mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 12:22:12 +00:00
1610 lines
44 KiB
C
1610 lines
44 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.58 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.57 2003/09/08 19:19:19 makro
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// New code for respawning entities in TP
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//
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// Revision 1.56 2003/04/26 22:33:06 jbravo
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// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
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//
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// Revision 1.55 2003/03/22 20:29:26 jbravo
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// wrapping linkent and unlinkent calls
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//
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// Revision 1.54 2002/10/30 20:04:34 jbravo
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// Adding helmet
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//
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// Revision 1.53 2002/10/29 01:34:52 jbravo
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// Added g_RQ3_tdmMode (0 = TP style, 1 = DM style) including UI support.
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//
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// Revision 1.52 2002/10/28 02:42:25 jbravo
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// Fixed the HC+Bando bug.
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//
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// Revision 1.51 2002/10/26 22:03:43 jbravo
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// Made TeamDM work RQ3 style.
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//
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// Revision 1.50 2002/10/26 00:37:18 jbravo
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// New multiple item code and added PB support to the UI
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//
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// Revision 1.49 2002/09/29 16:06:44 jbravo
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// Work done at the HPWorld expo
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//
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// Revision 1.48 2002/09/09 02:26:18 niceass
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// fixed drop case
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//
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// Revision 1.47 2002/09/07 23:30:43 jbravo
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// Dropped cases stay on the map for 45 seconds (was 30)
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//
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// Revision 1.46 2002/08/27 05:34:38 jbravo
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// Fixing item reapperaing in TP and CTB
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//
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// Revision 1.45 2002/08/27 04:05:43 jbravo
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// Fixed dropped weapons and items blocking doors and other movers.
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//
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// Revision 1.44 2002/08/03 06:21:04 jbravo
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// Fixed the Akimbo ammo when akimbos are not the primary weapon
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//
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// Revision 1.43 2002/07/19 04:30:31 niceass
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// decals below cases and some other changes
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//
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// Revision 1.42 2002/06/24 05:51:51 jbravo
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// CTF mode is now semi working
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//
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// Revision 1.41 2002/06/17 04:02:24 jbravo
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// Fixed weapon and item respawning after death in TP
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//
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// Revision 1.40 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.39 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.38 2002/05/27 06:50:58 niceass
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// removed kamakazi code
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//
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// Revision 1.37 2002/05/18 14:52:16 makro
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// Bot stuff. Other stuff. Just... stuff :p
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//
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// Revision 1.36 2002/05/04 16:13:04 makro
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// Bots
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//
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// Revision 1.35 2002/05/04 01:03:43 makro
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// Bots
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//
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// Revision 1.34 2002/04/30 01:23:05 jbravo
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// Changed the server logging to be more like a normal AQ server. Cleaned
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// all colors from the logs.
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//
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// Revision 1.33 2002/04/05 18:53:26 jbravo
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// Warning fixes
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//
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// Revision 1.32 2002/04/04 11:20:27 makro
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// Pre-caching all weapons in TP
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//
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// Revision 1.31 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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// Revision 1.30 2002/01/14 01:20:45 niceass
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// No more default 800 gravity on items
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// Thrown knife+Glass fix - NiceAss
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//
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// Revision 1.29 2002/01/11 20:20:58 jbravo
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// Adding TP to main branch
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//
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// Revision 1.28 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.27 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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/*
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Items are any object that a player can touch to gain some effect.
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Pickup will return the number of seconds until they should respawn.
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all items should pop when dropped in lava or slime
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Respawnable items don't actually go away when picked up, they are
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just made invisible and untouchable. This allows them to ride
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movers and respawn apropriately.
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*/
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#define RESPAWN_ARMOR 25
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#define RESPAWN_HEALTH 35
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#define RESPAWN_AMMO 40
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#define RESPAWN_HOLDABLE 60
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#define RESPAWN_MEGAHEALTH 35 //120
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#define RESPAWN_POWERUP 120
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//Blaze: used for setting amount of ammo a gun has when picked up around line 249
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//Elder: Def'd in bg_public.h which g_local.h looks up
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//extern int ClipAmountForWeapon(int);
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//======================================================================
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int Pickup_Powerup(gentity_t * ent, gentity_t * other)
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{
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int quantity;
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int i;
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gclient_t *client;
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if (!other->client->ps.powerups[ent->item->giTag]) {
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// round timing to seconds to make multiple powerup timers
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// count in sync
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other->client->ps.powerups[ent->item->giTag] = level.time - (level.time % 1000);
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}
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if (ent->count) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
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// give any nearby players a "denied" anti-reward
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for (i = 0; i < level.maxclients; i++) {
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vec3_t delta;
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float len;
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vec3_t forward;
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trace_t tr;
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client = &level.clients[i];
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if (client == other->client) {
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continue;
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}
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if (client->pers.connected == CON_DISCONNECTED) {
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continue;
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}
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if (client->ps.stats[STAT_HEALTH] <= 0) {
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continue;
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}
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// if same team in team game, no sound
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// cannot use OnSameTeam as it expects to g_entities, not clients
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if (g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam) {
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continue;
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}
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// if too far away, no sound
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VectorSubtract(ent->s.pos.trBase, client->ps.origin, delta);
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len = VectorNormalize(delta);
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if (len > 192) {
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continue;
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}
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// if not facing, no sound
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AngleVectors(client->ps.viewangles, forward, NULL, NULL);
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if (DotProduct(delta, forward) < 0.4) {
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continue;
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}
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// if not line of sight, no sound
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trap_Trace(&tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID);
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if (tr.fraction != 1.0) {
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continue;
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}
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// anti-reward
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client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
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}
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return RESPAWN_POWERUP;
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}
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//======================================================================
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int Pickup_Holdable(gentity_t * ent, gentity_t * other)
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{
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//Elder: why it's implemented like this I have no idea
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//JBravo: Neiter do I :( Sucks Monks Nads this way :(
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//JBravo: Monks nads are safe now due to my new items code :)
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other->client->ps.stats[STAT_HOLDABLE_ITEM] |= (1 << ent->item->giTag);
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other->client->uniqueItems++;
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//Try to fire up the laser if it's picked up
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if (ent->item->giTag == HI_LASER) {
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Laser_Gen(other, qtrue);
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}
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//Elder: our unique items don't respawn
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return -1;
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//return RESPAWN_HOLDABLE;
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}
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//======================================================================
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void Add_Ammo(gentity_t * ent, int weapon, int count, int bandolierFactor)
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{
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//Blaze: Reaction stuff, add to clip when picking up ammo packs
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//Elder: Modified to use constants def'd in bg_public.h
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ent->client->numClips[weapon] += count;
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switch (weapon) {
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case WP_KNIFE:
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//Blaze: you get more knifes by picking up the "gun" as opposed to ammo
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break;
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case WP_PISTOL:
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if (ent->client->numClips[weapon] > RQ3_PISTOL_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_PISTOL_MAXCLIP * bandolierFactor;
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break;
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case WP_AKIMBO:
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if (ent->client->numClips[weapon] > RQ3_AKIMBO_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_AKIMBO_MAXCLIP * bandolierFactor;
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break;
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case WP_MP5:
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if (ent->client->numClips[weapon] > RQ3_MP5_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_MP5_MAXCLIP * bandolierFactor;
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break;
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case WP_M4:
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if (ent->client->numClips[weapon] > RQ3_M4_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_M4_MAXCLIP * bandolierFactor;
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break;
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case WP_M3:
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if (ent->client->numClips[weapon] > RQ3_M3_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_M3_MAXCLIP * bandolierFactor;
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break;
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case WP_HANDCANNON:
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if (ent->client->numClips[weapon] > RQ3_HANDCANNON_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_HANDCANNON_MAXCLIP * bandolierFactor;
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break;
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case WP_SSG3000:
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if (ent->client->numClips[weapon] > RQ3_SSG3000_MAXCLIP * bandolierFactor)
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ent->client->numClips[weapon] = RQ3_SSG3000_MAXCLIP * bandolierFactor;
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break;
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case WP_GRENADE:
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//Blaze: you get more knifes by picking up the "gun" as opposed to ammo
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break;
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default:
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//Blaze: Should never hit here
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if (ent->client->numClips[weapon] > 20)
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ent->client->numClips[weapon] = 20;
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break;
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}
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//Elder: sync HC and M3 ammo
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if (weapon == WP_M3) {
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ent->client->numClips[WP_HANDCANNON] = ent->client->numClips[WP_M3];
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} else if (weapon == WP_HANDCANNON) {
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ent->client->numClips[WP_M3] = ent->client->numClips[WP_HANDCANNON];
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}
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//Elder: sync Akimbo and MK23 ammo
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else if (weapon == WP_PISTOL) {
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ent->client->numClips[WP_AKIMBO] = ent->client->numClips[WP_PISTOL];
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} else if (weapon == WP_AKIMBO) {
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ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO];
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}
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}
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int Pickup_Ammo(gentity_t * ent, gentity_t * other, int bandolierFactor)
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{
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int quantity;
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if (ent->count) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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Add_Ammo(other, ent->item->giTag, quantity, bandolierFactor);
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return RESPAWN_AMMO;
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}
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//======================================================================
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int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor)
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{
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int ammotoadd;
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/* JBravo: Not used
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if (ent->count < 0) {
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quantity = 0; // None for you, sir!
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} else {
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if (ent->count) {
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quantity = ent->count;
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} else {
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quantity = ent->item->quantity;
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}
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} */
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// add the weapon if not knife or pistol
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if (ent->item->giTag != WP_KNIFE || ent->item->giTag != WP_PISTOL) {
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other->client->weaponCount[ent->item->giTag]++;
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other->client->ps.stats[STAT_WEAPONS] |= (1 << ent->item->giTag);
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}
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// Begin Duffman - Adds a clip for each weapon picked up, will want to edit this later
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switch (ent->item->giTag) {
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case WP_KNIFE:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_KNIFE_NAME "^7\n\""));
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if (other->client->ps.ammo[WP_KNIFE] < RQ3_KNIFE_MAXCLIP * bandolierFactor) {
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ammotoadd = other->client->ps.ammo[WP_KNIFE] + 1;
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} else {
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ammotoadd = RQ3_KNIFE_MAXCLIP;
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}
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break;
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case WP_PISTOL:
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//Elder: special case
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//Someone can optimize this code later, but for now, it works.
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if (!(other->client->ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO))) {
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_PISTOL_NAME "^7\n\""));
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other->client->ps.stats[STAT_WEAPONS] |= (1 << WP_AKIMBO);
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other->client->ps.ammo[WP_AKIMBO] = other->client->ps.ammo[WP_PISTOL] + RQ3_PISTOL_AMMO;
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//Elder: always reset back to full clip like Action if first pistol picked up
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ammotoadd = RQ3_PISTOL_AMMO;
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}
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//Elder: Already have akimbo - technically should have pistol
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else if (other->client->numClips[WP_PISTOL] < 2 * bandolierFactor) {
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//give an extra clip - make < 2 + 2 * hasBandolier(0/1) or something for bando when it's in
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up an extra clip^7\n\""));
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other->client->numClips[WP_PISTOL]++;
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other->client->numClips[WP_AKIMBO]++;
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ammotoadd = other->client->ps.ammo[WP_PISTOL];
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} else {
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//Elder: maxed out on clips, have akimbo - can't take more!
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ammotoadd = other->client->ps.ammo[WP_PISTOL];
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}
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break;
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case WP_AKIMBO:
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//Elder: Should not need to come here
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ammotoadd = RQ3_AKIMBO_AMMO;
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break;
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case WP_MP5:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_MP5_NAME "^7\n\""));
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ammotoadd = RQ3_MP5_AMMO;
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other->client->uniqueWeapons++;
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break;
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case WP_M4:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_M4_NAME "^7\n\""));
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ammotoadd = RQ3_M4_AMMO;
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other->client->uniqueWeapons++;
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break;
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case WP_M3:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_M3_NAME "^7\n\""));
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ammotoadd = RQ3_M3_AMMO;
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other->client->uniqueWeapons++;
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break;
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case WP_HANDCANNON:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_HANDCANNON_NAME "^7\n\""));
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ammotoadd = RQ3_HANDCANNON_AMMO;
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//Elder: HC gets 2 in chamber and 5 in reserve
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//Also sync with M3
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//Removed until we can store the amount of ammo in the gun
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//When it's dropped
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//other->client->numClips[ WP_HANDCANNON ] += 5;
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//other->client->numClips[ WP_M3 ] += 5;
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other->client->uniqueWeapons++;
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break;
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case WP_SSG3000:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_SSG3000_NAME "^7\n\""));
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ammotoadd = RQ3_SSG3000_AMMO;
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other->client->uniqueWeapons++;
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break;
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case WP_GRENADE:
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trap_SendServerCommand(other - g_entities, va("print \"[skipnotify]Picked up " RQ3_GRENADE_NAME "^7\n\""));
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if (other->client->ps.ammo[WP_GRENADE] < RQ3_GRENADE_MAXCLIP * bandolierFactor) {
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ammotoadd = other->client->ps.ammo[WP_GRENADE] + 1;
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} else {
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ammotoadd = RQ3_GRENADE_MAXCLIP * bandolierFactor;
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}
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break;
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default:
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//Blaze: Should never hit here
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G_Printf("Pickup_Weapon: Given bad giTag: %d\n", ent->item->giTag);
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ammotoadd = 0;
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break;
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}
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//Elder: conditional added to "restore" weapons
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if (!(ent->flags & FL_THROWN_ITEM) ||
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(ent->s.otherEntityNum == other->client->ps.clientNum &&
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other->client->pers.hadUniqueWeapon[ent->item->giTag] == qfalse)) {
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other->client->ps.ammo[ent->item->giTag] = ammotoadd;
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//Elder: add extra handcannon clips if it's "fresh"
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if (ent->item->giTag == WP_HANDCANNON) {
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other->client->numClips[WP_HANDCANNON] += 5;
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other->client->numClips[WP_M3] += 5;
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// JBravo: lets take the bando into account
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if (other->client->numClips[WP_HANDCANNON] > 13 * bandolierFactor) {
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other->client->numClips[WP_HANDCANNON] = 14 * bandolierFactor;
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other->client->numClips[WP_M3] = 14 * bandolierFactor;
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}
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}
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}
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// team deathmatch has slow weapon respawns
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if (g_gametype.integer == GT_TEAM) {
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return g_weaponTeamRespawn.integer;
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}
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return g_weaponRespawn.integer;
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}
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//======================================================================
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int Pickup_Health(gentity_t * ent, gentity_t * other)
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{
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int max;
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int quantity;
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// small and mega healths will go over the max
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if (ent->item->quantity != 5 && ent->item->quantity != 100) {
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max = 100; // max health is 100 other->client->ps.stats[STAT_MAX_HEALTH];
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} else {
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max = 100; // max health is 100 other->client->ps.stats[STAT_MAX_HEALTH] * 2;
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}
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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 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] > 200) { //max health in this case is 200 other->client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
|
|
other->client->ps.stats[STAT_ARMOR] = 200; //max health is 200 in this case other->client->ps.stats[STAT_MAX_HEALTH] * 2;
|
|
}
|
|
return RESPAWN_ARMOR;
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
===============
|
|
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->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/poweruprespawn.wav");
|
|
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;
|
|
int bandolierFactor;
|
|
|
|
//Makro - some checks
|
|
if (other == NULL || ent == NULL)
|
|
return;
|
|
|
|
if (!other->client)
|
|
return;
|
|
if (other->health < 1)
|
|
return; // dead people can't pickup
|
|
|
|
//Makro - even more bot hacks !
|
|
//this way, we can remove the item from the bot's library for a few seconds
|
|
//so bots won't get stuck in a loop between 2 items
|
|
if ((ent->r.svFlags & MASK_BOTHACK) == MASK_BOTHACK) {
|
|
if (ent->nextthink < level.time) {
|
|
ent->nextthink = level.time + 45 * 1000;
|
|
}
|
|
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;
|
|
|
|
predict = other->client->pers.predictItemPickup;
|
|
|
|
if (other->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_BANDOLIER))
|
|
bandolierFactor = 2;
|
|
else
|
|
bandolierFactor = 1;
|
|
|
|
//Elder: should check if the item was recently thrown ... if it was, then
|
|
//don't allow it to be picked up ... or something like that
|
|
|
|
// call the item-specific pickup function
|
|
switch (ent->item->giType) {
|
|
case IT_WEAPON:
|
|
switch (ent->item->giTag) {
|
|
//Blaze: Check to see if we already have the weapon,
|
|
//If not so check and see if we have less then full ammo, if so pick up gun
|
|
//Elder's version:
|
|
//Accumulators (e.g. knife, grenade): if you have the weap AND the max limit, leave
|
|
//Pistols: if you have akimbos AND max clips, leave
|
|
//Akimbos: shouldn't pick them up b/c they shouldn't be dropped
|
|
//Specials: if you have more than/equal to limit (remember bando later), leave
|
|
case WP_KNIFE:
|
|
if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_KNIFE)) == (1 << WP_KNIFE)) &&
|
|
(other->client->ps.ammo[ent->item->giTag] >= RQ3_KNIFE_MAXCLIP * bandolierFactor))
|
|
return;
|
|
break;
|
|
case WP_GRENADE:
|
|
if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_GRENADE)) == (1 << WP_GRENADE)) &&
|
|
(other->client->ps.ammo[ent->item->giTag] >= RQ3_GRENADE_MAXCLIP * bandolierFactor))
|
|
return;
|
|
break;
|
|
case WP_PISTOL:
|
|
//Elder: always have pistol - but extra ones give akimbo or clips
|
|
if (((other->client->ps.stats[STAT_WEAPONS] & (1 << WP_AKIMBO)) == (1 << WP_AKIMBO)) &&
|
|
other->client->numClips[WP_PISTOL] >= RQ3_PISTOL_MAXCLIP * bandolierFactor) {
|
|
//leave if we have max clips and akimbos
|
|
return;
|
|
}
|
|
break;
|
|
case WP_M3:
|
|
case WP_HANDCANNON:
|
|
case WP_MP5:
|
|
case WP_M4:
|
|
case WP_SSG3000:
|
|
//Elder: check to see if it's in mid-air or over the limit
|
|
if (other->client->uniqueWeapons >= g_RQ3_maxWeapons.integer + (bandolierFactor - 1) ||
|
|
ent->s.pos.trDelta[2] != 0)
|
|
return;
|
|
|
|
// Paril: fix/workaround for 4085
|
|
// don't pick up dupe special weapons even if we could.
|
|
if ((other->client->ps.stats[STAT_WEAPONS] & (1 << ent->item->giTag)) == (1 << ent->item->giTag))
|
|
return;
|
|
break;
|
|
case WP_AKIMBO:
|
|
default:
|
|
//Elder: shouldn't be here
|
|
G_Printf("Touch_Item received invalid IT_WEAPON giTag: %d\n", ent->item->giTag);
|
|
return;
|
|
break;
|
|
}
|
|
|
|
respawn = Pickup_Weapon(ent, other, bandolierFactor);
|
|
|
|
//Elder: added pistol and knife condition
|
|
if (ent->item->giTag == WP_GRENADE || ent->item->giTag == WP_PISTOL || ent->item->giTag == WP_KNIFE) {
|
|
respawn = 30;
|
|
} else {
|
|
//Elder: moved here
|
|
respawn = -1; //Dont respawn weapons
|
|
}
|
|
|
|
// predict = qfalse;
|
|
break;
|
|
case IT_AMMO:
|
|
switch (ent->item->giTag) {
|
|
//Blaze: dont pick up the clip if we already have all the clips we can have
|
|
case WP_KNIFE:
|
|
if (other->client->numClips[ent->item->giTag] >= 0)
|
|
return; //No clips for knifes
|
|
break;
|
|
case WP_PISTOL:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_PISTOL_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_M3:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_M3_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_HANDCANNON:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_HANDCANNON_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_MP5:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_MP5_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_M4:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_M4_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_SSG3000:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_SSG3000_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_AKIMBO:
|
|
if (other->client->numClips[ent->item->giTag] >= RQ3_AKIMBO_MAXCLIP * bandolierFactor)
|
|
return;
|
|
break;
|
|
case WP_GRENADE:
|
|
if (other->client->numClips[ent->item->giTag] >= 0)
|
|
return; //no clips for grenades
|
|
break;
|
|
}
|
|
respawn = Pickup_Ammo(ent, other, bandolierFactor);
|
|
break;
|
|
case IT_ARMOR:
|
|
respawn = Pickup_Armor(ent, other);
|
|
break;
|
|
case IT_HEALTH:
|
|
respawn = Pickup_Health(ent, other);
|
|
break;
|
|
case IT_POWERUP:
|
|
respawn = Pickup_Powerup(ent, other);
|
|
predict = qfalse;
|
|
break;
|
|
case IT_TEAM:
|
|
// NiceAss: can't pick it up if it's in mid-flight (someone dropped it)
|
|
if (ent->s.pos.trDelta[2] != 0.0f)
|
|
return;
|
|
respawn = Pickup_Team(ent, other);
|
|
break;
|
|
case IT_HOLDABLE:
|
|
//Elder: check to see if it's in mid-air
|
|
if (other->client->uniqueItems >= g_RQ3_maxItems.integer || ent->s.pos.trDelta[2] != 0)
|
|
return;
|
|
respawn = Pickup_Holdable(ent, other);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (!respawn) {
|
|
return;
|
|
}
|
|
|
|
// play the normal pickup sound
|
|
if (predict) {
|
|
G_AddPredictableEvent(other, EV_ITEM_PICKUP, ent->s.modelindex);
|
|
} else {
|
|
G_AddEvent(other, EV_ITEM_PICKUP, ent->s.modelindex);
|
|
}
|
|
|
|
// 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.
|
|
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 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, int xr_flags)
|
|
{
|
|
gentity_t *dropped;
|
|
|
|
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 if 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;
|
|
//Makro - added for TP
|
|
dropped->reset = G_ResetItem;
|
|
|
|
//Elder: suspend thrown knives so they don't jitter
|
|
//G_Printf("xr_flags: %d, condition: %d\n", xr_flags, (xr_flags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE);
|
|
if (item->giTag == WP_KNIFE && ((xr_flags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE)) {
|
|
G_SetOrigin(dropped, origin);
|
|
|
|
//reset back the dropped item case
|
|
//dropped->flags = FL_DROPPED_ITEM;
|
|
//dropped->s.eFlags |= EF_BOUNCE_HALF;
|
|
} else {
|
|
G_SetOrigin(dropped, origin);
|
|
dropped->s.pos.trType = TR_GRAVITY;
|
|
dropped->s.pos.trTime = level.time;
|
|
VectorCopy(velocity, dropped->s.pos.trDelta);
|
|
|
|
//Elder: moved from outside else statement
|
|
dropped->s.eFlags |= EF_BOUNCE_HALF;
|
|
}
|
|
|
|
if (g_gametype.integer == GT_CTF && item->giType == IT_TEAM) { // Special case for CTF flags
|
|
dropped->think = Team_DroppedFlagThink;
|
|
dropped->nextthink = level.time + 45000;
|
|
Team_CheckDroppedItem(dropped);
|
|
}
|
|
//Elder: Reaction Unique Weapons in deathmatch - respawn in ~60 seconds
|
|
//Don't forget to condition it when we get teamplay in
|
|
// JBravo: not forgotten and that if should not have the knife and pistol.
|
|
/* else if (item->giType == IT_WEAPON &&
|
|
item->giTag != WP_GRENADE && item->giTag != WP_PISTOL &&
|
|
item->giTag != WP_AKIMBO && item->giTag != WP_KNIFE) { */
|
|
else if (item->giType == IT_WEAPON &&
|
|
item->giTag != WP_GRENADE && item->giTag != WP_AKIMBO) {
|
|
if (g_gametype.integer == GT_TEAMPLAY)
|
|
dropped->think = 0;
|
|
else
|
|
dropped->think = RQ3_DroppedWeaponThink;
|
|
// JBravo: weapons and items go away faster in CTF
|
|
if (g_gametype.integer == GT_CTF || (g_gametype.integer == GT_TEAM && !g_RQ3_tdmMode.integer))
|
|
dropped->nextthink = level.time + RQ3_CTF_RESPAWNTIME_DEFAULT;
|
|
else if (g_gametype.integer == GT_TEAMPLAY)
|
|
dropped->nextthink = 0;
|
|
else
|
|
dropped->nextthink = level.time + RQ3_RESPAWNTIME_DEFAULT;
|
|
}
|
|
//Elder: for unique items in deathmatch ... remember to condition for teamplay
|
|
//JBravo: not forgotten either ;)
|
|
else if (item->giType == IT_HOLDABLE) {
|
|
if (g_gametype.integer == GT_TEAMPLAY)
|
|
dropped->think = 0;
|
|
else
|
|
dropped->think = RQ3_DroppedItemThink;
|
|
// JBravo: weapons and items go away faster in CTF
|
|
if (g_gametype.integer == GT_CTF || (g_gametype.integer == GT_TEAM && !g_RQ3_tdmMode.integer))
|
|
dropped->nextthink = level.time + RQ3_CTF_RESPAWNTIME_DEFAULT;
|
|
else if (g_gametype.integer == GT_TEAMPLAY)
|
|
dropped->nextthink = 0;
|
|
else
|
|
dropped->nextthink = level.time + RQ3_RESPAWNTIME_DEFAULT;
|
|
} else {
|
|
// auto-remove after 30 seconds
|
|
dropped->think = G_FreeEntity;
|
|
dropped->nextthink = level.time + 30000;
|
|
}
|
|
|
|
dropped->flags = xr_flags; //FL_DROPPED_ITEM;
|
|
if (xr_flags & FL_THROWN_ITEM) {
|
|
//Elder: we don't want it to clip against players
|
|
dropped->clipmask = MASK_SOLID; //MASK_SHOT
|
|
dropped->s.pos.trTime = level.time; // +50; no pre-step if it doesn't clip players
|
|
VectorScale(velocity, 40, dropped->s.pos.trDelta); // 700 500 400
|
|
SnapVector(dropped->s.pos.trDelta); // save net bandwidth
|
|
dropped->physicsBounce = 0.1f;
|
|
}
|
|
|
|
trap_LinkEntity(dropped);
|
|
|
|
return dropped;
|
|
}
|
|
|
|
/*
|
|
================
|
|
Modified by Elder
|
|
|
|
dropWeapon XRAY FMJ
|
|
================
|
|
*/
|
|
gentity_t *dropWeapon(gentity_t * ent, gitem_t * item, float angle, int xr_flags)
|
|
{
|
|
vec3_t velocity;
|
|
vec3_t angles;
|
|
vec3_t origin;
|
|
|
|
//int throwheight;
|
|
vec3_t mins, maxs;
|
|
trace_t tr;
|
|
|
|
VectorCopy(ent->s.pos.trBase, origin);
|
|
VectorCopy(ent->s.apos.trBase, angles);
|
|
angles[YAW] += angle;
|
|
angles[PITCH] = -55; // always at a 55 degree above horizontal angle
|
|
|
|
AngleVectors(angles, velocity, NULL, NULL);
|
|
|
|
// set aiming directions
|
|
//AngleVectors (ent->client->ps.viewangles, velocity, NULL, NULL);
|
|
|
|
//Elder: don't toss from the head, but from the "waist"
|
|
origin[2] += 10; // (ent->client->ps.viewheight / 2);
|
|
VectorMA(origin, 5, velocity, origin); // 14 34 10
|
|
|
|
// Set temporary bounding box for trace
|
|
VectorSet(mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
|
|
VectorSet(maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
|
|
|
|
// NiceAss: Check if the new location starts in a solid.
|
|
// FIXME: Use trap_point or whatever?
|
|
trap_Trace(&tr, origin, mins, maxs, origin, ent->s.number, MASK_SOLID);
|
|
if (tr.startsolid == qtrue)
|
|
VectorMA(origin, -7, velocity, origin); // -5 won't work (hint: it should work). Only -7 or less will..
|
|
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
SnapVector(origin);
|
|
|
|
// less vertical velocity
|
|
//velocity[2] += 0.2f;
|
|
//velocity[2] = 20;
|
|
VectorNormalize(velocity);
|
|
VectorScale(velocity, 5, velocity);
|
|
return LaunchItem(item, origin, velocity, xr_flags);
|
|
}
|
|
|
|
/*
|
|
================
|
|
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, FL_DROPPED_ITEM);
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
|
|
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;
|
|
// using an item causes it to respawn
|
|
ent->use = Use_Item;
|
|
|
|
if (ent->spawnflags & 1) {
|
|
// suspended
|
|
G_SetOrigin(ent, ent->s.origin);
|
|
} else {
|
|
// drop to floor
|
|
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;
|
|
}
|
|
// 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) {
|
|
gitem_t *item;
|
|
gentity_t *flag, *ent;
|
|
|
|
// check for the two flags
|
|
item = BG_FindItem("Silver Case");
|
|
if (!item || !itemRegistered[item - bg_itemlist]) {
|
|
G_Printf(S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n");
|
|
}
|
|
item = BG_FindItem("Black Case");
|
|
if (!item || !itemRegistered[item - bg_itemlist]) {
|
|
G_Printf(S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n");
|
|
}
|
|
|
|
// NiceAss: Find the red flag
|
|
flag = NULL;
|
|
while ((flag = G_Find(flag, FOFS(classname), "team_CTF_redflag")) != NULL) {
|
|
if (!(flag->flags & FL_DROPPED_ITEM))
|
|
break;
|
|
}
|
|
if (flag) {
|
|
// Red team decal X
|
|
ent = G_Spawn();
|
|
ent->classname = "Decal";
|
|
ent->s.eType = ET_DECAL;
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
ent->s.modelindex = TEAM_RED;
|
|
G_SetOrigin(ent, flag->s.origin);
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
// NiceAss: Find the blue flag
|
|
flag = NULL;
|
|
while ((flag = G_Find(flag, FOFS(classname), "team_CTF_blueflag")) != NULL) {
|
|
if (!(flag->flags & FL_DROPPED_ITEM))
|
|
break;
|
|
}
|
|
if (flag) {
|
|
// Red team decal X
|
|
ent = G_Spawn();
|
|
ent->classname = "Decal";
|
|
ent->s.eType = ET_DECAL;
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
ent->s.modelindex = TEAM_BLUE;
|
|
G_SetOrigin(ent, flag->s.origin);
|
|
trap_LinkEntity(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ClearRegisteredItems
|
|
==============
|
|
*/
|
|
void ClearRegisteredItems(void)
|
|
{
|
|
memset(itemRegistered, 0, sizeof(itemRegistered));
|
|
|
|
// players always start with the base weapon
|
|
//Blaze: Changed WP_MACHINEGUN to WP_PISTOL and WP_GAUNTLET to WP_KNIFE
|
|
RegisterItem(BG_FindItemForWeapon(WP_PISTOL));
|
|
RegisterItem(BG_FindItemForWeapon(WP_KNIFE));
|
|
//Elder: add unique items here
|
|
RegisterItem(BG_FindItemForHoldable(HI_KEVLAR));
|
|
RegisterItem(BG_FindItemForHoldable(HI_SLIPPERS));
|
|
RegisterItem(BG_FindItemForHoldable(HI_SILENCER));
|
|
RegisterItem(BG_FindItemForHoldable(HI_BANDOLIER));
|
|
RegisterItem(BG_FindItemForHoldable(HI_LASER));
|
|
// JBravo: adding the helmet
|
|
if (g_RQ3_haveHelmet.integer)
|
|
RegisterItem(BG_FindItemForHoldable(HI_HELMET));
|
|
//Makro - all weapons should be loaded in teamplay
|
|
//JBravo: and CTF
|
|
if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM) {
|
|
RegisterItem(BG_FindItemForWeapon(WP_M3));
|
|
RegisterItem(BG_FindItemForWeapon(WP_MP5));
|
|
RegisterItem(BG_FindItemForWeapon(WP_HANDCANNON));
|
|
RegisterItem(BG_FindItemForWeapon(WP_SSG3000));
|
|
RegisterItem(BG_FindItemForWeapon(WP_M4));
|
|
RegisterItem(BG_FindItemForWeapon(WP_AKIMBO));
|
|
RegisterItem(BG_FindItemForWeapon(WP_GRENADE));
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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_ResetItem
|
|
|
|
Removes unneeded items at the begining
|
|
of TeamPlay rounds
|
|
Added by Makro
|
|
============
|
|
*/
|
|
void G_ResetItem(gentity_t *ent)
|
|
{
|
|
//Makro - if the item is used for bot navigation, do nothing
|
|
//if ((ent->r.svFlags & MASK_BOTHACK) == MASK_BOTHACK)
|
|
// return;
|
|
//if not, simply remove it from the map
|
|
if (ent->item->giType == IT_WEAPON) {
|
|
switch (ent->item->giTag) {
|
|
case WP_MP5:
|
|
case WP_M4:
|
|
case WP_M3:
|
|
case WP_HANDCANNON:
|
|
case WP_SSG3000:
|
|
case WP_PISTOL:
|
|
case WP_KNIFE:
|
|
case WP_GRENADE:
|
|
G_FreeEntity(ent);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} else if (ent->item->giType == IT_HOLDABLE) {
|
|
switch (ent->item->giTag) {
|
|
case HI_KEVLAR:
|
|
case HI_LASER:
|
|
case HI_SILENCER:
|
|
case HI_BANDOLIER:
|
|
case HI_SLIPPERS:
|
|
case HI_HELMET:
|
|
G_FreeEntity(ent);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} else if (ent->item->giType == IT_AMMO) {
|
|
G_FreeEntity(ent);
|
|
}
|
|
}
|
|
|
|
//Makro - bot hack ! will keep the items in a map in TP mode, but make them
|
|
//invisible and unusable
|
|
void G_BotOnlyItem(gentity_t *ent)
|
|
{
|
|
if (g_gametype.integer == GT_TEAMPLAY) {
|
|
if (ent != NULL) {
|
|
if (ent->item != NULL) {
|
|
if (ent->item->giType == IT_WEAPON || ent->item->giType == IT_AMMO) {
|
|
ent->r.svFlags |= MASK_BOTHACK;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
ent->noreset = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
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);
|
|
|
|
//Elder: check spawn angles; client-side should make use of them too
|
|
G_SpawnFloat("angle", "0", &ent->s.angles[1]);
|
|
|
|
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;
|
|
//Makro - respawn function
|
|
ent->reset = G_ResetItem;
|
|
|
|
ent->physicsBounce = 0.50; // items are bouncy
|
|
|
|
if (item->giType == IT_POWERUP) {
|
|
G_SoundIndex("sound/items/poweruprespawn.wav");
|
|
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;
|
|
G_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->plane.normal[2] > .7)) {
|
|
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 its groundentity has been set to none, it may have been pushed off an edge
|
|
if (ent->s.groundEntityNum == ENTITYNUM_NONE) {
|
|
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
|
|
G_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;
|
|
}
|
|
|
|
if (ent->flags & FL_DROPPED_ITEM && VectorLength(ent->s.pos.trDelta) != 0 &&
|
|
(ent->item->giType == IT_WEAPON || ent->item->giType == IT_HOLDABLE)) {
|
|
// calculate spin -- should be identical to cg.autoAngles
|
|
//cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
|
|
ent->s.angles[1] = (level.time & 1023) * 360 / 1024.0f;
|
|
}
|
|
|
|
trap_LinkEntity(ent); // FIXME: avoid this for stationary?
|
|
|
|
// check think function
|
|
G_RunThink(ent);
|
|
|
|
if (tr.fraction == 1) {
|
|
return;
|
|
}
|
|
//Elder: debug
|
|
//if (ent->item && ent->item->giType == IT_WEAPON) {
|
|
//G_Printf("item velocity: %s\n", vtos(ent->s.pos.trDelta));
|
|
//}
|
|
|
|
// 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 if (ent->item && ent->item->giType == IT_WEAPON) {
|
|
//Elder: force-call the weaponthink function
|
|
RQ3_DroppedWeaponThink(ent);
|
|
} else if (ent->item && ent->item->giType == IT_HOLDABLE) {
|
|
RQ3_DroppedItemThink(ent);
|
|
} else {
|
|
G_FreeEntity(ent);
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_BounceItem(ent, &tr);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Added by Elder
|
|
|
|
RQ3_DroppedWeaponThink
|
|
Get the item name from the entity and forward
|
|
it to RQ3_ResetWeapon to find and respawn
|
|
|
|
This is like respawning CTF flags in baseq3
|
|
==============
|
|
*/
|
|
void RQ3_DroppedWeaponThink(gentity_t * ent)
|
|
{
|
|
int weaponNum = WP_NONE;
|
|
|
|
switch (ent->item->giTag) {
|
|
case WP_MP5:
|
|
case WP_M4:
|
|
case WP_M3:
|
|
case WP_HANDCANNON:
|
|
case WP_SSG3000:
|
|
weaponNum = ent->item->giTag;
|
|
break;
|
|
case WP_PISTOL:
|
|
case WP_KNIFE:
|
|
case WP_GRENADE:
|
|
//Just free the entity
|
|
G_FreeEntity(ent);
|
|
return;
|
|
break;
|
|
case WP_AKIMBO:
|
|
default:
|
|
//Elder: shouldn't have to come here
|
|
G_Printf("DroppedWeaponThink: Out of range weapon %d\n", ent->item->giTag);
|
|
return;
|
|
break;
|
|
}
|
|
//Elder: flag the item we want to remove
|
|
ent->flags |= FL_RQ3_JUNKITEM;
|
|
RQ3_ResetWeapon(weaponNum);
|
|
// Reset Weapon will delete this entity
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Added by Elder
|
|
|
|
RQ3_ResetWeapon
|
|
Respawn a unique weapon
|
|
|
|
Similar to CTF Flag reset
|
|
A little quirky - maybe someone can fine-tune this!
|
|
Bugs:
|
|
The weapon may not return to its original location if there is
|
|
more than one of the type. It just finds the closest empty spot
|
|
and respawns it.
|
|
==============
|
|
*/
|
|
void RQ3_ResetWeapon(int weapon)
|
|
{
|
|
char *c = "";
|
|
gentity_t *ent; //, *rent = NULL;
|
|
int numRespawned = 0;
|
|
int numRemoved = 0;
|
|
|
|
// JBravo: no resetting/respawning weapons and items in TP
|
|
// JBravo: Bah! this is a nono!
|
|
/* if (g_gametype.integer == GT_TEAMPLAY)
|
|
return; */
|
|
|
|
switch (weapon) {
|
|
case WP_M3:
|
|
c = "weapon_m3";
|
|
break;
|
|
case WP_M4:
|
|
c = "weapon_m4";
|
|
break;
|
|
case WP_MP5:
|
|
c = "weapon_mp5";
|
|
break;
|
|
case WP_SSG3000:
|
|
c = "weapon_ssg3000";
|
|
break;
|
|
case WP_HANDCANNON:
|
|
c = "weapon_handcannon";
|
|
break;
|
|
default:
|
|
//Elder: shouldn't be here
|
|
G_Printf("RQ3_ResetWeapon: Received bad weapon: %d\n", weapon);
|
|
break;
|
|
}
|
|
|
|
ent = NULL;
|
|
//Elder: here's the solution and another problem to RQ3 weapon respawns
|
|
while ((ent = G_Find(ent, FOFS(classname), c)) != NULL) {
|
|
//if it's a dropped copy, free it
|
|
//if (ent->flags & FL_DROPPED_ITEM) {
|
|
//Elder: only release if it's past the
|
|
//default respawn time and is flagged
|
|
if (numRemoved < 1 &&
|
|
(ent->flags & FL_DROPPED_ITEM) == FL_DROPPED_ITEM &&
|
|
(ent->flags & FL_RQ3_JUNKITEM) == FL_RQ3_JUNKITEM) {
|
|
//Elder: removed because of possible door collision removal
|
|
//level.time - ent->timestamp >= RQ3_RESPAWNTIME_DEFAULT) {
|
|
G_FreeEntity(ent);
|
|
numRemoved++;
|
|
} else {
|
|
//rent = ent;
|
|
//Elder: only respawn if it's a "taken" item
|
|
//It won't necessarily respawn the gun in its original spot if there's
|
|
//more than one, but it will put it in an empty location... good enough?
|
|
if ((ent->r.svFlags & SVF_NOCLIENT) == SVF_NOCLIENT &&
|
|
(ent->s.eFlags & EF_NODRAW) == EF_NODRAW && ent->r.contents == 0 && numRespawned < 1) {
|
|
RespawnItem(ent);
|
|
numRespawned++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//return rent;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
RQ3_DroppedItemThink
|
|
|
|
Added by Elder
|
|
Support function for RQ3_ResetItem
|
|
==============
|
|
*/
|
|
void RQ3_DroppedItemThink(gentity_t * ent)
|
|
{
|
|
// gitem_t *rq3_item;
|
|
// gentity_t *rq3_temp;
|
|
// float angle = rand() % 360;
|
|
|
|
// JBravo: no resetting items in TP
|
|
// JBravo: bah! again :(
|
|
/* if (g_gametype.integer == GT_TEAMPLAY)
|
|
return; */
|
|
|
|
switch (ent->item->giTag) {
|
|
case HI_KEVLAR:
|
|
case HI_LASER:
|
|
case HI_SILENCER:
|
|
case HI_BANDOLIER:
|
|
case HI_SLIPPERS:
|
|
case HI_HELMET:
|
|
RQ3_ResetItem(ent->item->giTag);
|
|
G_FreeEntity(ent);
|
|
break;
|
|
default:
|
|
//Elder: shouldn't have to come here
|
|
G_Printf("RQ3_DroppedItemThink: Out of range or invalid item %d\n", ent->item->giTag);
|
|
G_FreeEntity(ent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
RQ3_ResetItem
|
|
|
|
Added by Elder
|
|
Items respawn themselves after a period of time
|
|
Based on the AQ2 item code which was based off Q2 CTF techs
|
|
This can be called directly when a player dies in a CONTENTS_NODROP area
|
|
==============
|
|
*/
|
|
void RQ3_ResetItem(int itemTag)
|
|
{
|
|
gitem_t *rq3_item;
|
|
gentity_t *rq3_temp;
|
|
float angle = rand() % 360;
|
|
|
|
// JBravo: no resetting items in TP or CTB
|
|
if (g_gametype.integer == GT_TEAMPLAY || g_gametype.integer == GT_CTF)
|
|
return;
|
|
if (g_gametype.integer == GT_TEAM && !g_RQ3_tdmMode.integer)
|
|
return;
|
|
|
|
switch (itemTag) {
|
|
case HI_KEVLAR:
|
|
case HI_LASER:
|
|
case HI_SILENCER:
|
|
case HI_BANDOLIER:
|
|
case HI_SLIPPERS:
|
|
case HI_HELMET:
|
|
//Free entity and reset position in unique item array
|
|
//level.uniqueItemsUsed &= ~(1 << ent->item->giTag);
|
|
rq3_item = BG_FindItemForHoldable(itemTag);
|
|
rq3_temp = (gentity_t *) SelectRandomDeathmatchSpawnPoint();
|
|
Drop_Item(rq3_temp, rq3_item, angle);
|
|
//G_Printf("RQ3_DroppedItemThink: Freeing item entity + respawning\n");
|
|
break;
|
|
default:
|
|
//Elder: shouldn't have to come here
|
|
G_Printf("RQ3_ResetItem: Out of range or invalid item %d\n", itemTag);
|
|
break;
|
|
}
|
|
}
|