sof2-sdk/code/game/g_items.c

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2002-05-24 00:00:00 +00:00
// Copyright (C) 2001-2002 Raven Software
//
#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 25
#define RESPAWN_HEALTH 35
#define RESPAWN_AMMO 40
#define RESPAWN_BACKPACK 40
extern gentity_t *droppedRedFlag;
extern gentity_t *droppedBlueFlag;
//======================================================================
void Add_Ammo (gentity_t *ent, int ammoindex, int count)
{
ent->client->ps.ammo[ammoindex] += count;
if ( ent->client->ps.ammo[ammoindex] > ammoData[ammoindex].max )
{
ent->client->ps.ammo[ammoindex] = ammoData[ammoindex].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 RESPAWN_AMMO;
}
//======================================================================
int Pickup_Weapon (gentity_t *ent, gentity_t *other, qboolean* autoswitch )
{
int quantity;
int weaponNum = ent->item->giTag;
qboolean hasAltAmmo;
hasAltAmmo = BG_WeaponHasAlternateAmmo ( weaponNum );
if ( ent->count < 0 )
{
quantity = 0; // None for you, sir!
}
else
{
if ( ent->count )
{
quantity = ent->count;
}
else
{
quantity = weaponData[weaponNum].attack[ATTACK_NORMAL].clipSize + (weaponData[weaponNum].attack[ATTACK_ALTERNATE].clipSize<<16);
}
}
// Add the ammo in, dont use Add_Ammo because we may temporarily pass the max
// ammo here and add_ammo wont let us do that.
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] += (quantity&0xFF);
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] += ((quantity>>8)&0xFF);
if ( hasAltAmmo )
{
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] += ((quantity>>16)&0xFF);
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] += ((quantity>>24)&0xFF);
}
// If just picked up move some ammo into the clip
if ( !(other->client->ps.stats[STAT_WEAPONS]&(1<<weaponNum)) )
{
// Copy over the clips
other->client->ps.clip[ATTACK_NORMAL][weaponNum] = (quantity&0xFF);
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex] -= other->client->ps.clip[ATTACK_NORMAL][weaponNum];
if ( hasAltAmmo )
{
other->client->ps.clip[ATTACK_ALTERNATE][weaponNum] = ((quantity>>16)&0xFF);
other->client->ps.ammo[weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex] -= other->client->ps.clip[ATTACK_ALTERNATE][weaponNum];
}
if ( other->client->ps.weaponstate != WEAPON_CHARGING &&
other->client->ps.weaponstate != WEAPON_CHARGING_ALT )
{
// Autoswitch the weapon
*autoswitch = qtrue;
}
other->client->ps.firemode[weaponNum] = BG_FindFireMode ( weaponNum, ATTACK_NORMAL, WP_FIREMODE_AUTO );
}
// Call add ammo with 0 ammo to force it to cap it at max
Add_Ammo( other, weaponData[weaponNum].attack[ATTACK_NORMAL].ammoIndex, 0 );
if ( hasAltAmmo )
{
Add_Ammo( other, weaponData[weaponNum].attack[ATTACK_ALTERNATE].ammoIndex, 0 );
}
// add the weapon
other->client->ps.stats[STAT_WEAPONS] |= ( 1 << weaponNum );
return g_weaponRespawn.integer;
}
//======================================================================
int Pickup_Health (gentity_t *ent, gentity_t *other)
{
int quantity;
if ( ent->count )
{
quantity = ent->count;
}
else
{
quantity = ent->item->quantity;
}
other->health += quantity;
if (other->health > MAX_HEALTH )
{
other->health = MAX_HEALTH;
}
other->client->ps.stats[STAT_HEALTH] = other->health;
return RESPAWN_HEALTH;
}
//======================================================================
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] > MAX_ARMOR )
{
other->client->ps.stats[STAT_ARMOR] = MAX_ARMOR;
}
return RESPAWN_ARMOR;
}
//======================================================================
int Pickup_Gametype (gentity_t *ent, gentity_t *other)
{
other->client->ps.stats[STAT_GAMETYPE_ITEMS] |= (1<<ent->item->giTag);
return -1;
}
int Pickup_Backpack ( gentity_t* ent, gentity_t* other )
{
float percent = (float)ent->item->quantity / 100.0f;
int i;
playerState_t *ps;
ps = &other->client->ps;
// Fill up their health
ps->stats[STAT_HEALTH] += MAX_HEALTH * percent;
if ( ps->stats[STAT_HEALTH] > MAX_HEALTH )
{
ps->stats[STAT_HEALTH] = MAX_HEALTH;
}
other->health = ps->stats[STAT_HEALTH];
// Cant get armor when you have goggles
if ( !ps->stats[STAT_GOGGLES] )
{
ps->stats[STAT_ARMOR] += MAX_HEALTH * percent;
if ( ps->stats[STAT_ARMOR] > MAX_ARMOR )
{
ps->stats[STAT_ARMOR] = MAX_ARMOR;
}
}
// Give them some ammo
for ( i = 0; i < MAX_AMMO; i ++ )
{
int maxammo;
maxammo = BG_GetMaxAmmo ( ps, i);
if ( !maxammo || ps->ammo[i] >= maxammo )
{
continue;
}
ps->ammo[i] += Com_Clamp ( 1, maxammo, maxammo * percent );
if ( ps->ammo[i] >= maxammo )
{
ps->ammo[i] = maxammo;
}
}
// Make sure you alwasy get grenades
if ( level.pickupsDisabled )
{
weapon_t weapon = ps->stats[STAT_OUTFIT_GRENADE];
// If the client doesnt even have a greande then we need to give them one
// and fill their clip. They should have already been give ammo
if ( !(ps->stats[STAT_WEAPONS] & (1<<weapon)) )
{
int ammoIndex;
ps->stats[STAT_WEAPONS] |= (1<<weapon);
// Move over the ammo to a clip
ammoIndex = weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex;
ps->ammo[ammoIndex] -= weaponData[weapon].attack[ATTACK_NORMAL].clipSize;
ps->clip[ATTACK_NORMAL][weapon] = weaponData[weapon].attack[ATTACK_NORMAL].clipSize;
}
}
return g_backpackRespawn.integer;
}
/*
===============
RespawnItem
===============
*/
void RespawnItem( gentity_t *ent )
{
// randomly select from teamed entities
if (ent->team)
{
gentity_t *master;
int count;
int choice;
if ( !ent->teammaster )
{
Com_Error( ERR_FATAL, "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->r.svFlags &= ~SVF_NOCLIENT;
trap_LinkEntity (ent);
// 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;
qboolean autoswitch;
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int eventID;
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if (!other->client)
return;
// dead people can't pickup
if (other->health < 1)
return;
// See if teh item can be picked up
if( ent->s.eFlags & EF_NOPICKUP )
{
return;
}
// If its a gametype item the gametype handles it
if ( ent->item->giType == IT_GAMETYPE )
{
// Let the gametype decide if it can be picked up
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if ( !trap_GT_SendEvent ( GTEV_ITEM_TOUCHED, level.time, level.gametypeItems[ent->item->giTag].id, other->s.number, other->client->sess.team, 0, 0 ) )
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{
return;
}
}
// the same pickup rules are used for client side and server side
else if ( !BG_CanItemBeGrabbed( level.gametype, &ent->s, &other->client->ps ) )
{
return;
}
#ifdef _DEBUG
G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
#endif
// Initialize booleans
predict = other->client->pers.predictItemPickup;
autoswitch = qfalse;
// call the item-specific pickup function
switch( ent->item->giType )
{
case IT_WEAPON:
respawn = Pickup_Weapon(ent, other, &autoswitch );
break;
case IT_AMMO:
respawn = Pickup_Ammo(ent, other);
break;
case IT_ARMOR:
respawn = Pickup_Armor(ent, other);
break;
case IT_HEALTH:
respawn = Pickup_Health(ent, other);
break;
case IT_GAMETYPE:
respawn = Pickup_Gametype(ent, other);
predict = qfalse;
break;
case IT_BACKPACK:
respawn = Pickup_Backpack(ent,other);
predict = qfalse;
break;
default:
return;
}
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if ( !respawn && !(ent->flags & FL_DROPPED_ITEM) )
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{
return;
}
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eventID = EV_ITEM_PICKUP;
if ( other->client && (other->client->ps.pm_flags & PMF_DUCKED ) )
{
eventID = EV_ITEM_PICKUP_QUIET;
}
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// play the normal pickup sound
if (predict)
{
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G_AddPredictableEvent( other, eventID, ent->s.modelindex | (autoswitch?ITEM_AUTOSWITCHBIT:0) );
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}
else
{
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G_AddEvent( other, eventID, ent->s.modelindex | (autoswitch?ITEM_AUTOSWITCHBIT:0) );
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}
// 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.
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
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
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;
// Gametype items must be spawned using the spawn mission item function
if ( item->giType == IT_GAMETYPE )
{
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dropped = G_SpawnGametypeItem ( item->pickup_name, qtrue, origin );
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dropped->nextthink = 0;
}
else
{
dropped = G_Spawn();
dropped->think = G_FreeEntity;
dropped->nextthink = level.time + 30000;
}
if ( !dropped )
{
return NULL;
}
dropped->s.eType = ET_ITEM;
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
dropped->classname = item->classname;
dropped->item = item;
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;
dropped->flags = FL_DROPPED_ITEM;
trap_LinkEntity (dropped);
return dropped;
}
/*
================
G_DropItem
Spawns an item and tosses it forward
================
*/
gentity_t *G_DropItem( gentity_t *ent, gitem_t *item, float angle )
{
vec3_t velocity;
vec3_t angles;
gentity_t* dropped;
VectorCopy( ent->s.apos.trBase, angles );
angles[YAW] += angle;
angles[PITCH] = 0; // always forward
AngleVectors( angles, velocity, NULL, NULL );
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VectorScale( velocity, 100, velocity );
velocity[2] += 100 + crandom() * 50;
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dropped = LaunchItem( item, ent->r.currentOrigin, velocity );
if ( item->giType == IT_GAMETYPE )
{
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trap_GT_SendEvent ( GTEV_ITEM_DROPPED, level.time, level.gametypeItems[item->giTag].id, ent->s.number, 0, 0, 0 );
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}
return dropped;
}
/*
=================
G_EnablePickup
Re-enables pickup on a entity that has it disabled
=================
*/
void G_EnablePickup ( gentity_t* ent )
{
ent->s.eFlags &= ~EF_NOPICKUP;
// If this is a no respawn game we can keep the weapons around till round end
if ( level.gametypeData->respawnType == RT_NONE )
{
return;
}
// Go away in 30 seconds
ent->think = G_FreeEntity;
ent->nextthink = level.time + 30000;
}
/*
=================
G_IsAmmoBeingShared
determins if the given ammo index is being shared by any other weapon in the players
inventory. Excluding the specified weapon
=================
*/
qboolean G_IsAmmoBeingShared ( gentity_t* ent, int ammoIndex, weapon_t exclude )
{
weapon_t weapon;
// Need to figure out if this guy has any other guns that use the ammo for the gun
// being dropped.
for ( weapon = WP_KNIFE + 1; weapon < WP_NUM_WEAPONS; weapon ++ )
{
// Does the player have this weapon?
if ( !(ent->client->ps.stats[STAT_WEAPONS] & (1<<weapon) ) )
{
continue;
}
// Dont include the weapon being dropped
if ( exclude == weapon )
{
continue;
}
// Does this attack use the specified ammo?
if ( weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex == ammoIndex )
{
return qtrue;
}
// Does this attack use the specified ammo?
if ( weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex == ammoIndex )
{
return qtrue;
}
}
return qfalse;
}
/*
=================
G_DropWeapon
Drops the weapon and all its ammo
=================
*/
gentity_t* G_DropWeapon ( gentity_t* ent, weapon_t weapon, int pickupDelay )
{
gentity_t* dropped;
gitem_t* item;
vec3_t angles;
if ( weapon <= WP_KNIFE || weapon >= WP_NUM_WEAPONS )
{
return NULL;
}
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// Make sure they have the weapon
if ( !(ent->client->ps.stats[STAT_WEAPONS] & (1<<weapon) ) )
{
return NULL;
}
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// No more outfitting changes
ent->client->noOutfittingChange = qtrue;
// find the item type for this weapon
item = BG_FindWeaponItem ( weapon );
// spawn the item
dropped = G_DropItem( ent, item, 0 );
// Pack all the ammo into the count field
dropped->s.angles[YAW] = rand()%360;
dropped->count = (ent->client->ps.clip[ATTACK_NORMAL][weapon]&0xFF);
// If the ammo isnt being shared then send it all with the gun
if ( !G_IsAmmoBeingShared ( ent, weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex, weapon ) )
{
dropped->count += ((ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex]<<8) & 0xFF00);
ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex] = 0;
}
// Dont bother if the weapon doesnt have alternate ammo
if ( BG_WeaponHasAlternateAmmo ( weapon ) )
{
dropped->count += ((ent->client->ps.clip[ATTACK_ALTERNATE][weapon] << 16) & 0xFF0000 );
// If the ammo isnt being shared then send it all with the gun
if ( !G_IsAmmoBeingShared ( ent, weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex, weapon ) )
{
dropped->count += ((ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex] << 24) & 0xFF000000 );
ent->client->ps.ammo[weaponData[weapon].attack[ATTACK_ALTERNATE].ammoIndex] = 0;
}
}
// Clear the clips
ent->client->ps.clip[ATTACK_NORMAL][weapon] = 0;
ent->client->ps.clip[ATTACK_ALTERNATE][weapon] = 0;
// Take the weapon away
ent->client->ps.stats[STAT_WEAPONS] &= ~(1<<weapon);
// if the gun is empty then just kill it soon after its dropped
if ( !dropped->count )
{
dropped->nextthink = level.time + 2500;
dropped->think = G_FreeEntity;
dropped->s.eFlags |= EF_NOPICKUP;
}
// Dont allow the item to be picked up againt for 3 seconds if in a no pickup game, otherwise
// let them pick it up immediately
else if ( pickupDelay )
{
dropped->nextthink = level.time + 3000;
dropped->s.eFlags |= EF_NOPICKUP;
dropped->think = G_EnablePickup;
}
// Always need a tad bit of delay on pickup for prediction issues
else
{
dropped->nextthink = level.time + 200;
dropped->s.eFlags |= EF_NOPICKUP;
dropped->think = G_EnablePickup;
}
// Throw the gun forward
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0;
// Some random velocity
AngleVectors( angles, ent->s.pos.trDelta, NULL, NULL );
VectorScale( ent->s.pos.trDelta, 150, ent->s.pos.trDelta );
ent->s.pos.trDelta[2] += 200 + random() * 50;
return dropped;
}
/*
================
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;
vec3_t src;
// gitem_t *item;
VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
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;
}
*/
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if ( ent->item->giType != IT_GAMETYPE && (ent->spawnflags & 1) )
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{
// suspended
G_SetOrigin( ent, ent->s.origin );
}
else
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{
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// drop to floor
VectorSet( src, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] + 1 );
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, src, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid )
{
Com_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEntity( ent );
return;
}
// 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;
}
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// Gametype items are broadcast
if ( ent->item->giType == IT_GAMETYPE )
{
ent->r.svFlags |= SVF_BROADCAST;
}
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trap_LinkEntity (ent);
}
qboolean itemRegistered[MAX_ITEMS];
/*
==============
ClearRegisteredItems
==============
*/
void ClearRegisteredItems( void )
{
memset( itemRegistered, 0, sizeof( itemRegistered ) );
// players always start with the base weapon
RegisterItem( BG_FindWeaponItem ( WP_FIRST_RANGED_WEAPON ) );
RegisterItem( BG_FindWeaponItem ( WP_KNIFE ) );
}
/*
===============
RegisterItem
The item will be added to the precache list
===============
*/
void RegisterItem( gitem_t *item )
{
if ( !item )
{
Com_Printf( "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;
Com_Printf( "%i items registered\n", count );
trap_SetConfigstring(CS_ITEMS, string);
}
/*
============
G_ItemDisabled
============
*/
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qboolean G_ItemDisabled( gitem_t *item )
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{
char name[128];
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int val;
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Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
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val = trap_Cvar_VariableIntegerValue( name );
if ( !val )
{
return qfalse;
}
if ( val == 2 )
{
if ( !level.gametypeData->pickupsDisabled )
{
return qfalse;
}
}
return qtrue;
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}
/*
============
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)
{
// Weapons can be disabled
if ( item->giType == IT_WEAPON )
{
if ( !BG_IsWeaponAvailableForOutfitting ( item->giTag, 1 ) )
{
return;
}
}
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;
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ent->physicsBounce = 0.2f; // items are bouncy
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}
/*
================
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 );
// 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;
}
/*
================
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;
}
// FIXME: avoid this for stationary?
trap_LinkEntity( ent );
// 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 )
{
// Gametype items are reported to the gametype when they are stuck like this
if ( ent->item && ent->item->giType == IT_GAMETYPE )
{
// Let the gametype handle the problem, if it doenst handle it and return 1 then
// just reset the gametype item
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if ( !trap_GT_SendEvent ( GTEV_ITEM_STUCK, level.time, level.gametypeItems[ent->item->giTag].id, 0, 0, 0, 0 ) )
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{
G_ResetGametypeItem ( ent->item );
}
}
G_FreeEntity( ent );
return;
}
G_BounceItem( ent, &tr );
}
gentity_t *CreateWeaponPickup(vec3_t pos,weapon_t weapon)
{
gentity_t *dropped;
gitem_t *item;
if ( weapon < WP_KNIFE || weapon >= WP_NUM_WEAPONS )
{
return 0;
}
item = BG_FindWeaponItem (weapon);
if(!item)
{
return(0);
}
dropped = G_Spawn();
dropped->s.eType = ET_ITEM;
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
dropped->classname = item->classname;
dropped->item = item;
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, pos );
dropped->s.pos.trType = TR_GRAVITY;
dropped->s.pos.trTime = level.time;
VectorSet( dropped->s.pos.trDelta,0.0,0.0,0.0);
dropped->s.eFlags |= EF_BOUNCE_HALF;
dropped->flags = FL_DROPPED_ITEM;
trap_LinkEntity (dropped);
return dropped;
}