1089 lines
27 KiB
C++
1089 lines
27 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "g_items.h"
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#include "wp_saber.h"
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extern void CrystalAmmoSettings(gentity_t *ent);
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
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extern void ChangeWeapon( gentity_t *ent, int newWeapon );
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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extern cvar_t *g_spskill;
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#define MAX_BACTA_HEAL_AMOUNT 25
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/*
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Items are any object that a player can touch to gain some effect.
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Pickup will return the number of seconds until they should respawn.
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all items should pop when dropped in lava or slime
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Respawnable items don't actually go away when picked up, they are
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just made invisible and untouchable. This allows them to ride
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movers and respawn apropriately.
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*/
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// Item Spawn flags
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#define ITMSF_SUSPEND 1
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#define ITMSF_TEAM 2
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#define ITMSF_MONSTER 4
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#define ITMSF_NOTSOLID 8
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#define ITMSF_VERTICAL 16
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#define ITMSF_INVISIBLE 32
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//======================================================================
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/*
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===============
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G_InventorySelectable
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===============
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*/
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qboolean G_InventorySelectable( int index,gentity_t *other)
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{
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if (other->client->ps.inventory[index])
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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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extern qboolean INV_GoodieKeyGive( gentity_t *target );
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extern qboolean INV_SecurityKeyGive( gentity_t *target, const char *keyname );
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int Pickup_Holdable( gentity_t *ent, gentity_t *other )
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{
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int i,original;
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other->client->ps.stats[STAT_ITEMS] |= (1<<ent->item->giTag);
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if ( ent->item->giTag == INV_SECURITY_KEY1 )
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{//give the key
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//FIXME: temp message
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gi.SendServerCommand( NULL, "cp \"You took the security key\"" );
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INV_SecurityKeyGive( other, ent->message );
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}
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else if ( ent->item->giTag == INV_GOODIE_KEY1 )
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{//give the key
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//FIXME: temp message
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gi.SendServerCommand( NULL, "cp \"You took the key\"" );
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INV_GoodieKeyGive( other );
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}
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else
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{// Picking up a normal item?
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other->client->ps.inventory[ent->item->giTag]++;
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}
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// Got a security key
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// Set the inventory select, just in case it hasn't
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original = cg.inventorySelect;
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for ( i = 0 ; i < INV_MAX ; i++ )
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{
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if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
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{
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cg.inventorySelect = (INV_MAX - 1);
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}
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if ( G_InventorySelectable( cg.inventorySelect,other ) )
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{
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return 60;
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}
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cg.inventorySelect++;
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}
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cg.inventorySelect = original;
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return 60;
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}
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//======================================================================
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int Add_Ammo2 (gentity_t *ent, int ammoType, int count)
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{
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if (ammoType != AMMO_FORCE)
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{
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ent->client->ps.ammo[ammoType] += count;
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if ( ent->client->ps.ammo[ammoType] > ammoData[ammoType].max )
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{
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ent->client->ps.ammo[ammoType] = ammoData[ammoType].max;
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return qfalse;
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}
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}
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else
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{
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ent->client->ps.forcePower += count;
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if (ent->client->ps.forcePower >= ammoData[ammoType].max)
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{
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ent->client->ps.forcePower = ammoData[ammoType].max;
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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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}
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//-------------------------------------------------------
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void Add_Ammo (gentity_t *ent, int weapon, int count)
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{
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Add_Ammo2(ent,weaponData[weapon].ammoIndex,count);
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}
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//-------------------------------------------------------
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int Pickup_Ammo (gentity_t *ent, gentity_t *other)
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{
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int quantity;
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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Add_Ammo2 (other, ent->item->giTag, quantity);
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return 30;
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}
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//======================================================================
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void Add_Batteries( gentity_t *ent, int *count )
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{
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if ( ent->client && ent->client->ps.batteryCharge < MAX_BATTERIES && *count )
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{
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if ( *count + ent->client->ps.batteryCharge > MAX_BATTERIES )
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{
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// steal what we need, then leave the rest for later
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*count -= ( MAX_BATTERIES - ent->client->ps.batteryCharge );
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ent->client->ps.batteryCharge = MAX_BATTERIES;
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}
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else
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{
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// just drain all of the batteries
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ent->client->ps.batteryCharge += *count;
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*count = 0;
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}
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G_AddEvent( ent, EV_BATTERIES_CHARGED, 0 );
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}
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}
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//-------------------------------------------------------
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int Pickup_Battery( gentity_t *ent, gentity_t *other )
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{
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int quantity;
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if ( ent->count )
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{
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quantity = ent->count;
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}
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else
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{
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quantity = ent->item->quantity;
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}
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// 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
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Add_Batteries( other, &quantity );
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return 30;
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}
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//======================================================================
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extern void WP_SaberInitBladeData( gentity_t *ent );
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int Pickup_Weapon (gentity_t *ent, gentity_t *other)
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{
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int quantity;
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qboolean hadWeapon = qfalse;
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/*
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if ( ent->count || (ent->activator && !ent->activator->s.number) )
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{
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quantity = ent->count;
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}
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else
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{
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quantity = ent->item->quantity;
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}
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*/
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// dropped items are always picked up
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if ( ent->flags & FL_DROPPED_ITEM )
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{
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quantity = ent->count;
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}
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else
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{//wasn't dropped
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quantity = ent->item->quantity?ent->item->quantity:50;
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}
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// add the weapon
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if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
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{
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hadWeapon = qtrue;
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}
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other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
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if ( ent->item->giTag == WP_SABER && !hadWeapon )
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{
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WP_SaberInitBladeData( other );
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}
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if ( other->s.weapon == WP_NONE && other->s.number )
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{//NPC with no weapon picked up a weapon, change to this weapon
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//FIXME: clear/set the alt-fire flag based on the picked up weapon and my class?
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other->client->ps.weapon = ent->item->giTag;
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other->client->ps.weaponstate = WEAPON_RAISING;
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ChangeWeapon( other, ent->item->giTag );
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if ( ent->item->giTag == WP_SABER )
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{
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G_CreateG2AttachedWeaponModel( other, other->client->ps.saberModel );
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}
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else
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{
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G_CreateG2AttachedWeaponModel( other, weaponData[ent->item->giTag].weaponMdl );
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}
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}
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if ( quantity )
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{
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// Give ammo
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Add_Ammo( other, ent->item->giTag, quantity );
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}
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return 5;
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}
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//======================================================================
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int ITM_AddHealth (gentity_t *ent, int count)
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{
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ent->health += count;
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if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) // Past max health
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{
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ent->health = ent->client->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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}
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int Pickup_Health (gentity_t *ent, gentity_t *other) {
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int max;
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int quantity;
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max = other->client->ps.stats[STAT_MAX_HEALTH];
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if ( ent->count ) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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other->health += quantity;
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if (other->health > max ) {
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other->health = max;
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}
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if ( ent->item->giTag == 100 ) { // mega health respawns slow
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return 120;
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}
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return 30;
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}
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//======================================================================
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int ITM_AddArmor (gentity_t *ent, int count)
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{
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ent->client->ps.stats[STAT_ARMOR] += count;
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if (ent->client->ps.stats[STAT_ARMOR] > ent->client->ps.stats[STAT_MAX_HEALTH])
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{
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ent->client->ps.stats[STAT_ARMOR] = ent->client->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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}
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int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
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// make sure that the shield effect is on
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other->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
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other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
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if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] ) {
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other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH];
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}
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return 30;
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}
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//======================================================================
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int Pickup_Holocron( gentity_t *ent, gentity_t *other )
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{
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int forcePower = ent->item->giTag;
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int forceLevel = ent->count;
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// check if out of range
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if( forceLevel < 0 || forceLevel >= NUM_FORCE_POWER_LEVELS )
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{
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gi.Printf(" Pickup_Holocron : count %d not in valid range\n", forceLevel );
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return 1;
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}
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// don't pick up if already known AND your level is higher than pickup level
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if ( ( other->client->ps.forcePowersKnown & ( 1 << forcePower )) )
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{
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//don't pickup if item is lower than current level
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if( other->client->ps.forcePowerLevel[forcePower] >= forceLevel )
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{
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return 1;
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}
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}
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other->client->ps.forcePowerLevel[forcePower] = forceLevel;
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other->client->ps.forcePowersKnown |= ( 1 << forcePower );
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return 1;
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}
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//======================================================================
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/*
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===============
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RespawnItem
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===============
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*/
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void RespawnItem( gentity_t *ent ) {
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}
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qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper )
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{
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if ( (item->flags&FL_DROPPED_ITEM)
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&& item->activator != &g_entities[0]
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&& pickerupper->s.number
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&& pickerupper->s.weapon == WP_NONE
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&& pickerupper->enemy
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&& pickerupper->painDebounceTime < level.time
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&& pickerupper->NPC && pickerupper->NPC->surrenderTime < level.time //not surrendering
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&& !(pickerupper->NPC->scriptFlags&SCF_FORCED_MARCH) //not being forced to march
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&& item->item->giTag != INV_SECURITY_KEY1 )
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{//non-player, in combat, picking up a dropped item that does NOT belong to the player and it *not* a security key
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if ( level.time - item->s.time < 3000 )//was 5000
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{
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return qfalse;
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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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Touch_Item
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===============
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*/
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void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
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int respawn = 0;
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if (!other->client)
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return;
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if (other->health < 1)
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return; // dead people can't pickup
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if ( other->client->ps.pm_time > 0 )
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{//cant pick up when out of control
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return;
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}
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// Only monsters can pick it up
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if ((ent->spawnflags & ITMSF_MONSTER) && (other->client->playerTeam == TEAM_PLAYER))
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{
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return;
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}
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// Only starfleet can pick it up
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if ((ent->spawnflags & ITMSF_TEAM) && (other->client->playerTeam != TEAM_PLAYER))
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{
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return;
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}
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if ( other->client->NPC_class == CLASS_ATST ||
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other->client->NPC_class == CLASS_GONK ||
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other->client->NPC_class == CLASS_MARK1 ||
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other->client->NPC_class == CLASS_MARK2 ||
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other->client->NPC_class == CLASS_MOUSE ||
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other->client->NPC_class == CLASS_PROBE ||
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other->client->NPC_class == CLASS_PROTOCOL ||
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other->client->NPC_class == CLASS_R2D2 ||
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other->client->NPC_class == CLASS_R5D2 ||
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other->client->NPC_class == CLASS_SEEKER ||
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other->client->NPC_class == CLASS_REMOTE ||
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other->client->NPC_class == CLASS_SENTRY )
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{//FIXME: some flag would be better
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//droids can't pick up items/weapons!
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return;
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}
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//FIXME: need to make them run toward a dropped weapon when fleeing without one?
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//FIXME: need to make them come out of flee mode when pick up their old weapon?
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if ( CheckItemCanBePickedUpByNPC( ent, other ) )
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{
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if ( other->NPC && other->NPC->goalEntity && other->NPC->goalEntity->enemy == ent )
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{//they were running to pick me up, they did, so clear goal
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other->NPC->goalEntity = NULL;
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other->NPC->squadState = SQUAD_STAND_AND_SHOOT;
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}
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}
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else if (!(ent->spawnflags & ITMSF_TEAM) && !(ent->spawnflags & ITMSF_MONSTER))
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{// Only player can pick it up
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if ( other->s.number != 0 ) // Not the player?
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{
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return;
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}
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}
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// the same pickup rules are used for client side and server side
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if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) {
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return;
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}
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if (!ent->item) { //not an item!
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gi.Printf( "Touch_Item: %s is not an item!\n", ent->classname);
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return;
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}
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// call the item-specific pickup function
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switch( ent->item->giType )
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{
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case IT_WEAPON:
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if ( other->NPC && other->s.weapon == WP_NONE )
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{//Make them duck and sit here for a few seconds
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int pickUpTime = Q_irand( 1000, 3000 );
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TIMER_Set( other, "duck", pickUpTime );
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TIMER_Set( other, "roamTime", pickUpTime );
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TIMER_Set( other, "stick", pickUpTime );
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TIMER_Set( other, "verifyCP", pickUpTime );
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TIMER_Set( other, "attackDelay", 600 );
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respawn = 0;
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}
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respawn = Pickup_Weapon(ent, other);
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break;
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case IT_AMMO:
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respawn = Pickup_Ammo(ent, other);
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break;
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case IT_ARMOR:
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respawn = Pickup_Armor(ent, other);
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break;
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case IT_HEALTH:
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respawn = Pickup_Health(ent, other);
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break;
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case IT_HOLDABLE:
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respawn = Pickup_Holdable(ent, other);
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break;
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case IT_BATTERY:
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respawn = Pickup_Battery( ent, other );
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break;
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case IT_HOLOCRON:
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respawn = Pickup_Holocron( ent, other );
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break;
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default:
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return;
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}
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if ( !respawn )
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{
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return;
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}
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// play the normal pickup sound
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G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
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// fire item targets
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G_UseTargets (ent, other);
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// wait of -1 will not respawn
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// if ( ent->wait == -1 )
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{
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//why not just remove me?
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G_FreeEntity( ent );
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/*
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//NOTE: used to do this: (for respawning?)
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ent->svFlags |= SVF_NOCLIENT;
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ent->s.eFlags |= EF_NODRAW;
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ent->contents = 0;
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ent->unlinkAfterEvent = qtrue;
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*/
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return;
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}
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}
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//======================================================================
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/*
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================
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LaunchItem
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Spawns an item and tosses it forward
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================
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*/
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gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, char *target ) {
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gentity_t *dropped;
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dropped = G_Spawn();
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dropped->s.eType = ET_ITEM;
|
|
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
|
|
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
|
|
|
|
dropped->classname = item->classname;
|
|
dropped->item = item;
|
|
|
|
// 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
|
|
dropped->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
dropped->nextthink = level.time + 30000;
|
|
}
|
|
|
|
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 )
|
|
{
|
|
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
|
|
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
|
|
================
|
|
*/
|
|
#ifndef FINAL_BUILD
|
|
extern int delayedShutDown;
|
|
#endif
|
|
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;
|
|
}
|
|
|
|
|
|
// if ( item->giType == IT_WEAPON ) // NOTE: james thought it was ok to just always do this?
|
|
{
|
|
ent->s.radius = 20;
|
|
VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f );
|
|
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)
|
|
{
|
|
// 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");
|
|
#ifndef FINAL_BUILD
|
|
if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
|
|
delayedShutDown = level.time + 100;
|
|
}
|
|
#endif
|
|
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;
|
|
}
|
|
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
|
|
qboolean itemRegistered[MAX_ITEMS];
|
|
|
|
|
|
/*
|
|
==============
|
|
ClearRegisteredItems
|
|
==============
|
|
*/
|
|
void ClearRegisteredItems( void ) {
|
|
memset( itemRegistered, 0, sizeof( itemRegistered ) );
|
|
|
|
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) ); //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts.
|
|
RegisterItem( FindItemForWeapon( WP_STUN_BATON ) ); //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts.
|
|
RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS ));
|
|
// 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 ] = qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SaveRegisteredItems
|
|
|
|
Write the needed items to a config string
|
|
so the client will know which ones to precache
|
|
===============
|
|
*/
|
|
void SaveRegisteredItems( void ) {
|
|
char string[MAX_ITEMS+1];
|
|
int i;
|
|
int count;
|
|
|
|
count = 0;
|
|
for ( i = 0 ; i < bg_numItems ; i++ ) {
|
|
if ( itemRegistered[i] ) {
|
|
count++;
|
|
string[i] = '1';
|
|
} else {
|
|
string[i] = '0';
|
|
}
|
|
}
|
|
string[ bg_numItems ] = 0;
|
|
|
|
gi.Printf( "%i items registered\n", count );
|
|
gi.SetConfigstring(CS_ITEMS, string);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
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;
|
|
|
|
// 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;
|
|
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 );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_BounceItem
|
|
|
|
================
|
|
*/
|
|
void G_BounceItem( gentity_t *ent, trace_t *trace ) {
|
|
vec3_t velocity;
|
|
float dot;
|
|
int hitTime;
|
|
|
|
// reflect the velocity on the trace plane
|
|
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
|
|
EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
|
|
dot = DotProduct( velocity, trace->plane.normal );
|
|
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
|
|
|
|
// cut the velocity to keep from bouncing forever
|
|
VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
|
|
|
|
// check for stop
|
|
if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
|
|
G_SetOrigin( ent, trace->endpos );
|
|
ent->s.groundEntityNum = trace->entityNum;
|
|
return;
|
|
}
|
|
|
|
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[2] += 100;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// get current position
|
|
EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
|
|
// trace a line from the previous position to the current position
|
|
if ( ent->clipmask )
|
|
{
|
|
mask = ent->clipmask;
|
|
}
|
|
else
|
|
{
|
|
mask = MASK_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]--;
|
|
|
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G_SoundOnEnt( ent, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
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}
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