741 lines
21 KiB
C++
741 lines
21 KiB
C++
// this include must remain at the top of every bg_xxxx CPP file
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#include "common_headers.h"
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// included in both game dll and client
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//#include "q_shared.h"
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#include "g_local.h"
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#include "bg_public.h"
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#include "g_items.h"
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#include "g_vehicles.h"
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extern weaponData_t weaponData[WP_NUM_WEAPONS];
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extern ammoData_t ammoData[AMMO_MAX];
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#define PICKUPSOUND "sound/weapons/w_pkup.wav"
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/*QUAKED weapon_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
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DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION for weapons, ammo, and item pickups.
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The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
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The NOPLAYER flag makes it so player cannot pick it up.
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The ALLOWNPC flag allows only NPCs to pick it up, too
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If an item is the target of another entity, it will spawn as normal, use INVISIBLE to hide it.
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An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
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"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
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"random" random number of plus or minus seconds varied from the respawn time
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"count" override quantity or duration on most items.
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"team" only this team can pick it up
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"player"
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"neutral"
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"enemy"
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*/
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/*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/stun_baton/baton.md3"
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*/
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/*QUAKED weapon_saber (.3 .3 1) (-16 -16 -8) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE NOGLOW
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model="/models/weapons2/saber/saber_w.md3"
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When picked up, will be used as a second saber unless:
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1) It's a two-handed saber
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2) The old saber was two-handed
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OR
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3) You set "saberSolo" to "1"
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saberType - entry name from sabers.cfg - which kind of saber this is - use "player" to make it so that the saber will be whatever saber the player is configured to use
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saberColor - red, orange, yellow, green, blue, and purple
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saberSolo - set to "1" and this will be the only saber the person who picks this up will be holding
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*/
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/*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/briar_pistol/briar_pistol.md3"
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*/
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/*QUAKED weapon_blaster_pistol (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/blaster_pistol/blaster_pistol.md3"
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*/
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/*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/blaster_r/blaster.md3"
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*/
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/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/disruptor/disruptor.md3"
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*/
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/*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/bowcaster/bowcaster.md3"
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*/
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/*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/heavy_repeater/heavy_repeater.md3"
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*/
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/*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/demp2/demp2.md3"
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*/
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/*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/golan_arms/golan_arms.md3"
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*/
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/*QUAKED weapon_concussion_rifle (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/c_rifle/c_rifle.md3"
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*/
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/*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/merr_sonn/merr_sonn.md3"
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*/
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/*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/thermal/thermal.md3"
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*/
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/*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/laser_trap/laser_trap.md3"
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*/
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/*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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model="/models/weapons2/detpack/det_pack.md3"
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*/
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/*QUAKED item_seeker (.3 .3 1) (-8 -8 -4) (8 8 16) suspended
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30 seconds of seeker drone
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*/
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/*QUAKED item_bacta (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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model="/models/items/bacta.md3"
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*/
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/*QUAKED item_datapad (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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model="/models/items/datapad.md3"
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*/
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/*QUAKED item_binoculars (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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model="/models/items/binoculars.md3"
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*/
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/*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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*/
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/*QUAKED item_la_goggles (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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*/
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/*QUAKED ammo_force (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Ammo for the force.
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*/
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/*QUAKED ammo_blaster (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Ammo for the Bryar and Blaster pistols.
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*/
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/*QUAKED ammo_powercell (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns
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*/
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/*QUAKED ammo_metallic_bolts (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Ammo for Imperial Heavy Repeater and the Golan Arms Flechette
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*/
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/*QUAKED ammo_rockets (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Ammo for Merr-Sonn portable missile launcher
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*/
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/*QUAKED ammo_thermal (.3 .5 1) (-16 -16 -0) (16 16 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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Belt of thermal detonators
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*/
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/*QUAKED ammo_tripmine (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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3 pack of tripmines
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*/
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/*QUAKED ammo_detpack (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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3 pack of detpacks
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*/
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/*QUAKED item_medpak_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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*/
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/*QUAKED item_shield_sm_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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*/
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/*QUAKED item_shield_lrg_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID VERTICAL INVISIBLE
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*/
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/*QUAKED item_goodie_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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*/
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/*QUAKED item_security_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended
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message - used to differentiate one key from another.
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*/
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/*QUAKED item_battery (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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model="/models/items/battery.md3"
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battery pickup item
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*/
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/*QUAKED holocron_force_heal (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force heal pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_levitation (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force levitation pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_speed (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force speed pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_push (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force push pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_pull (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force pull pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_telepathy (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force telepathy pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_grip (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force grip pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_lightining (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force lighting pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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/*QUAKED holocron_force_saberthrow (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND NOPLAYER ALLOWNPC NOTSOLID
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force saberthrow pickup item
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"count" level of force power this holocron gives activator ( range: 0-3, default 1)
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*/
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gitem_t bg_itemlist[ITM_NUM_ITEMS+1];//need a null on the end
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//int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) ;
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const int bg_numItems = ITM_NUM_ITEMS;
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/*
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===============
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FindItemForWeapon
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===============
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*/
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gitem_t *FindItemForWeapon( weapon_t weapon ) {
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int i;
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for ( i = 1 ; i < bg_numItems ; i++ ) {
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if ( bg_itemlist[i].giType == IT_WEAPON && bg_itemlist[i].giTag == weapon ) {
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return &bg_itemlist[i];
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}
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}
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Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
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return NULL;
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}
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//----------------------------------------------
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gitem_t *FindItemForInventory( int inv )
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{
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int i;
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gitem_t *it;
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// Now just check for any other kind of item.
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for ( i = 1 ; i < bg_numItems ; i++ )
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{
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it = &bg_itemlist[i];
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if ( it->giType == IT_HOLDABLE )
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{
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if ( it->giTag == inv )
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{
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return it;
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}
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}
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}
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Com_Error( ERR_DROP, "Couldn't find item for inventory %i", inv );
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return NULL;
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}
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/*
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===============
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FindItemForWeapon
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===============
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*/
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gitem_t *FindItemForAmmo( ammo_t ammo )
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{
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int i;
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for ( i = 1 ; i < bg_numItems ; i++ )
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{
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if ( bg_itemlist[i].giType == IT_AMMO && bg_itemlist[i].giTag == ammo )
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{
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return &bg_itemlist[i];
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}
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}
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Com_Error( ERR_DROP, "Couldn't find item for ammo %i", ammo );
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return NULL;
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}
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/*
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===============
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FindItem
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===============
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*/
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gitem_t *FindItem( const char *className ) {
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int i;
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for ( i = 1 ; i < bg_numItems ; i++ ) {
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if ( !Q_stricmp( bg_itemlist[i].classname, className ) )
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return &bg_itemlist[i];
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}
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return NULL;
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}
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/*
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================
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BG_CanItemBeGrabbed
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Returns false if the item should not be picked up.
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This needs to be the same for client side prediction and server use.
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================
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*/
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qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps ) {
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gitem_t *item;
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if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
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Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
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}
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item = &bg_itemlist[ent->modelindex];
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switch( item->giType ) {
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case IT_WEAPON:
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// See if we already have this weapon.
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if ( !(ps->stats[ STAT_WEAPONS ] & ( 1 << item->giTag )))
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{
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// Don't have this weapon yet, so pick it up.
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return qtrue;
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}
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else if ( item->giTag == WP_SABER )
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{//always pick up a saber, might be a new one?
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return qtrue;
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}
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// Make sure that we aren't already full on ammo for this weapon
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if ( ps->ammo[weaponData[item->giTag].ammoIndex] >= ammoData[weaponData[item->giTag].ammoIndex].max )
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{
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// full, so don't grab the item
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return qfalse;
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}
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return qtrue; // could use more of this type of ammo, so grab the item
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case IT_AMMO:
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if (item->giTag != AMMO_FORCE)
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{
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// since the ammo is the weapon in this case, picking up ammo should actually give you the weapon
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switch( item->giTag )
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{
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case AMMO_THERMAL:
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if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_THERMAL ) ) )
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{
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return qtrue;
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}
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break;
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case AMMO_DETPACK:
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if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_DET_PACK ) ) )
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{
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return qtrue;
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}
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break;
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case AMMO_TRIPMINE:
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if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_TRIP_MINE ) ) )
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{
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return qtrue;
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}
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break;
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}
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if ( ps->ammo[ item->giTag ] >= ammoData[item->giTag].max ) // checkme
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{
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return qfalse; // can't hold any more
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}
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}
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else
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{
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if (ps->forcePower >= ammoData[item->giTag].max*2)
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{
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return qfalse; // can't hold any more
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}
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}
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return qtrue;
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case IT_ARMOR:
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// we also clamp armor to the maxhealth for handicapping
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if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] ) {
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return qfalse;
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}
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return qtrue;
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case IT_HEALTH:
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if ((ps->forcePowersActive & (1 << FP_RAGE)))
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{//ragers can't use health
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return qfalse;
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}
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// don't pick up if already at max
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if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
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return qfalse;
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}
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return qtrue;
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case IT_BATTERY:
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// don't pick up if already at max
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if ( ps->batteryCharge >= MAX_BATTERIES )
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{
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return qfalse;
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}
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return qtrue;
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case IT_HOLOCRON:
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// pretty lame but for now you can always pick these up
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return qtrue;
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case IT_HOLDABLE:
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if ( item->giTag >= INV_ELECTROBINOCULARS && item->giTag <= INV_SENTRY )
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{
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// hardcoded--can only pick up five of any holdable
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if ( ps->inventory[item->giTag] >= 5 )
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{
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return qfalse;
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}
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}
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return qtrue;
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}
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return qfalse;
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}
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//======================================================================
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/*
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================
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EvaluateTrajectory
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================
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*/
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void EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
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float deltaTime;
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float phase;
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switch( tr->trType ) {
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case TR_STATIONARY:
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case TR_INTERPOLATE:
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VectorCopy( tr->trBase, result );
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break;
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case TR_LINEAR:
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deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
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VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
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break;
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case TR_SINE:
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deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
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phase = (float)sin( deltaTime * M_PI * 2 );
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VectorMA( tr->trBase, phase, tr->trDelta, result );
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break;
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case TR_LINEAR_STOP:
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if ( atTime > tr->trTime + tr->trDuration )
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{
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atTime = tr->trTime + tr->trDuration;
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}
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//old totally linear
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
|
|
if ( deltaTime < 0 )
|
|
{//going past the total duration
|
|
deltaTime = 0;
|
|
}
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
break;
|
|
case TR_NONLINEAR_STOP:
|
|
if ( atTime > tr->trTime + tr->trDuration )
|
|
{
|
|
atTime = tr->trTime + tr->trDuration;
|
|
}
|
|
//new slow-down at end
|
|
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
|
|
{
|
|
deltaTime = 0;
|
|
}
|
|
else
|
|
{//FIXME: maybe scale this somehow? So that it starts out faster and stops faster?
|
|
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
|
|
}
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
|
|
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
|
|
result[2] -= 0.5F * g_gravity->value * deltaTime * deltaTime;//DEFAULT_GRAVITY
|
|
break;
|
|
default:
|
|
Com_Error( ERR_DROP, "EvaluateTrajectory: unknown trType: %i", tr->trTime );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
EvaluateTrajectoryDelta
|
|
|
|
Returns current speed at given time
|
|
================
|
|
*/
|
|
void EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
|
|
float deltaTime;
|
|
float phase;
|
|
|
|
switch( tr->trType ) {
|
|
case TR_STATIONARY:
|
|
case TR_INTERPOLATE:
|
|
VectorClear( result );
|
|
break;
|
|
case TR_LINEAR:
|
|
VectorCopy( tr->trDelta, result );
|
|
break;
|
|
case TR_SINE:
|
|
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
|
|
phase = (float)cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
|
|
phase *= 0.5;
|
|
VectorScale( tr->trDelta, phase, result );
|
|
break;
|
|
case TR_LINEAR_STOP:
|
|
if ( atTime > tr->trTime + tr->trDuration )
|
|
{
|
|
VectorClear( result );
|
|
return;
|
|
}
|
|
VectorCopy( tr->trDelta, result );
|
|
break;
|
|
case TR_NONLINEAR_STOP:
|
|
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
|
|
{
|
|
VectorClear( result );
|
|
return;
|
|
}
|
|
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
|
|
VectorScale( tr->trDelta, deltaTime, result );
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
|
|
VectorCopy( tr->trDelta, result );
|
|
result[2] -= g_gravity->value * deltaTime; // DEFAULT_GRAVITY
|
|
break;
|
|
default:
|
|
Com_Error( ERR_DROP, "EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
AddEventToPlayerstate
|
|
|
|
Handles the sequence numbers
|
|
===============
|
|
*/
|
|
void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
|
|
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
|
|
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
|
|
ps->eventSequence++;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CurrentPlayerstateEvent
|
|
|
|
===============
|
|
*/
|
|
int CurrentPlayerstateEvent( playerState_t *ps ) {
|
|
return ps->events[ (ps->eventSequence-1) & (MAX_PS_EVENTS-1) ];
|
|
}
|
|
|
|
/*
|
|
========================
|
|
PlayerStateToEntityState
|
|
|
|
This is done after each set of usercmd_t on the server,
|
|
and after local prediction on the client
|
|
========================
|
|
*/
|
|
void PlayerStateToEntityState( playerState_t *ps, entityState_t *s )
|
|
{
|
|
int i;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR )
|
|
{
|
|
s->eType = ET_INVISIBLE;
|
|
}
|
|
/*else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH )
|
|
{
|
|
s->eType = ET_INVISIBLE;
|
|
} */
|
|
else
|
|
{
|
|
s->eType = ET_PLAYER;
|
|
}
|
|
|
|
s->number = ps->clientNum;
|
|
|
|
s->pos.trType = TR_INTERPOLATE;
|
|
VectorCopy( ps->origin, s->pos.trBase );
|
|
//SnapVector( s->pos.trBase );
|
|
|
|
s->apos.trType = TR_INTERPOLATE;
|
|
VectorCopy( ps->viewangles, s->apos.trBase );
|
|
//SnapVector( s->apos.trBase );
|
|
|
|
s->angles2[YAW] = ps->movementDir;
|
|
s->legsAnim = ps->legsAnim;
|
|
s->torsoAnim = ps->torsoAnim;
|
|
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
|
|
// so corpses can also reference the proper config
|
|
s->eFlags = ps->eFlags;
|
|
|
|
// new sabre stuff
|
|
s->saberActive = ps->SaberActive();//WHY is this on the entityState_t, too???
|
|
s->saberInFlight = ps->saberInFlight;
|
|
|
|
// NOTE: Although we store this stuff locally on a vehicle, who's to say we
|
|
// can't bring back these variables and fill them at the appropriate time? -Aurelio
|
|
// We need to bring these in from the vehicle NPC.
|
|
if ( g_entities[ps->clientNum].client && g_entities[ps->clientNum].client->NPC_class == CLASS_VEHICLE && g_entities[ps->clientNum].NPC )
|
|
{
|
|
Vehicle_t *pVeh = g_entities[ps->clientNum].m_pVehicle;
|
|
s->vehicleArmor = pVeh->m_iArmor;
|
|
VectorCopy( pVeh->m_vOrientation, s->vehicleAngles );
|
|
}
|
|
|
|
s->weapon = ps->weapon;
|
|
s->groundEntityNum = ps->groundEntityNum;
|
|
|
|
s->powerups = 0;
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if ( ps->powerups[ i ] ) {
|
|
s->powerups |= 1 << i;
|
|
}
|
|
}
|
|
#if 0
|
|
if ( ps->externalEvent ) {
|
|
s->event = ps->externalEvent;
|
|
s->eventParm = ps->externalEventParm;
|
|
} else {
|
|
int seq;
|
|
|
|
seq = (ps->eventSequence-1) & (MAX_PS_EVENTS-1);
|
|
s->event = ps->events[ seq ] | ( ( ps->eventSequence & 3 ) << 8 );
|
|
s->eventParm = ps->eventParms[ seq ];
|
|
}
|
|
|
|
// show some roll in the body based on velocity and angle
|
|
if ( ps->stats[STAT_HEALTH] > 0 ) {
|
|
vec3_t right;
|
|
float sign;
|
|
float side;
|
|
float value;
|
|
|
|
AngleVectors( ps->viewangles, NULL, right, NULL );
|
|
|
|
side = DotProduct (ps->velocity, right);
|
|
sign = side < 0 ? -1 : 1;
|
|
side = fabs(side);
|
|
|
|
value = 2; // g_rollangle->value;
|
|
|
|
if (side < 200 /* g_rollspeed->value */ )
|
|
side = side * value / 200; // g_rollspeed->value;
|
|
else
|
|
side = value;
|
|
|
|
s->angles[ROLL] = (int)(side*sign * 4);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
BG_PlayerTouchesItem
|
|
|
|
Items can be picked up without actually touching their physical bounds
|
|
============
|
|
*/
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
|
|
vec3_t origin;
|
|
|
|
EvaluateTrajectory( &item->pos, atTime, origin );
|
|
|
|
// we are ignoring ducked differences here
|
|
if ( ps->origin[0] - origin[0] > 44
|
|
|| ps->origin[0] - origin[0] < -50
|
|
|| ps->origin[1] - origin[1] > 36
|
|
|| ps->origin[1] - origin[1] < -36
|
|
|| ps->origin[2] - origin[2] > 36
|
|
|| ps->origin[2] - origin[2] < -36 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
BG_EmplacedView
|
|
|
|
Shared code for emplaced angle gun constriction
|
|
=================
|
|
*/
|
|
int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint)
|
|
{
|
|
float dif = AngleSubtract(baseAngles[YAW], angles[YAW]);
|
|
|
|
if (dif > constraint ||
|
|
dif < -constraint)
|
|
{
|
|
float amt;
|
|
|
|
if (dif > constraint)
|
|
{
|
|
amt = (dif-constraint);
|
|
dif = constraint;
|
|
}
|
|
else if (dif < -constraint)
|
|
{
|
|
amt = (dif+constraint);
|
|
dif = -constraint;
|
|
}
|
|
else
|
|
{
|
|
amt = 0.0f;
|
|
}
|
|
|
|
*newYaw = AngleSubtract(angles[YAW], -dif);
|
|
|
|
if (amt > 1.0f || amt < -1.0f)
|
|
{ //significant, force the view
|
|
return 2;
|
|
}
|
|
else
|
|
{ //just a little out of range
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|