2172 lines
53 KiB
C
2172 lines
53 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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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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#define RESPAWN_ARMOR 20
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#define RESPAWN_TEAM_WEAPON 30
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#define RESPAWN_HEALTH 30
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#define RESPAWN_AMMO 40
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#define RESPAWN_HOLDABLE 60
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#define RESPAWN_MEGAHEALTH 120
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#define RESPAWN_POWERUP 120
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extern gentity_t *droppedRedFlag;
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extern gentity_t *droppedBlueFlag;
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//======================================================================
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#define MAX_MEDPACK_HEAL_AMOUNT 100
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#define MAX_SENTRY_DISTANCE 256
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// For more than four players, adjust the respawn times, up to 1/4.
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int adjustRespawnTime(float preRespawnTime, int itemType, int itemTag)
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{
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float respawnTime = preRespawnTime;
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if (itemType == IT_WEAPON)
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{
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if (itemTag == WP_THERMAL ||
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itemTag == WP_TRIP_MINE ||
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itemTag == WP_DET_PACK)
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{ //special case for these, use ammo respawn rate
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respawnTime = RESPAWN_AMMO;
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}
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}
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if (!g_adaptRespawn.integer)
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{
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return((int)respawnTime);
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}
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if (level.numPlayingClients > 4)
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{ // Start scaling the respawn times.
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if (level.numPlayingClients > 32)
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{ // 1/4 time minimum.
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respawnTime *= 0.25;
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}
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else if (level.numPlayingClients > 12)
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{ // From 12-32, scale from 0.5 to 0.25;
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respawnTime *= 20.0 / (float)(level.numPlayingClients + 8);
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}
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else
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{ // From 4-12, scale from 1.0 to 0.5;
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respawnTime *= 8.0 / (float)(level.numPlayingClients + 4);
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}
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}
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if (respawnTime < 1.0)
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{ // No matter what, don't go lower than 1 second, or the pickups become very noisy!
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respawnTime = 1.0;
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}
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return ((int)respawnTime);
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}
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#define SHIELD_HEALTH 250
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#define SHIELD_HEALTH_DEC 10 // 25 seconds
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#define MAX_SHIELD_HEIGHT 254
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#define MAX_SHIELD_HALFWIDTH 255
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#define SHIELD_HALFTHICKNESS 4
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#define SHIELD_PLACEDIST 64
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static qhandle_t shieldLoopSound=0;
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static qhandle_t shieldAttachSound=0;
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static qhandle_t shieldActivateSound=0;
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static qhandle_t shieldDeactivateSound=0;
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static qhandle_t shieldDamageSound=0;
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void ShieldRemove(gentity_t *self)
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{
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self->think = G_FreeEntity;
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self->nextthink = level.time + 100;
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// Play kill sound...
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G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound);
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self->s.loopSound = 0;
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return;
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}
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// Count down the health of the shield.
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void ShieldThink(gentity_t *self)
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{
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self->s.trickedentindex = 0;
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self->health -= SHIELD_HEALTH_DEC;
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self->nextthink = level.time + 1000;
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if (self->health <= 0)
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{
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ShieldRemove(self);
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}
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return;
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}
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// The shield was damaged to below zero health.
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void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
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{
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// Play damaging sound...
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G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
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ShieldRemove(self);
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}
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// The shield had damage done to it. Make it flicker.
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void ShieldPain(gentity_t *self, gentity_t *attacker, int damage)
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{
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// Set the itemplaceholder flag to indicate the the shield drawing that the shield pain should be drawn.
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self->think = ShieldThink;
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self->nextthink = level.time + 400;
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// Play damaging sound...
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G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
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self->s.trickedentindex = 1;
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return;
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}
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// Try to turn the shield back on after a delay.
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void ShieldGoSolid(gentity_t *self)
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{
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trace_t tr;
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// see if we're valid
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self->health--;
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if (self->health <= 0)
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{
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ShieldRemove(self);
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return;
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}
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trap_Trace (&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, self->r.currentOrigin, self->s.number, CONTENTS_BODY );
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if(tr.startsolid)
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{ // gah, we can't activate yet
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self->nextthink = level.time + 200;
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self->think = ShieldGoSolid;
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trap_LinkEntity(self);
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}
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else
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{ // get hard... huh-huh...
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self->s.eFlags &= ~EF_NODRAW;
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self->r.contents = CONTENTS_SOLID;
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self->nextthink = level.time + 1000;
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self->think = ShieldThink;
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self->takedamage = qtrue;
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trap_LinkEntity(self);
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// Play raising sound...
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G_AddEvent(self, EV_GENERAL_SOUND, shieldActivateSound);
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self->s.loopSound = shieldLoopSound;
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}
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return;
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}
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// Turn the shield off to allow a friend to pass through.
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void ShieldGoNotSolid(gentity_t *self)
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{
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// make the shield non-solid very briefly
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self->r.contents = 0;
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self->s.eFlags |= EF_NODRAW;
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// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
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self->nextthink = level.time + 200;
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self->think = ShieldGoSolid;
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self->takedamage = qfalse;
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trap_LinkEntity(self);
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// Play kill sound...
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G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound);
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self->s.loopSound = 0;
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}
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// Somebody (a player) has touched the shield. See if it is a "friend".
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void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace)
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{
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if (g_gametype.integer >= GT_TEAM)
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{ // let teammates through
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// compare the parent's team to the "other's" team
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if (self->parent && ( self->parent->client) && (other->client))
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{
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if (OnSameTeam(self->parent, other))
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{
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ShieldGoNotSolid(self);
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}
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}
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}
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else
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{//let the person who dropped the shield through
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if (self->parent && self->parent->s.number == other->s.number)
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{
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ShieldGoNotSolid(self);
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}
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}
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}
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// After a short delay, create the shield by expanding in all directions.
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void CreateShield(gentity_t *ent)
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{
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trace_t tr;
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vec3_t mins, maxs, end, posTraceEnd, negTraceEnd, start;
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int height, posWidth, negWidth, halfWidth = 0;
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qboolean xaxis;
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int paramData = 0;
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static int shieldID;
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// trace upward to find height of shield
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VectorCopy(ent->r.currentOrigin, end);
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end[2] += MAX_SHIELD_HEIGHT;
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trap_Trace (&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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height = (int)(MAX_SHIELD_HEIGHT * tr.fraction);
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// use angles to find the proper axis along which to align the shield
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VectorSet(mins, -SHIELD_HALFTHICKNESS, -SHIELD_HALFTHICKNESS, 0);
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VectorSet(maxs, SHIELD_HALFTHICKNESS, SHIELD_HALFTHICKNESS, height);
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VectorCopy(ent->r.currentOrigin, posTraceEnd);
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VectorCopy(ent->r.currentOrigin, negTraceEnd);
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if ((int)(ent->s.angles[YAW]) == 0) // shield runs along y-axis
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{
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posTraceEnd[1]+=MAX_SHIELD_HALFWIDTH;
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negTraceEnd[1]-=MAX_SHIELD_HALFWIDTH;
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xaxis = qfalse;
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}
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else // shield runs along x-axis
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{
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posTraceEnd[0]+=MAX_SHIELD_HALFWIDTH;
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negTraceEnd[0]-=MAX_SHIELD_HALFWIDTH;
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xaxis = qtrue;
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}
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// trace horizontally to find extend of shield
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// positive trace
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VectorCopy(ent->r.currentOrigin, start);
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start[2] += (height>>1);
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trap_Trace (&tr, start, 0, 0, posTraceEnd, ent->s.number, MASK_SHOT );
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posWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
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// negative trace
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trap_Trace (&tr, start, 0, 0, negTraceEnd, ent->s.number, MASK_SHOT );
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negWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
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// kef -- monkey with dimensions and place origin in center
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halfWidth = (posWidth + negWidth)>>1;
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if (xaxis)
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{
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ent->r.currentOrigin[0] = ent->r.currentOrigin[0] - negWidth + halfWidth;
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}
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else
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{
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ent->r.currentOrigin[1] = ent->r.currentOrigin[1] - negWidth + halfWidth;
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}
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ent->r.currentOrigin[2] += (height>>1);
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// set entity's mins and maxs to new values, make it solid, and link it
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if (xaxis)
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{
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VectorSet(ent->r.mins, -halfWidth, -SHIELD_HALFTHICKNESS, -(height>>1));
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VectorSet(ent->r.maxs, halfWidth, SHIELD_HALFTHICKNESS, height>>1);
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}
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else
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{
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VectorSet(ent->r.mins, -SHIELD_HALFTHICKNESS, -halfWidth, -(height>>1));
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VectorSet(ent->r.maxs, SHIELD_HALFTHICKNESS, halfWidth, height);
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}
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ent->clipmask = MASK_SHOT;
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// Information for shield rendering.
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// xaxis - 1 bit
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// height - 0-254 8 bits
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// posWidth - 0-255 8 bits
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// negWidth - 0 - 255 8 bits
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paramData = (xaxis << 24) | (height << 16) | (posWidth << 8) | (negWidth);
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ent->s.time2 = paramData;
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ent->health = ceil(SHIELD_HEALTH*1);
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ent->s.time = ent->health;//???
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ent->pain = ShieldPain;
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ent->die = ShieldDie;
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ent->touch = ShieldTouch;
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// see if we're valid
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trap_Trace (&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, CONTENTS_BODY );
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if (tr.startsolid)
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{ // Something in the way!
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// make the shield non-solid very briefly
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ent->r.contents = 0;
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ent->s.eFlags |= EF_NODRAW;
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// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
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ent->nextthink = level.time + 200;
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ent->think = ShieldGoSolid;
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ent->takedamage = qfalse;
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trap_LinkEntity(ent);
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}
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else
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{ // Get solid.
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ent->r.contents = CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP;//CONTENTS_SOLID;
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ent->nextthink = level.time;
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ent->think = ShieldThink;
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ent->takedamage = qtrue;
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trap_LinkEntity(ent);
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// Play raising sound...
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G_AddEvent(ent, EV_GENERAL_SOUND, shieldActivateSound);
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ent->s.loopSound = shieldLoopSound;
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}
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ShieldGoSolid(ent);
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return;
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}
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qboolean PlaceShield(gentity_t *playerent)
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{
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static const gitem_t *shieldItem = NULL;
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gentity_t *shield = NULL;
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trace_t tr;
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vec3_t fwd, pos, dest, mins = {-4,-4, 0}, maxs = {4,4,4};
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if (shieldAttachSound==0)
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{
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shieldLoopSound = G_SoundIndex("sound/movers/doors/forcefield_lp.wav");
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shieldAttachSound = G_SoundIndex("sound/weapons/detpack/stick.wav");
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shieldActivateSound = G_SoundIndex("sound/movers/doors/forcefield_on.wav");
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shieldDeactivateSound = G_SoundIndex("sound/movers/doors/forcefield_off.wav");
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shieldDamageSound = G_SoundIndex("sound/effects/bumpfield.wav");
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shieldItem = BG_FindItemForHoldable(HI_SHIELD);
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}
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// can we place this in front of us?
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AngleVectors (playerent->client->ps.viewangles, fwd, NULL, NULL);
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fwd[2] = 0;
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VectorMA(playerent->client->ps.origin, SHIELD_PLACEDIST, fwd, dest);
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trap_Trace (&tr, playerent->client->ps.origin, mins, maxs, dest, playerent->s.number, MASK_SHOT );
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if (tr.fraction > 0.9)
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{//room in front
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VectorCopy(tr.endpos, pos);
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// drop to floor
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VectorSet( dest, pos[0], pos[1], pos[2] - 4096 );
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trap_Trace( &tr, pos, mins, maxs, dest, playerent->s.number, MASK_SOLID );
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if ( !tr.startsolid && !tr.allsolid )
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{
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// got enough room so place the portable shield
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shield = G_Spawn();
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// Figure out what direction the shield is facing.
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if (fabs(fwd[0]) > fabs(fwd[1]))
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{ // shield is north/south, facing east.
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shield->s.angles[YAW] = 0;
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}
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else
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{ // shield is along the east/west axis, facing north
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shield->s.angles[YAW] = 90;
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}
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shield->think = CreateShield;
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shield->nextthink = level.time + 500; // power up after .5 seconds
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shield->parent = playerent;
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// Set team number.
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shield->s.otherEntityNum2 = playerent->client->sess.sessionTeam;
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shield->s.eType = ET_SPECIAL;
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shield->s.modelindex = HI_SHIELD; // this'll be used in CG_Useable() for rendering.
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shield->classname = shieldItem->classname;
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shield->r.contents = CONTENTS_TRIGGER;
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shield->touch = 0;
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// using an item causes it to respawn
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shield->use = 0; //Use_Item;
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// allow to ride movers
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shield->s.groundEntityNum = tr.entityNum;
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G_SetOrigin( shield, tr.endpos );
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shield->s.eFlags &= ~EF_NODRAW;
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shield->r.svFlags &= ~SVF_NOCLIENT;
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trap_LinkEntity (shield);
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shield->s.owner = playerent->s.number;
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shield->s.shouldtarget = qtrue;
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if (g_gametype.integer >= GT_TEAM)
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{
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shield->s.teamowner = playerent->client->sess.sessionTeam;
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}
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else
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{
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shield->s.teamowner = 16;
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}
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// Play placing sound...
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G_AddEvent(shield, EV_GENERAL_SOUND, shieldAttachSound);
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return qtrue;
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}
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}
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// no room
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return qfalse;
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}
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void ItemUse_Binoculars(gentity_t *ent)
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{
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if (!ent || !ent->client)
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{
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return;
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}
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if (ent->client->ps.weaponstate != WEAPON_READY)
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{ //So we can't fool it and reactivate while switching to the saber or something.
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return;
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}
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if (ent->client->ps.weapon == WP_SABER)
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{ //No.
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return;
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}
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if (ent->client->ps.zoomMode == 0) // not zoomed or currently zoomed with the disruptor
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{
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ent->client->ps.zoomMode = 2;
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ent->client->ps.zoomLocked = qfalse;
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ent->client->ps.zoomFov = 40.0f;
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}
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else if (ent->client->ps.zoomMode == 2)
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{
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ent->client->ps.zoomMode = 0;
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ent->client->ps.zoomTime = level.time;
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}
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}
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void ItemUse_Shield(gentity_t *ent)
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{
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PlaceShield(ent);
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}
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//--------------------------
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// PERSONAL ASSAULT SENTRY
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//--------------------------
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#define PAS_DAMAGE 2
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void SentryTouch(gentity_t *ent, gentity_t *other, trace_t *trace)
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{
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return;
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}
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//----------------------------------------------------------------
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void pas_fire( gentity_t *ent )
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//----------------------------------------------------------------
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{
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vec3_t fwd, myOrg, enOrg;
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VectorCopy(ent->r.currentOrigin, myOrg);
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myOrg[2] += 24;
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VectorCopy(ent->enemy->client->ps.origin, enOrg);
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enOrg[2] += 24;
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VectorSubtract(enOrg, myOrg, fwd);
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VectorNormalize(fwd);
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myOrg[0] += fwd[0]*16;
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myOrg[1] += fwd[1]*16;
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myOrg[2] += fwd[2]*16;
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WP_FireTurretMissile(&g_entities[ent->boltpoint3], myOrg, fwd, qfalse, 10, 2300, MOD_SENTRY, ent );
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G_RunObject(ent);
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}
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void G_SetEnemy( gentity_t *self, gentity_t *enemy )
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{
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if (!enemy->client)
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{
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return;
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}
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self->enemy = enemy;
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}
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#define TURRET_RADIUS 800
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//-----------------------------------------------------
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static qboolean pas_find_enemies( gentity_t *self )
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//-----------------------------------------------------
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{
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qboolean found = qfalse;
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int count, i;
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float bestDist = TURRET_RADIUS*TURRET_RADIUS;
|
|
float enemyDist;
|
|
vec3_t enemyDir, org, org2;
|
|
gentity_t *entity_list[MAX_GENTITIES], *target;
|
|
trace_t tr;
|
|
|
|
if ( self->aimDebounceTime > level.time ) // time since we've been shut off
|
|
{
|
|
// We were active and alert, i.e. had an enemy in the last 3 secs
|
|
if ( self->painDebounceTime < level.time )
|
|
{
|
|
G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
|
|
self->painDebounceTime = level.time + 1000;
|
|
}
|
|
}
|
|
|
|
VectorCopy(self->s.pos.trBase, org2);
|
|
|
|
count = G_RadiusList( org2, TURRET_RADIUS, self, qtrue, entity_list );
|
|
|
|
for ( i = 0; i < count; i++ )
|
|
{
|
|
target = entity_list[i];
|
|
|
|
if ( !target->client )
|
|
{
|
|
continue;
|
|
}
|
|
if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
|
|
{
|
|
continue;
|
|
}
|
|
if ( self->noDamageTeam && target->client->sess.sessionTeam == self->noDamageTeam )
|
|
{
|
|
continue;
|
|
}
|
|
if (self->boltpoint3 == target->s.number)
|
|
{
|
|
continue;
|
|
}
|
|
if ( !trap_InPVS( org2, target->r.currentOrigin ))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( target->client )
|
|
{
|
|
VectorCopy( target->client->ps.origin, org );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( target->r.currentOrigin, org );
|
|
}
|
|
|
|
trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
|
|
|
|
if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
|
|
{
|
|
// Only acquire if have a clear shot, Is it in range and closer than our best?
|
|
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir );
|
|
enemyDist = VectorLengthSquared( enemyDir );
|
|
|
|
if ( enemyDist < bestDist )// all things equal, keep current
|
|
{
|
|
if ( self->attackDebounceTime + 100 < level.time )
|
|
{
|
|
// We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
|
|
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
|
|
|
|
// Wind up turrets for a bit
|
|
self->attackDebounceTime = level.time + 900 + random() * 200;
|
|
}
|
|
|
|
G_SetEnemy( self, target );
|
|
bestDist = enemyDist;
|
|
found = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
//---------------------------------
|
|
void pas_adjust_enemy( gentity_t *ent )
|
|
//---------------------------------
|
|
{
|
|
trace_t tr;
|
|
qboolean keep = qtrue;
|
|
|
|
if ( ent->enemy->health <= 0 )
|
|
{
|
|
keep = qfalse;
|
|
}
|
|
else
|
|
{
|
|
vec3_t org, org2;
|
|
|
|
VectorCopy(ent->s.pos.trBase, org2);
|
|
|
|
if ( ent->enemy->client )
|
|
{
|
|
VectorCopy( ent->enemy->client->ps.origin, org );
|
|
org[2] -= 15;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->enemy->r.currentOrigin, org );
|
|
}
|
|
|
|
trap_Trace( &tr, org2, NULL, NULL, org, ent->s.number, MASK_SHOT );
|
|
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction < 0.9f || tr.entityNum == ent->s.number )
|
|
{
|
|
if (tr.entityNum != ent->enemy->s.number)
|
|
{
|
|
// trace failed
|
|
keep = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( keep )
|
|
{
|
|
//ent->bounceCount = level.time + 500 + random() * 150;
|
|
}
|
|
else if ( ent->bounceCount < level.time && ent->enemy ) // don't ping pong on and off
|
|
{
|
|
ent->enemy = NULL;
|
|
// shut-down sound
|
|
G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
|
|
|
|
ent->bounceCount = level.time + 500 + random() * 150;
|
|
|
|
// make turret play ping sound for 5 seconds
|
|
ent->aimDebounceTime = level.time + 5000;
|
|
}
|
|
}
|
|
|
|
#define TURRET_DEATH_DELAY 2000
|
|
#define TURRET_LIFETIME 60000
|
|
|
|
void turret_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
|
|
|
|
void sentryExpire(gentity_t *self)
|
|
{
|
|
turret_die(self, self, self, 1000, MOD_UNKNOWN);
|
|
}
|
|
|
|
//---------------------------------
|
|
void pas_think( gentity_t *ent )
|
|
//---------------------------------
|
|
{
|
|
qboolean moved;
|
|
float diffYaw, diffPitch;
|
|
vec3_t enemyDir, org;
|
|
vec3_t frontAngles, backAngles;
|
|
vec3_t desiredAngles;
|
|
int iEntityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
int i = 0;
|
|
qboolean clTrapped = qfalse;
|
|
vec3_t testMins, testMaxs;
|
|
|
|
testMins[0] = ent->r.currentOrigin[0] + ent->r.mins[0]+4;
|
|
testMins[1] = ent->r.currentOrigin[1] + ent->r.mins[1]+4;
|
|
testMins[2] = ent->r.currentOrigin[2] + ent->r.mins[2]+4;
|
|
|
|
testMaxs[0] = ent->r.currentOrigin[0] + ent->r.maxs[0]-4;
|
|
testMaxs[1] = ent->r.currentOrigin[1] + ent->r.maxs[1]-4;
|
|
testMaxs[2] = ent->r.currentOrigin[2] + ent->r.maxs[2]-4;
|
|
|
|
numListedEntities = trap_EntitiesInBox( testMins, testMaxs, iEntityList, MAX_GENTITIES );
|
|
|
|
while (i < numListedEntities)
|
|
{
|
|
if (iEntityList[i] < MAX_CLIENTS)
|
|
{ //client stuck inside me. go nonsolid.
|
|
int clNum = iEntityList[i];
|
|
|
|
numListedEntities = trap_EntitiesInBox( g_entities[clNum].r.absmin, g_entities[clNum].r.absmax, iEntityList, MAX_GENTITIES );
|
|
|
|
i = 0;
|
|
while (i < numListedEntities)
|
|
{
|
|
if (iEntityList[i] == ent->s.number)
|
|
{
|
|
clTrapped = qtrue;
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
if (clTrapped)
|
|
{
|
|
ent->r.contents = 0;
|
|
ent->s.fireflag = 0;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ent->r.contents = CONTENTS_SOLID;
|
|
}
|
|
|
|
if (!g_entities[ent->boltpoint3].inuse || !g_entities[ent->boltpoint3].client ||
|
|
g_entities[ent->boltpoint3].client->sess.sessionTeam != ent->boltpoint2)
|
|
{
|
|
ent->think = G_FreeEntity;
|
|
ent->nextthink = level.time;
|
|
return;
|
|
}
|
|
|
|
// G_RunObject(ent);
|
|
|
|
if ( !ent->damage )
|
|
{
|
|
ent->damage = 1;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
return;
|
|
}
|
|
|
|
if ((ent->bolt_LLeg+TURRET_LIFETIME) < level.time)
|
|
{
|
|
G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
|
|
ent->s.bolt2 = ENTITYNUM_NONE;
|
|
ent->s.fireflag = 2;
|
|
|
|
ent->think = sentryExpire;
|
|
ent->nextthink = level.time + TURRET_DEATH_DELAY;
|
|
return;
|
|
}
|
|
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
|
|
if ( ent->enemy )
|
|
{
|
|
// make sure that the enemy is still valid
|
|
pas_adjust_enemy( ent );
|
|
}
|
|
|
|
if (ent->enemy)
|
|
{
|
|
if (!ent->enemy->client)
|
|
{
|
|
ent->enemy = NULL;
|
|
}
|
|
else if (ent->enemy->s.number == ent->s.number)
|
|
{
|
|
ent->enemy = NULL;
|
|
}
|
|
else if (ent->enemy->health < 1)
|
|
{
|
|
ent->enemy = NULL;
|
|
}
|
|
}
|
|
|
|
if ( !ent->enemy )
|
|
{
|
|
pas_find_enemies( ent );
|
|
}
|
|
|
|
if (ent->enemy)
|
|
{
|
|
ent->s.bolt2 = ent->enemy->s.number;
|
|
}
|
|
else
|
|
{
|
|
ent->s.bolt2 = ENTITYNUM_NONE;
|
|
}
|
|
|
|
moved = qfalse;
|
|
diffYaw = 0.0f; diffPitch = 0.0f;
|
|
|
|
ent->speed = AngleNormalize360( ent->speed );
|
|
ent->random = AngleNormalize360( ent->random );
|
|
|
|
if ( ent->enemy )
|
|
{
|
|
// ...then we'll calculate what new aim adjustments we should attempt to make this frame
|
|
// Aim at enemy
|
|
if ( ent->enemy->client )
|
|
{
|
|
VectorCopy( ent->enemy->client->ps.origin, org );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent->enemy->r.currentOrigin, org );
|
|
}
|
|
|
|
VectorSubtract( org, ent->r.currentOrigin, enemyDir );
|
|
vectoangles( enemyDir, desiredAngles );
|
|
|
|
diffYaw = AngleSubtract( ent->speed, desiredAngles[YAW] );
|
|
diffPitch = AngleSubtract( ent->random, desiredAngles[PITCH] );
|
|
}
|
|
else
|
|
{
|
|
// no enemy, so make us slowly sweep back and forth as if searching for a new one
|
|
diffYaw = sin( level.time * 0.0001f + ent->count ) * 2.0f;
|
|
}
|
|
|
|
if ( fabs(diffYaw) > 0.25f )
|
|
{
|
|
moved = qtrue;
|
|
|
|
if ( fabs(diffYaw) > 10.0f )
|
|
{
|
|
// cap max speed
|
|
ent->speed += (diffYaw > 0.0f) ? -10.0f : 10.0f;
|
|
}
|
|
else
|
|
{
|
|
// small enough
|
|
ent->speed -= diffYaw;
|
|
}
|
|
}
|
|
|
|
|
|
if ( fabs(diffPitch) > 0.25f )
|
|
{
|
|
moved = qtrue;
|
|
|
|
if ( fabs(diffPitch) > 4.0f )
|
|
{
|
|
// cap max speed
|
|
ent->random += (diffPitch > 0.0f) ? -4.0f : 4.0f;
|
|
}
|
|
else
|
|
{
|
|
// small enough
|
|
ent->random -= diffPitch;
|
|
}
|
|
}
|
|
|
|
// the bone axes are messed up, so hence some dumbness here
|
|
VectorSet( frontAngles, -ent->random, 0.0f, 0.0f );
|
|
VectorSet( backAngles, 0.0f, 0.0f, ent->speed );
|
|
|
|
if ( moved )
|
|
{
|
|
//ent->s.loopSound = G_SoundIndex( "sound/chars/turret/move.wav" );
|
|
}
|
|
else
|
|
{
|
|
ent->s.loopSound = 0;
|
|
}
|
|
|
|
if ( ent->enemy && ent->attackDebounceTime < level.time )
|
|
{
|
|
ent->count--;
|
|
|
|
if ( ent->count )
|
|
{
|
|
pas_fire( ent );
|
|
ent->s.fireflag = 1;
|
|
ent->attackDebounceTime = level.time + 200;
|
|
}
|
|
else
|
|
{
|
|
//ent->nextthink = 0;
|
|
G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
|
|
ent->s.bolt2 = ENTITYNUM_NONE;
|
|
ent->s.fireflag = 2;
|
|
|
|
ent->think = sentryExpire;
|
|
ent->nextthink = level.time + TURRET_DEATH_DELAY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->s.fireflag = 0;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------
|
|
void turret_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
|
|
//------------------------------------------------------------------------------------------------------------
|
|
{
|
|
// Turn off the thinking of the base & use it's targets
|
|
self->think = 0;//NULL;
|
|
self->use = 0;//NULL;
|
|
|
|
if ( self->target )
|
|
{
|
|
G_UseTargets( self, attacker );
|
|
}
|
|
|
|
if (!g_entities[self->boltpoint3].inuse || !g_entities[self->boltpoint3].client)
|
|
{
|
|
G_FreeEntity(self);
|
|
return;
|
|
}
|
|
|
|
// clear my data
|
|
self->die = 0;//NULL;
|
|
self->takedamage = qfalse;
|
|
self->health = 0;
|
|
|
|
// hack the effect angle so that explode death can orient the effect properly
|
|
VectorSet( self->s.angles, 0, 0, 1 );
|
|
|
|
G_PlayEffect(EFFECT_EXPLOSION_PAS, self->s.pos.trBase, self->s.angles);
|
|
G_RadiusDamage(self->s.pos.trBase, &g_entities[self->boltpoint3], 30, 256, self, MOD_UNKNOWN);
|
|
|
|
g_entities[self->boltpoint3].client->ps.fd.sentryDeployed = qfalse;
|
|
|
|
//ExplodeDeath( self );
|
|
G_FreeEntity( self );
|
|
}
|
|
|
|
#define TURRET_AMMO_COUNT 40
|
|
|
|
//---------------------------------
|
|
void SP_PAS( gentity_t *base )
|
|
//---------------------------------
|
|
{
|
|
if ( base->count == 0 )
|
|
{
|
|
// give ammo
|
|
base->count = TURRET_AMMO_COUNT;
|
|
}
|
|
|
|
base->s.bolt1 = 1; //This is a sort of hack to indicate that this model needs special turret things done to it
|
|
base->s.bolt2 = ENTITYNUM_NONE; //store our current enemy index
|
|
|
|
base->damage = 0; // start animation flag
|
|
|
|
VectorSet( base->r.mins, -8, -8, 0 );
|
|
VectorSet( base->r.maxs, 8, 8, 24 );
|
|
|
|
G_RunObject(base);
|
|
|
|
base->think = pas_think;
|
|
base->nextthink = level.time + FRAMETIME;
|
|
|
|
if ( !base->health )
|
|
{
|
|
base->health = 50;
|
|
}
|
|
|
|
base->takedamage = qtrue;
|
|
base->die = turret_die;
|
|
|
|
base->physicsObject = qtrue;
|
|
|
|
G_Sound( base, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
void ItemUse_Sentry( gentity_t *ent )
|
|
//------------------------------------------------------------------------
|
|
{
|
|
vec3_t fwd, fwdorg;
|
|
vec3_t yawonly;
|
|
vec3_t mins, maxs;
|
|
gentity_t *sentry;
|
|
|
|
if (!ent || !ent->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSet( mins, -8, -8, 0 );
|
|
VectorSet( maxs, 8, 8, 24 );
|
|
|
|
|
|
yawonly[ROLL] = 0;
|
|
yawonly[PITCH] = 0;
|
|
yawonly[YAW] = ent->client->ps.viewangles[YAW];
|
|
|
|
AngleVectors(yawonly, fwd, NULL, NULL);
|
|
|
|
fwdorg[0] = ent->client->ps.origin[0] + fwd[0]*64;
|
|
fwdorg[1] = ent->client->ps.origin[1] + fwd[1]*64;
|
|
fwdorg[2] = ent->client->ps.origin[2] + fwd[2]*64;
|
|
|
|
sentry = G_Spawn();
|
|
|
|
sentry->classname = "sentryGun";
|
|
sentry->s.modelindex = G_ModelIndex("models/items/psgun.glm"); //replace ASAP
|
|
|
|
sentry->s.g2radius = 30.0f;
|
|
sentry->s.modelGhoul2 = 1;
|
|
|
|
G_SetOrigin(sentry, fwdorg);
|
|
sentry->parent = ent;
|
|
sentry->r.contents = CONTENTS_SOLID;
|
|
sentry->s.solid = 2;
|
|
sentry->clipmask = MASK_SOLID;
|
|
VectorCopy(mins, sentry->r.mins);
|
|
VectorCopy(maxs, sentry->r.maxs);
|
|
sentry->boltpoint3 = ent->s.number;
|
|
sentry->boltpoint2 = ent->client->sess.sessionTeam; //so we can remove ourself if our owner changes teams
|
|
sentry->r.absmin[0] = sentry->s.pos.trBase[0] + sentry->r.mins[0];
|
|
sentry->r.absmin[1] = sentry->s.pos.trBase[1] + sentry->r.mins[1];
|
|
sentry->r.absmin[2] = sentry->s.pos.trBase[2] + sentry->r.mins[2];
|
|
sentry->r.absmax[0] = sentry->s.pos.trBase[0] + sentry->r.maxs[0];
|
|
sentry->r.absmax[1] = sentry->s.pos.trBase[1] + sentry->r.maxs[1];
|
|
sentry->r.absmax[2] = sentry->s.pos.trBase[2] + sentry->r.maxs[2];
|
|
sentry->s.eType = ET_GENERAL;
|
|
sentry->s.pos.trType = TR_GRAVITY;//STATIONARY;
|
|
sentry->s.pos.trTime = level.time;
|
|
sentry->touch = SentryTouch;
|
|
sentry->nextthink = level.time;
|
|
sentry->boltpoint4 = ENTITYNUM_NONE; //boltpoint4 used as enemy index
|
|
|
|
sentry->bolt_Head = 1000;
|
|
|
|
sentry->bolt_LLeg = level.time;
|
|
|
|
sentry->noDamageTeam = ent->client->sess.sessionTeam;
|
|
|
|
ent->client->ps.fd.sentryDeployed = qtrue;
|
|
|
|
trap_LinkEntity(sentry);
|
|
|
|
sentry->s.owner = ent->s.number;
|
|
sentry->s.shouldtarget = qtrue;
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
{
|
|
sentry->s.teamowner = ent->client->sess.sessionTeam;
|
|
}
|
|
else
|
|
{
|
|
sentry->s.teamowner = 16;
|
|
}
|
|
|
|
SP_PAS( sentry );
|
|
}
|
|
|
|
|
|
void ItemUse_Seeker(gentity_t *ent)
|
|
{
|
|
ent->client->ps.eFlags |= EF_SEEKERDRONE;
|
|
|
|
ent->client->ps.droneExistTime = level.time + 30000;
|
|
ent->client->ps.droneFireTime = level.time + 1500;
|
|
}
|
|
|
|
void ItemUse_MedPack(gentity_t *ent)
|
|
{
|
|
if (!ent || !ent->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->health <= 0 ||
|
|
ent->client->ps.stats[STAT_HEALTH] <= 0 ||
|
|
(ent->client->ps.eFlags & EF_DEAD))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->health >= ent->client->ps.stats[STAT_MAX_HEALTH])
|
|
{
|
|
return;
|
|
}
|
|
|
|
ent->health += MAX_MEDPACK_HEAL_AMOUNT;
|
|
|
|
if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH])
|
|
{
|
|
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
|
|
}
|
|
}
|
|
|
|
int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
|
|
int quantity;
|
|
int i;
|
|
gclient_t *client;
|
|
|
|
if ( !other->client->ps.powerups[ent->item->giTag] ) {
|
|
// round timing to seconds to make multiple powerup timers
|
|
// count in sync
|
|
other->client->ps.powerups[ent->item->giTag] =
|
|
level.time - ( level.time % 1000 );
|
|
|
|
G_LogWeaponPowerup(other->s.number, ent->item->giTag);
|
|
}
|
|
|
|
if ( ent->count ) {
|
|
quantity = ent->count;
|
|
} else {
|
|
quantity = ent->item->quantity;
|
|
}
|
|
|
|
other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
|
|
|
|
if (ent->item->giTag == PW_YSALAMIRI)
|
|
{
|
|
other->client->ps.powerups[PW_FORCE_ENLIGHTENED_LIGHT] = 0;
|
|
other->client->ps.powerups[PW_FORCE_ENLIGHTENED_DARK] = 0;
|
|
other->client->ps.powerups[PW_FORCE_BOON] = 0;
|
|
}
|
|
|
|
// give any nearby players a "denied" anti-reward
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
vec3_t delta;
|
|
float len;
|
|
vec3_t forward;
|
|
trace_t tr;
|
|
|
|
client = &level.clients[i];
|
|
if ( client == other->client ) {
|
|
continue;
|
|
}
|
|
if ( client->pers.connected == CON_DISCONNECTED ) {
|
|
continue;
|
|
}
|
|
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// if same team in team game, no sound
|
|
// cannot use OnSameTeam as it expects to g_entities, not clients
|
|
if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) {
|
|
continue;
|
|
}
|
|
|
|
// if too far away, no sound
|
|
VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
|
|
len = VectorNormalize( delta );
|
|
if ( len > 192 ) {
|
|
continue;
|
|
}
|
|
|
|
// if not facing, no sound
|
|
AngleVectors( client->ps.viewangles, forward, NULL, NULL );
|
|
if ( DotProduct( delta, forward ) < 0.4 ) {
|
|
continue;
|
|
}
|
|
|
|
// if not line of sight, no sound
|
|
trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
|
|
if ( tr.fraction != 1.0 ) {
|
|
continue;
|
|
}
|
|
|
|
// anti-reward
|
|
client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
|
|
}
|
|
return RESPAWN_POWERUP;
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
|
|
|
|
other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
|
|
|
|
other->client->ps.stats[STAT_HOLDABLE_ITEMS] |= (1 << ent->item->giTag);
|
|
|
|
G_LogWeaponItem(other->s.number, ent->item->giTag);
|
|
|
|
return adjustRespawnTime(RESPAWN_HOLDABLE, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
|
|
void Add_Ammo (gentity_t *ent, int weapon, int count)
|
|
{
|
|
ent->client->ps.ammo[weapon] += count;
|
|
if ( ent->client->ps.ammo[weapon] > ammoData[weapon].max ) {
|
|
ent->client->ps.ammo[weapon] = ammoData[weapon].max;
|
|
}
|
|
}
|
|
|
|
int Pickup_Ammo (gentity_t *ent, gentity_t *other)
|
|
{
|
|
int quantity;
|
|
|
|
if ( ent->count ) {
|
|
quantity = ent->count;
|
|
} else {
|
|
quantity = ent->item->quantity;
|
|
}
|
|
|
|
Add_Ammo (other, ent->item->giTag, quantity);
|
|
|
|
return adjustRespawnTime(RESPAWN_AMMO, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
|
|
int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
|
|
int quantity;
|
|
|
|
if ( ent->count < 0 ) {
|
|
quantity = 0; // None for you, sir!
|
|
} else {
|
|
if ( ent->count ) {
|
|
quantity = ent->count;
|
|
} else {
|
|
quantity = ent->item->quantity;
|
|
}
|
|
|
|
// dropped items and teamplay weapons always have full ammo
|
|
if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
|
|
// respawning rules
|
|
|
|
// New method: If the player has less than half the minimum, give them the minimum, else add 1/2 the min.
|
|
|
|
// drop the quantity if the already have over the minimum
|
|
if ( other->client->ps.ammo[ ent->item->giTag ] < quantity*0.5 ) {
|
|
quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
|
|
} else {
|
|
quantity = quantity*0.5; // only add half the value.
|
|
}
|
|
|
|
// Old method: If the player has less than the minimum, give them the minimum, else just add 1.
|
|
/*
|
|
// drop the quantity if the already have over the minimum
|
|
if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
|
|
quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
|
|
} else {
|
|
quantity = 1; // only add a single shot
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
// add the weapon
|
|
other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
|
|
|
|
//Add_Ammo( other, ent->item->giTag, quantity );
|
|
Add_Ammo( other, weaponData[ent->item->giTag].ammoIndex, quantity );
|
|
|
|
G_LogWeaponPickup(other->s.number, ent->item->giTag);
|
|
|
|
// team deathmatch has slow weapon respawns
|
|
if ( g_gametype.integer == GT_TEAM )
|
|
{
|
|
return adjustRespawnTime(RESPAWN_TEAM_WEAPON, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
return adjustRespawnTime(g_weaponRespawn.integer, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
|
|
int Pickup_Health (gentity_t *ent, gentity_t *other) {
|
|
int max;
|
|
int quantity;
|
|
|
|
// small and mega healths will go over the max
|
|
if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
|
|
max = other->client->ps.stats[STAT_MAX_HEALTH];
|
|
} else {
|
|
max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
|
|
}
|
|
|
|
if ( ent->count ) {
|
|
quantity = ent->count;
|
|
} else {
|
|
quantity = ent->item->quantity;
|
|
}
|
|
|
|
other->health += quantity;
|
|
|
|
if (other->health > max ) {
|
|
other->health = max;
|
|
}
|
|
other->client->ps.stats[STAT_HEALTH] = other->health;
|
|
|
|
if ( ent->item->quantity == 100 ) { // mega health respawns slow
|
|
return RESPAWN_MEGAHEALTH;
|
|
}
|
|
|
|
return adjustRespawnTime(RESPAWN_HEALTH, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
int Pickup_Armor( gentity_t *ent, gentity_t *other )
|
|
{
|
|
other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
|
|
if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * ent->item->giTag )
|
|
{
|
|
other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * ent->item->giTag;
|
|
}
|
|
|
|
return adjustRespawnTime(RESPAWN_ARMOR, ent->item->giType, ent->item->giTag);
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
===============
|
|
RespawnItem
|
|
===============
|
|
*/
|
|
void RespawnItem( gentity_t *ent ) {
|
|
// randomly select from teamed entities
|
|
if (ent->team) {
|
|
gentity_t *master;
|
|
int count;
|
|
int choice;
|
|
|
|
if ( !ent->teammaster ) {
|
|
G_Error( "RespawnItem: bad teammaster");
|
|
}
|
|
master = ent->teammaster;
|
|
|
|
for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
|
|
;
|
|
|
|
choice = rand() % count;
|
|
|
|
for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++)
|
|
;
|
|
}
|
|
|
|
ent->r.contents = CONTENTS_TRIGGER;
|
|
//ent->s.eFlags &= ~EF_NODRAW;
|
|
ent->s.eFlags &= ~(EF_NODRAW | EF_ITEMPLACEHOLDER);
|
|
ent->r.svFlags &= ~SVF_NOCLIENT;
|
|
trap_LinkEntity (ent);
|
|
|
|
if ( ent->item->giType == IT_POWERUP ) {
|
|
// play powerup spawn sound to all clients
|
|
gentity_t *te;
|
|
|
|
// if the powerup respawn sound should Not be global
|
|
if (ent->speed) {
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
|
|
}
|
|
else {
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
|
|
}
|
|
te->s.eventParm = G_SoundIndex( "sound/items/respawn1" );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
// play the normal respawn sound only to nearby clients
|
|
G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );
|
|
|
|
ent->nextthink = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
Touch_Item
|
|
===============
|
|
*/
|
|
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
|
|
int respawn;
|
|
qboolean predict;
|
|
|
|
if (ent->s.eFlags & EF_ITEMPLACEHOLDER)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->s.eFlags & EF_NODRAW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->item->giType == IT_WEAPON &&
|
|
ent->s.powerups &&
|
|
ent->s.powerups < level.time)
|
|
{
|
|
ent->s.generic1 = 0;
|
|
ent->s.powerups = 0;
|
|
}
|
|
|
|
if (!other->client)
|
|
return;
|
|
if (other->health < 1)
|
|
return; // dead people can't pickup
|
|
|
|
if (ent->item->giType == IT_POWERUP &&
|
|
(ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK))
|
|
{
|
|
if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT)
|
|
{
|
|
if (other->client->ps.fd.forceSide != FORCE_LIGHTSIDE)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (other->client->ps.fd.forceSide != FORCE_DARKSIDE)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// the same pickup rules are used for client side and server side
|
|
if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) {
|
|
return;
|
|
}
|
|
|
|
G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
|
|
|
|
predict = other->client->pers.predictItemPickup;
|
|
|
|
// call the item-specific pickup function
|
|
switch( ent->item->giType ) {
|
|
case IT_WEAPON:
|
|
respawn = Pickup_Weapon(ent, other);
|
|
// predict = qfalse;
|
|
predict = qtrue;
|
|
break;
|
|
case IT_AMMO:
|
|
respawn = Pickup_Ammo(ent, other);
|
|
if (ent->item->giTag == AMMO_THERMAL || ent->item->giTag == AMMO_TRIPMINE || ent->item->giTag == AMMO_DETPACK)
|
|
{
|
|
int weapForAmmo = 0;
|
|
|
|
if (ent->item->giTag == AMMO_THERMAL)
|
|
{
|
|
weapForAmmo = WP_THERMAL;
|
|
}
|
|
else if (ent->item->giTag == AMMO_TRIPMINE)
|
|
{
|
|
weapForAmmo = WP_TRIP_MINE;
|
|
}
|
|
else
|
|
{
|
|
weapForAmmo = WP_DET_PACK;
|
|
}
|
|
|
|
if (other && other->client && other->client->ps.ammo[weaponData[weapForAmmo].ammoIndex] > 0 )
|
|
{
|
|
other->client->ps.stats[STAT_WEAPONS] |= (1 << weapForAmmo);
|
|
}
|
|
}
|
|
// predict = qfalse;
|
|
predict = qtrue;
|
|
break;
|
|
case IT_ARMOR:
|
|
respawn = Pickup_Armor(ent, other);
|
|
// predict = qfalse;
|
|
predict = qtrue;
|
|
break;
|
|
case IT_HEALTH:
|
|
respawn = Pickup_Health(ent, other);
|
|
// predict = qfalse;
|
|
predict = qtrue;
|
|
break;
|
|
case IT_POWERUP:
|
|
respawn = Pickup_Powerup(ent, other);
|
|
predict = qfalse;
|
|
// predict = qtrue;
|
|
break;
|
|
case IT_TEAM:
|
|
respawn = Pickup_Team(ent, other);
|
|
break;
|
|
case IT_HOLDABLE:
|
|
respawn = Pickup_Holdable(ent, other);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if ( !respawn ) {
|
|
return;
|
|
}
|
|
|
|
// play the normal pickup sound
|
|
if (predict) {
|
|
if (other->client)
|
|
{
|
|
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, ent->s.number, &other->client->ps);
|
|
}
|
|
else
|
|
{
|
|
G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.number );
|
|
}
|
|
} else {
|
|
G_AddEvent( other, EV_ITEM_PICKUP, ent->s.number );
|
|
}
|
|
|
|
// powerup pickups are global broadcasts
|
|
if ( /*ent->item->giType == IT_POWERUP ||*/ ent->item->giType == IT_TEAM) {
|
|
// if we want the global sound to play
|
|
if (!ent->speed) {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
|
|
te->s.eventParm = ent->s.modelindex;
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
} else {
|
|
gentity_t *te;
|
|
|
|
te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
|
|
te->s.eventParm = ent->s.modelindex;
|
|
// only send this temp entity to a single client
|
|
te->r.svFlags |= SVF_SINGLECLIENT;
|
|
te->r.singleClient = other->s.number;
|
|
}
|
|
}
|
|
|
|
// fire item targets
|
|
G_UseTargets (ent, other);
|
|
|
|
// wait of -1 will not respawn
|
|
if ( ent->wait == -1 ) {
|
|
ent->r.svFlags |= SVF_NOCLIENT;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
ent->unlinkAfterEvent = qtrue;
|
|
return;
|
|
}
|
|
|
|
// non zero wait overrides respawn time
|
|
if ( ent->wait ) {
|
|
respawn = ent->wait;
|
|
}
|
|
|
|
// random can be used to vary the respawn time
|
|
if ( ent->random ) {
|
|
respawn += crandom() * ent->random;
|
|
if ( respawn < 1 ) {
|
|
respawn = 1;
|
|
}
|
|
}
|
|
|
|
// dropped items will not respawn
|
|
if ( ent->flags & FL_DROPPED_ITEM ) {
|
|
ent->freeAfterEvent = qtrue;
|
|
}
|
|
|
|
// picked up items still stay around, they just don't
|
|
// draw anything. This allows respawnable items
|
|
// to be placed on movers.
|
|
if (!(ent->flags & FL_DROPPED_ITEM) && (ent->item->giType==IT_WEAPON || ent->item->giType==IT_POWERUP))
|
|
{
|
|
ent->s.eFlags |= EF_ITEMPLACEHOLDER;
|
|
ent->s.eFlags &= ~EF_NODRAW;
|
|
}
|
|
else
|
|
{
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.svFlags |= SVF_NOCLIENT;
|
|
}
|
|
ent->r.contents = 0;
|
|
|
|
// ZOID
|
|
// A negative respawn times means to never respawn this item (but don't
|
|
// delete it). This is used by items that are respawned by third party
|
|
// events such as ctf flags
|
|
if ( respawn <= 0 ) {
|
|
ent->nextthink = 0;
|
|
ent->think = 0;
|
|
} else {
|
|
ent->nextthink = level.time + respawn * 1000;
|
|
ent->think = RespawnItem;
|
|
}
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
================
|
|
LaunchItem
|
|
|
|
Spawns an item and tosses it forward
|
|
================
|
|
*/
|
|
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
|
|
gentity_t *dropped;
|
|
|
|
dropped = G_Spawn();
|
|
|
|
dropped->s.eType = ET_ITEM;
|
|
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
|
|
if (dropped->s.modelindex < 0)
|
|
{
|
|
dropped->s.modelindex = 0;
|
|
}
|
|
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
|
|
|
|
dropped->classname = item->classname;
|
|
dropped->item = item;
|
|
VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
|
|
VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
|
|
|
|
dropped->r.contents = CONTENTS_TRIGGER;
|
|
|
|
dropped->touch = Touch_Item;
|
|
|
|
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;
|
|
if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) && item->giType == IT_TEAM) { // Special case for CTF flags
|
|
dropped->think = Team_DroppedFlagThink;
|
|
dropped->nextthink = level.time + 30000;
|
|
Team_CheckDroppedItem( dropped );
|
|
|
|
//rww - so bots know
|
|
if (strcmp(dropped->classname, "team_CTF_redflag") == 0)
|
|
{
|
|
droppedRedFlag = dropped;
|
|
}
|
|
else if (strcmp(dropped->classname, "team_CTF_blueflag") == 0)
|
|
{
|
|
droppedBlueFlag = dropped;
|
|
}
|
|
} else { // auto-remove after 30 seconds
|
|
dropped->think = G_FreeEntity;
|
|
dropped->nextthink = level.time + 30000;
|
|
}
|
|
|
|
dropped->flags = FL_DROPPED_ITEM;
|
|
|
|
if (item->giType == IT_WEAPON || item->giType == IT_POWERUP)
|
|
{
|
|
dropped->s.eFlags |= EF_DROPPEDWEAPON;
|
|
}
|
|
|
|
vectoangles(velocity, dropped->s.angles);
|
|
dropped->s.angles[PITCH] = 0;
|
|
|
|
if (item->giTag == WP_TRIP_MINE ||
|
|
item->giTag == WP_DET_PACK)
|
|
{
|
|
dropped->s.angles[PITCH] = -90;
|
|
}
|
|
|
|
if (item->giTag != WP_BOWCASTER &&
|
|
item->giTag != WP_DET_PACK &&
|
|
item->giTag != WP_THERMAL)
|
|
{
|
|
dropped->s.angles[ROLL] = -90;
|
|
}
|
|
|
|
dropped->physicsObject = qtrue;
|
|
|
|
trap_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 ) {
|
|
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;
|
|
|
|
return LaunchItem( item, ent->s.pos.trBase, velocity );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
Use_Item
|
|
|
|
Respawn the item
|
|
================
|
|
*/
|
|
void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
RespawnItem( ent );
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
================
|
|
FinishSpawningItem
|
|
|
|
Traces down to find where an item should rest, instead of letting them
|
|
free fall from their spawn points
|
|
================
|
|
*/
|
|
void FinishSpawningItem( gentity_t *ent ) {
|
|
trace_t tr;
|
|
vec3_t dest;
|
|
// gitem_t *item;
|
|
|
|
// VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
|
|
// VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
|
|
|
|
if (g_gametype.integer != GT_JEDIMASTER)
|
|
{
|
|
if (HasSetSaberOnly())
|
|
{
|
|
if (ent->item->giType == IT_AMMO)
|
|
{
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
if (ent->item->giType == IT_HOLDABLE)
|
|
{
|
|
if (ent->item->giTag == HI_SEEKER ||
|
|
ent->item->giTag == HI_SHIELD ||
|
|
ent->item->giTag == HI_SENTRY_GUN)
|
|
{
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //no powerups in jedi master
|
|
if (ent->item->giType == IT_POWERUP)
|
|
{
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer == GT_HOLOCRON)
|
|
{
|
|
if (ent->item->giType == IT_POWERUP)
|
|
{
|
|
if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT ||
|
|
ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK)
|
|
{
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_forcePowerDisable.integer)
|
|
{ //if force powers disabled, don't add force powerups
|
|
if (ent->item->giType == IT_POWERUP)
|
|
{
|
|
if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT ||
|
|
ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK ||
|
|
ent->item->giTag == PW_FORCE_BOON)
|
|
{
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer == GT_TOURNAMENT)
|
|
{
|
|
if ( ent->item->giType == IT_ARMOR ||
|
|
ent->item->giType == IT_HEALTH ||
|
|
(ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_MEDPAC) )
|
|
{
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer != GT_CTF &&
|
|
g_gametype.integer != GT_CTY &&
|
|
ent->item->giType == IT_TEAM)
|
|
{
|
|
int killMe = 0;
|
|
|
|
switch (ent->item->giTag)
|
|
{
|
|
case PW_REDFLAG:
|
|
killMe = 1;
|
|
break;
|
|
case PW_BLUEFLAG:
|
|
killMe = 1;
|
|
break;
|
|
case PW_NEUTRALFLAG:
|
|
killMe = 1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (killMe)
|
|
{
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorSet (ent->r.mins, -8, -8, -0);
|
|
VectorSet (ent->r.maxs, 8, 8, 16);
|
|
|
|
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->r.contents = CONTENTS_TRIGGER;
|
|
ent->touch = Touch_Item;
|
|
// useing an item causes it to respawn
|
|
ent->use = Use_Item;
|
|
|
|
// create a Ghoul2 model if the world model is a glm
|
|
/* item = &bg_itemlist[ ent->s.modelindex ];
|
|
if (!stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm"))
|
|
{
|
|
trap_G2API_InitGhoul2Model(&ent->s, item->world_model[0], G_ModelIndex(item->world_model[0] ), 0, 0, 0, 0);
|
|
ent->s.radius = 60;
|
|
}
|
|
*/
|
|
if ( ent->spawnflags & 1 ) {
|
|
// suspended
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
} else {
|
|
// drop to floor
|
|
|
|
//if it is directly even with the floor it will return startsolid, so raise up by 0.1
|
|
//and temporarily subtract 0.1 from the z maxs so that going up doesn't push into the ceiling
|
|
ent->s.origin[2] += 0.1;
|
|
ent->r.maxs[2] -= 0.1;
|
|
|
|
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
|
|
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
|
|
if ( tr.startsolid ) {
|
|
G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
//add the 0.1 back after the trace
|
|
ent->r.maxs[2] += 0.1;
|
|
|
|
// allow to ride movers
|
|
ent->s.groundEntityNum = tr.entityNum;
|
|
|
|
G_SetOrigin( ent, tr.endpos );
|
|
}
|
|
|
|
// team slaves and targeted items aren't present at start
|
|
if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
return;
|
|
}
|
|
|
|
// powerups don't spawn in for a while
|
|
/*
|
|
if ( ent->item->giType == IT_POWERUP ) {
|
|
float respawn;
|
|
|
|
respawn = 45 + crandom() * 15;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->r.contents = 0;
|
|
ent->nextthink = level.time + respawn * 1000;
|
|
ent->think = RespawnItem;
|
|
return;
|
|
}
|
|
*/
|
|
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
|
|
qboolean itemRegistered[MAX_ITEMS];
|
|
|
|
/*
|
|
==================
|
|
G_CheckTeamItems
|
|
==================
|
|
*/
|
|
void G_CheckTeamItems( void ) {
|
|
|
|
// Set up team stuff
|
|
Team_InitGame();
|
|
|
|
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) {
|
|
gitem_t *item;
|
|
|
|
// check for the two flags
|
|
item = BG_FindItem( "team_CTF_redflag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
|
|
}
|
|
item = BG_FindItem( "team_CTF_blueflag" );
|
|
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
|
|
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClearRegisteredItems
|
|
==============
|
|
*/
|
|
void ClearRegisteredItems( void ) {
|
|
memset( itemRegistered, 0, sizeof( itemRegistered ) );
|
|
|
|
// players always start with the base weapon
|
|
RegisterItem( BG_FindItemForWeapon( WP_BRYAR_PISTOL ) );
|
|
RegisterItem( BG_FindItemForWeapon( WP_STUN_BATON ) );
|
|
RegisterItem( BG_FindItemForWeapon( WP_SABER ) );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
|
|
G_Printf( "%i items registered\n", count );
|
|
trap_SetConfigstring(CS_ITEMS, string);
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_ItemDisabled
|
|
============
|
|
*/
|
|
int G_ItemDisabled( gitem_t *item ) {
|
|
|
|
char name[128];
|
|
|
|
Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
|
|
return trap_Cvar_VariableIntegerValue( name );
|
|
}
|
|
|
|
/*
|
|
============
|
|
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) {
|
|
int wDisable = 0;
|
|
|
|
G_SpawnFloat( "random", "0", &ent->random );
|
|
G_SpawnFloat( "wait", "0", &ent->wait );
|
|
|
|
if (g_gametype.integer == GT_TOURNAMENT)
|
|
{
|
|
wDisable = g_duelWeaponDisable.integer;
|
|
}
|
|
else
|
|
{
|
|
wDisable = g_weaponDisable.integer;
|
|
}
|
|
|
|
if (item->giType == IT_WEAPON &&
|
|
wDisable &&
|
|
(wDisable & (1 << item->giTag)))
|
|
{
|
|
if (g_gametype.integer != GT_JEDIMASTER)
|
|
{
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
|
|
RegisterItem( item );
|
|
if ( G_ItemDisabled(item) )
|
|
return;
|
|
|
|
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 + FRAMETIME * 2;
|
|
ent->think = FinishSpawningItem;
|
|
|
|
ent->physicsBounce = 0.50; // items are bouncy
|
|
|
|
if ( item->giType == IT_POWERUP ) {
|
|
G_SoundIndex( "sound/items/respawn1" );
|
|
G_SpawnFloat( "noglobalsound", "0", &ent->speed);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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;
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
|
|
dot = DotProduct( velocity, trace->plane.normal );
|
|
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
|
|
|
|
// cut the velocity to keep from bouncing forever
|
|
VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
|
|
|
|
if ((ent->s.weapon == WP_DET_PACK && ent->s.eType == ET_GENERAL && ent->physicsObject))
|
|
{ //detpacks only
|
|
if (ent->touch)
|
|
{
|
|
ent->touch(ent, &g_entities[trace->entityNum], trace);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check for stop
|
|
if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
|
|
trace->endpos[2] += 1.0; // make sure it is off ground
|
|
SnapVector( trace->endpos );
|
|
G_SetOrigin( ent, trace->endpos );
|
|
ent->s.groundEntityNum = trace->entityNum;
|
|
return;
|
|
}
|
|
|
|
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
|
|
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
|
|
ent->s.pos.trTime = level.time;
|
|
|
|
if (ent->s.eType == ET_HOLOCRON ||
|
|
(ent->s.shouldtarget && ent->s.eType == ET_GENERAL && ent->physicsObject))
|
|
{ //holocrons and sentry guns
|
|
if (ent->touch)
|
|
{
|
|
ent->touch(ent, &g_entities[trace->entityNum], trace);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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 == -1 ) {
|
|
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 );
|
|
return;
|
|
}
|
|
|
|
// get current position
|
|
BG_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_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
|
|
}
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
|
|
ent->r.ownerNum, mask );
|
|
|
|
VectorCopy( tr.endpos, ent->r.currentOrigin );
|
|
|
|
if ( tr.startsolid ) {
|
|
tr.fraction = 0;
|
|
}
|
|
|
|
trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
|
|
|
|
// check think function
|
|
G_RunThink( ent );
|
|
|
|
if ( tr.fraction == 1 ) {
|
|
return;
|
|
}
|
|
|
|
// if it is in a nodrop volume, remove it
|
|
contents = trap_PointContents( ent->r.currentOrigin, -1 );
|
|
if ( contents & CONTENTS_NODROP ) {
|
|
if (ent->item && ent->item->giType == IT_TEAM) {
|
|
Team_FreeEntity(ent);
|
|
} else {
|
|
G_FreeEntity( ent );
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_BounceItem( ent, &tr );
|
|
}
|
|
|