rpgxef/code/game/g_items.cpp
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
2017-09-30 21:49:31 +02:00

1229 lines
30 KiB
C++

// 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"
#include "g_logger.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.
*/
enum g_itemsRespawn_e {
RESPAWN_ARMOR = 20,
RESPAWN_TEAM_WEAPON = 30,
RESPAWN_HEALTH = 30,
RESPAWN_AMMO = 40,
RESPAWN_HOLDABLE = 60,
RESPAWN_MEGAHEALTH = 120,
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;
G_LocLogger(LL_DEBUG, 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;
}
G_LocLogger(LL_DEBUG, S_COLOR_YELLOW "added: %i with %s on nr %i\n" S_COLOR_WHITE, (int32_t)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) {
G_LocLogger(LL_DEBUG, "^3got: %i with %s on nr %i\n", (int32_t)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';
G_LocLogger(LL_DEBUG, S_COLOR_YELLOW "deleting: %i on %i\n", (int32_t)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);
}