#include "g_local.h" /* ============================================================================== PLAYER TRAIL ============================================================================== This is a circular list containing the a list of points of where the player has been recently. It is used by monsters for pursuit. .origin the spot .owner forward link .aiment backward link */ #define TRAIL_LENGTH 8 edict_t *trail[TRAIL_LENGTH]; int trail_head; qboolean trail_active = false; #define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1)) #define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1)) void PlayerTrail_Init (void) { int n; if (deathmatch->value /* FIXME || coop */) return; for (n = 0; n < TRAIL_LENGTH; n++) { trail[n] = G_Spawn(); trail[n]->classname = "player_trail"; } trail_head = 0; trail_active = true; } void PlayerTrail_Add (vec3_t spot) { vec3_t temp; if (!trail_active) return; VectorCopy (spot, trail[trail_head]->s.origin); trail[trail_head]->timestamp = level.time; VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp); trail[trail_head]->s.angles[1] = vectoyaw (temp); trail_head = NEXT(trail_head); } void PlayerTrail_New (vec3_t spot) { if (!trail_active) return; PlayerTrail_Init (); PlayerTrail_Add (spot); } edict_t *PlayerTrail_PickFirst (edict_t *self) { int marker; int n; if (!trail_active) return NULL; for (marker = trail_head, n = TRAIL_LENGTH; n; n--) { if(trail[marker]->timestamp <= self->cast_info.trail_time) marker = NEXT(marker); else break; } if (visible(self, trail[marker])) { return trail[marker]; } if (visible(self, trail[PREV(marker)])) { return trail[PREV(marker)]; } return trail[marker]; } edict_t *PlayerTrail_PickNext (edict_t *self) { int marker; int n; if (!trail_active) return NULL; for (marker = trail_head, n = TRAIL_LENGTH; n; n--) { if(trail[marker]->timestamp <= self->cast_info.trail_time) marker = NEXT(marker); else break; } return trail[marker]; } edict_t *PlayerTrail_LastSpot (void) { return trail[PREV(trail_head)]; }