jedioutcast/CODE-mp/game/bg_misc.c
2013-04-04 16:05:53 -05:00

2582 lines
62 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_misc.c -- both games misc functions, all completely stateless
#include "q_shared.h"
#include "bg_public.h"
#ifdef QAGAME
#include "g_local.h"
#endif
#ifdef UI_EXPORTS
#include "../ui/ui_local.h"
#endif
#ifndef UI_EXPORTS
#ifndef QAGAME
#include "../cgame/cg_local.h"
#endif
#endif
//rww - not putting @ in front of these because
//we don't need them in a cgame striped lookup.
//Let me know if this causes problems, pat.
char *forceMasteryLevels[NUM_FORCE_MASTERY_LEVELS] =
{
"MASTERY0", //"Uninitiated", // FORCE_MASTERY_UNINITIATED,
"MASTERY1", //"Initiate", // FORCE_MASTERY_INITIATE,
"MASTERY2", //"Padawan", // FORCE_MASTERY_PADAWAN,
"MASTERY3", //"Jedi", // FORCE_MASTERY_JEDI,
"MASTERY4", //"Jedi Adept", // FORCE_MASTERY_JEDI_GUARDIAN,
"MASTERY5", //"Jedi Guardian", // FORCE_MASTERY_JEDI_ADEPT,
"MASTERY6", //"Jedi Knight", // FORCE_MASTERY_JEDI_KNIGHT,
"MASTERY7", //"Jedi Master" // FORCE_MASTERY_JEDI_MASTER,
};
int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS] =
{
0, // FORCE_MASTERY_UNINITIATED,
5, // FORCE_MASTERY_INITIATE,
10, // FORCE_MASTERY_PADAWAN,
20, // FORCE_MASTERY_JEDI,
30, // FORCE_MASTERY_JEDI_GUARDIAN,
50, // FORCE_MASTERY_JEDI_ADEPT,
75, // FORCE_MASTERY_JEDI_KNIGHT,
100 // FORCE_MASTERY_JEDI_MASTER,
};
int bgForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS] = //0 == neutral
{
{ 0, 2, 4, 6 }, // Heal // FP_HEAL
{ 0, 0, 2, 6 }, // Jump //FP_LEVITATION,//hold/duration
{ 0, 2, 4, 6 }, // Speed //FP_SPEED,//duration
{ 0, 1, 3, 6 }, // Push //FP_PUSH,//hold/duration
{ 0, 1, 3, 6 }, // Pull //FP_PULL,//hold/duration
{ 0, 4, 6, 8 }, // Mind Trick //FP_TELEPATHY,//instant
{ 0, 1, 3, 6 }, // Grip //FP_GRIP,//hold/duration
{ 0, 2, 5, 8 }, // Lightning //FP_LIGHTNING,//hold/duration
{ 0, 4, 6, 8 }, // Dark Rage //FP_RAGE,//duration
{ 0, 2, 5, 8 }, // Protection //FP_PROTECT,//duration
{ 0, 1, 3, 6 }, // Absorb //FP_ABSORB,//duration
{ 0, 1, 3, 6 }, // Team Heal //FP_TEAM_HEAL,//instant
{ 0, 1, 3, 6 }, // Team Force //FP_TEAM_FORCE,//instant
{ 0, 2, 4, 6 }, // Drain //FP_DRAIN,//hold/duration
{ 0, 2, 5, 8 }, // Sight //FP_SEE,//duration
{ 0, 1, 5, 8 }, // Saber Attack //FP_SABERATTACK,
{ 0, 1, 5, 8 }, // Saber Defend //FP_SABERDEFEND,
{ 0, 4, 6, 8 } // Saber Throw //FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int forcePowerSorted[NUM_FORCE_POWERS] =
{ //rww - always use this order when drawing force powers for any reason
FP_TELEPATHY,
FP_HEAL,
FP_ABSORB,
FP_PROTECT,
FP_TEAM_HEAL,
FP_LEVITATION,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_SEE,
FP_LIGHTNING,
FP_DRAIN,
FP_RAGE,
FP_GRIP,
FP_TEAM_FORCE,
FP_SABERATTACK,
FP_SABERDEFEND,
FP_SABERTHROW
};
int forcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral
{ //nothing should be usable at rank 0..
FORCE_LIGHTSIDE,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant
FORCE_DARKSIDE,//FP_GRIP,//hold/duration
FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration
FORCE_DARKSIDE,//FP_RAGE,//duration
FORCE_LIGHTSIDE,//FP_PROTECT,//duration
FORCE_LIGHTSIDE,//FP_ABSORB,//duration
FORCE_LIGHTSIDE,//FP_TEAM_HEAL,//instant
FORCE_DARKSIDE,//FP_TEAM_FORCE,//instant
FORCE_DARKSIDE,//FP_DRAIN,//hold/duration
0,//FP_SEE,//duration
0,//FP_SABERATTACK,
0,//FP_SABERDEFEND,
0//FP_SABERTHROW,
//NUM_FORCE_POWERS
};
int WeaponReadyAnim[WP_NUM_WEAPONS] =
{
TORSO_DROPWEAP1,//WP_NONE,
TORSO_WEAPONREADY3,//WP_STUN_BATON,
BOTH_STAND2,//WP_SABER,
TORSO_WEAPONREADY2,//WP_BRYAR_PISTOL,
TORSO_WEAPONREADY3,//WP_BLASTER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY4,//WP_DISRUPTOR,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY5,//WP_BOWCASTER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY6,//WP_REPEATER,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY7,//WP_DEMP2,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY8,//WP_FLECHETTE,
TORSO_WEAPONREADY3,//TORSO_WEAPONREADY9,//WP_ROCKET_LAUNCHER,
TORSO_WEAPONREADY10,//WP_THERMAL,
TORSO_WEAPONREADY10,//TORSO_WEAPONREADY11,//WP_TRIP_MINE,
TORSO_WEAPONREADY10,//TORSO_WEAPONREADY12,//WP_DET_PACK,
//NOT VALID (e.g. should never really be used):
BOTH_STAND1,//WP_EMPLACED_GUN,
TORSO_WEAPONREADY1//WP_TURRET,
};
int WeaponAttackAnim[WP_NUM_WEAPONS] =
{
BOTH_ATTACK1,//WP_NONE, //(shouldn't happen)
BOTH_ATTACK3,//WP_STUN_BATON,
BOTH_STAND2,//WP_SABER, //(has its own handling)
BOTH_ATTACK2,//WP_BRYAR_PISTOL,
BOTH_ATTACK3,//WP_BLASTER,
BOTH_ATTACK3,//BOTH_ATTACK4,//WP_DISRUPTOR,
BOTH_ATTACK3,//BOTH_ATTACK5,//WP_BOWCASTER,
BOTH_ATTACK3,//BOTH_ATTACK6,//WP_REPEATER,
BOTH_ATTACK3,//BOTH_ATTACK7,//WP_DEMP2,
BOTH_ATTACK3,//BOTH_ATTACK8,//WP_FLECHETTE,
BOTH_ATTACK3,//BOTH_ATTACK9,//WP_ROCKET_LAUNCHER,
BOTH_THERMAL_THROW,//WP_THERMAL,
BOTH_ATTACK3,//BOTH_ATTACK11,//WP_TRIP_MINE,
BOTH_ATTACK3,//BOTH_ATTACK12,//WP_DET_PACK,
//NOT VALID (e.g. should never really be used):
BOTH_STAND1,//WP_EMPLACED_GUN,
BOTH_ATTACK1//WP_TURRET,
};
//The magical function to end all functions.
//This will take the force power string in powerOut and parse through it, then legalize
//it based on the supposed rank and spit it into powerOut, returning true if it was legal
//to begin with and false if not.
//fpDisabled is actually only expected (needed) from the server, because the ui disables
//force power selection anyway when force powers are disabled on the server.
qboolean BG_LegalizedForcePowers(char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled)
{
char powerBuf[128];
char readBuf[128];
qboolean maintainsValidity = qtrue;
int powerLen = strlen(powerOut);
int i = 0;
int c = 0;
int allowedPoints = 0;
int usedPoints = 0;
int countDown = 0;
int final_Side;
int final_Powers[NUM_FORCE_POWERS];
if (powerLen >= 128)
{ //This should not happen. If it does, this is obviously a bogus string.
//They can have this string. Because I said so.
strcpy(powerBuf, "7-1-032330000000001333");
maintainsValidity = qfalse;
}
else
{
strcpy(powerBuf, powerOut); //copy it as the original
}
//first of all, print the max rank into the string as the rank
strcpy(powerOut, va("%i-", maxRank));
while (i < 128 && powerBuf[i] && powerBuf[i] != '-')
{
i++;
}
i++;
while (i < 128 && powerBuf[i] && powerBuf[i] != '-')
{
readBuf[c] = powerBuf[i];
c++;
i++;
}
readBuf[c] = 0;
i++;
//at this point, readBuf contains the intended side
final_Side = atoi(readBuf);
if (final_Side != FORCE_LIGHTSIDE &&
final_Side != FORCE_DARKSIDE)
{ //Not a valid side. You will be dark. Because I said so. (this is something that should never actually happen unless you purposely feed in an invalid config)
final_Side = FORCE_DARKSIDE;
maintainsValidity = qfalse;
}
if (teamForce)
{ //If we are under force-aligned teams, make sure we're on the right side.
if (final_Side != teamForce)
{
final_Side = teamForce;
//maintainsValidity = qfalse;
//Not doing this, for now. Let them join the team with their filtered powers.
}
}
//Now we have established a valid rank, and a valid side.
//Read the force powers in, and cut them down based on the various rules supplied.
c = 0;
while (i < 128 && powerBuf[i] && powerBuf[i] != '\n' && c < NUM_FORCE_POWERS)
{
readBuf[0] = powerBuf[i];
readBuf[1] = 0;
final_Powers[c] = atoi(readBuf);
c++;
i++;
}
//final_Powers now contains all the stuff from the string
//Set the maximum allowed points used based on the max rank level, and count the points actually used.
allowedPoints = forceMasteryPoints[maxRank];
i = 0;
while (i < NUM_FORCE_POWERS)
{ //if this power doesn't match the side we're on, then 0 it now.
if (final_Powers[i] &&
forcePowerDarkLight[i] &&
forcePowerDarkLight[i] != final_Side)
{
final_Powers[i] = 0;
//This is only likely to happen with g_forceBasedTeams. Let it slide.
//maintainsValidity = 0;
}
if ( final_Powers[i] &&
(fpDisabled & (1 << i)) )
{ //if this power is disabled on the server via said server option, then we don't get it.
final_Powers[i] = 0;
}
i++;
}
if (gametype < GT_TEAM)
{ //don't bother with team powers then
final_Powers[FP_TEAM_HEAL] = 0;
final_Powers[FP_TEAM_FORCE] = 0;
}
usedPoints = 0;
i = 0;
while (i < NUM_FORCE_POWERS)
{
countDown = 0;
countDown = final_Powers[i];
while (countDown > 0)
{
usedPoints += bgForcePowerCost[i][countDown]; //[fp index][fp level]
//if this is jump, or we have a free saber and it's offense or defense, take the level back down on level 1
if ( countDown == 1 &&
((i == FP_LEVITATION) ||
(i == FP_SABERATTACK && freeSaber) ||
(i == FP_SABERDEFEND && freeSaber)) )
{
usedPoints -= bgForcePowerCost[i][countDown];
}
countDown--;
}
i++;
}
if (usedPoints > allowedPoints)
{ //Time to do the fancy stuff. (meaning, slowly cut parts off while taking a guess at what is most or least important in the config)
int attemptedCycles = 0;
int powerCycle = 2;
int minPow = 0;
if (freeSaber)
{
minPow = 1;
}
maintainsValidity = qfalse;
while (usedPoints > allowedPoints)
{
c = 0;
while (c < NUM_FORCE_POWERS && usedPoints > allowedPoints)
{
if (final_Powers[c] && final_Powers[c] < powerCycle)
{ //kill in order of lowest powers, because the higher powers are probably more important
if (c == FP_SABERATTACK &&
(final_Powers[FP_SABERDEFEND] > minPow || final_Powers[FP_SABERTHROW] > 0))
{ //if we're on saber attack, only suck it down if we have no def or throw either
int whichOne = FP_SABERTHROW; //first try throw
if (!final_Powers[whichOne])
{
whichOne = FP_SABERDEFEND; //if no throw, drain defense
}
while (final_Powers[whichOne] > 0 && usedPoints > allowedPoints)
{
if ( final_Powers[whichOne] > 1 ||
( (whichOne != FP_SABERATTACK || !freeSaber) &&
(whichOne != FP_SABERDEFEND || !freeSaber) ) )
{ //don't take attack or defend down on level 1 still, if it's free
usedPoints -= bgForcePowerCost[whichOne][final_Powers[whichOne]];
final_Powers[whichOne]--;
}
else
{
break;
}
}
}
else
{
while (final_Powers[c] > 0 && usedPoints > allowedPoints)
{
if ( final_Powers[c] > 1 ||
((c != FP_LEVITATION) &&
(c != FP_SABERATTACK || !freeSaber) &&
(c != FP_SABERDEFEND || !freeSaber)) )
{
usedPoints -= bgForcePowerCost[c][final_Powers[c]];
final_Powers[c]--;
}
else
{
break;
}
}
}
}
c++;
}
powerCycle++;
attemptedCycles++;
if (attemptedCycles > NUM_FORCE_POWERS)
{ //I think this should be impossible. But just in case.
break;
}
}
if (usedPoints > allowedPoints)
{ //Still? Fine then.. we will kill all of your powers, except the freebies.
i = 0;
while (i < NUM_FORCE_POWERS)
{
final_Powers[i] = 0;
if (i == FP_LEVITATION ||
(i == FP_SABERATTACK && freeSaber) ||
(i == FP_SABERDEFEND && freeSaber))
{
final_Powers[i] = 1;
}
i++;
}
usedPoints = 0;
}
}
if (freeSaber)
{
if (final_Powers[FP_SABERATTACK] < 1)
{
final_Powers[FP_SABERATTACK] = 1;
}
if (final_Powers[FP_SABERDEFEND] < 1)
{
final_Powers[FP_SABERDEFEND] = 1;
}
}
if (final_Powers[FP_LEVITATION] < 1)
{
final_Powers[FP_LEVITATION] = 1;
}
/*
if (fpDisabled)
{
final_Powers[FP_LEVITATION] = 1;
final_Powers[FP_SABERATTACK] = 3;
final_Powers[FP_SABERDEFEND] = 3;
final_Powers[FP_SABERTHROW] = 0;
}
*/
//Ahh. I have no idea why I did this, but I would say that it makes me a very bad man.
if (fpDisabled)
{ //If we specifically have attack or def disabled, force them up to level 3. It's the way
//things work for the case of all powers disabled.
//If jump is disabled, down-cap it to level 1. Otherwise don't do a thing.
if (fpDisabled & (1 << FP_LEVITATION))
{
final_Powers[FP_LEVITATION] = 1;
}
if (fpDisabled & (1 << FP_SABERATTACK))
{
final_Powers[FP_SABERATTACK] = 3;
}
if (fpDisabled & (1 << FP_SABERDEFEND))
{
final_Powers[FP_SABERDEFEND] = 3;
}
}
if (final_Powers[FP_SABERATTACK] < 1)
{
final_Powers[FP_SABERDEFEND] = 0;
final_Powers[FP_SABERTHROW] = 0;
}
//We finally have all the force powers legalized and stored locally.
//Put them all into the string and return the result. We already have
//the rank there, so print the side and the powers now.
Q_strcat(powerOut, 128, va("%i-", final_Side));
i = strlen(powerOut);
c = 0;
while (c < NUM_FORCE_POWERS)
{
strcpy(readBuf, va("%i", final_Powers[c]));
powerOut[i] = readBuf[0];
c++;
i++;
}
powerOut[i] = 0;
return maintainsValidity;
}
/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
If an item is the target of another entity, it will not spawn in until fired.
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.
"notfree" if set to 1, don't spawn in free for all games
"notteam" if set to 1, don't spawn in team games
"notsingle" if set to 1, don't spawn in single player games
"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.
*/
/*QUAKED misc_shield_floor_unit (1 0 0) (-16 -16 0) (16 16 40)
#MODELNAME="/models/items/a_shield_converter.md3"
Gives shield energy when used.
"count" - max charge value (default 50)
"chargerate" - rechage 1 point every this many milliseconds (default 3000)
*/
gitem_t bg_itemlist[] =
{
{
NULL, // classname
NULL, // pickup_sound
{ NULL, // world_model[0]
NULL, // world_model[1]
0, 0} , // world_model[2],[3]
NULL, // view_model
/* icon */ NULL, // icon
/* pickup */ //NULL, // pickup_name
0, // quantity
0, // giType (IT_*)
0, // giTag
/* precache */ "", // precaches
/* sounds */ "" // sounds
}, // leave index 0 alone
//
// Pickups
//
/*QUAKED item_shield_sm_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant shield pickup, restores 25
*/
{
"item_shield_sm_instant",
"sound/player/pickupshield.wav",
{ "models/map_objects/mp/psd_sm.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/small_shield",
/* pickup */// "Shield Small",
25,
IT_ARMOR,
1, //special for shield - max on pickup is maxhealth*tag, thus small shield goes up to 100 shield
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_shield_lrg_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant shield pickup, restores 100
*/
{
"item_shield_lrg_instant",
"sound/player/pickupshield.wav",
{ "models/map_objects/mp/psd.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/large_shield",
/* pickup */// "Shield Large",
100,
IT_ARMOR,
2, //special for shield - max on pickup is maxhealth*tag, thus large shield goes up to 200 shield
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_medpak_instant (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Instant medpack pickup, heals 25
*/
{
"item_medpak_instant",
"sound/player/pickuphealth.wav",
{ "models/map_objects/mp/medpac.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_medkit",
/* pickup */// "Medpack",
25,
IT_HEALTH,
0,
/* precache */ "",
/* sounds */ ""
},
//
// ITEMS
//
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
30 seconds of seeker drone
*/
{
"item_seeker",
"sound/weapons/w_pkup.wav",
{ "models/items/remote.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_seeker",
/* pickup */// "Seeker Drone",
120,
IT_HOLDABLE,
HI_SEEKER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_shield (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Portable shield
*/
{
"item_shield",
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/shield.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_shieldwall",
/* pickup */// "Forcefield",
120,
IT_HOLDABLE,
HI_SHIELD,
/* precache */ "",
/* sounds */ "sound/weapons/detpack/stick.wav sound/movers/doors/forcefield_on.wav sound/movers/doors/forcefield_off.wav sound/movers/doors/forcefield_lp.wav sound/effects/bumpfield.wav",
},
/*QUAKED item_medpac (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Bacta canister pickup, heals 25 on use
*/
{
"item_medpac", //should be item_bacta
"sound/weapons/w_pkup.wav",
{ "models/map_objects/mp/bacta.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_bacta",
/* pickup */// "Bacta Canister",
25,
IT_HOLDABLE,
HI_MEDPAC,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_datapad (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place this.
*/
{
"item_datapad",
"sound/weapons/w_pkup.wav",
{ "models/items/datapad.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ NULL,
/* pickup */// "Datapad",
1,
IT_HOLDABLE,
HI_DATAPAD,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_binoculars (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
These will be standard equipment on the player - DO NOT PLACE
*/
{
"item_binoculars",
"sound/weapons/w_pkup.wav",
{ "models/items/binoculars.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_zoom",
/* pickup */// "Binoculars",
60,
IT_HOLDABLE,
HI_BINOCULARS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Sentry gun inventory pickup.
*/
{
"item_sentry_gun",
"sound/weapons/w_pkup.wav",
{ "models/items/psgun.glm",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_sentrygun",
/* pickup */// "Sentry Gun",
120,
IT_HOLDABLE,
HI_SENTRY_GUN,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_force_enlighten_light (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Adds one rank to all Force powers temporarily. Only light jedi can use.
*/
{
"item_force_enlighten_light",
"sound/player/enlightenment.wav",
{ "models/map_objects/mp/jedi_enlightenment.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_jlight",
/* pickup */// "Light Force Enlightenment",
25,
IT_POWERUP,
PW_FORCE_ENLIGHTENED_LIGHT,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_force_enlighten_dark (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Adds one rank to all Force powers temporarily. Only dark jedi can use.
*/
{
"item_force_enlighten_dark",
"sound/player/enlightenment.wav",
{ "models/map_objects/mp/dk_enlightenment.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_dklight",
/* pickup */// "Dark Force Enlightenment",
25,
IT_POWERUP,
PW_FORCE_ENLIGHTENED_DARK,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_force_boon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Unlimited Force Pool for a short time.
*/
{
"item_force_boon",
"sound/player/boon.wav",
{ "models/map_objects/mp/force_boon.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_fboon",
/* pickup */// "Force Boon",
25,
IT_POWERUP,
PW_FORCE_BOON,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED item_ysalimari (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
A small lizard carried on the player, which prevents the possessor from using any Force power. However, he is unaffected by any Force power.
*/
{
"item_ysalimari",
"sound/player/ysalimari.wav",
{ "models/map_objects/mp/ysalimari.md3",
0, 0, 0} ,
/* view */ NULL,
/* icon */ "gfx/hud/mpi_ysamari",
/* pickup */// "Ysalamiri",
25,
IT_POWERUP,
PW_YSALAMIRI,
/* precache */ "",
/* sounds */ ""
},
//
// WEAPONS
//
/*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_stun_baton",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/stun_baton/baton_w.glm",
0, 0, 0},
/* view */ "models/weapons2/stun_baton/baton.md3",
/* icon */ "gfx/hud/w_icon_stunbaton",
/* pickup */// "Stun Baton",
100,
IT_WEAPON,
WP_STUN_BATON,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_saber (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_saber",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/saber/saber_w.glm",
0, 0, 0},
/* view */ "models/weapons2/saber/saber_w.md3",
/* icon */ "gfx/hud/w_icon_lightsaber",
/* pickup */// "Lightsaber",
100,
IT_WEAPON,
WP_SABER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"weapon_bryar_pistol",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/briar_pistol/briar_pistol_w.glm",
0, 0, 0},
/* view */ "models/weapons2/briar_pistol/briar_pistol.md3",
/* icon */ "gfx/hud/w_icon_rifle",
/* pickup */// "Bryar Pistol",
100,
IT_WEAPON,
WP_BRYAR_PISTOL,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_blaster",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "E11 Blaster Rifle",
100,
IT_WEAPON,
WP_BLASTER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_disruptor",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/disruptor/disruptor_w.glm",
0, 0, 0},
/* view */ "models/weapons2/disruptor/disruptor.md3",
/* icon */ "gfx/hud/w_icon_disruptor",
/* pickup */// "Tenloss Disruptor Rifle",
100,
IT_WEAPON,
WP_DISRUPTOR,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_bowcaster",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/bowcaster/bowcaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/bowcaster/bowcaster.md3",
/* icon */ "gfx/hud/w_icon_bowcaster",
/* pickup */// "Wookiee Bowcaster",
100,
IT_WEAPON,
WP_BOWCASTER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_repeater",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/heavy_repeater/heavy_repeater_w.glm",
0, 0, 0},
/* view */ "models/weapons2/heavy_repeater/heavy_repeater.md3",
/* icon */ "gfx/hud/w_icon_repeater",
/* pickup */// "Imperial Heavy Repeater",
100,
IT_WEAPON,
WP_REPEATER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
NOTENOTE This weapon is not yet complete. Don't place it.
*/
{
"weapon_demp2",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/demp2/demp2_w.glm",
0, 0, 0},
/* view */ "models/weapons2/demp2/demp2.md3",
/* icon */ "gfx/hud/w_icon_demp2",
/* pickup */// "DEMP2",
100,
IT_WEAPON,
WP_DEMP2,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_flechette",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/golan_arms/golan_arms_w.glm",
0, 0, 0},
/* view */ "models/weapons2/golan_arms/golan_arms.md3",
/* icon */ "gfx/hud/w_icon_flechette",
/* pickup */// "Golan Arms Flechette",
100,
IT_WEAPON,
WP_FLECHETTE,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_rocket_launcher",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/merr_sonn/merr_sonn_w.glm",
0, 0, 0},
/* view */ "models/weapons2/merr_sonn/merr_sonn.md3",
/* icon */ "gfx/hud/w_icon_merrsonn",
/* pickup */// "Merr-Sonn Missile System",
3,
IT_WEAPON,
WP_ROCKET_LAUNCHER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_thermal",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/thermal/thermal_pu.md3",
"models/weapons2/thermal/thermal_w.glm", 0, 0},
/* view */ "models/weapons2/thermal/thermal.md3",
/* icon */ "gfx/hud/w_icon_thermal",
/* pickup */// "Thermal Detonators",
4,
IT_AMMO,
AMMO_THERMAL,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_tripmine (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_tripmine",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/laser_trap/laser_trap_pu.md3",
"models/weapons2/laser_trap/laser_trap_w.glm", 0, 0},
/* view */ "models/weapons2/laser_trap/laser_trap.md3",
/* icon */ "gfx/hud/w_icon_tripmine",
/* pickup */// "Trip Mines",
3,
IT_AMMO,
AMMO_TRIPMINE,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_detpack",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/detpack/det_pack_pu.md3", "models/weapons2/detpack/det_pack_proj.glm", "models/weapons2/detpack/det_pack_w.glm", 0},
/* view */ "models/weapons2/detpack/det_pack.md3",
/* icon */ "gfx/hud/w_icon_detpack",
/* pickup */// "Det Packs",
3,
IT_AMMO,
AMMO_DETPACK,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_thermal",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/thermal/thermal_w.glm", "models/weapons2/thermal/thermal_pu.md3",
0, 0 },
/* view */ "models/weapons2/thermal/thermal.md3",
/* icon */ "gfx/hud/w_icon_thermal",
/* pickup */// "Thermal Detonator",
4,
IT_WEAPON,
WP_THERMAL,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_trip_mine",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/laser_trap/laser_trap_w.glm", "models/weapons2/laser_trap/laser_trap_pu.md3",
0, 0},
/* view */ "models/weapons2/laser_trap/laser_trap.md3",
/* icon */ "gfx/hud/w_icon_tripmine",
/* pickup */// "Trip Mine",
3,
IT_WEAPON,
WP_TRIP_MINE,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_det_pack",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/detpack/det_pack_proj.glm", "models/weapons2/detpack/det_pack_pu.md3", "models/weapons2/detpack/det_pack_w.glm", 0},
/* view */ "models/weapons2/detpack/det_pack.md3",
/* icon */ "gfx/hud/w_icon_detpack",
/* pickup */// "Det Pack",
3,
IT_WEAPON,
WP_DET_PACK,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED weapon_emplaced (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"weapon_emplaced",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Emplaced Gun",
50,
IT_WEAPON,
WP_EMPLACED_GUN,
/* precache */ "",
/* sounds */ ""
},
//NOTE: This is to keep things from messing up because the turret weapon type isn't real
{
"weapon_turretwp",
"sound/weapons/w_pkup.wav",
{ "models/weapons2/blaster_r/blaster_w.glm",
0, 0, 0},
/* view */ "models/weapons2/blaster_r/blaster.md3",
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Turret Gun",
50,
IT_WEAPON,
WP_TURRET,
/* precache */ "",
/* sounds */ ""
},
//
// AMMO ITEMS
//
/*QUAKED ammo_force (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Don't place this
*/
{
"ammo_force",
"sound/player/pickupenergy.wav",
{ "models/items/energy_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/hud/w_icon_blaster",
/* pickup */// "Force??",
100,
IT_AMMO,
AMMO_FORCE,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for the Bryar and Blaster pistols.
*/
{
"ammo_blaster",
"sound/player/pickupenergy.wav",
{ "models/items/energy_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/hud/i_icon_battery",
/* pickup */// "Blaster Pack",
100,
IT_AMMO,
AMMO_BLASTER,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_powercell (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns
*/
{
"ammo_powercell",
"sound/player/pickupenergy.wav",
{ "models/items/power_cell.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_power_cell",
/* pickup */// "Power Cell",
100,
IT_AMMO,
AMMO_POWERCELL,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_metallic_bolts (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Imperial Heavy Repeater and the Golan Arms Flechette
*/
{
"ammo_metallic_bolts",
"sound/player/pickupenergy.wav",
{ "models/items/metallic_bolts.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_metallic_bolts",
/* pickup */// "Metallic Bolts",
100,
IT_AMMO,
AMMO_METAL_BOLTS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
Ammo for Merr-Sonn portable missile launcher
*/
{
"ammo_rockets",
"sound/player/pickupenergy.wav",
{ "models/items/rockets.md3",
0, 0, 0},
/* view */ NULL,
/* icon */ "gfx/mp/ammo_rockets",
/* pickup */// "Rockets",
3,
IT_AMMO,
AMMO_ROCKETS,
/* precache */ "",
/* sounds */ ""
},
//
// POWERUP ITEMS
//
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_redflag",
NULL,
{ "models/flags/r_flag.md3",
"models/flags/r_flag_ysal.md3", 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/mpi_rflag",
/* pickup */// "Red Flag",
0,
IT_TEAM,
PW_REDFLAG,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
{
"team_CTF_blueflag",
NULL,
{ "models/flags/b_flag.md3",
"models/flags/b_flag_ysal.md3", 0, 0 },
/* view */ NULL,
/* icon */ "gfx/hud/mpi_bflag",
/* pickup */// "Blue Flag",
0,
IT_TEAM,
PW_BLUEFLAG,
/* precache */ "",
/* sounds */ ""
},
//
// PERSISTANT POWERUP ITEMS
//
/*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in One Flag CTF games
*/
{
"team_CTF_neutralflag",
NULL,
{ "models/flags/n_flag.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconf_neutral1",
/* pickup */// "Neutral Flag",
0,
IT_TEAM,
PW_NEUTRALFLAG,
/* precache */ "",
/* sounds */ ""
},
{
"item_redcube",
"sound/player/pickupenergy.wav",
{ "models/powerups/orb/r_orb.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconh_rorb",
/* pickup */// "Red Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ ""
},
{
"item_bluecube",
"sound/player/pickupenergy.wav",
{ "models/powerups/orb/b_orb.md3",
0, 0, 0 },
/* view */ NULL,
/* icon */ "icons/iconh_borb",
/* pickup */// "Blue Cube",
0,
IT_TEAM,
0,
/* precache */ "",
/* sounds */ ""
},
// end of list marker
{NULL}
};
int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
float vectoyaw( const vec3_t vec ) {
float yaw;
if (vec[YAW] == 0 && vec[PITCH] == 0) {
yaw = 0;
} else {
if (vec[PITCH]) {
yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
} else if (vec[YAW] > 0) {
yaw = 90;
} else {
yaw = 270;
}
if (yaw < 0) {
yaw += 360;
}
}
return yaw;
}
qboolean BG_HasYsalamiri(int gametype, playerState_t *ps)
{
if (gametype == GT_CTY &&
(ps->powerups[PW_REDFLAG] || ps->powerups[PW_BLUEFLAG]))
{
return qtrue;
}
if (ps->powerups[PW_YSALAMIRI])
{
return qtrue;
}
return qfalse;
}
qboolean BG_CanUseFPNow(int gametype, playerState_t *ps, int time, forcePowers_t power)
{
if (BG_HasYsalamiri(gametype, ps))
{
return qfalse;
}
if ( ps->forceRestricted || ps->trueNonJedi )
{
return qfalse;
}
if (ps->duelInProgress)
{
if (power != FP_SABERATTACK && power != FP_SABERDEFEND && power != FP_SABERTHROW &&
power != FP_LEVITATION)
{
if (!ps->saberLockFrame || power != FP_PUSH)
{
return qfalse;
}
}
}
if (ps->saberLockFrame || ps->saberLockTime > time)
{
if (power != FP_PUSH)
{
return qfalse;
}
}
if (ps->fallingToDeath)
{
return qfalse;
}
return qtrue;
}
/*
==============
BG_FindItemForPowerup
==============
*/
gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( (bg_itemlist[i].giType == IT_POWERUP ||
bg_itemlist[i].giType == IT_TEAM) &&
bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
return NULL;
}
/*
==============
BG_FindItemForHoldable
==============
*/
gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
int i;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
return &bg_itemlist[i];
}
}
Com_Error( ERR_DROP, "HoldableItem not found" );
return NULL;
}
/*
===============
BG_FindItemForWeapon
===============
*/
gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++) {
if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
return it;
}
}
Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
return NULL;
}
/*
===============
BG_FindItem
===============
*/
gitem_t *BG_FindItem( const char *classname ) {
gitem_t *it;
for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
if ( !Q_stricmp( it->classname, classname) )
return it;
}
return NULL;
}
/*
============
BG_PlayerTouchesItem
Items can be picked up without actually touching their physical bounds to make
grabbing them easier
============
*/
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
vec3_t origin;
BG_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;
}
int BG_ProperForceIndex(int power)
{
int i = 0;
while (i < NUM_FORCE_POWERS)
{
if (forcePowerSorted[i] == power)
{
return i;
}
i++;
}
return -1;
}
void BG_CycleForce(playerState_t *ps, int direction)
{
int i = ps->fd.forcePowerSelected;
int x = i;
int presel = i;
int foundnext = -1;
if (!ps->fd.forcePowersKnown & (1 << x) ||
x >= NUM_FORCE_POWERS ||
x == -1)
{ //apparently we have no valid force powers
return;
}
x = BG_ProperForceIndex(x);
presel = x;
if (direction == 1)
{
x++;
}
else
{
x--;
}
if (x >= NUM_FORCE_POWERS)
{
x = 0;
}
if (x < 0)
{
x = NUM_FORCE_POWERS-1;
}
i = forcePowerSorted[x];
while (x != presel)
{
if (ps->fd.forcePowersKnown & (1 << i) && i != ps->fd.forcePowerSelected)
{
if (i != FP_LEVITATION &&
i != FP_SABERATTACK &&
i != FP_SABERDEFEND &&
i != FP_SABERTHROW)
{
foundnext = i;
break;
}
}
if (direction == 1)
{
x++;
}
else
{
x--;
}
if (x >= NUM_FORCE_POWERS)
{
x = 0;
}
if (x < 0)
{
x = NUM_FORCE_POWERS-1;
}
i = forcePowerSorted[x];
}
if (foundnext != -1)
{
ps->fd.forcePowerSelected = foundnext;
}
}
int BG_GetItemIndexByTag(int tag, int type)
{
int i = 0;
while (i < bg_numItems)
{
if (bg_itemlist[i].giTag == tag &&
bg_itemlist[i].giType == type)
{
return i;
}
i++;
}
return 0;
}
void BG_CycleInven(playerState_t *ps, int direction)
{
int i;
int original;
i = bg_itemlist[ps->stats[STAT_HOLDABLE_ITEM]].giTag;
original = i;
if (direction == 1)
{
i++;
}
else
{
i--;
}
while (i != original)
{ //go in a full loop until hitting something, if hit nothing then select nothing
if (ps->stats[STAT_HOLDABLE_ITEMS] & (1 << i))
{
ps->stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(i, IT_HOLDABLE);
break;
}
if (direction == 1)
{
i++;
}
else
{
i--;
}
if (i < 0)
{
i = HI_NUM_HOLDABLE;
}
else if (i >= HI_NUM_HOLDABLE)
{
i = 0;
}
}
}
/*
================
BG_CanItemBeGrabbed
Returns false if the item should not be picked up.
This needs to be the same for client side prediction and server use.
================
*/
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
gitem_t *item;
if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
}
item = &bg_itemlist[ent->modelindex];
if ( ps )
{
if ( ps->trueJedi )
{//force powers and saber only
if ( item->giType != IT_TEAM //not a flag
&& item->giType != IT_ARMOR//not shields
&& (item->giType != IT_WEAPON || item->giTag != WP_SABER)//not a saber
&& (item->giType != IT_HOLDABLE || item->giTag != HI_SEEKER)//not a seeker
&& (item->giType != IT_POWERUP || item->giTag == PW_YSALAMIRI) )//not a force pick-up
{
return qfalse;
}
}
else if ( ps->trueNonJedi )
{//can't pick up force powerups
if ( (item->giType == IT_POWERUP && item->giTag != PW_YSALAMIRI) //if a powerup, can only can pick up ysalamiri
|| (item->giType == IT_HOLDABLE && item->giTag == HI_SEEKER)//if holdable, cannot pick up seeker
|| (item->giType == IT_WEAPON && item->giTag == WP_SABER ) )//or if it's a saber
{
return qfalse;
}
}
if ( ps->isJediMaster && item && (item->giType == IT_WEAPON || item->giType == IT_AMMO))
{//jedi master cannot pick up weapons
return qfalse;
}
if ( ps->duelInProgress )
{ //no picking stuff up while in a duel, no matter what the type is
return qfalse;
}
}
else
{//safety return since below code assumes a non-null ps
return qfalse;
}
switch( item->giType ) {
case IT_WEAPON:
if (ent->generic1 == ps->clientNum && ent->powerups)
{
return qfalse;
}
if (!(ent->eFlags & EF_DROPPEDWEAPON) && (ps->stats[STAT_WEAPONS] & (1 << item->giTag)) &&
item->giTag != WP_THERMAL && item->giTag != WP_TRIP_MINE && item->giTag != WP_DET_PACK)
{ //weaponstay stuff.. if this isn't dropped, and you already have it, you don't get it.
return qfalse;
}
return qtrue; // weapons are always picked up
case IT_AMMO:
if ( ps->ammo[item->giTag] >= ammoData[item->giTag].max) {
return qfalse; // can't hold any more
}
return qtrue;
case IT_ARMOR:
if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * item->giTag ) {
return qfalse;
}
return qtrue;
case IT_HEALTH:
// small and mega healths will go over the max, otherwise
// don't pick up if already at max
if ((ps->fd.forcePowersActive & (1 << FP_RAGE)))
{
return qfalse;
}
if ( item->quantity == 5 || item->quantity == 100 ) {
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
return qfalse;
}
return qtrue;
}
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
return qfalse;
}
return qtrue;
case IT_POWERUP:
if (ps && (ps->powerups[PW_YSALAMIRI]))
{
if (item->giTag != PW_YSALAMIRI)
{
return qfalse;
}
}
return qtrue; // powerups are always picked up
case IT_TEAM: // team items, such as flags
if( gametype == GT_CTF || gametype == GT_CTY ) {
// ent->modelindex2 is non-zero on items if they are dropped
// we need to know this because we can pick up our dropped flag (and return it)
// but we can't pick up our flag at base
if (ps->persistant[PERS_TEAM] == TEAM_RED) {
if (item->giTag == PW_BLUEFLAG ||
(item->giTag == PW_REDFLAG && ent->modelindex2) ||
(item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
return qtrue;
} else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
if (item->giTag == PW_REDFLAG ||
(item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
(item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
return qtrue;
}
}
return qfalse;
case IT_HOLDABLE:
if ( ps->stats[STAT_HOLDABLE_ITEMS] & (1 << item->giTag))
{
return qfalse;
}
return qtrue;
case IT_BAD:
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
default:
#ifndef Q3_VM
#ifndef NDEBUG // bk0001204
Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
#endif
#endif
break;
}
return qfalse;
}
//======================================================================
/*
================
BG_EvaluateTrajectory
================
*/
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorCopy( tr->trBase, result );
break;
case TR_LINEAR:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = sin( deltaTime * M_PI * 2 );
VectorMA( tr->trBase, phase, tr->trDelta, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration ) {
atTime = tr->trTime + tr->trDuration;
}
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
if ( deltaTime < 0 ) {
deltaTime = 0;
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
break;
default:
#ifdef QAGAME
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: [GAME SIDE] unknown trType: %i", tr->trType );
#else
Com_Error( ERR_DROP, "BG_EvaluateTrajectory: [CLIENTGAME SIDE] unknown trType: %i", tr->trType );
#endif
break;
}
}
/*
================
BG_EvaluateTrajectoryDelta
For determining velocity at a given time
================
*/
void BG_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 = 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_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
VectorCopy( tr->trDelta, result );
result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
break;
default:
Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
break;
}
}
char *eventnames[] = {
"EV_NONE",
"EV_CLIENTJOIN",
"EV_FOOTSTEP",
"EV_FOOTSTEP_METAL",
"EV_FOOTSPLASH",
"EV_FOOTWADE",
"EV_SWIM",
"EV_STEP_4",
"EV_STEP_8",
"EV_STEP_12",
"EV_STEP_16",
"EV_FALL",
"EV_JUMP_PAD", // boing sound at origin", jump sound on player
"EV_PRIVATE_DUEL",
"EV_JUMP",
"EV_ROLL",
"EV_WATER_TOUCH", // foot touches
"EV_WATER_LEAVE", // foot leaves
"EV_WATER_UNDER", // head touches
"EV_WATER_CLEAR", // head leaves
"EV_ITEM_PICKUP", // normal item pickups are predictable
"EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
"EV_NOAMMO",
"EV_CHANGE_WEAPON",
"EV_FIRE_WEAPON",
"EV_ALT_FIRE",
"EV_SABER_ATTACK",
"EV_SABER_HIT",
"EV_SABER_BLOCK",
"EV_SABER_UNHOLSTER",
"EV_BECOME_JEDIMASTER",
"EV_DISRUPTOR_MAIN_SHOT",
"EV_DISRUPTOR_SNIPER_SHOT",
"EV_DISRUPTOR_SNIPER_MISS",
"EV_DISRUPTOR_HIT",
"EV_DISRUPTOR_ZOOMSOUND",
"EV_PREDEFSOUND",
"EV_TEAM_POWER",
"EV_SCREENSHAKE",
"EV_USE", // +Use key
"EV_USE_ITEM0",
"EV_USE_ITEM1",
"EV_USE_ITEM2",
"EV_USE_ITEM3",
"EV_USE_ITEM4",
"EV_USE_ITEM5",
"EV_USE_ITEM6",
"EV_USE_ITEM7",
"EV_USE_ITEM8",
"EV_USE_ITEM9",
"EV_USE_ITEM10",
"EV_USE_ITEM11",
"EV_USE_ITEM12",
"EV_USE_ITEM13",
"EV_USE_ITEM14",
"EV_USE_ITEM15",
"EV_ITEMUSEFAIL",
"EV_ITEM_RESPAWN",
"EV_ITEM_POP",
"EV_PLAYER_TELEPORT_IN",
"EV_PLAYER_TELEPORT_OUT",
"EV_GRENADE_BOUNCE", // eventParm will be the soundindex
"EV_MISSILE_STICK",
"EV_PLAY_EFFECT",
"EV_PLAY_EFFECT_ID", //finally gave in and added it..
"EV_MUTE_SOUND",
"EV_GENERAL_SOUND",
"EV_GLOBAL_SOUND", // no attenuation
"EV_GLOBAL_TEAM_SOUND",
"EV_ENTITY_SOUND",
"EV_PLAY_ROFF",
"EV_GLASS_SHATTER",
"EV_DEBRIS",
"EV_MISSILE_HIT",
"EV_MISSILE_MISS",
"EV_MISSILE_MISS_METAL",
"EV_BULLET", // otherEntity is the shooter
"EV_PAIN",
"EV_DEATH1",
"EV_DEATH2",
"EV_DEATH3",
"EV_OBITUARY",
"EV_POWERUP_QUAD",
"EV_POWERUP_BATTLESUIT",
//"EV_POWERUP_REGEN",
"EV_FORCE_DRAINED",
"EV_GIB_PLAYER", // gib a previously living player
"EV_SCOREPLUM", // score plum
"EV_CTFMESSAGE",
"EV_SAGA_ROUNDOVER",
"EV_SAGA_OBJECTIVECOMPLETE",
"EV_DESTROY_GHOUL2_INSTANCE",
"EV_DESTROY_WEAPON_MODEL",
"EV_GIVE_NEW_RANK",
"EV_SET_FREE_SABER",
"EV_SET_FORCE_DISABLE",
"EV_WEAPON_CHARGE",
"EV_WEAPON_CHARGE_ALT",
"EV_SHIELD_HIT",
"EV_DEBUG_LINE",
"EV_TESTLINE",
"EV_STOPLOOPINGSOUND",
"EV_STARTLOOPINGSOUND",
"EV_TAUNT",
"EV_TAUNT_YES",
"EV_TAUNT_NO",
"EV_TAUNT_FOLLOWME",
"EV_TAUNT_GETFLAG",
"EV_TAUNT_GUARDBASE",
"EV_TAUNT_PATROL",
"EV_BODY_QUEUE_COPY"
};
/*
===============
BG_AddPredictableEventToPlayerstate
Handles the sequence numbers
===============
*/
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
#ifdef _DEBUG
{
char buf[256];
trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
if ( atof(buf) != 0 ) {
#ifdef QAGAME
Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#else
Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
#endif
}
}
#endif
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
ps->eventSequence++;
}
/*
========================
BG_TouchJumpPad
========================
*/
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
vec3_t angles;
float p;
int effectNum;
// spectators don't use jump pads
if ( ps->pm_type != PM_NORMAL && ps->pm_type != PM_FLOAT ) {
return;
}
// if we didn't hit this same jumppad the previous frame
// then don't play the event sound again if we are in a fat trigger
if ( ps->jumppad_ent != jumppad->number ) {
vectoangles( jumppad->origin2, angles);
p = fabs( AngleNormalize180( angles[PITCH] ) );
if( p < 45 ) {
effectNum = 0;
} else {
effectNum = 1;
}
//BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
}
// remember hitting this jumppad this frame
ps->jumppad_ent = jumppad->number;
ps->jumppad_frame = ps->pmove_framecount;
// give the player the velocity from the jumppad
VectorCopy( jumppad->origin2, ps->velocity );
}
/*
========================
BG_PlayerStateToEntityState
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
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 );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction
VectorCopy( ps->velocity, s->pos.trDelta );
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
s->trickedentindex = ps->fd.forceMindtrickTargetIndex;
s->trickedentindex2 = ps->fd.forceMindtrickTargetIndex2;
s->trickedentindex3 = ps->fd.forceMindtrickTargetIndex3;
s->trickedentindex4 = ps->fd.forceMindtrickTargetIndex4;
s->forceFrame = ps->saberLockFrame;
s->emplacedOwner = ps->electrifyTime;
s->speed = ps->speed;
s->genericenemyindex = ps->genericEnemyIndex;
s->activeForcePass = ps->activeForcePass;
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;
s->saberInFlight = ps->saberInFlight;
s->saberEntityNum = ps->saberEntityNum;
s->saberMove = ps->saberMove;
s->forcePowersActive = ps->fd.forcePowersActive;
if (ps->duelInProgress)
{
s->bolt1 = 1;
}
else
{
s->bolt1 = 0;
}
if (ps->dualBlade)
{
s->bolt2 = 1;
}
else
{
s->bolt2 = 0;
}
s->otherEntityNum2 = ps->emplacedIndex;
s->shouldtarget = ps->saberHolstered; //reuse bool in entitystate for players differently
s->teamowner = ps->usingATST;
if (ps->genericEnemyIndex != -1)
{
s->eFlags |= EF_SEEKERDRONE;
}
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
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;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
//NOT INCLUDED IN ENTITYSTATETOPLAYERSTATE:
s->modelindex2 = ps->weaponstate;
s->constantLight = ps->weaponChargeTime;
VectorCopy(ps->lastHitLoc, s->origin2);
s->isJediMaster = ps->isJediMaster;
s->time2 = ps->holocronBits;
s->fireflag = ps->fd.saberAnimLevel;
}
/*
========================
BG_PlayerStateToEntityStateExtraPolate
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
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_LINEAR_STOP;
VectorCopy( ps->origin, s->pos.trBase );
if ( snap ) {
SnapVector( s->pos.trBase );
}
// set the trDelta for flag direction and linear prediction
VectorCopy( ps->velocity, s->pos.trDelta );
// set the time for linear prediction
s->pos.trTime = time;
// set maximum extra polation time
s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
if ( snap ) {
SnapVector( s->apos.trBase );
}
s->trickedentindex = ps->fd.forceMindtrickTargetIndex;
s->trickedentindex2 = ps->fd.forceMindtrickTargetIndex2;
s->trickedentindex3 = ps->fd.forceMindtrickTargetIndex3;
s->trickedentindex4 = ps->fd.forceMindtrickTargetIndex4;
s->forceFrame = ps->saberLockFrame;
s->emplacedOwner = ps->electrifyTime;
s->speed = ps->speed;
s->genericenemyindex = ps->genericEnemyIndex;
s->activeForcePass = ps->activeForcePass;
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;
s->saberInFlight = ps->saberInFlight;
s->saberEntityNum = ps->saberEntityNum;
s->saberMove = ps->saberMove;
s->forcePowersActive = ps->fd.forcePowersActive;
if (ps->duelInProgress)
{
s->bolt1 = 1;
}
else
{
s->bolt1 = 0;
}
if (ps->dualBlade)
{
s->bolt2 = 1;
}
else
{
s->bolt2 = 0;
}
s->otherEntityNum2 = ps->emplacedIndex;
s->shouldtarget = ps->saberHolstered; //reuse bool in entitystate for players differently
s->teamowner = ps->usingATST;
if (ps->genericEnemyIndex != -1)
{
s->eFlags |= EF_SEEKERDRONE;
}
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else if ( ps->entityEventSequence < ps->eventSequence ) {
int seq;
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
}
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
ps->entityEventSequence++;
}
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;
}
}
s->loopSound = ps->loopSound;
s->generic1 = ps->generic1;
//NOT INCLUDED IN ENTITYSTATETOPLAYERSTATE:
s->modelindex2 = ps->weaponstate;
s->constantLight = ps->weaponChargeTime;
VectorCopy(ps->lastHitLoc, s->origin2);
s->isJediMaster = ps->isJediMaster;
s->time2 = ps->holocronBits;
s->fireflag = ps->fd.saberAnimLevel;
}
/*
=============================================================================
PLAYER ANGLES
=============================================================================
*/
/*
==================
BG_SwingAngles
==================
*/
static void BG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging, int frameTime ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = frameTime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = frameTime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
=================
CG_AddPainTwitch
=================
*/
#define PAIN_TWITCH_TIME 200
static void BG_AddPainTwitch( int painTime, int painDirection, int currentTime, vec3_t torsoAngles ) {
int t;
float f;
t = currentTime - painTime;
if ( t >= PAIN_TWITCH_TIME ) {
return;
}
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
if ( painDirection ) {
torsoAngles[ROLL] += 20 * f;
} else {
torsoAngles[ROLL] -= 20 * f;
}
}
void BG_G2PlayerAngles( vec3_t startAngles, vec3_t legs[3], vec3_t legsAngles, int painTime, int painDirection, int currentTime,
qboolean *torso_yawing, float *torso_yawAngle, qboolean *torso_pitching, float *torso_pitchAngle, qboolean *legs_yawing, float *legs_yawAngle,
int frameTime, vec3_t velocity, int legsAnim, int torsoAnim, qboolean dead, float movementDir, void *ghoul2, qhandle_t *modelList, int weapon){
vec3_t torsoAngles, headAngles;
float dest;
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
float speed;
int dir;
VectorCopy( startAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ( ( legsAnim & ~ANIM_TOGGLEBIT ) != WeaponReadyAnim[weapon]
|| ( torsoAnim & ~ANIM_TOGGLEBIT ) != WeaponReadyAnim[weapon] ) {
// if not standing still, always point all in the same direction
*torso_yawing = qtrue; // always center
*torso_pitching = qtrue; // always center
*legs_yawing = qtrue; // always center
}
// adjust legs for movement dir
if (dead ) {
// don't let dead bodies twitch
dir = 0;
} else {
dir = movementDir;
// if ( dir < 0 || dir > 7 ) {
// CG_Error( "Bad player movement angle" );
// }
}
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
// torso
BG_SwingAngles( torsoAngles[YAW], 25, 90, /*cg_swingSpeed.value*/ 0.3, torso_yawAngle, torso_yawing, frameTime );
BG_SwingAngles( legsAngles[YAW], 40, 90, /*cg_swingSpeed.value*/ 0.3, legs_yawAngle, legs_yawing, frameTime );
torsoAngles[YAW] = *torso_yawAngle;
legsAngles[YAW] = *legs_yawAngle;
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75;
} else {
dest = headAngles[PITCH] * 0.75;
}
BG_SwingAngles( dest, 15, 30, 0.1, torso_pitchAngle, torso_pitching, frameTime );
torsoAngles[PITCH] = *torso_pitchAngle;
// --------- roll -------------
// lean towards the direction of travel
speed = VectorNormalize( velocity );
if ( speed ) {
vec3_t axis[3];
float side;
speed *= 0.05;
AnglesToAxis( legsAngles, axis );
side = speed * DotProduct( velocity, axis[1] );
legsAngles[ROLL] -= side;
side = speed * DotProduct( velocity, axis[0] );
legsAngles[PITCH] += side;
}
// pain twitch
BG_AddPainTwitch( painTime, painDirection, currentTime, torsoAngles );
// pull the angles back out of the hierarchial chain
AnglesSubtract( headAngles, torsoAngles, headAngles );
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
AnglesToAxis( legsAngles, legs );
// we assume that model 0 is the player model.
//g2r trap_G2API_SetBoneAngles(ghoul2, 0, "upper_lumbar", torsoAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, modelList, 0, currentTime);
//g2r trap_G2API_SetBoneAngles(ghoul2, 0, "cranium", headAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, modelList,0, currentTime);
}
#define MAX_POOL_SIZE 2048000 //1024000
static char bg_pool[MAX_POOL_SIZE];
static int bg_poolSize = 0;
static int bg_poolTail = MAX_POOL_SIZE;
void *BG_Alloc ( int size )
{
bg_poolSize = ((bg_poolSize + 0x00000003) & 0xfffffffc);
if (bg_poolSize + size > bg_poolTail)
{
Com_Error( ERR_DROP, "BG_Alloc: buffer exceeded tail (%d > %d)", bg_poolSize + size, bg_poolTail);
return 0;
}
bg_poolSize += size;
return &bg_pool[bg_poolSize-size];
}
void *BG_AllocUnaligned ( int size )
{
if (bg_poolSize + size > bg_poolTail)
{
Com_Error( ERR_DROP, "BG_AllocUnaligned: buffer exceeded tail (%d > %d)", bg_poolSize + size, bg_poolTail);
return 0;
}
bg_poolSize += size;
return &bg_pool[bg_poolSize-size];
}
void *BG_TempAlloc( int size )
{
size = ((size + 0x00000003) & 0xfffffffc);
if (bg_poolTail - size < bg_poolSize)
{
Com_Error( ERR_DROP, "BG_TempAlloc: buffer exceeded head (%d > %d)", bg_poolTail - size, bg_poolSize);
return 0;
}
bg_poolTail -= size;
return &bg_pool[bg_poolTail];
}
void BG_TempFree( int size )
{
size = ((size + 0x00000003) & 0xfffffffc);
if (bg_poolTail+size > MAX_POOL_SIZE)
{
Com_Error( ERR_DROP, "BG_TempFree: tail greater than size (%d > %d)", bg_poolTail+size, MAX_POOL_SIZE );
}
bg_poolTail += size;
}
char *BG_StringAlloc ( const char *source )
{
char *dest;
dest = BG_Alloc ( strlen ( source ) + 1 );
strcpy ( dest, source );
return dest;
}
qboolean BG_OutOfMemory ( void )
{
return bg_poolSize >= MAX_POOL_SIZE;
}