// Copyright (C) 1999-2000 Id Software, Inc. // // bg_misc.c -- both games misc functions, all completely stateless #include "q_shared.h" #include "bg_public.h" int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); void trap_FS_FCloseFile( fileHandle_t f ); void trap_FS_Read( void *buffer, int len, fileHandle_t f ); // If you change these: PLEASE CHANGE THE COMMENTS ON THE AMMO PICKUPS, WHICH DETAIL THE QUANTITY IN THE CLIP #define AMMO_PHASER_CLIP 50 #define AMMO_COMPRESSION_CLIP 32 #define AMMO_IMOD_CLIP 15 #define AMMO_SCAVENGER_CLIP 30 #define AMMO_STASIS_CLIP 15 #define AMMO_GRENADE_CLIP 10 #define AMMO_TETRION_CLIP 40 #define AMMO_QUANTUM_CLIP 6 #define AMMO_DREADNOUGHT_CLIP 40 char races[256]; int Max_Ammo[WP_NUM_WEAPONS] = { 0, // WP_NONE, 50, // WP_PHASER, !! this should match PHASER_AMMO_MAX defined in bg_public 128, // WP_COMPRESSION_RIFLE, 60, // WP_IMOD, 100, // WP_SCAVENGER_RIFLE, 50, // WP_STASIS, 30, // WP_GRENADE_LAUNCHER, 120, // WP_TETRION_DISRUPTOR, 20, // WP_QUANTUM_BURST, 120 // WP_DREADNOUGHT, }; /*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION. The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. If an item is the target of another entity, it will not spawn in until fired. An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. "notfree" if set to 1, don't spawn in free for all games "notteam" if set to 1, don't spawn in team games "notsingle" if set to 1, don't spawn in single player games "wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. "random" random number of plus or minus seconds varied from the respawn time "count" override quantity or duration on most items. */ gitem_t bg_itemlist[] = { { NULL, //char *classname; // spawning name NULL, //char *pickup_sound; NULL, //char *world_model; NULL, //char *view_model; /* icon */ NULL, //char *icon; /* pickup */ NULL, //char *pickup_name; // for printing on pickup 0, //int quantity; // for ammo how much, or duration of powerup 0, //itemType_t giType; // IT_* flags 0, //int giTag; /* precache */ "", //char *precaches; // string of all models and images this item will use /* sounds */ "" //char *sounds; // string of all sounds this item will use }, // leave index 0 alone // // WEAPONS // /*QUAKED weapon_phaser (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_phaser", "sound/weapons/w_pkup.wav", "models/weapons2/phaser/phaser_w.md3", //world "models/weapons2/phaser/phaser.md3", //view /* icon */ "icons/w_icon_phaser", /* pickup */ "Phaser", AMMO_PHASER_CLIP, IT_WEAPON, WP_PHASER, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_compressionrifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_compressionrifle", "sound/weapons/w_pkup.wav", "models/weapons2/prifle/prifle_w.md3", //world "models/weapons2/prifle/prifle.md3", //view /* icon */ "icons/w_icon_rifle", /* pickup */ "Phaser Compression Rifle", AMMO_COMPRESSION_CLIP, IT_WEAPON, WP_COMPRESSION_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_imod", "sound/weapons/w_pkup.wav", "models/weapons2/imod/imod2_w.md3", //world "models/weapons2/imod/imod2.md3", //view /* icon */ "icons/w_icon_imod", /* pickup */ "I-MOD", AMMO_IMOD_CLIP, IT_WEAPON, WP_IMOD, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_scavenger", "sound/weapons/w_pkup.wav", "models/weapons2/scavenger/scavenger_w.md3", //world "models/weapons2/scavenger/scavenger.md3", //view /* icon */ "icons/w_icon_scav", /* pickup */ "Scavenger Weapon", AMMO_SCAVENGER_CLIP, IT_WEAPON, WP_SCAVENGER_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_stasisweapon (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_stasisweapon", "sound/weapons/w_pkup.wav", "models/weapons2/stasis/stasis_w.md3", //world "models/weapons2/stasis/stasis.md3", //view /* icon */ "icons/w_icon_stasis", /* pickup */ "Stasis Weapon", AMMO_STASIS_CLIP, IT_WEAPON, WP_STASIS, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_grenadelauncher", "sound/weapons/w_pkup.wav", "models/weapons2/launcher/launcher_w.md3", //world "models/weapons2/launcher/launcher.md3", //view /* icon */ "icons/w_icon_grenade", /* pickup */ "Compound Grenade Launcher", AMMO_GRENADE_CLIP, IT_WEAPON, WP_GRENADE_LAUNCHER, /* precache */ "", /* sounds */ "sound/weapons/glauncher/bounce1.wav sound/weapons/glauncher/bounce2.wav" }, /*QUAKED weapon_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_tetriondisruptor", "sound/weapons/w_pkup.wav", "models/weapons2/tpd/tpd_w.md3",//world "models/weapons2/tpd/tpd.md3", //view /* icon */ "icons/w_icon_tetrion", /* pickup */ "Tetryon Pulse Disruptor", AMMO_TETRION_CLIP, IT_WEAPON, WP_TETRION_DISRUPTOR, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_quantumburst", "sound/weapons/w_pkup.wav", "models/weapons2/q_burst/q_burst_w.md3", //world "models/weapons2/q_burst/q_burst.md3", //view /* icon */ "icons/w_icon_quantum", /* pickup */ "Photon Burst", AMMO_QUANTUM_CLIP, IT_WEAPON, WP_QUANTUM_BURST, /* precache */ "", /* sounds */ "" }, /*QUAKED weapon_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "weapon_dreadnought", "sound/weapons/w_pkup.wav", "models/weapons2/arc_welder/arc_w.md3", //world "models/weapons2/arc_welder/arc.md3", //view /* icon */ "icons/w_icon_dreadnought", /* pickup */ "Arc Welder", AMMO_DREADNOUGHT_CLIP, IT_WEAPON, WP_DREADNOUGHT, /* precache */ "", /* sounds */ "" }, // // AMMO ITEMS // /*QUAKED ammo_compressionrifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 32 ammo for the compression rifle */ { "ammo_compressionrifle", "sound/player/pickupenergy.wav", "models/powerups/trek/prifle_ammo.md3", //world NULL, /* icon */ "icons/dm_phaser_sm", /* pickup */ "Phaser Compression Rifle Ammo", AMMO_COMPRESSION_CLIP, IT_AMMO, WP_COMPRESSION_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_imod (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 15 ammo for the I-MOD */ { "ammo_imod", "sound/player/pickupenergy.wav", "models/powerups/trek/imod_ammo.md3", //world NULL, /* icon */ "icons/dm_imod", /* pickup */ "I-MOD Ammo", AMMO_IMOD_CLIP, IT_AMMO, WP_IMOD, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_scavenger (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 30 ammo for the scavenger rifle */ { "ammo_scavenger", "sound/player/pickupenergy.wav", "models/powerups/trek/scavenger_ammo.md3", //world NULL, /* icon */ "icons/dm_scav", /* pickup */ "Scavenger Weapon Ammo", AMMO_SCAVENGER_CLIP, IT_AMMO, WP_SCAVENGER_RIFLE, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_stasis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 15 ammo for the stasis weapon */ { "ammo_stasis", "sound/player/pickupenergy.wav", "models/powerups/trek/stasis_ammo.md3", //world NULL, /* icon */ "icons/dm_stasis_sm", /* pickup */ "Stasis Weapon Ammo", AMMO_STASIS_CLIP, IT_AMMO, WP_STASIS, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 10 ammo for the grenade launcher */ { "ammo_grenades", "sound/player/pickupenergy.wav", "models/powerups/trek/glauncher_ammo.md3", //world NULL, /* icon */ "icons/dm_glauncher_sm", /* pickup */ "Compound Grenade Launcher Ammo", AMMO_GRENADE_CLIP, IT_AMMO, WP_GRENADE_LAUNCHER, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_tetriondisruptor (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 40 ammo for the tetrYon disruptor */ { "ammo_tetriondisruptor", "sound/player/pickupenergy.wav", "models/powerups/trek/tetrion_ammo.md3", //world NULL, /* icon */ "icons/dm_tetrion_sm", /* pickup */ "Tetryon Pulse Disruptor Ammo", AMMO_TETRION_CLIP, IT_AMMO, WP_TETRION_DISRUPTOR, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_quantumburst (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 6 ammo for the quantum burst weapon */ { "ammo_quantumburst", "sound/player/pickupenergy.wav", "models/powerups/trek/torpedo.md3", //world NULL, /* icon */ "icons/dm_torpedo_sm", /* pickup */ "Photon Burst Ammo", AMMO_QUANTUM_CLIP, IT_AMMO, WP_QUANTUM_BURST, /* precache */ "", /* sounds */ "" }, /*QUAKED ammo_dreadnought (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 40 ammo for the dreadnought/arc welder */ { "ammo_dreadnought", "sound/player/pickupenergy.wav", "models/powerups/trek/arc_ammo.md3", //world NULL, /* icon */ "icons/dm_a_arc_sm", /* pickup */ "Arc Welder Ammo", AMMO_DREADNOUGHT_CLIP, IT_AMMO, WP_DREADNOUGHT, /* precache */ "", /* sounds */ "" }, // // ARMOR // /*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 5 points of shields */ { "item_armor_shard", "sound/player/pickupenergy.wav", "models/powerups/trek/armor_shard.md3", //world NULL, /* icon */ "icons/icon_shards", /* pickup */ "Incremental Shield Boost", 5, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 50 points of shields */ { "item_armor_combat", "sound/player/pickupenergy.wav", "models/powerups/trek/armor.md3", //world NULL, /* icon */ "icons/dm_armor_sm", /* pickup */ "Personal Deflector Screen", 50, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 100 points of shields */ { "item_armor_body", "sound/player/suitenergy.wav", "models/powerups/trek/armor2.md3", //world NULL, /* icon */ "icons/dm_superarmor_sm", /* pickup */ "Isokinetic Deflector Screen", 100, IT_ARMOR, 0, /* precache */ "", /* sounds */ "" }, // // HEALTH // /*QUAKED item_hypo_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 5 points of health, max of 200 */ { "item_hypo_small", "sound/player/pickuphealth.wav", "models/powerups/trek/hypo_single.md3", //world NULL, /* icon */ "icons/dm_health_sm", /* pickup */ "Booster Hypospray", 5, IT_HEALTH, 0, /* precache */ "", /* sounds */ "" }, /*QUAKED item_hypo (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 25 points of health, max of 100 */ { "item_hypo", "sound/player/suithealth.wav", "models/powerups/trek/hypo_double.md3", //world NULL, /* icon */ "icons/dm_health2_sm", /* pickup */ "Emergency Hypospray", 25, IT_HEALTH, 0, /* precache */ "", /* sounds */ "" }, // // HOLDABLE ITEMS // /*QUAKED holdable_transporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended pick it up and it stays in your inventory until used, at which time you drop it in front of you and it still kind of resides in your inventory. when you use it _again_ it activates and anyone can walk through the transporter. */ { "holdable_transporter", "sound/items/holdable.wav", "models/powerups/trek/transporter.md3", //world NULL, /* icon */ "icons/dm_transport_sm", /* pickup */ "Personal Transporter Device", 60, IT_HOLDABLE, HI_TRANSPORTER, /* precache */ "", /* sounds */ "" }, /*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended pick it up and it stays in your inventory until used, at which time it sets your health to 100 */ { "holdable_medkit", "sound/items/holdable.wav", "models/powerups/trek/med_kit.md3", //world NULL, /* icon */ "icons/dm_health3_sm", /* pickup */ "Portable Medkit", 60, IT_HOLDABLE, HI_MEDKIT, /* precache */ "", /* sounds */ "sound/items/use_medkit.wav" }, // // POWERUP ITEMS // /*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended multiplies your weapon's damage for 30 seconds */ { "item_quad", "sound/items/quaddamage.wav", "models/powerups/trek/quad_damage.md3", //world NULL, /* icon */ "icons/dm_quad", /* pickup */ "Quantum Weapon Enhancer", 30, IT_POWERUP, PW_QUAD, /* precache */ "", /* sounds */ "sound/items/damage3.wav" }, /*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 20 seconds of invulnerability */ { "item_enviro", "sound/items/protect.wav", "models/powerups/trek/armor3.md3", //world NULL, /* icon */ "icons/envirosuit", /* pickup */ "Metaphasic Shielding", 20, IT_POWERUP, PW_BATTLESUIT, /* precache */ "", /* sounds */ "sound/items/protect3.wav" }, /*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended for 30 seconds you run at %150 of your normal speed and your firing delays are 3/4 as long */ { "item_haste", "sound/items/haste.wav", "models/powerups/trek/haste.md3", //world NULL, /* icon */ "icons/dm_haste", /* pickup */ "Temporal Accelerator", 30, IT_POWERUP, PW_HASTE, /* precache */ "", /* sounds */ "" }, /*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 20 seconds of invisibility */ { "item_invis", "sound/items/invisibility.wav", "models/powerups/trek/invisible.md3", //world NULL, /* icon */ "icons/dm_invisibility", /* pickup */ "Personal Cloaking Device", 20, IT_POWERUP, PW_INVIS, /* precache */ "", /* sounds */ "" }, /*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended for 30 seconds you get 5 health every second, up to 200 health */ { "item_regen", "sound/items/regeneration.wav", "models/powerups/trek/regen.md3", //world NULL, /* icon */ "icons/regen", /* pickup */ "Nano-Regenerative Protoplasmer", 30, IT_POWERUP, PW_REGEN, /* precache */ "", /* sounds */ "sound/items/regen.wav" }, /*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 30 seconds of flight */ { "item_flight", "sound/items/flight.wav", "models/powerups/trek/flight.md3", //world NULL, /* icon */ "icons/dm_flight", /* pickup */ "Anti-Gravity Pack", 30, IT_POWERUP, PW_FLIGHT, /* precache */ "", /* sounds */ "sound/items/flight.wav" }, /*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) Only in CTF games */ { "team_CTF_redflag", "sound/voice/computer/misc/haveflag.wav", "models/flags/flag_red.md3", //world !! must match cg_main media and botfiles/items.c !! NULL, /* icon */ "icons/iconf_red", /* pickup */ "Red Flag", 0, IT_TEAM, PW_REDFLAG, /* precache */ "", /* sounds */ "sound/voice/computer/misc/stolen.wav sound/voice/computer/misc/stolen_e.wav sound/voice/computer/misc/returned.wav sound/voice/computer/misc/returned_e.wav" }, /*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) Only in CTF games */ { "team_CTF_blueflag", "sound/voice/computer/misc/haveflag.wav", "models/flags/flag_blue.md3",//must match cg_main media and botfiles/items.c NULL, /* icon */ "icons/iconf_blu", /* pickup */ "Blue Flag", 0, IT_TEAM, PW_BLUEFLAG, /* precache */ "", /* sounds */ "sound/voice/computer/misc/dropped.wav sound/voice/computer/misc/dropped_e.wav sound/voice/computer/misc/scored.wav sound/voice/computer/misc/scored_e.wav" }, /*QUAKED holdable_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) suspended BLAMMO! */ { "holdable_detpack", "sound/player/pickupenergy.wav", "models/powerups/trek/detpak.md3", //world NULL, /* icon */ "icons/icon_detpack", /* pickup */ "Ultritium Explosive Charge", 1, // 5, IT_HOLDABLE, HI_DETPACK, /* precache */ "", /* sounds */ "sound/weapons/detpacklatch.wav sound/weapons/explosions/detpakexplode.wav" }, /*QUAKED item_seeker (.3 .3 1) (-16 -16 -16) (16 16 16) suspended 30 seconds of seeker drone */ { "item_seeker", "sound/player/pickupenergy.wav", "models/powerups/trek/flyer.md3", //world NULL, /* icon */ "icons/icon_seeker", /* pickup */ "Seeker Drone", 30, IT_POWERUP, PW_SEEKER, /* precache */ "", /* sounds */ "" }, /*QUAKED holdable_shield (.3 .3 1) (-16 -16 -16) (16 16 16) suspended About 25 seconds or 250 hit points of a portashield. */ { "holdable_shield", "sound/player/pickupenergy.wav", "models/powerups/trek/shield_gen.md3", //world NULL, /* icon */ "icons/icon_shield", /* pickup */ "Portable Force Field", 1, IT_HOLDABLE, HI_SHIELD, /* precache */ "", /* sounds */ "sound/weapons/detpacklatch.wav sound/movers/forceup.wav sound/ambience/spark5.wav" }, /*QUAKED Holographic_decoy (.3 .3 1) (-16 -16 -16) (16 16 16) suspended About 1 minute of a holographic decoy. */ { "Holographic_decoy", "sound/items/holdable.wav", "models/powerups/trek/decoy.md3", //world NULL, /* icon */ "icons/icon_decoy", /* pickup */ "Holographic Decoy", 1, IT_HOLDABLE, HI_DECOY, /* precache */ "", /* sounds */ "" }, // end of list marker {NULL} }; int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1; /* ============== BG_FindItemWithClassname ============== */ gitem_t *BG_FindItemWithClassname(const char *name) { int i = 0; gitem_t *item = NULL; if ( (NULL == name) || (0 == name[0]) ) { return NULL; } for (i = 0; i < bg_numItems; i++) { item = &bg_itemlist[i]; if (!strcmp(name, item->classname)) { return item; } } return NULL; } /* ============== BG_FindClassnameForHoldable ============== */ char *BG_FindClassnameForHoldable(holdable_t pw) { gitem_t *item = BG_FindItemForHoldable(pw); if (item) { return item->classname; } return NULL; } /* ============== BG_FindItemForPowerup ============== */ gitem_t *BG_FindItemForPowerup( powerup_t pw ) { int i; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( (bg_itemlist[i].giType == IT_POWERUP || bg_itemlist[i].giType == IT_TEAM) && bg_itemlist[i].giTag == pw ) { return &bg_itemlist[i]; } } return NULL; } /* ============== BG_FindItemForHoldable ============== */ gitem_t *BG_FindItemForHoldable( holdable_t pw ) { int i; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) { return &bg_itemlist[i]; } } Com_Error( ERR_DROP, "HoldableItem not found" ); return NULL; } /* =============== BG_FindItemForWeapon =============== */ gitem_t *BG_FindItemForWeapon( weapon_t weapon ) { gitem_t *it; for ( it = bg_itemlist + 1 ; it->classname ; it++) { if ( it->giType == IT_WEAPON && it->giTag == weapon ) { return it; } } Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); return NULL; } /* =============== BG_FindItem =============== */ gitem_t *BG_FindItem( const char *pickupName ) { gitem_t *it; for ( it = bg_itemlist + 1 ; it->classname ; it++ ) { if ( !Q_stricmp( it->pickup_name, pickupName ) ) return it; } return NULL; } /* ============ BG_PlayerTouchesItem Items can be picked up without actually touching their physical bounds to make grabbing them easier ============ */ qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { vec3_t origin; BG_EvaluateTrajectory( &item->pos, atTime, origin ); // we are ignoring ducked differences here if ( ps->origin[0] - origin[0] > 44 || ps->origin[0] - origin[0] < -50 || ps->origin[1] - origin[1] > 36 || ps->origin[1] - origin[1] < -36 || ps->origin[2] - origin[2] > 36 || ps->origin[2] - origin[2] < -36 ) { return qfalse; } return qtrue; } /* ================ BG_CanItemBeGrabbed Returns false if the item should not be picked up. This needs to be the same for client side prediction and server use. ================ */ qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps ) { gitem_t *item; //_______________________________________________________________ /* SYNC with g_items global var int Max_Ammo[WP_NUM_WEAPONS] = { 0, // WP_NONE, 50, // WP_PHASER, !! this should match PHASER_AMMO_MAX defined in bg_public 128, // WP_COMPRESSION_RIFLE, 60, // WP_IMOD, 100, // WP_SCAVENGER_RIFLE, 50, // WP_STASIS, 30, // WP_GRENADE_LAUNCHER, 120, // WP_TETRION_DISRUPTOR, 20, // WP_QUANTUM_BURST, 120 // WP_DREADNOUGHT, }; //_______________________________________________________________ */ if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); } // The player used to not be able to pickup stuff when ghosted. Now it automatically unghosts them. // if (ps->powerups[PW_GHOST]) // { // return qfalse; // } item = &bg_itemlist[ent->modelindex]; switch( item->giType ) { case IT_WEAPON: if ( ent->eFlags & EF_DEAD ) { return qtrue;} // drop weapons are always pick-up-able and will give ammo if ( ps->stats[STAT_WEAPONS] & (1 << item->giTag) ) { return qfalse;} // do not pick up a weapon we already have else { return qtrue;} case IT_AMMO: if ( ps->ammo[ item->giTag ] >= Max_Ammo[ item->giTag ]) { return qfalse; // can't hold any more } return qtrue; case IT_ARMOR: // we also clamp armor to the maxhealth for handicapping if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { return qfalse; } return qtrue; case IT_HEALTH: // small and mega healths will go over the max, otherwise // don't pick up if already at max if ( item->quantity == 5 || item->quantity == 100 ) { if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { return qfalse; } return qtrue; } if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) { return qfalse; } return qtrue; case IT_POWERUP: return qtrue; // powerups are always picked up case IT_TEAM: // team items, such as flags // ent->modelindex2 is non-zero on items if they are dropped // we need to know this because we can pick up our dropped flag (and return it) // but we can't pick up our flag at base if (ps->persistant[PERS_TEAM] == TEAM_RED) { if (item->giTag == PW_BLUEFLAG || (item->giTag == PW_REDFLAG && ent->modelindex2) || (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG])) return qtrue; } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) { if (item->giTag == PW_REDFLAG || (item->giTag == PW_BLUEFLAG && ent->modelindex2) || (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG])) return qtrue; } return qfalse; case IT_HOLDABLE: // can only hold one item at a time if ( ps->stats[STAT_HOLDABLE_ITEM] ) { return qfalse; } return qtrue; case IT_BAD: Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" ); } return qfalse; } //====================================================================== /* ================ BG_EvaluateTrajectory ================ */ void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorCopy( tr->trBase, result ); break; case TR_LINEAR: deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = sin( deltaTime * M_PI * 2 ); VectorMA( tr->trBase, phase, tr->trDelta, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { atTime = tr->trTime + tr->trDuration; } deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds if ( deltaTime < 0 ) { deltaTime = 0; } VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity... break; default: Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime ); break; } } /* ================ BG_EvaluateTrajectoryDelta For determining velocity at a given time ================ */ void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) { float deltaTime; float phase; switch( tr->trType ) { case TR_STATIONARY: case TR_INTERPOLATE: VectorClear( result ); break; case TR_LINEAR: VectorCopy( tr->trDelta, result ); break; case TR_SINE: deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos phase *= 0.5; VectorScale( tr->trDelta, phase, result ); break; case TR_LINEAR_STOP: if ( atTime > tr->trTime + tr->trDuration ) { VectorClear( result ); return; } VectorCopy( tr->trDelta, result ); break; case TR_GRAVITY: deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds VectorCopy( tr->trDelta, result ); result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity... break; default: Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); break; } } /* =============== BG_AddPredictableEventToPlayerstate Handles the sequence numbers =============== */ void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) { ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent; ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm; ps->eventSequence++; } /* ======================== BG_PlayerStateToEntityState This is done after each set of usercmd_t on the server, and after local prediction on the client ======================== */ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) { int i; if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { s->eType = ET_INVISIBLE; } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { s->eType = ET_INVISIBLE; } else { s->eType = ET_PLAYER; } s->number = ps->clientNum; s->pos.trType = TR_INTERPOLATE; VectorCopy( ps->origin, s->pos.trBase ); if ( snap ) { SnapVector( s->pos.trBase ); } s->apos.trType = TR_INTERPOLATE; VectorCopy( ps->viewangles, s->apos.trBase ); if ( snap ) { SnapVector( s->apos.trBase ); } s->angles2[YAW] = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number // so corpses can also reference the proper config s->eFlags = ps->eFlags; if ( ps->stats[STAT_HEALTH] <= 0 ) { s->eFlags |= EF_DEAD; } else { s->eFlags &= ~EF_DEAD; } if ( ps->externalEvent ) { s->event = ps->externalEvent; s->eventParm = ps->externalEventParm; } else { int seq; seq = (ps->eventSequence-1) & (MAX_PS_EVENTS-1); s->event = ps->events[ seq ] | ( ( ps->eventSequence & 3 ) << 8 ); s->eventParm = ps->eventParms[ seq ]; } s->weapon = ps->weapon; s->groundEntityNum = ps->groundEntityNum; s->powerups = 0; for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { if ( ps->powerups[ i ] ) { s->powerups |= 1 << i; } } } #define MAX_ITEMNAMES 40 const char *itemnames[MAX_ITEMNAMES] = { "nothing", "WEAPON_PHASER", "WEAPON_COMPRESSIONRIFLE", "WEAPON_IMOD", "WEAPON_SCAVENGERRIFLE", "WEAPON_STASIS", "WEAPON_GRENADELAUNCHER", "WEAPON_DISRUPTOR", "WEAPON_QUANTUM", "WEAPON_DREADNOUGHT", "AMMO_COMPRESSIONRIFLE", "AMMO_IMOD", "AMMO_SCAVENGERRIFLE", "AMMO_STASIS", "AMMO_GRENADELAUNCHER", "AMMO_DISRUPTOR", "AMMO_QUANTUM", "AMMO_DREADNOUGHT", "ITEM_ARMOR_SHARD", "ITEM_ARMOR", "ITEM_HEAVY_ARMOR", "ITEM_HYPO_SMALL", "ITEM_HYPO", "HOLDABLE_TRANSPORTER", "HOLDABLE_MEDKIT", "HOLDABLE_QUADDAMAGE", "HOLDABLE_BATTLESUIT", "HOLDABLE_SPEED", "HOLDABLE_INVISIBILITY", "HOLDABLE_REGENERATION", "HOLDABLE_FLIGHT", "HOLDABLE_REDFLAG", "HOLDABLE_BLUEFLAG", "HOLDABLE_DETPACK", "ITEM_SEEKER", "HOLDABLE_SHIELD", "HOLOGRAPHIC_DECOY", // decoy temp NULL }; #define MAX_ITEMNAMEFILE 5000 char itemNameBuffer[MAX_ITEMNAMEFILE]; /* ================= BG_ParseItemsText ================= */ void BG_ParseItemsText(char *buff) { char *token; char *buffer; int i,len; COM_BeginParseSession(); buffer = buff; while ( buffer ) { token = COM_ParseExt( &buffer, qtrue ); i=0; while (itemnames[i]) { if (Q_stricmp(token, itemnames[i])==0) { token = COM_ParseExt( &buffer, qtrue ); if (token) { len = strlen(token); if (len) { bg_itemlist[i].pickup_name = (buffer - (len + 1)); // The +1 is to get rid of the " at the beginning of the sting. *(buffer - 1) = '\0'; // Place an string end where is belongs. } } break; } i++; } } } /* BG_LanguageFilename - create a filename with an extension based on the value in g_language */ void BG_LanguageFilename(char *baseName,char *baseExtension,char *finalName) { char language[32]; fileHandle_t file; trap_Cvar_VariableStringBuffer( "g_language", language, 32 ); // If it's English then no extension if (language[0]=='\0' || Q_stricmp ("ENGLISH",language)==0) { Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension); } else { Com_sprintf(finalName,MAX_QPATH,"%s_%s.%s",baseName,language,baseExtension); //Attempt to load the file trap_FS_FOpenFile( finalName, &file, FS_READ ); if ( file == 0 ) // This extension doesn't exist, go English. { Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension); //the caller will give the error if this isn't there } else { trap_FS_FCloseFile( file ); } } } void BG_LoadItemNames(void) { char fileName[MAX_QPATH]; int len; fileHandle_t f; BG_LanguageFilename("ext_data/mp_itemnames","dat",fileName); len = trap_FS_FOpenFile( fileName, &f, FS_READ ); if ( !f ) { Com_Printf( S_COLOR_RED "BG_LoadItemNames : MP_ITEMNAMES.DAT file not found!\n"); return; } if ( len > MAX_ITEMNAMEFILE ) { Com_Printf( S_COLOR_RED "BG_LoadItemNames : MP_ITEMNAMES.DAT too big!\n"); return; } // initialise the data area memset(itemNameBuffer, 0, sizeof(itemNameBuffer)); trap_FS_Read( itemNameBuffer, len, f ); trap_FS_FCloseFile( f ); BG_ParseItemsText(itemNameBuffer); } /* =============== RE_RegisterSkin =============== */ #define MAX_GROUP_FILE_SIZE 5000 char* BG_RegisterRace( const char *name ) { char *text_p; char raceName[256]; char *token; int len; fileHandle_t f; char text[MAX_GROUP_FILE_SIZE]; memset (races, 0, sizeof(races)); memset (text, 0, sizeof(text)); // load and parse the skin file len = trap_FS_FOpenFile( name, &f, FS_READ ); if ( !f ) { // if we didn't get a races file, use an empty one. Com_sprintf(races, sizeof(races), "unknown"); return races; } if ( len >= MAX_GROUP_FILE_SIZE) { Com_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", name, len, MAX_GROUP_FILE_SIZE) ); trap_FS_FCloseFile( f ); return races; } trap_FS_Read( text, len, f ); trap_FS_FCloseFile( f ); text_p = text; while ( text_p && *text_p ) { // get surface name token = COM_Parse( &text_p ); Q_strncpyz( raceName, token, sizeof( raceName ) ); if ( !token[0] ) { break; } // if we about to break the races size list then dump us out if (strlen(races) + strlen(raceName) > 256) { break; } // add it into the race list strcat(races, raceName); // put a comma between the names races[strlen(races)+1] = 0; races[strlen(races)] = ','; if ( *text_p == ',' ) { text_p++; } } // just in case if (!races[0]) { Com_sprintf(races, sizeof(races), "unknown"); } else { //lose the last comma races[strlen(races)-1] = 0; } return races; }