jedioutcast/CODE-mp/game/g_items.c
2013-04-04 13:24:26 -05:00

2171 lines
53 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
/*
Items are any object that a player can touch to gain some effect.
Pickup will return the number of seconds until they should respawn.
all items should pop when dropped in lava or slime
Respawnable items don't actually go away when picked up, they are
just made invisible and untouchable. This allows them to ride
movers and respawn apropriately.
*/
#define RESPAWN_ARMOR 20
#define RESPAWN_TEAM_WEAPON 30
#define RESPAWN_HEALTH 30
#define RESPAWN_AMMO 40
#define RESPAWN_HOLDABLE 60
#define RESPAWN_MEGAHEALTH 120
#define RESPAWN_POWERUP 120
extern gentity_t *droppedRedFlag;
extern gentity_t *droppedBlueFlag;
//======================================================================
#define MAX_MEDPACK_HEAL_AMOUNT 100
#define MAX_SENTRY_DISTANCE 256
// For more than four players, adjust the respawn times, up to 1/4.
int adjustRespawnTime(float preRespawnTime, int itemType, int itemTag)
{
float respawnTime = preRespawnTime;
if (itemType == IT_WEAPON)
{
if (itemTag == WP_THERMAL ||
itemTag == WP_TRIP_MINE ||
itemTag == WP_DET_PACK)
{ //special case for these, use ammo respawn rate
respawnTime = RESPAWN_AMMO;
}
}
if (!g_adaptRespawn.integer)
{
return((int)respawnTime);
}
if (level.numPlayingClients > 4)
{ // Start scaling the respawn times.
if (level.numPlayingClients > 32)
{ // 1/4 time minimum.
respawnTime *= 0.25;
}
else if (level.numPlayingClients > 12)
{ // From 12-32, scale from 0.5 to 0.25;
respawnTime *= 20.0 / (float)(level.numPlayingClients + 8);
}
else
{ // From 4-12, scale from 1.0 to 0.5;
respawnTime *= 8.0 / (float)(level.numPlayingClients + 4);
}
}
if (respawnTime < 1.0)
{ // No matter what, don't go lower than 1 second, or the pickups become very noisy!
respawnTime = 1.0;
}
return ((int)respawnTime);
}
#define SHIELD_HEALTH 250
#define SHIELD_HEALTH_DEC 10 // 25 seconds
#define MAX_SHIELD_HEIGHT 254
#define MAX_SHIELD_HALFWIDTH 255
#define SHIELD_HALFTHICKNESS 4
#define SHIELD_PLACEDIST 64
static qhandle_t shieldLoopSound=0;
static qhandle_t shieldAttachSound=0;
static qhandle_t shieldActivateSound=0;
static qhandle_t shieldDeactivateSound=0;
static qhandle_t shieldDamageSound=0;
void ShieldRemove(gentity_t *self)
{
self->think = G_FreeEntity;
self->nextthink = level.time + 100;
// Play kill sound...
G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound);
self->s.loopSound = 0;
return;
}
// Count down the health of the shield.
void ShieldThink(gentity_t *self)
{
self->s.trickedentindex = 0;
self->health -= SHIELD_HEALTH_DEC;
self->nextthink = level.time + 1000;
if (self->health <= 0)
{
ShieldRemove(self);
}
return;
}
// The shield was damaged to below zero health.
void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
{
// Play damaging sound...
G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
ShieldRemove(self);
}
// The shield had damage done to it. Make it flicker.
void ShieldPain(gentity_t *self, gentity_t *attacker, int damage)
{
// Set the itemplaceholder flag to indicate the the shield drawing that the shield pain should be drawn.
self->think = ShieldThink;
self->nextthink = level.time + 400;
// Play damaging sound...
G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound);
self->s.trickedentindex = 1;
return;
}
// Try to turn the shield back on after a delay.
void ShieldGoSolid(gentity_t *self)
{
trace_t tr;
// see if we're valid
self->health--;
if (self->health <= 0)
{
ShieldRemove(self);
return;
}
trap_Trace (&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, self->r.currentOrigin, self->s.number, CONTENTS_BODY );
if(tr.startsolid)
{ // gah, we can't activate yet
self->nextthink = level.time + 200;
self->think = ShieldGoSolid;
trap_LinkEntity(self);
}
else
{ // get hard... huh-huh...
self->s.eFlags &= ~EF_NODRAW;
self->r.contents = CONTENTS_SOLID;
self->nextthink = level.time + 1000;
self->think = ShieldThink;
self->takedamage = qtrue;
trap_LinkEntity(self);
// Play raising sound...
G_AddEvent(self, EV_GENERAL_SOUND, shieldActivateSound);
self->s.loopSound = shieldLoopSound;
}
return;
}
// Turn the shield off to allow a friend to pass through.
void ShieldGoNotSolid(gentity_t *self)
{
// make the shield non-solid very briefly
self->r.contents = 0;
self->s.eFlags |= EF_NODRAW;
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
self->nextthink = level.time + 200;
self->think = ShieldGoSolid;
self->takedamage = qfalse;
trap_LinkEntity(self);
// Play kill sound...
G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound);
self->s.loopSound = 0;
}
// Somebody (a player) has touched the shield. See if it is a "friend".
void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace)
{
if (g_gametype.integer >= GT_TEAM)
{ // let teammates through
// compare the parent's team to the "other's" team
if (self->parent && ( self->parent->client) && (other->client))
{
if (OnSameTeam(self->parent, other))
{
ShieldGoNotSolid(self);
}
}
}
else
{//let the person who dropped the shield through
if (self->parent && self->parent->s.number == other->s.number)
{
ShieldGoNotSolid(self);
}
}
}
// After a short delay, create the shield by expanding in all directions.
void CreateShield(gentity_t *ent)
{
trace_t tr;
vec3_t mins, maxs, end, posTraceEnd, negTraceEnd, start;
int height, posWidth, negWidth, halfWidth = 0;
qboolean xaxis;
int paramData = 0;
static int shieldID;
// trace upward to find height of shield
VectorCopy(ent->r.currentOrigin, end);
end[2] += MAX_SHIELD_HEIGHT;
trap_Trace (&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
height = (int)(MAX_SHIELD_HEIGHT * tr.fraction);
// use angles to find the proper axis along which to align the shield
VectorSet(mins, -SHIELD_HALFTHICKNESS, -SHIELD_HALFTHICKNESS, 0);
VectorSet(maxs, SHIELD_HALFTHICKNESS, SHIELD_HALFTHICKNESS, height);
VectorCopy(ent->r.currentOrigin, posTraceEnd);
VectorCopy(ent->r.currentOrigin, negTraceEnd);
if ((int)(ent->s.angles[YAW]) == 0) // shield runs along y-axis
{
posTraceEnd[1]+=MAX_SHIELD_HALFWIDTH;
negTraceEnd[1]-=MAX_SHIELD_HALFWIDTH;
xaxis = qfalse;
}
else // shield runs along x-axis
{
posTraceEnd[0]+=MAX_SHIELD_HALFWIDTH;
negTraceEnd[0]-=MAX_SHIELD_HALFWIDTH;
xaxis = qtrue;
}
// trace horizontally to find extend of shield
// positive trace
VectorCopy(ent->r.currentOrigin, start);
start[2] += (height>>1);
trap_Trace (&tr, start, 0, 0, posTraceEnd, ent->s.number, MASK_SHOT );
posWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
// negative trace
trap_Trace (&tr, start, 0, 0, negTraceEnd, ent->s.number, MASK_SHOT );
negWidth = MAX_SHIELD_HALFWIDTH * tr.fraction;
// kef -- monkey with dimensions and place origin in center
halfWidth = (posWidth + negWidth)>>1;
if (xaxis)
{
ent->r.currentOrigin[0] = ent->r.currentOrigin[0] - negWidth + halfWidth;
}
else
{
ent->r.currentOrigin[1] = ent->r.currentOrigin[1] - negWidth + halfWidth;
}
ent->r.currentOrigin[2] += (height>>1);
// set entity's mins and maxs to new values, make it solid, and link it
if (xaxis)
{
VectorSet(ent->r.mins, -halfWidth, -SHIELD_HALFTHICKNESS, -(height>>1));
VectorSet(ent->r.maxs, halfWidth, SHIELD_HALFTHICKNESS, height>>1);
}
else
{
VectorSet(ent->r.mins, -SHIELD_HALFTHICKNESS, -halfWidth, -(height>>1));
VectorSet(ent->r.maxs, SHIELD_HALFTHICKNESS, halfWidth, height);
}
ent->clipmask = MASK_SHOT;
// Information for shield rendering.
// xaxis - 1 bit
// height - 0-254 8 bits
// posWidth - 0-255 8 bits
// negWidth - 0 - 255 8 bits
paramData = (xaxis << 24) | (height << 16) | (posWidth << 8) | (negWidth);
ent->s.time2 = paramData;
ent->health = ceil(SHIELD_HEALTH*1);
ent->s.time = ent->health;//???
ent->pain = ShieldPain;
ent->die = ShieldDie;
ent->touch = ShieldTouch;
// see if we're valid
trap_Trace (&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, CONTENTS_BODY );
if (tr.startsolid)
{ // Something in the way!
// make the shield non-solid very briefly
ent->r.contents = 0;
ent->s.eFlags |= EF_NODRAW;
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
ent->nextthink = level.time + 200;
ent->think = ShieldGoSolid;
ent->takedamage = qfalse;
trap_LinkEntity(ent);
}
else
{ // Get solid.
ent->r.contents = CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP;//CONTENTS_SOLID;
ent->nextthink = level.time;
ent->think = ShieldThink;
ent->takedamage = qtrue;
trap_LinkEntity(ent);
// Play raising sound...
G_AddEvent(ent, EV_GENERAL_SOUND, shieldActivateSound);
ent->s.loopSound = shieldLoopSound;
}
ShieldGoSolid(ent);
return;
}
qboolean PlaceShield(gentity_t *playerent)
{
static const gitem_t *shieldItem = NULL;
gentity_t *shield = NULL;
trace_t tr;
vec3_t fwd, pos, dest, mins = {-4,-4, 0}, maxs = {4,4,4};
if (shieldAttachSound==0)
{
shieldLoopSound = G_SoundIndex("sound/movers/doors/forcefield_lp.wav");
shieldAttachSound = G_SoundIndex("sound/weapons/detpack/stick.wav");
shieldActivateSound = G_SoundIndex("sound/movers/doors/forcefield_on.wav");
shieldDeactivateSound = G_SoundIndex("sound/movers/doors/forcefield_off.wav");
shieldDamageSound = G_SoundIndex("sound/effects/bumpfield.wav");
shieldItem = BG_FindItemForHoldable(HI_SHIELD);
}
// can we place this in front of us?
AngleVectors (playerent->client->ps.viewangles, fwd, NULL, NULL);
fwd[2] = 0;
VectorMA(playerent->client->ps.origin, SHIELD_PLACEDIST, fwd, dest);
trap_Trace (&tr, playerent->client->ps.origin, mins, maxs, dest, playerent->s.number, MASK_SHOT );
if (tr.fraction > 0.9)
{//room in front
VectorCopy(tr.endpos, pos);
// drop to floor
VectorSet( dest, pos[0], pos[1], pos[2] - 4096 );
trap_Trace( &tr, pos, mins, maxs, dest, playerent->s.number, MASK_SOLID );
if ( !tr.startsolid && !tr.allsolid )
{
// got enough room so place the portable shield
shield = G_Spawn();
// Figure out what direction the shield is facing.
if (fabs(fwd[0]) > fabs(fwd[1]))
{ // shield is north/south, facing east.
shield->s.angles[YAW] = 0;
}
else
{ // shield is along the east/west axis, facing north
shield->s.angles[YAW] = 90;
}
shield->think = CreateShield;
shield->nextthink = level.time + 500; // power up after .5 seconds
shield->parent = playerent;
// Set team number.
shield->s.otherEntityNum2 = playerent->client->sess.sessionTeam;
shield->s.eType = ET_SPECIAL;
shield->s.modelindex = HI_SHIELD; // this'll be used in CG_Useable() for rendering.
shield->classname = shieldItem->classname;
shield->r.contents = CONTENTS_TRIGGER;
shield->touch = 0;
// using an item causes it to respawn
shield->use = 0; //Use_Item;
// allow to ride movers
shield->s.groundEntityNum = tr.entityNum;
G_SetOrigin( shield, tr.endpos );
shield->s.eFlags &= ~EF_NODRAW;
shield->r.svFlags &= ~SVF_NOCLIENT;
trap_LinkEntity (shield);
shield->s.owner = playerent->s.number;
shield->s.shouldtarget = qtrue;
if (g_gametype.integer >= GT_TEAM)
{
shield->s.teamowner = playerent->client->sess.sessionTeam;
}
else
{
shield->s.teamowner = 16;
}
// Play placing sound...
G_AddEvent(shield, EV_GENERAL_SOUND, shieldAttachSound);
return qtrue;
}
}
// no room
return qfalse;
}
void ItemUse_Binoculars(gentity_t *ent)
{
if (!ent || !ent->client)
{
return;
}
if (ent->client->ps.weaponstate != WEAPON_READY)
{ //So we can't fool it and reactivate while switching to the saber or something.
return;
}
if (ent->client->ps.weapon == WP_SABER)
{ //No.
return;
}
if (ent->client->ps.zoomMode == 0) // not zoomed or currently zoomed with the disruptor
{
ent->client->ps.zoomMode = 2;
ent->client->ps.zoomLocked = qfalse;
ent->client->ps.zoomFov = 40.0f;
}
else if (ent->client->ps.zoomMode == 2)
{
ent->client->ps.zoomMode = 0;
ent->client->ps.zoomTime = level.time;
}
}
void ItemUse_Shield(gentity_t *ent)
{
PlaceShield(ent);
}
//--------------------------
// PERSONAL ASSAULT SENTRY
//--------------------------
#define PAS_DAMAGE 2
void SentryTouch(gentity_t *ent, gentity_t *other, trace_t *trace)
{
return;
}
//----------------------------------------------------------------
void pas_fire( gentity_t *ent )
//----------------------------------------------------------------
{
vec3_t fwd, myOrg, enOrg;
VectorCopy(ent->r.currentOrigin, myOrg);
myOrg[2] += 24;
VectorCopy(ent->enemy->client->ps.origin, enOrg);
enOrg[2] += 24;
VectorSubtract(enOrg, myOrg, fwd);
VectorNormalize(fwd);
myOrg[0] += fwd[0]*16;
myOrg[1] += fwd[1]*16;
myOrg[2] += fwd[2]*16;
WP_FireTurretMissile(&g_entities[ent->boltpoint3], myOrg, fwd, qfalse, 10, 2300, MOD_SENTRY, ent );
G_RunObject(ent);
}
void G_SetEnemy( gentity_t *self, gentity_t *enemy )
{
if (!enemy->client)
{
return;
}
self->enemy = enemy;
}
#define TURRET_RADIUS 800
//-----------------------------------------------------
static qboolean pas_find_enemies( gentity_t *self )
//-----------------------------------------------------
{
qboolean found = qfalse;
int count, i;
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;
int wDisable = 0;
// 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_TOURNAMENT)
{
wDisable = g_duelWeaponDisable.integer;
}
else
{
wDisable = g_weaponDisable.integer;
}
if (ent->item->giType == IT_WEAPON &&
wDisable &&
(wDisable & (1 << ent->item->giTag)))
{
if (g_gametype.integer != GT_JEDIMASTER)
{
G_FreeEntity( ent );
return;
}
}
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) {
G_SpawnFloat( "random", "0", &ent->random );
G_SpawnFloat( "wait", "0", &ent->wait );
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 );
}