// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_items.h" #include "g_local.h" #include "g_client.h" #include "g_spawn.h" #include "g_syscalls.h" /* Items are any object that a player can touch to gain some effect. Pickup will return the number of seconds until they should respawn. all items should pop when dropped in lava or slime Respawnable items don't actually go away when picked up, they are just made invisible and untouchable. This allows them to ride movers and respawn apropriately. */ #define RESPAWN_ARMOR 20 #define RESPAWN_TEAM_WEAPON 30 #define RESPAWN_HEALTH 30 #define RESPAWN_AMMO 40 #define RESPAWN_HOLDABLE 60 #define RESPAWN_MEGAHEALTH 120 #define RESPAWN_POWERUP 120 //Replacement for Max_Ammo table vmCvar_t *Max_Weapons[WP_NUM_WEAPONS] = { 0, 0, &rpg_maxTricorders, &rpg_maxPADDs, &rpg_maxCups, &rpg_maxPhasers, &rpg_maxRifles, &rpg_maxTR116s, &rpg_maxAdminguns, &rpg_maxPhotonbursts, &rpg_maxDisruptors, &rpg_maxMedkits, &rpg_maxHyposprays, &rpg_maxRegenerators, &rpg_maxToolkits, &rpg_maxHyperSpanners }; vmCvar_t *Min_Weapons[WP_NUM_WEAPONS] = { 0, 0, &rpg_minTricorders, &rpg_minPADDs, &rpg_minCups, &rpg_minPhasers, &rpg_minRifles, &rpg_minTR116s, &rpg_minAdminguns, &rpg_minPhotonbursts, &rpg_minDisruptors, &rpg_minMedkits, &rpg_minHyposprays, &rpg_minRegenerators, &rpg_minToolkits, &rpg_minHyperSpanners }; // RPG-X: Marcin: Definitions of the PADD messaging system data structures - 06/12/2008 paddData_t paddData[PADD_DATA_MAX]; int32_t paddDataNum = 0; int32_t numTotalDropped = 0; /* =============== Max_Weapon RPG-X | Marcin | 06/12/2008 =============== */ /** * Get the maximum ammount of weapons the player can carry for this weapon. * \num weapn num (WP_..) * \author Ubergames - Marcin * \date 06/12/2008 */ int32_t Max_Weapon(int32_t num) { if ( Max_Weapons[num] == NULL ) { return 1; } else { return Max_Weapons[num]->integer; } } /* =============== Min_Weapon RPG-X | Marcin | 06/12/2008 =============== */ /** * Get the minimum ammount of weapons a player can carry for a weapon. * \param num weapon number (WP_...) * \author Ubergames - Marcin * \date 06/12/2008 */ int32_t Min_Weapon(int32_t num) { if ( Min_Weapons[num] == NULL ) { return 1; } else { return Min_Weapons[num]->integer; } } /** * Add a new padd. * * \param key entity * \param who owner of the padd * \param txt text of the padd * \author Ubergames - Marcin * \date 06/12/2008 */ static void Padd_Add( gentity_t *key, gentity_t *who, char *txt ) { int32_t i = 0; char* txtp = NULL; paddData_t* empty = NULL; DPRINTF(( S_COLOR_YELLOW "in Padd_Add: txt = %s and last = %s\n", txt, who->client->lastPaddMsg )); while ( empty == NULL ) { if ( i >= PADD_DATA_MAX ) { G_Printf( S_COLOR_RED "Padd_Add: Too much PADDs!\n" S_COLOR_WHITE ); return; } else if ( paddData[i].key == 0 ) { empty = &paddData[i]; } ++i; } DPRINTF(( S_COLOR_YELLOW "added: %i with %s on nr %i\n" S_COLOR_WHITE, key, txt, i - 1)); empty->key = key; if ( (txt != NULL) && (txt[0] != 0) ) { txtp = txt; Q_strncpyz( who->client->lastPaddMsg, txt, sizeof( who->client->lastPaddMsg ) ); } else if ( who->client->lastPaddMsg[0] != 0 ) { txtp = who->client->lastPaddMsg; } else { txtp = 0; } if (txtp != NULL) { Q_strncpyz( empty->value, txtp, sizeof( empty->value ) ); } Q_strncpyz( empty->owner, who->client->pers.netname, sizeof( empty->owner ) ); ++paddDataNum; } /** * Pickup padd. * * \param key entity * \param who Who picked up the padd. * \return Text of the padd. * \author Ubergames - Marcin * \date 06/12/2008 */ static char* Padd_Get( gentity_t* key, gentity_t* who ) { int32_t i = 0; int32_t j = 0; if((key != NULL) && (who != NULL)) { for ( ; i < PADD_DATA_MAX; ++i ) { if ( paddData[i].key == key ) { DPRINTF(("^3got: %i with %s on nr %i\n", key, paddData[i].value, i)); //Inform admins for ( j = 0; j < level.maxclients; ++j ) { gentity_t *player = &g_entities[j]; if ( (player != NULL) && (!player->client->noAdminChat) && G_Client_IsAdmin( player ) && (rpg_respectPrivacy.integer == 0) && (player != who) && (paddData[i].value[0] != 0) ) { trap_SendServerCommand( player-g_entities, va("print \"%s" S_COLOR_CYAN" (picked up by %s" S_COLOR_CYAN ") " S_COLOR_WHITE "%s\n\"", paddData[i].owner, who->client->pers.netname, paddData[i].value ) ); } } //Store string Q_strncpyz( who->client->lastPaddMsg, paddData[i].value, sizeof( who->client->lastPaddMsg ) ); return paddData[i].value; } } } G_Printf( S_COLOR_RED "Padd_Get: Unable to find the text for this PADD!\n" S_COLOR_WHITE ); return NULL; } /** * Remove a padd. * * \param key entity * \author Ubergames - Marcin * \date 06/12/2008 */ static void Padd_Remove( gentity_t* key ) { int32_t i = 0; while ( qtrue ) { if ( paddData[i].key == key ) { paddData[i].key = 0; paddData[i].value[0] = '\0'; paddData[i].owner[0] = '\0'; DPRINTF(( S_COLOR_YELLOW "deleting: %i on %i\n", key, i)); --paddDataNum; return; } else if ( i >= PADD_DATA_MAX ) { G_Printf( S_COLOR_RED "Padd_Remove: Can not delete PADD!\n" S_COLOR_WHITE); return; } ++i; } } // For more than four players, adjust the respawn times, up to 1/4. static int32_t adjustRespawnTime(double respawnTime) { if (g_adaptRespawn.integer == 0) { return ((int32_t)respawnTime); } if (level.numPlayingClients > 4) { // Start scaling the respawn times. if (level.numPlayingClients > 32) { // 1/4 time minimum. respawnTime *= 0.25; } else if (level.numPlayingClients > 12) { // From 12-32, scale from 0.5 to 0.25; respawnTime *= 20.0 / (double)(level.numPlayingClients + 8); } else { // From 4-12, scale from 1.0 to 0.5; respawnTime *= 8.0 / (double)(level.numPlayingClients + 4); } } if (respawnTime < 1.0) { // No matter what, don't go lower than 1 second, or the pickups become very noisy! respawnTime = 1.0; } return ((int32_t)respawnTime); } //====================================================================== static int32_t Pickup_Powerup( gentity_t* ent, gentity_t* other ) { int32_t quantity = 0; int32_t i = 0; gclient_t* client = NULL; playerState_t* ps = &other->client->ps; if(other != NULL && other->client != NULL && ent != NULL) { if ( ps->powerups[ent->item->giTag] == 0 ) { // round timing to seconds to make multiple powerup timers // count in sync ps->powerups[ent->item->giTag] = level.time - ( level.time % 1000 ); // kef -- log the fact that we picked up this powerup G_LogWeaponPowerup(other->s.number, ent->item->giTag); } if ( ent->count != 0 ) { quantity = ent->count; } else { quantity = ent->item->quantity; } ps->powerups[ent->item->giTag] += quantity * 1000; // give any nearby players a "denied" anti-reward for ( i = 0 ; i < level.maxclients ; i++ ) { vec3_t delta; double len = 0.0; vec3_t forward; trace_t tr; client = &level.clients[i]; if ( client == other->client ) { continue; } if ( client->pers.connected == CON_DISCONNECTED ) { continue; } if ( client->ps.stats[STAT_HEALTH] <= 0 ) { continue; } // if same team in team game, no sound // cannot use OnSameTeam as it expects to g_entities, not clients if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) { continue; } // if too far away, no sound VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta ); len = VectorNormalize( delta ); if ( len > 192 ) { continue; } // if not facing, no sound AngleVectors( client->ps.viewangles, forward, NULL, NULL ); if ( DotProduct( delta, forward ) < 0.4 ) { continue; } // if not line of sight, no sound memset(&tr, 0, sizeof(trace_t)); trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID ); if ( tr.fraction != 1.0 ) { continue; } // anti-reward client->ps.persistant[PERS_REWARD_COUNT]++; client->ps.persistant[PERS_REWARD] = REWARD_DENIED; } } return RESPAWN_POWERUP; } //====================================================================== static int32_t Pickup_Holdable( gentity_t* ent, gentity_t* other ) { int32_t nItem; if((ent != NULL) && (other != NULL) && (other->client != NULL)) { nItem = ent->item - bg_itemlist; other->client->ps.stats[STAT_HOLDABLE_ITEM] = nItem; // if we just picked up the detpack, indicate that it has not been placed yet if (HI_DETPACK == bg_itemlist[nItem].giTag) { other->client->ps.stats[STAT_USEABLE_PLACED] = 0; } // kef -- log the fact that we picked up this item G_LogWeaponItem(other->s.number, bg_itemlist[nItem].giTag); } return adjustRespawnTime(RESPAWN_HOLDABLE); } //====================================================================== /** * Add ammo for a weapon to a player. * * \param ent The player. * \param weapon For which weapon. * \param count Ammount of ammo. */ static void Add_Ammo (gentity_t* ent, int32_t weapon, int32_t count) { playerState_t* ps = &ent->client->ps; if(ent != NULL) { ps->ammo[weapon] += count; if ( ps->ammo[weapon] > Max_Weapon(weapon) ) { ps->ammo[weapon] = Max_Weapon(weapon); } } } static int32_t Pickup_Ammo (gentity_t* ent, gentity_t* other) { int32_t quantity = 0; if(ent != NULL && other != NULL) { if ( ent->count != 0 ) { quantity = ent->count; } else { quantity = ent->item->quantity; } Add_Ammo (other, ent->item->giTag, quantity); } return adjustRespawnTime(RESPAWN_AMMO); } //====================================================================== static int32_t Pickup_Weapon (gentity_t* ent, gentity_t* other) { char *msg = NULL; if(ent != NULL && other != NULL) { // add the weapon other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag ); Add_Ammo( other, ent->item->giTag, 1 ); // RPG-X: Marcin: print PADD message - 06/12/2008 if ( ent->item->giTag == WP_3 ) { msg = Padd_Get( ent, other ); if (msg != NULL) { trap_SendServerCommand( other-g_entities, va("print \"" S_COLOR_CYAN "(padd)" S_COLOR_WHITE " %s\n\"", msg) ); } } G_LogWeaponPickup(other->s.number, ent->item->giTag); // team deathmatch has slow weapon respawns if ( g_gametype.integer == GT_TEAM ) { return adjustRespawnTime(RESPAWN_TEAM_WEAPON); } } return adjustRespawnTime(g_weaponRespawn.integer); } //====================================================================== static int32_t Pickup_Health (gentity_t* ent, gentity_t* other) { int32_t max = 0; int32_t quantity = 0; playerState_t* ps = NULL; if(ent != NULL && other != NULL && other->client != NULL) { ps = &other->client->ps; // small and mega healths will go over the max if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) { max = ps->stats[STAT_MAX_HEALTH]; } else { max = ps->stats[STAT_MAX_HEALTH] * 2; } if ( ent->count != 0 ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->health += quantity; if (other->health > max ) { other->health = max; } ps->stats[STAT_HEALTH] = other->health; if ( ent->item->giTag == 100 ) { // mega health respawns slow return RESPAWN_MEGAHEALTH; // It also does not adapt like other health pickups. } } return adjustRespawnTime(RESPAWN_HEALTH); } //====================================================================== static int32_t Pickup_Armor( gentity_t* ent, gentity_t* other ) { if(ent != NULL && other != NULL && other->client != NULL) { playerState_t *ps = &other->client->ps; ps->stats[STAT_ARMOR] += ent->item->quantity; if ( ps->stats[STAT_ARMOR] > ps->stats[STAT_MAX_HEALTH] * 2 ) { ps->stats[STAT_ARMOR] = ps->stats[STAT_MAX_HEALTH] * 2; } } return adjustRespawnTime(RESPAWN_ARMOR); } //====================================================================== /** * Repsawn an item. * * \param ent The item. */ static void RespawnItem( gentity_t* ent ) { if(ent != NULL) { // randomly select from teamed entities if (ent->team != NULL) { gentity_t* master = NULL; int32_t count = 0; int32_t choice = 0; if ( ent->teammaster == NULL ) { G_Error( "RespawnItem: bad teammaster"); } master = ent->teammaster; for (count = 0, ent = master; ent != NULL; ent = ent->teamchain, count++) ; choice = rand() % count; for (count = 0, ent = master; count < choice && ent; ent = ent->teamchain, count++) ; } if(ent == NULL) { return; } ent->r.contents = CONTENTS_TRIGGER; ent->s.eFlags &= ~(EF_NODRAW | EF_ITEMPLACEHOLDER); ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); if ( ent->item->giType == IT_POWERUP ) { // play powerup spawn sound to all clients gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND ); te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );//cgs.media.poweruprespawn 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 function for items. * * \param ent The entity for the item. * \param other The touching entity. * \param trace A trace. */ static void Touch_Item (gentity_t* ent, gentity_t* other, trace_t* trace) { int32_t respawn = 0; if ((other == NULL) || (other->client == NULL) || (ent == NULL)) { return; } if (other->health < 1) { return; // dead people can't pickup } // RPG-X: Marcin: Press USE to pick up items. - 03/12/2008 if ( ((other->client->pers.cmd.buttons & BUTTON_USE) == 0) || (other->client->pressedUse == qtrue)) { return; } else { other->client->pressedUse = qtrue; } // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps, Max_Weapon(other->client->ps.weapon) ) && G_Client_IsAdmin( other ) == qfalse ) { return; } numTotalDropped--; G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); break; case IT_HEALTH: respawn = Pickup_Health(ent, other); break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); break; case IT_TEAM: respawn = 0; // TODO remove? break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if (respawn == 0) { return; } // play the normal pickup sound if ( other->client->pers.predictItemPickup ) { 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) { gentity_t* te = NULL; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // tell us which client fired off this global sound te->s.otherEntityNum = other->s.number; te->r.svFlags |= SVF_BROADCAST; } // fire item targets G_UseTargets (ent, other); if ( rpg_weaponsStay.integer == 1 && G_Client_IsAdmin( ent->parent ) == qtrue && G_Client_IsAdmin( other ) == qfalse ) { return; } if ( ent->item->giTag == WP_3 ) { Padd_Remove( ent ); } // 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 > 0.0f) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random > 0.0f ) { respawn += crandom() * ent->random; if ( respawn < 1.0f ) { respawn = 1; } } // dropped items will not respawn if ( (ent->flags & FL_DROPPED_ITEM) != 0 ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. if (ent->item->giType==IT_WEAPON || ent->item->giType==IT_POWERUP) { ent->s.eFlags |= EF_ITEMPLACEHOLDER; } else { // this line used to prevent items that were picked up from being drawn, but we now want to draw the techy grid thing instead ent->s.eFlags |= EF_NODRAW; ent->r.svFlags |= SVF_NOCLIENT; } ent->r.contents = 0; // *************** // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); } //====================================================================== /* ================ LaunchItem Spawns an item and tosses it forward ================ */ static gentity_t* LaunchItem( gitem_t* item, gentity_t* who, vec3_t origin, vec3_t velocity, int32_t flags, char* txt) // RPG-X: Marcin: for ThrowWeapon 03/12/2008 { // and for PADD stuff too 06/12/2008, 08/12/2008 gentity_t* dropped = NULL; dropped = G_Spawn(); dropped->s.eType = ET_ITEM; dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item dropped->classname = item->classname; dropped->item = item; VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS); VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS); dropped->r.contents = CONTENTS_TRIGGER; dropped->touch = Touch_Item; G_SetOrigin( dropped, origin ); dropped->s.pos.trType = TR_GRAVITY; dropped->s.pos.trTime = level.time; VectorCopy( velocity, dropped->s.pos.trDelta ); dropped->s.eFlags |= EF_BOUNCE_HALF; dropped->s.eFlags |= EF_DEAD; // Yes, this is totally lame, but we use it bg_misc to check // if the item has been droped, and if so, make it pick-up-able // cdr if ( item->giTag == WP_3 ) { Padd_Add(dropped, who, txt); } dropped->think = G_FreeEntity; dropped->nextthink = level.time + 6000000; //30000; // RPG-X: Marcin: increased - 03/12/2008 dropped->flags = flags; // FL_DROPPED_ITEM; // RPG-X: Marcin: for ThrowWeapon - 03/12/2008 if( (flags & FL_THROWN_ITEM) != 0 ) { dropped->clipmask = MASK_SHOT; dropped->s.pos.trTime = level.time - 50; VectorScale( velocity, 300, dropped->s.pos.trDelta ); SnapVector( dropped->s.pos.trDelta ); dropped->physicsBounce = 0.2; } trap_LinkEntity (dropped); return dropped; } gentity_t *DropWeapon( gentity_t *ent, gitem_t *item, double angle, int32_t flags, char *txt ) { vec3_t velocity; vec3_t origin; if(ent == NULL) { return NULL; } VectorCopy( ent->s.pos.trBase, origin ); // set aiming directions AngleVectors (ent->client->ps.viewangles, velocity, NULL, NULL); origin[2] += ent->client->ps.viewheight + 10; VectorMA( origin, 14, velocity, origin ); // snap to integer coordinates for more efficient network bandwidth usage SnapVector( origin ); // extra vertical velocity velocity[2] += 0.2; VectorNormalize( velocity ); return LaunchItem( item, ent, origin, velocity, flags, txt ); } gentity_t* Drop_Item( gentity_t* ent, gitem_t* item, double angle ) { vec3_t velocity; vec3_t angles; if(ent == NULL) { return NULL; } VectorCopy( ent->s.apos.trBase, angles ); angles[YAW] += angle; angles[PITCH] = 0; // always forward AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 300, velocity ); velocity[2] += 75 + crandom() * 50; return LaunchItem( item, ent, ent->s.pos.trBase, velocity, FL_DROPPED_ITEM, 0 ); // RPG-X: Marcin: for ThrowWeapon - 03/12/2008 } /* ================ Use_Item Respawn the item ================ */ static void Use_Item( gentity_t* ent, gentity_t* other, gentity_t* activator ) { if(ent != NULL) { RespawnItem( ent ); } } //====================================================================== /** * Traces down to find where an item should rest, instead of letting them * free fall from their spawn points * * \param ent Entity for the item. */ static void FinishSpawningItem( gentity_t* ent ) { trace_t tr; vec3_t dest; if ( ent == NULL ) { DEVELOPER(G_Printf("print \"Ent Missing\"");) return; } if ( ent->item == NULL ) { DEVELOPER(G_Printf("print \"Ent->item Missing\"");) return; } VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item ent->r.contents = CONTENTS_TRIGGER; ent->touch = Touch_Item; // useing an item causes it to respawn ent->use = Use_Item; Com_Printf("print \"giType %i!\n\"", ent->item->giType); if ( (ent->spawnflags & 1) != 0 ) { // 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 ); memset(&tr, 0, sizeof(trace_t)); trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { DEVELOPER(G_Printf ("FinishSpawningItem: removing %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));) #ifndef FINAL_BUILD G_Error("FinishSpawningItem: removing %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); #endif DEVELOPER(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 ) != 0) || (ent->targetname != NULL) ) { ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; return; } trap_LinkEntity (ent); } /* ================ FinishSpawningDetpack Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ qboolean FinishSpawningDetpack( gentity_t *ent, int itemIndex ) { trace_t tr; vec3_t dest; if(ent == NULL) { return qfalse; } VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); ent->s.eType = ET_USEABLE; ent->s.modelindex = bg_itemlist[itemIndex].giTag; // this'll be used in CG_Useable() ent->s.modelindex2 = itemIndex; // store item number in modelindex ent->classname = bg_itemlist[itemIndex].classname; ent->r.contents = CONTENTS_CORPSE;//CONTENTS_TRIGGER; ent->takedamage = qtrue; ent->health = 5; ent->touch = 0; ent->die = detpack_shot; // useing an item causes it to respawn ent->use = Use_Item; // drop to floor VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); memset(&tr,0, sizeof(trace_t)); trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { G_FreeEntity( ent ); return qfalse; } // allow to ride movers ent->physicsObject = qtrue; ent->s.groundEntityNum = tr.entityNum; G_SetOrigin( ent, tr.endpos ); ent->s.eFlags &= ~EF_NODRAW; ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); ent->noise_index = G_SoundIndex("sound/weapons/detpacklatch.wav"); G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index ); return qtrue; } /* ================ FinishSpawningDecoy Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ qboolean FinishSpawningDecoy( gentity_t *ent, int itemIndex ) { trace_t tr; vec3_t dest; ent->classname = bg_itemlist[itemIndex].classname; ent->touch = 0; // null touch function pointer // useing an item causes it to respawn ent->use = Use_Item; // drop to floor VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 1 ); //4096 trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { // If stuck in a solid, give up and go home G_FreeEntity( ent ); return qfalse; } G_SetOrigin( ent, tr.endpos ); // allow to ride movers if ( tr.contents & CONTENTS_SOLID ) { //TiM - only if u spawn them ON the elevator. Otherwise, leave them in the air ent->physicsObject = qtrue; ent->s.pos.trType = TR_GRAVITY;//have to do this because it thinks it's an ET_PLAYER ent->s.groundEntityNum = tr.entityNum; } // Turn off the NODRAW and NOCLIENT flags ent->s.eFlags &= ~EF_NODRAW; ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); return qtrue; } qboolean itemRegistered[MAX_ITEMS]; void ClearRegisteredItems( void ) { memset( itemRegistered, 0, sizeof( itemRegistered ) ); // players always start with the base weapon RegisterItem( BG_FindItemForWeapon( WP_5 ) ); RegisterItem( BG_FindItemForWeapon( WP_6 ) ); //this is for the podium at the end, make sure we have the model RegisterItem( BG_FindItemForWeapon( WP_1 ) ); RegisterItem( BG_FindItemForWeapon( WP_10 ) ); RegisterItem( BG_FindItemForWeapon( WP_13 ) ); RegisterItem( BG_FindItemForWeapon( WP_12 ) ); RegisterItem( BG_FindItemForWeapon( WP_14 ) ); RegisterItem( BG_FindItemForWeapon( WP_11 ) ); RegisterItem( BG_FindItemForWeapon( WP_2 ) ); RegisterItem( BG_FindItemForWeapon( WP_3 ) ); RegisterItem( BG_FindItemForWeapon( WP_15 ) ); RegisterItem( BG_FindItemForWeapon( WP_7 ) ); } void RegisterItem( gitem_t *item ) { if ( !item ) { G_Error( "RegisterItem: NULL" ); //RPG-X Com_Printf( "Missing Item In RegisterItem\n" ); } itemRegistered[ item - bg_itemlist ] = qtrue; } 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); } qboolean G_ItemSuppressed( int itemType, int itemTag ) { if ( rpg_rpg.integer != 0 ) { switch( itemType ) { case IT_HEALTH: case IT_ARMOR: case IT_HOLDABLE: case IT_POWERUP: case IT_AMMO: case IT_WEAPON: return qtrue; break; } } return qfalse; } qboolean G_ItemClassnameSuppressed( char *itemname ) { gitem_t *item = NULL; int itemType = 0; int itemTag = 0; item = BG_FindItemWithClassname( itemname ); if ( !item ) { return qfalse; } itemType = item->giType; itemTag = item->giTag; return G_ItemSuppressed( itemType, itemTag ); } void G_SpawnItem (gentity_t *ent, gitem_t *item) { if ( G_ItemSuppressed( item->giType, item->giTag ) ) { return; } G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); RegisterItem( item ); ent->item = item; // some movers spawn on the second frame, so delay item // spawns until the third frame so they can ride trains ent->nextthink = level.time + FRAMETIME * 2; ent->think = FinishSpawningItem; ent->physicsBounce = 0.50; // items are bouncy if ( item->giType == IT_POWERUP ) { G_SoundIndex( "sound/items/poweruprespawn.wav" );//cgs.media.poweruprespawn } } /* ================ G_BounceItem ================ */ void G_BounceItem( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // reflect the velocity on the trace plane hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta ); // cut the velocity to keep from bouncing forever VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta ); // check for stop if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) { trace->endpos[2] += 1.0; // make sure it is off ground SnapVector( trace->endpos ); G_SetOrigin( ent, trace->endpos ); ent->s.groundEntityNum = trace->entityNum; return; } VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); ent->s.pos.trTime = level.time; } void G_RunItem( gentity_t *ent ) { vec3_t origin; trace_t tr; int contents; int mask; // if groundentity has been set to -1, it may have been pushed off an edge if ( ent->s.groundEntityNum == -1 ) { if ( ent->s.pos.trType != TR_GRAVITY ) { ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; } } if ( ent->s.pos.trType == TR_STATIONARY ) { // check think function G_RunThink( ent ); return; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // trace a line from the previous position to the current position if ( ent->clipmask ) { mask = ent->clipmask; } else { mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID; } trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, mask ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } trap_LinkEntity( ent ); // FIXME: avoid this for stationary? // check think function G_RunThink( ent ); if ( tr.fraction == 1 ) { return; } // if it is in a nodrop volume, remove it contents = trap_PointContents( ent->r.currentOrigin, -1 ); if ( contents & CONTENTS_NODROP ) { G_FreeEntity( ent ); return; } G_BounceItem( ent, &tr ); }