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