is offset in the print routine.
cg_updatedDataPadForcePower2.integer = 0;
gi.cvar_set("cg_updatedDataPadForcePower3", "0"); // The +1 is offset in the print routine.
cg_updatedDataPadForcePower3.integer = 0;
return 1;
}
//======================================================================
/*
===============
RespawnItem
===============
*/
void RespawnItem( gentity_t *ent ) {
}
qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper )
{
if ( (item->flags&FL_DROPPED_ITEM)
&& item->activator != &g_entities[0]
&& pickerupper->s.number
&& pickerupper->s.weapon == WP_NONE
&& pickerupper->enemy
&& pickerupper->painDebounceTime < level.time
&& pickerupper->NPC && pickerupper->NPC->surrenderTime < level.time //not surrendering
&& !(pickerupper->NPC->scriptFlags&SCF_FORCED_MARCH) //not being forced to march
&& item->item->giTag != INV_SECURITY_KEY )
{//non-player, in combat, picking up a dropped item that does NOT belong to the player and it *not* a security key
if ( level.time - item->s.time < 3000 )//was 5000
{
return qfalse;
}
return qtrue;
}
return qfalse;
}
qboolean G_CanPickUpWeapons( gentity_t *other )
{
if ( !other || !other->client )
{
return qfalse;
}
switch ( other->client->NPC_class )
{
case CLASS_ATST:
case CLASS_GONK:
case CLASS_MARK1:
case CLASS_MARK2:
case CLASS_MOUSE:
case CLASS_PROBE:
case CLASS_PROTOCOL:
case CLASS_R2D2:
case CLASS_R5D2:
case CLASS_SEEKER:
case CLASS_REMOTE:
case CLASS_RANCOR:
case CLASS_WAMPA:
case CLASS_JAWA: //FIXME: in some cases it's okay?
case CLASS_UGNAUGHT: //FIXME: in some cases it's okay?
case CLASS_SENTRY:
return qfalse;
break;
}
return qtrue;
}
/*
===============
Touch_Item
===============
*/
extern cvar_t *g_timescale;
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
int respawn = 0;
if (!other->client)
return;
if (other->health < 1)
return; // dead people can't pickup
if ( other->client->ps.pm_time > 0 )
{//cant pick up when out of control
return;
}
// NPCs can pick it up
if ((ent->spawnflags & ITMSF_ALLOWNPC) && (!other->s.number))
{
return;
}
// Players cannot pick it up
if ( (ent->spawnflags & ITMSF_NOPLAYER) && (other->s.number) )
{
return;
}
if ( ent->noDamageTeam != TEAM_FREE && other->client->playerTeam != ent->noDamageTeam )
{//only one team can pick it up
return;
}
if ( !G_CanPickUpWeapons( other ) )
{//FIXME: some flag would be better
//droids can't pick up items/weapons!
return;
}
//FIXME: need to make them run toward a dropped weapon when fleeing without one?
//FIXME: need to make them come out of flee mode when pick up their old weapon?
if ( CheckItemCanBePickedUpByNPC( ent, other ) )
{
if ( other->NPC && other->NPC->goalEntity && other->NPC->goalEntity == ent )
{//they were running to pick me up, they did, so clear goal
other->NPC->goalEntity = NULL;
other->NPC->squadState = SQUAD_STAND_AND_SHOOT;
NPCInfo->tempBehavior = BS_DEFAULT;
TIMER_Set(other, "flee", -1);
}
else
{
return;
}
}
else if ( !(ent->spawnflags & ITMSF_ALLOWNPC) )
{// NPCs cannot pick it up
if ( other->s.number != 0 )
{// Not the player?
return;
}
}
// the same pickup rules are used for client side and server side
if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) {
return;
}
if ( other->client )
{
if ( (other->client->ps.eFlags&EF_FORCE_GRIPPED) || (other->client->ps.eFlags&EF_FORCE_DRAINED) )
{//can't pick up anything while being gripped
return;
}
if ( PM_InKnockDown( &other->client->ps ) && !PM_InGetUp( &other->client->ps ) )
{//can't pick up while in a knockdown
return;
}
}
if (!ent->item) { //not an item!
gi.Printf( "Touch_Item: %s is not an item!\n", ent->classname);
return;
}
if ( ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER )
{//a saber
if ( ent->delay > level.time )
{//just picked it up, don't pick up again right away
return;
}
}
if ( other->s.number < MAX_CLIENTS
&& (ent->spawnflags&ITMSF_USEPICKUP) )
{//only if player is holing use button
if ( !(other->client->usercmd.buttons&BUTTON_USE) )
{//not holding use?
return;
}
}
qboolean bHadWeapon = qfalse;
// call the item-specific pickup function
switch( ent->item->giType )
{
case IT_WEAPON:
if ( other->NPC && other->s.weapon == WP_NONE )
{//Make them duck and sit here for a few seconds
int pickUpTime = Q_irand( 1000, 3000 );
TIMER_Set( other, "duck", pickUpTime );
TIMER_Set( other, "roamTime", pickUpTime );
TIMER_Set( other, "stick", pickUpTime );
TIMER_Set( other, "verifyCP", pickUpTime );
TIMER_Set( other, "attackDelay", 600 );
respawn = 0;
}
if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
{
bHadWeapon = qtrue;
}
respawn = Pickup_Weapon(ent, other);
break;
case IT_AMMO:
respawn = Pickup_Ammo(ent, other);
break;
case IT_ARMOR:
respawn = Pickup_Armor(ent, other);
break;
case IT_HEALTH:
respawn = Pickup_Health(ent, other);
break;
case IT_HOLDABLE:
respawn = Pickup_Holdable(ent, other);
break;
case IT_BATTERY:
respawn = Pickup_Battery( ent, other );
break;
case IT_HOLOCRON:
respawn = Pickup_Holocron( ent, other );
break;
default:
return;
}
if ( !respawn )
{
return;
}
// play the normal pickup sound
if ( !other->s.number && g_timescale->value < 1.0f )
{//SIGH... with timescale on, you lose events left and right
extern void CG_ItemPickup( int itemNum, qboolean bHadItem );
// but we're SP so we'll cheat
cgi_S_StartSound( NULL, other->s.number, CHAN_AUTO, cgi_S_RegisterSound( ent->item->pickup_sound ) );
// show icon and name on status bar
CG_ItemPickup( ent->s.modelindex, bHadWeapon );
}
else
{
if ( bHadWeapon )
{
G_AddEvent( other, EV_ITEM_PICKUP, -ent->s.modelindex );
}
else
{
G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
}
}
// fire item targets
G_UseTargets (ent, other);
if ( ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER )
{//a saber that was picked up
if ( ent->count < 0 )
{//infinite supply
ent->delay = level.time + 500;
return;
}
ent->count--;
if ( ent->count > 0 )
{//still have more to pick up
ent->delay = level.time + 500;
return;
}
}
// wait of -1 will not respawn
// if ( ent->wait == -1 )
{
//why not just remove me?
G_FreeEntity( ent );
/*
//NOTE: used to do this: (for respawning?)
ent->svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->contents = 0;
ent->unlinkAfterEvent = qtrue;
*/
return;
}
}
//======================================================================
/*
================
LaunchItem
Spawns an item and tosses it forward
================
*/
gentity_t *LaunchItem( gitem_t *item, const vec3_t origin, const vec3_t velocity, char *target ) {
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 = G_NewString(item->classname); //copy it so it can be freed safely
dropped->item = item;
// try using the "correct" mins/maxs first
VectorSet( dropped->mins, item->mins[0], item->mins[1], item->mins[2] );
VectorSet( dropped->maxs, item->maxs[0], item->maxs[1], item->maxs[2] );
if ((!dropped->mins[0] && !dropped->mins[1] && !dropped->mins[2]) &&
(!dropped->maxs[0] && !dropped->maxs[1] && !dropped->maxs[2]))
{
VectorSet( dropped->maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
VectorScale( dropped->maxs, -1, dropped->mins );
}
dropped->contents = CONTENTS_TRIGGER|CONTENTS_ITEM;//CONTENTS_TRIGGER;//not CONTENTS_BODY for dropped items, don't need to ID them
if ( target && target[0] )
{
dropped->target = G_NewString( target );
}
else
{
// if not targeting something, auto-remove after 30 seconds
// only if it's NOT a security or goodie key
if (dropped->item->giTag != INV_SECURITY_KEY )
{
dropped->e_ThinkFunc = thinkF_G_FreeEntity;
dropped->nextthink = level.time + 30000;
}
if ( dropped->item->giType == IT_AMMO && dropped->item->giTag == AMMO_FORCE )
{
dropped->nextthink = -1;
dropped->e_ThinkFunc = thinkF_NULL;
}
}
dropped->e_TouchFunc = touchF_Touch_Item;
if ( item->giType == IT_WEAPON )
{
// give weapon items zero pitch, a random yaw, and rolled onto their sides...but would be bad to do this for a bowcaster
if ( item->giTag != WP_BOWCASTER
&& item->giTag != WP_THERMAL
&& item->giTag != WP_TRIP_MINE
&& item->giTag != WP_DET_PACK )
{
VectorSet( dropped->s.angles, 0, crandom() * 180, 90.0f );
G_SetAngles( dropped, dropped->s.angles );
}
}
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;
dropped->flags = FL_DROPPED_ITEM;
gi.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, qboolean copytarget ) {
gentity_t *dropped = NULL;
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;
if ( copytarget )
{
dropped = LaunchItem( item, ent->s.pos.trBase, velocity, ent->opentarget );
}
else
{
dropped = LaunchItem( item, ent->s.pos.trBase, velocity, NULL );
}
dropped->activator = ent;//so we know who we belonged to so they can pick it back up later
dropped->s.time = level.time;//mark this time so we aren't picked up instantly by the guy who dropped us
return dropped;
}
/*
================
Use_Item
Respawn the item
================
*/
void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
if ( (ent->svFlags&SVF_PLAYER_USABLE) && other && !other->s.number )
{//used directly by the player, pick me up
if ( (ent->spawnflags&ITMSF_USEPICKUP) )
{//player has to be touching me and hit use to pick it up, so don't allow this
if ( !G_BoundsOverlap( ent->absmin, ent->absmax, other->absmin, other->absmax ) )
{//not touching
return;
}
}
GEntity_TouchFunc( ent, other, NULL );
}
else
{//use me
if ( ent->spawnflags & 32 ) // invisible
{
// If it was invisible, first use makes it visible....
ent->s.eFlags &= ~EF_NODRAW;
ent->contents = CONTENTS_TRIGGER|CONTENTS_ITEM;
ent->spawnflags &= ~32;
return;
}
G_ActivateBehavior( ent, BSET_USE );
RespawnItem( ent );
}
}
//======================================================================
/*
================
FinishSpawningItem
Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
extern int delayedShutDown;
extern cvar_t *g_saber;
void FinishSpawningItem( gentity_t *ent ) {
trace_t tr;
vec3_t dest;
gitem_t *item;
int itemNum;
itemNum=1;
for ( item = bg_itemlist + 1 ; item->classname ; item++,itemNum++)
{
if (!strcmp(item->classname,ent->classname))
{
break;
}
}
// Set bounding box for item
VectorSet( ent->mins, item->mins[0],item->mins[1] ,item->mins[2]);
VectorSet( ent->maxs, item->maxs[0],item->maxs[1] ,item->maxs[2]);
if ((!ent->mins[0] && !ent->mins[1] && !ent->mins[2]) &&
(!ent->maxs[0] && !ent->maxs[1] && !ent->maxs[2]))
{
VectorSet (ent->mins, -ITEM_RADIUS, -ITEM_RADIUS, -2);//to match the comments in the items.dat file!
VectorSet (ent->maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
}
if ((item->quantity) && (item->giType == IT_AMMO))
{
ent->count = item->quantity;
}
if ((item->quantity) && (item->giType == IT_BATTERY))
{
ent->count = item->quantity;
}
ent->s.radius = 20;
VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f );
if ( ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER
&& ent->NPC_type
&& ent->NPC_type[0] )
{
saberInfo_t itemSaber;
if ( Q_stricmp( "player", ent->NPC_type ) == 0
&& g_saber->string
&& g_saber->string[0]
&& Q_stricmp( "none", g_saber->string )
&& Q_stricmp( "NULL", g_saber->string ) )
{//player's saber
WP_SaberParseParms( g_saber->string, &itemSaber );
}
else
{//specific saber
WP_SaberParseParms( ent->NPC_type, &itemSaber );
}
//NOTE: should I keep this string around for any reason? Will I ever need it later?
//ent->??? = G_NewString( itemSaber.model );
gi.G2API_InitGhoul2Model( ent->ghoul2, itemSaber.model, G_ModelIndex( itemSaber.model ));
WP_SaberFreeStrings(itemSaber);
}
else
{
gi.G2API_InitGhoul2Model( ent->ghoul2, ent->item->world_model, G_ModelIndex( ent->item->world_model ));
}
// Set crystal ammo amount based on skill level
/* if ((itemNum == ITM_AMMO_CRYSTAL_BORG) ||
(itemNum == ITM_AMMO_CRYSTAL_DN) ||
(itemNum == ITM_AMMO_CRYSTAL_FORGE) ||
(itemNum == ITM_AMMO_CRYSTAL_SCAVENGER) ||
(itemNum == ITM_AMMO_CRYSTAL_STASIS))
{
CrystalAmmoSettings(ent);
}
*/
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->contents = CONTENTS_TRIGGER|CONTENTS_ITEM;//CONTENTS_BODY;//CONTENTS_TRIGGER|
ent->e_TouchFunc = touchF_Touch_Item;
// useing an item causes it to respawn
ent->e_UseFunc = useF_Use_Item;
ent->svFlags |= SVF_PLAYER_USABLE;//so player can pick it up
// Hang in air?
ent->s.origin[2] += 1;//just to get it off the damn ground because coplanar = insolid
if ( (ent->spawnflags&ITMSF_SUSPEND)
|| (ent->flags&FL_DROPPED_ITEM) )
{
// suspended
G_SetOrigin( ent, ent->s.origin );
}
else
{
// drop to floor
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], MIN_WORLD_COORD );
gi.trace( &tr, ent->s.origin, ent->mins, ent->maxs, dest, ent->s.number, MASK_SOLID|CONTENTS_PLAYERCLIP );
if ( tr.startsolid )
{
if ( &g_entities[tr.entityNum] != NULL )
{
gi.Printf (S_COLOR_RED"FinishSpawningItem: removing %s startsolid at %s (in a %s)\n", ent->classname, vtos(ent->s.origin), g_entities[tr.entityNum].classname );
}
else
{
gi.Printf (S_COLOR_RED"FinishSpawningItem: removing %s startsolid at %s (in a %s)\n", ent->classname, vtos(ent->s.origin) );
}
assert( 0 && "item starting in solid");
if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
delayedShutDown = level.time + 100;
}
G_FreeEntity( ent );
return;
}
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
}
/* ? don't need this
// team slaves and targeted items aren't present at start
if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
ent->s.eFlags |= EF_NODRAW;
ent->contents = 0;
return;
}
*/
if ( ent->spawnflags & ITMSF_INVISIBLE ) // invisible
{
ent->s.eFlags |= EF_NODRAW;
ent->contents = 0;
}
if ( ent->spawnflags & ITMSF_NOTSOLID ) // not solid
{
ent->contents = 0;
}
if ( (ent->spawnflags&ITMSF_STATIONARY) )
{//can't be pushed around
ent->flags |= FL_NO_KNOCKBACK;
}
if ( (ent->flags&FL_DROPPED_ITEM) )
{//go away after 30 seconds
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 30000;
}
gi.linkentity (ent);
}
char itemRegistered[MAX_ITEMS+1];
/*
==============
ClearRegisteredItems
==============
*/
void ClearRegisteredItems( void ) {
memset( itemRegistered, '0', bg_numItems );
itemRegistered[ bg_numItems ] = 0;
//these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts.
//RegisterItem( FindItemForWeapon( WP_NONE ) ); //has no item
RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS ));
//RegisterItem( FindItemForInventory( INV_BACTA_CANISTER ));
// saber or baton is cached in SP_info_player_deathmatch now.
extern void Player_CacheFromPrevLevel(void);//g_client.cpp
Player_CacheFromPrevLevel(); //reads from transition carry-over;
}
/*
===============
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 ] = '1';
gi.SetConfigstring(CS_ITEMS, itemRegistered); //Write the needed items to a config string
}
/*
===============
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;
gi.Printf( "%i items registered\n", count );
gi.SetConfigstring(CS_ITEMS, string);
*/
gi.SetConfigstring(CS_ITEMS, itemRegistered);
}
/*
============
item_spawn_use
if an item is given a targetname, it will be spawned in when used
============
*/
void item_spawn_use( gentity_t *self, gentity_t *other, gentity_t *activator )
//-----------------------------------------------------------------------------
{
self->nextthink = level.time + 50;
self->e_ThinkFunc = thinkF_FinishSpawningItem;
// I could be fancy and add a count or something like that to be able to spawn the item numerous times...
self->e_UseFunc = NULL;
}
/*
============
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 );
ent->item = item;
// targetname indicates they want to spawn it later
if( ent->targetname )
{
ent->e_UseFunc = useF_item_spawn_use;
}
else
{ // some movers spawn on the second frame, so delay item
// spawns until the third frame so they can ride trains
ent->nextthink = level.time + START_TIME_MOVERS_SPAWNED + 50;
ent->e_ThinkFunc = thinkF_FinishSpawningItem;
}
ent->physicsBounce = 0.50; // items are bouncy
// Set a default infoString text color
// NOTE: if we want to do cool cross-hair colors for items, we can just modify this, but for now, don't do it
VectorSet( ent->startRGBA, 1.0f, 1.0f, 1.0f );
if ( ent->team && ent->team[0] )
{
ent->noDamageTeam = (team_t)GetIDForString( TeamTable, ent->team );
if ( ent->noDamageTeam == TEAM_FREE )
{
G_Error("team name %s not recognized\n", ent->team);
}
}
if ( ent->item
&& ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER )
{//weapon_saber item
if ( !ent->count )
{//can only pick up once
ent->count = 1;
}
}
ent->team = NULL;
}
/*
================
G_BounceItem
================
*/
void G_BounceItem( gentity_t *ent, trace_t *trace ) {
vec3_t velocity;
float dot;
int hitTime;
qboolean droppedSaber = qtrue;
if ( ent->item
&& ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER
&& (ent->flags&FL_DROPPED_ITEM) )
{
droppedSaber = qtrue;
}
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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 );
if ( droppedSaber )
{//a dropped saber item
//FIXME: use NPC_type (as saberType) to get proper bounce sound?
WP_SaberFallSound( NULL, ent );
}
// check for stop
if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 )
{//stop
G_SetOrigin( ent, trace->endpos );
ent->s.groundEntityNum = trace->entityNum;
if ( droppedSaber )
{//a dropped saber item
//stop rotation
VectorClear( ent->s.apos.trDelta );
ent->currentAngles[PITCH] = SABER_PITCH_HACK;
ent->currentAngles[ROLL] = 0;
if ( ent->NPC_type
&& ent->NPC_type[0] )
{//we have a valid saber for this
saberInfo_t saber;
if ( WP_SaberParseParms( ent->NPC_type, &saber ) )
{
if ( (saber.saberFlags&SFL_BOLT_TO_WRIST) )
{
ent->currentAngles[PITCH] = 0;
}
}
}
pitch_roll_for_slope( ent, trace->plane.normal, ent->currentAngles, qtrue );
G_SetAngles( ent, ent->currentAngles );
}
return;
}
//bounce
if ( droppedSaber )
{//a dropped saber item
//change rotation
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
ent->s.apos.trType = TR_LINEAR;
ent->s.apos.trTime = level.time;
VectorSet( ent->s.apos.trDelta, Q_irand( -300, 300 ), Q_irand( -300, 300 ), Q_irand( -300, 300 ) );
}
VectorAdd( ent->currentOrigin, trace->plane.normal, ent->currentOrigin);
VectorCopy( ent->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 == ENTITYNUM_NONE )
{
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 );
if ( !g_gravity->value )
{
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
ent->s.pos.trDelta[0] += crandom() * 40.0f; // I dunno, just do this??
ent->s.pos.trDelta[1] += crandom() * 40.0f;
ent->s.pos.trDelta[2] += random() * 20.0f;
}
else if ( (ent->flags&FL_DROPPED_ITEM)
&& ent->item
&& ent->item->giType == IT_WEAPON
&& ent->item->giTag == WP_SABER )
{//a dropped saber item, check below, just in case
int ignore = ENTITYNUM_NONE;
if ( ent->clipmask )
{
mask = ent->clipmask;
}
else
{
mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
}
if ( ent->owner )
{
ignore = ent->owner->s.number;
}
else if ( ent->activator )
{
ignore = ent->activator->s.number;
}
VectorSet( origin, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2]-1 );
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask );
if ( !tr.allsolid
&& !tr.startsolid
&& tr.fraction > 0.001f )
{//wha? fall....
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
}
}
return;
}
// get current position
EvaluateTrajectory( &ent->s.pos, level.time, origin );
if ( ent->s.apos.trType != TR_STATIONARY )
{
EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles );
G_SetAngles( ent, ent->currentAngles );
}
// trace a line from the previous position to the current position
if ( ent->clipmask )
{
mask = ent->clipmask;
}
else
{
mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
}
int ignore = ENTITYNUM_NONE;
if ( ent->owner )
{
ignore = ent->owner->s.number;
}
else if ( ent->activator )
{
ignore = ent->activator->s.number;
}
gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask );
VectorCopy( tr.endpos, ent->currentOrigin );
if ( tr.startsolid )
{
tr.fraction = 0;
}
gi.linkentity( ent ); // FIXME: avoid this for stationary?
// check think function
G_RunThink( ent );
if ( tr.fraction == 1 )
{
if ( g_gravity->value <= 0 )
{
if ( ent->s.apos.trType != TR_LINEAR )
{
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
ent->s.apos.trType = TR_LINEAR;
ent->s.apos.trDelta[1] = Q_flrand( -300, 300 );
ent->s.apos.trDelta[0] = Q_flrand( -10, 10 );
ent->s.apos.trDelta[2] = Q_flrand( -10, 10 );
ent->s.apos.trTime = level.time;
}
}
//friction in zero-G
if ( !g_gravity->value )
{
float friction = 0.975f;
/*friction -= ent->mass/1000.0f;
if ( friction < 0.1 )
{
friction = 0.1f;
}
*/
VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
return;
}
// if it is in a nodrop volume, remove it
contents = gi.pointcontents( ent->currentOrigin, -1 );
if ( contents & CONTENTS_NODROP )
{
G_FreeEntity( ent );
return;
}
if ( !tr.startsolid )
{
G_BounceItem( ent, &tr );
}
}
/*
================
ItemUse_Bacta
================
*/
void ItemUse_Bacta(gentity_t *ent)
{
if (!ent || !ent->client)
{
return;
}
if (ent->health >= ent->client->ps.stats[STAT_MAX_HEALTH] || !ent->client->ps.inventory[INV_BACTA_CANISTER] )
{
return;
}
ent->health += MAX_BACTA_HEAL_AMOUNT;
if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH])
{
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
}
ent->client->ps.inventory[INV_BACTA_CANISTER]--;
G_SoundOnEnt( ent, CHAN_VOICE, va( "sound/weapons/force/heal%d_%c.mp3", Q_irand( 1, 4 ), g_sex->string[0] ) );
}