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Text File | 2002-06-17 | 33.5 KB | 1,560 lines |
- // Copyright (C) 2001-2002 Raven Software
- //
- // bg_misc.c -- both games misc functions, all completely stateless
-
- #include "q_shared.h"
- #include "bg_public.h"
-
- #ifdef QAGAME
- #include "g_local.h"
- #endif
-
- #ifdef UI_EXPORTS
- #include "../ui/ui_local.h"
- #endif
-
- #ifndef UI_EXPORTS
- #ifndef QAGAME
- #include "../cgame/cg_local.h"
- #endif
- #endif
-
- /*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
- DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
- The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
-
- If an item is the target of another entity, it will not spawn in until fired.
-
- An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
-
- "notfree" if set to 1, don't spawn in free for all games
- "notteam" if set to 1, don't spawn in team games
- "notsingle" if set to 1, don't spawn in single player games
- "wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
- "random" random number of plus or minus seconds varied from the respawn time
- "count" override quantity or duration on most items.
- */
-
- gitem_t bg_itemlist[] =
- {
- {
- NULL, // classname
- NULL, // pickup_sound
- { NULL, // world_model[0]
- NULL, // world_model[1]
- 0, 0} , // world_model[2],[3]
- /* icon */ NULL, // icon
- NULL,
- NULL,
- /* pickup */ NULL, // pickup_name
- 0, // quantity
- 0, // giType (IT_*)
- 0, // giTag
- /* precache */ "", // precaches
- /* sounds */ "" // sounds
- }, // leave index 0 alone
-
- //
- // Pickups
- //
-
- /*QUAKED pickup_armor_big (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_armor_big",
- "sound/player/pickup/armour.wav",
- { "models/pick_ups/armor_large.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/armor_large_icon",
- "",
- "some",
- /* pickup */ "Heavy Armor",
- 75,
- IT_ARMOR,
- 0,
- /* precache */ "",
- /* sounds */ "",
-
- },
-
- /*QUAKED pickup_armor_medium (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_armor_medium",
- "sound/player/pickup/armour.wav",
- { "models/pick_ups/armor_medium.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/armor_medium_icon",
- "",
- "some",
- /* pickup */ "Medium Armor",
- 50,
- IT_ARMOR,
- 0,
- /* precache */ "",
- /* sounds */ "",
-
- },
-
- /*QUAKED pickup_armor_small (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_armor_small",
- "sound/player/pickup/armour.wav",
- { "models/pick_ups/armor_small.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/armor_small_icon",
- "",
- "some",
- /* pickup */ "Small Armor",
- 25,
- IT_ARMOR,
- 0,
- /* precache */ "",
- /* sounds */ "",
-
- },
-
- /*QUAKED pickup_health_big (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_health_big",
- "sound/player/pickup/health.wav",
- { "models/pick_ups/health_lrg.md3",
- 0, 0, 0 },
- /* icon */ "gfx/menus/hud/weapon_icons/health_large_icon",
- "",
- "a",
- /* pickup */ "Large Health",
- 100,
- IT_HEALTH,
- 0,
- /* precache */ "",
- /* sounds */ ""
- },
-
- /*QUAKED pickup_health_small (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_health_small",
- "sound/player/pickup/health.wav",
- { "models/pick_ups/health_smll.md3",
- 0, 0, 0 },
- /* icon */ "gfx/menus/hud/weapon_icons/health_small_icon",
- "",
- "a",
- /* pickup */ "Small Health",
- 25,
- IT_HEALTH,
- 0,
- /* precache */ "",
- /* sounds */ ""
- },
-
- //
- // ITEMS
- //
-
-
- //
- // WEAPONS
- //
-
- /*Q U A K E D weapon_knife (.3 .3 1) (-15 -15 -15) (15 15 15) suspended
- Don't place this
- */
- {
- "weapon_knife",
- "sound/weapons/knife/ready.wav",
- { "models/weapons/knife/world/knifeworld.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/knife_icon",
- "*gfx/menus/weapon_renders/knife",
- "a",
- /* pickup */ "Knife",
- -1,
- IT_WEAPON,
- WP_KNIFE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_KNIFE
- },
-
- /*QUAKED pickup_weapon_US_SOCOM (0 .6 .6) (-15 -15 -15) (15 15 15)
- Pistol, uses 45 rounds
- */
- {
- "pickup_weapon_US_SOCOM",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/ussocom/world/ussocomworld.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ussocom_icon",
- "*gfx/menus/weapon_renders/ussocom_mp",
- "a",
- /* pickup */ "US SOCOM",
- 10,
- IT_WEAPON,
- WP_USSOCOM_PISTOL,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PISTOL,
- },
-
- /*QUAKED pickup_weapon_M19 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Pistol, uses 45 rounds
- */
- {
- "pickup_weapon_M19",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m1911a1/world/m1911a1world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m1911a1_icon",
- "*gfx/menus/weapon_renders/m1911a1",
- "a",
- /* pickup */ "M1911A1",
- 12,
- IT_WEAPON,
- WP_M1911A1_PISTOL,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PISTOL,
- },
-
- /*QUAKED pickup_weapon_microuzi (0 .6 .6) (-15 -15 -15) (15 15 15)
- Sub-Machinegun, uses 9mm rounds
- */
- {
- "pickup_weapon_microuzi",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/microuzi/world/microuziworld.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/microuzi_icon",
- "*gfx/menus/weapon_renders/microuzi",
- "a",
- /* pickup */ "MicroUzi",
- 30,
- IT_WEAPON,
- WP_MICRO_UZI_SUBMACHINEGUN,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_SECONDARY,
- },
-
- /*QUAKED pickup_weapon_M3A1 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Sub-Machinegun, uses 45 rounds
- */
- {
- "pickup_weapon_M3A1",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m3a1/world/m3a1world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m3a1_icon",
- "gfx/menus/weapon_renders/m3a1",
- "a",
- /* pickup */ "M3A1 Sub-machinegun",
- 30,
- IT_WEAPON,
- WP_M3A1_SUBMACHINEGUN,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_SECONDARY,
- },
-
- /*QUAKED pickup_weapon_USAS_12 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Shotgun, uses 12-gauge rounds
- ammo ---------- amount of ammo (defaults to 10)
- */
- {
- "pickup_weapon_USAS_12",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/usas12/world/usas12world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/usas12_icon",
- "gfx/menus/weapon_renders/usas12",
- "a",
- /* pickup */ "USAS12 SHOTGUN",
- 30,
- IT_WEAPON,
- WP_USAS_12_SHOTGUN,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_M590 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Shotgun, uses 12-gauge rounds
- */
- {
- "pickup_weapon_M590",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m590/world/m590world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m590_icon",
- "gfx/menus/weapon_renders/m590",
- "a",
- /* pickup */ "M590",
- 30,
- IT_WEAPON,
- WP_M590_SHOTGUN,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_SECONDARY,
- },
-
- /*QUAKED pickup_weapon_MSG90A1 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Sniper Rifle, uses 7.62 rounds
- */
- {
- "pickup_weapon_MSG90A1",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/msg90a1/world/msg90a1world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/msg90a1_icon",
- "gfx/menus/weapon_renders/msg90a1",
- "a",
- /* pickup */ "MSG90A1 Sniper",
- 30,
- IT_WEAPON,
- WP_MSG90A1,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_M4 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Assault Rifle, uses 5.56 rounds and 40mm grenades
- */
- {
- "pickup_weapon_M4",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m4/world/m4world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m4_icon",
- "gfx/menus/weapon_renders/m4_m203",
- "a",
- /* pickup */ "M4 Assault",
- 30,
- IT_WEAPON,
- WP_M4_ASSAULT_RIFLE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_AK_74 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Assault Rifle, uses 5.56 rounds
- */
- {
- "pickup_weapon_AK_74",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/ak74/world/ak74world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ak74_icon",
- "gfx/menus/weapon_renders/ak74",
- "an",
- /* pickup */ "AK74 Assault",
- 30,
- IT_WEAPON,
- WP_AK74_ASSAULT_RIFLE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_M60 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Machinegun, uses 7.62 rounds
- */
- {
- "pickup_weapon_M60",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m60/world/m60world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m60_icon",
- "gfx/menus/weapon_renders/m60",
- "a",
- /* pickup */ "M60 Machinegun",
- 30,
- IT_WEAPON,
- WP_M60_MACHINEGUN,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_RPG_7 (0 .6 .6) (-15 -15 -15) (15 15 15)
- RPG, uses 40mm rounds
- */
- {
- "pickup_weapon_RPG_7",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/rpg7/world/rpg7world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/rpg7_icon",
- "gfx/menus/weapon_renders/rpg7",
- "a",
- /* pickup */ "RPG-7",
- 10,
- IT_WEAPON,
- WP_RPG7_LAUNCHER,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_MM_1 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Grenade Launcher, uses 40mm rounds
- */
- {
- "pickup_weapon_MM_1",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/mm1/world/mm1world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/mm1_icon",
- "gfx/menus/weapon_renders/mm1",
- "a",
- /* pickup */ "MM1 Grenade Launcher",
- 10,
- IT_WEAPON,
- WP_MM1_GRENADE_LAUNCHER,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- /*QUAKED pickup_weapon_M84 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Grenade
- */
- {
- "pickup_weapon_M84",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m84/world/m84world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m84_icon",
- "*gfx/menus/weapon_renders/m84",
- "a",
- /* pickup */ "M84 Flash",
- 5,
- IT_WEAPON,
- WP_M84_GRENADE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_GRENADE,
- },
-
- /*QUAKED pickup_weapon_SMOHG92 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Grenade
- */
- {
- "pickup_weapon_SMOHG92",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/smohg92/world/smohg92world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/smohg92_icon",
- "*gfx/menus/weapon_renders/smohg92",
- "a",
- /* pickup */ "SMOHG92 Frag",
- 5,
- IT_WEAPON,
- WP_SMOHG92_GRENADE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_GRENADE,
- },
-
- /*QUAKED pickup_weapon_AN_M14 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Incendiary Grenade
- */
- {
- "pickup_weapon_AN_M14",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/anm14/world/anm14world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/anm14_icon",
- "*gfx/menus/weapon_renders/anm14",
- "an",
- /* pickup */ "ANM14 Incendiary",
- 5,
- IT_WEAPON,
- WP_ANM14_GRENADE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_GRENADE,
- },
-
- /*QUAKED pickup_weapon_M15 (0 .6 .6) (-15 -15 -15) (15 15 15)
- White Phosphorus Grenade
- */
- {
- "pickup_weapon_M15",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/m15/world/m15world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/m15_icon",
- "*gfx/menus/weapon_renders/m15",
- "a",
- /* pickup */ "M15 Smoke",
- 5,
- IT_WEAPON,
- WP_M15_GRENADE,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_GRENADE,
- },
-
- /*QUAKED pickup_weapon_MP5 (0 .6 .6) (-15 -15 -15) (15 15 15)
- Sub-Machinegun, uses 9mm rounds
- */
- {
- "pickup_weapon_MP5",
- "sound/player/pickup/weapon.wav",
- { "models/weapons/mp5/world/mp5world.glm",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/mp5_icon",
- "gfx/menus/weapon_renders/mp5",
- "a",
- /* pickup */ "MP5 Sub-machinegun",
- 30,
- IT_WEAPON,
- WP_MP5,
- /* precache */ "",
- /* sounds */ "",
-
- OUTFITTING_GROUP_PRIMARY,
- },
-
- //
- // AMMO ITEMS
- //
-
- /*QUAKED pickup_ammo_45 (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_45",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_45_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_45_icon",
- "",
- "some",
- /* pickup */ "0.45 ACP Ammo",
- 30,
- IT_AMMO,
- AMMO_045,
- /* precache */ "",
- /* sounds */ "",
- },
-
- /*QUAKED pickup_ammo_9mm (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_9mm",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_9mm_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_9mm_icon",
- "",
- "some",
- /* pickup */ "9mm Ammo",
- 30,
- IT_AMMO,
- AMMO_9,
- /* precache */ "",
- /* sounds */ "",
- },
-
- /*QUAKED pickup_ammo_12gauge (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_12gauge",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_shotgun_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_shotgun_icon",
- "",
- "some",
- /* pickup */ "Shotgun Ammo",
- 10,
- IT_AMMO,
- AMMO_12,
- /* precache */ "",
- /* sounds */ "",
- },
-
- /*QUAKED pickup_ammo_762 (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_762",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_762_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_762_icon",
- "",
- "some",
- /* pickup */ "7.62mm Ammo",
- 30,
- IT_AMMO,
- AMMO_762,
- /* precache */ "",
- /* sounds */ "",
- },
-
- /*QUAKED pickup_ammo_556 (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_556",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_556_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_556_icon",
- "",
- "some",
- /* pickup */ "5.56mm Ammo",
- 30,
- IT_AMMO,
- AMMO_556,
- /* precache */ "",
- /* sounds */ "",
- },
-
- /*QUAKED pickup_ammo_40mm (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_40mm",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_40_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_40mm_icon",
- "",
- "some",
- /* pickup */ "40mm Grenade Ammo",
- 5,
- IT_AMMO,
- AMMO_40,
- /* precache */ "",
- /* sounds */ "",
- },
-
-
- /*QUAKED pickup_ammo_rpg7 (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- {
- "pickup_ammo_rpg7",
- "sound/player/pickup/ammo.wav",
- { "models/pick_ups/ammo_rpg7_smll.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/ammo_rpg_icon",
- "",
- "some",
- /* pickup */ "RPG7 Ammo",
- 5,
- IT_AMMO,
- AMMO_RPG7,
- /* precache */ "",
- /* sounds */ "",
- },
-
-
- /*QUAKED pickup_backpack (0 .6 .6) (-15 -15 -15) (15 15 15)
- */
- { // just a temp place holder
- "pickup_backpack",
- "sound/player/pickup/health.wav",
- { "models/pick_ups/mp_universal_pickup.md3",
- 0, 0, 0},
- /* icon */ "gfx/menus/hud/weapon_icons/mp_universal_pickup",
- "",
- "a ",
- /* pickup */ "Backpack",
- 0,
- IT_BACKPACK,
- 0,
- /* precache */ "",
- /* sounds */ "",
- },
-
- {
- "gametype_item_1",
- NULL,
- { 0 },
- "",
- "",
- "the",
- "",
- 0,
- IT_GAMETYPE,
- 0,
- "",
- ""
- },
-
- {
- "gametype_item_2",
- NULL,
- { 0 },
- "",
- "",
- "the",
- "",
- 0,
- IT_GAMETYPE,
- 1,
- "",
- ""
- },
-
- {
- "gametype_item_3",
- NULL,
- { 0 },
- "",
- "",
- "the",
- "",
- 0,
- IT_GAMETYPE,
- 2,
- "",
- ""
- },
-
- {
- "gametype_item_4",
- NULL,
- { 0 },
- "",
- "",
- "the",
- "",
- 0,
- IT_GAMETYPE,
- 3,
- "",
- ""
- },
-
- {
- "gametype_item_5",
- NULL,
- { 0 },
- "",
- "",
- "the",
- "",
- 0,
- IT_GAMETYPE,
- 4,
- "",
- ""
- },
-
- {
- "armor",
- "sound/player/pickup/ammo.wav",
- { 0 },
- "gfx/menus/hud/weapon_icons/armor_icon",
- "*gfx/menus/weapon_renders/armor",
- "some",
- "Armor",
- 5,
- IT_PASSIVE,
- 0,
- "",
- "",
-
- OUTFITTING_GROUP_ACCESSORY
- },
-
- {
- "venhance_night_vision",
- "sound/player/pickup/ammo.wav",
- { 0 },
- "gfx/menus/hud/weapon_icons/nightvision_icon",
- "*gfx/menus/weapon_renders/nightvision",
- "some",
- "NV. Goggles",
- 5,
- IT_PASSIVE,
- 0,
- "",
- "",
-
- OUTFITTING_GROUP_ACCESSORY
- },
-
- {
- "venhance_thermal",
- "sound/player/pickup/ammo.wav",
- { 0 },
- "gfx/menus/hud/weapon_icons/thermal_icon",
- "*gfx/menus/weapon_renders/thermal",
- "some",
- "Thermal Goggles",
- 5,
- IT_PASSIVE,
- 0,
- "",
- "",
-
- OUTFITTING_GROUP_ACCESSORY
- },
-
- // end of list marker
- {NULL}
- };
-
- int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
-
-
- /*
- ===============
- BG_FindWeaponItem
- ===============
- */
- gitem_t *BG_FindWeaponItem ( weapon_t weapon )
- {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++)
- {
- if ( it->giType == IT_WEAPON && it->giTag == weapon )
- {
- return it;
- }
- }
-
- Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
- return NULL;
- }
-
- /*
- ===============
- BG_FindItem
- ===============
- */
- gitem_t *BG_FindItem( const char *pickupName )
- {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++ )
- {
- if ( !Q_stricmp( it->pickup_name, pickupName ) )
- {
- return it;
- }
- }
-
- return NULL;
- }
- /*
- ===============
- BG_FindClassnameItem
- ===============
- */
- gitem_t *BG_FindClassnameItem ( const char *classname )
- {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++ )
- {
- if ( !Q_stricmp( it->classname, classname ) )
- {
- return it;
- }
- }
-
- return NULL;
- }
-
- /*
- ============
- BG_PlayerTouchesItem
-
- Items can be picked up without actually touching their physical bounds to make
- grabbing them easier
- ============
- */
- qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime )
- {
- vec3_t origin;
-
- BG_EvaluateTrajectory( &item->pos, atTime, origin );
-
- // we are ignoring ducked differences here
- if ( ps->origin[0] - origin[0] > 36 ||
- ps->origin[0] - origin[0] < -36 ||
- ps->origin[1] - origin[1] > 36 ||
- ps->origin[1] - origin[1] < -36 ||
- ps->origin[2] - origin[2] > 55 ||
- ps->origin[2] - origin[2] < -50 )
- {
- return qfalse;
- }
-
- return qtrue;
- }
-
- /*
- ================
- BG_CanItemBeGrabbed
-
- Returns false if the item should not be picked up.
- This needs to be the same for client side prediction and server use.
- ================
- */
- qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps )
- {
- gitem_t *item;
-
- if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems )
- {
- Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
- }
-
- item = &bg_itemlist[ent->modelindex];
-
- // Can the item be picked up yet?
- if ( ent->eFlags & EF_NOPICKUP )
- {
- return qfalse;
- }
-
- switch( item->giType )
- {
- case IT_WEAPON:
-
- // See if this player is under limited inventory restrictions. The truth is that
- // all players on the server will be under the same restrictions, but by doing it this
- // way its easy to get info to the bg-code.
- if ( ps->pm_flags & PMF_LIMITED_INVENTORY )
- {
- int primary = 0;
- int secondary = 0;
- weapon_t weapon;
-
- switch ( item->outfittingGroup )
- {
- case OUTFITTING_GROUP_PRIMARY:
- primary++;
- break;
-
- case OUTFITTING_GROUP_SECONDARY:
- secondary++;
- break;
-
- // We only have restrictions on primary and secondary items
- default:
- return qtrue;
- }
-
- for ( weapon = WP_KNIFE + 1; weapon < WP_NUM_WEAPONS; weapon ++ )
- {
- gitem_t* witem;
-
- if ( !( ps->stats[STAT_WEAPONS] & (1<<weapon) ) )
- {
- continue;
- }
-
- witem = BG_FindWeaponItem ( weapon );
- if ( !witem )
- {
- continue;
- }
-
- switch ( witem->outfittingGroup )
- {
- case OUTFITTING_GROUP_PRIMARY:
- primary++;
- break;
-
- case OUTFITTING_GROUP_SECONDARY:
- secondary++;
- break;
- }
- }
-
- // Cant hold 2 of either primary or secondary
- if ( primary > 1 || secondary > 1 )
- {
- return qfalse;
- }
-
- return qtrue;
- }
-
- // If you dont have it then pick it up
- if ( !(ps->stats[STAT_WEAPONS] & (1<<item->giTag) ) )
- {
- return qtrue;
- }
-
- // If you already have the weapon and have full ammo, then dont pick it up
- if ( ps->ammo[weaponData[item->giTag].attack[ATTACK_NORMAL].ammoIndex] >= ammoData[weaponData[item->giTag].attack[ATTACK_NORMAL].ammoIndex].max)
- {
- if ( BG_WeaponHasAlternateAmmo ( item->giTag ) )
- {
- if ( ps->ammo[weaponData[item->giTag].attack[ATTACK_ALTERNATE].ammoIndex] >= ammoData[weaponData[item->giTag].attack[ATTACK_ALTERNATE].ammoIndex].max )
- {
- return qfalse;
- }
- }
- else
- {
- return qfalse;
- }
- }
-
- return qtrue;
-
- case IT_AMMO:
-
- if ( ps->ammo[item->giTag] >= ammoData[item->giTag].max)
- {
- return qfalse; // can't hold any more
- }
- return qtrue;
-
- case IT_ARMOR:
-
- if ( ps->stats[STAT_ARMOR] >= MAX_ARMOR )
- {
- return qfalse;
- }
-
- return qtrue;
-
- case IT_HEALTH:
-
- if ( item->quantity == 5 || item->quantity == 100 )
- {
- if ( ps->stats[STAT_HEALTH] >= MAX_HEALTH )
- {
- return qfalse;
- }
-
- return qtrue;
- }
-
- if ( ps->stats[STAT_HEALTH] >= MAX_HEALTH )
- {
- return qfalse;
- }
-
- return qtrue;
-
- case IT_GAMETYPE:
-
- // Can only have one of a given item. This is for when there are
- // multiple items floating around with the same name
- if ( ps->stats[STAT_GAMETYPE_ITEMS] & (1<<item->giTag) )
- {
- return qfalse;
- }
-
- // If both teams are checked then its ok to pick it up
- if ( (ent->eFlags & EF_BLUETEAM) && (ent->eFlags & EF_REDTEAM) )
- {
- return qtrue;
- }
-
- if ( (ent->eFlags & EF_BLUETEAM) && !(ps->persistant[PERS_TEAM]==TEAM_BLUE) )
- {
- return qfalse;
- }
-
- if ( (ent->eFlags & EF_REDTEAM) && !(ps->persistant[PERS_TEAM]==TEAM_RED) )
- {
- return qfalse;
- }
-
- return qtrue;
-
- case IT_BAD:
- Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
- break;
-
- case IT_BACKPACK:
- {
- int i;
-
- // Not full health then pick it up
- if ( ps->stats[STAT_HEALTH] != MAX_HEALTH )
- {
- return qtrue;
- }
-
- // Not full armor and dont have goggles then pick it up
- if ( !ps->stats[STAT_GOGGLES] && ps->stats[STAT_ARMOR] != MAX_HEALTH )
- {
- return qtrue;
- }
-
- for ( i = 0; i < MAX_AMMO; i ++ )
- {
- int maxammo;
-
- maxammo = BG_GetMaxAmmo ( ps, i );
-
- if ( !maxammo || ps->ammo[i] >= maxammo )
- {
- continue;
- }
-
- return qtrue;
- }
-
- // Grenades are a special case because they can be depleted by just throwing them.
- // Therefore we need to check to see if they have any of the grenades indicated in
- // their outfitting
- if ( ps->pm_flags & PMF_LIMITED_INVENTORY )
- {
- // No grenades, then let the pick up the backpack
- if ( !(ps->stats[STAT_WEAPONS] & (1<<ps->stats[STAT_OUTFIT_GRENADE])) )
- {
- return qtrue;
- }
- }
-
- return qfalse;
- }
-
- default:
- #ifndef Q3_VM
- #ifndef NDEBUG
- Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
- #endif
- #endif
- break;
- }
-
- return qfalse;
- }
-
- //======================================================================
-
- /*
- ================
- BG_EvaluateTrajectory
-
- ================
- */
- void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
- float deltaTime;
- float phase;
-
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorCopy( tr->trBase, result );
- break;
- case TR_LINEAR:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = sin( deltaTime * M_PI * 2 );
- VectorMA( tr->trBase, phase, tr->trDelta, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
- atTime = tr->trTime + tr->trDuration;
- }
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- if ( deltaTime < 0 ) {
- deltaTime = 0;
- }
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_LIGHTGRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] -= 0.3f * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- case TR_HEAVYGRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] -= 1.0 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
- break;
- }
- }
-
- /*
- ================
- BG_EvaluateTrajectoryDelta
-
- For determining velocity at a given time
- ================
- */
- void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
- float deltaTime;
- float phase;
-
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorClear( result );
- break;
- case TR_LINEAR:
- VectorCopy( tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
- phase *= 0.5;
- VectorScale( tr->trDelta, phase, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
- VectorClear( result );
- return;
- }
- VectorCopy( tr->trDelta, result );
- break;
- case TR_LIGHTGRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] -= 0.6f * DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- case TR_HEAVYGRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] -= 2.0f * DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
- break;
- }
- }
-
- char *eventnames[] = {
- "EV_NONE",
-
- "EV_FOOTSTEP",
- "EV_FOOTWADE",
- "EV_SWIM",
-
- "EV_STEP_4",
- "EV_STEP_8",
- "EV_STEP_12",
- "EV_STEP_16",
-
- "EV_FALL_SHORT",
- "EV_FALL_MEDIUM",
- "EV_FALL_FAR",
-
- "EV_JUMP",
- "EV_WATER_FOOTSTEP",
- "EV_WATER_TOUCH", // foot touches
-
- "EV_ITEM_PICKUP", // normal item pickups are predictable
-
- "EV_NOAMMO",
- "EV_CHANGE_WEAPON",
- "EV_FIRE_WEAPON",
- "EV_ALT_FIRE",
-
- "EV_USE", // +Use key
-
- "EV_ITEM_RESPAWN",
- "EV_ITEM_POP",
- "EV_PLAYER_TELEPORT_IN",
- "EV_PLAYER_TELEPORT_OUT",
-
- "EV_GRENADE_BOUNCE", // eventParm will be the soundindex
-
- "EV_PLAY_EFFECT",
-
- "EV_GENERAL_SOUND",
- "EV_GLOBAL_SOUND", // no attenuation
- "EV_ENTITY_SOUND",
-
- "EV_GLASS_SHATTER",
-
- "EV_MISSILE_HIT",
- "EV_MISSILE_MISS",
- "EV_BULLET", // otherEntity is the shooter
-
- "EV_PAIN",
- "EV_OBITUARY",
-
- "EV_DESTROY_GHOUL2_INSTANCE",
-
- "EV_WEAPON_CHARGE",
- "EV_WEAPON_CHARGE_ALT",
-
- "EV_DEBUG_LINE",
- "EV_TESTLINE",
- "EV_STOPLOOPINGSOUND",
- };
-
- /*
- ===============
- BG_AddPredictableEventToPlayerstate
-
- Handles the sequence numbers
- ===============
- */
-
- void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
-
- void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
-
- #ifdef _DEBUG
- {
- char buf[256];
- trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
- if ( atof(buf) != 0 ) {
- #ifdef QAGAME
- Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
- #else
- Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
- #endif
- }
- }
- #endif
- ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
- ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
- ps->eventSequence++;
- }
-
- /*
- ========================
- BG_PlayerStateToEntityState
-
- This is done after each set of usercmd_t on the server,
- and after local prediction on the client
- ========================
- */
- void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap )
- {
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR )
- {
- s->eType = ET_INVISIBLE;
- }
- else
- {
- s->eType = ET_PLAYER;
- }
-
- s->number = ps->clientNum;
-
- s->pos.trType = TR_INTERPOLATE;
-
- VectorCopy( ps->origin, s->pos.trBase );
- if ( snap )
- {
- SnapVector( s->pos.trBase );
- }
- // set the trDelta for flag direction
- VectorCopy( ps->velocity, s->pos.trDelta );
-
- s->apos.trType = TR_INTERPOLATE;
- VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap )
- {
- SnapVector( s->apos.trBase );
- }
-
- s->angles2[YAW] = ps->movementDir;
- s->legsAnim = ps->legsAnim;
- s->torsoAnim = ps->torsoAnim;
- s->torsoTimer = ps->torsoTimer;
- s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
- // so corpses can also reference the proper config
- s->eFlags = ps->eFlags;
-
- if ( ps->stats[STAT_HEALTH] <= 0 || ps->pm_type == PM_DEAD )
- {
- s->eFlags |= EF_DEAD;
- }
- else
- {
- s->eFlags &= ~EF_DEAD;
- }
-
- if ( ps->pm_flags & PMF_GOGGLES_ON )
- {
- s->eFlags |= EF_GOGGLES;
- }
- else
- {
- s->eFlags &= (~EF_GOGGLES);
- }
-
- if ( ps->pm_flags & PMF_DUCKED)
- {
- s->eFlags |= EF_DUCKED;
- }
- else
- {
- s->eFlags &= (~EF_DUCKED);
- }
-
- if ( ps->externalEvent )
- {
- s->event = ps->externalEvent;
- s->eventParm = ps->externalEventParm;
- }
- else if ( ps->entityEventSequence < ps->eventSequence )
- {
- int seq;
-
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS)
- {
- ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
-
- seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
- s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- s->eventParm = ps->eventParms[ seq ];
- ps->entityEventSequence++;
- }
-
- s->weapon = ps->weapon;
- s->groundEntityNum = ps->groundEntityNum;
- s->gametypeitems = ps->stats[STAT_GAMETYPE_ITEMS];
- s->loopSound = ps->loopSound;
- s->generic1 = ps->generic1;
- s->leanOffset = (int) BG_CalculateLeanOffset ( ps->leanTime ) + LEAN_OFFSET;
- s->time = ps->persistant[PERS_SPAWN_COUNT];
- }
-
- /*
- ========================
- BG_PlayerStateToEntityStateExtraPolate
-
- This is done after each set of usercmd_t on the server,
- and after local prediction on the client
- ========================
- */
- void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap )
- {
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR )
- {
- s->eType = ET_INVISIBLE;
- }
- else
- {
- s->eType = ET_PLAYER;
- }
-
- s->number = ps->clientNum;
-
- s->pos.trType = TR_LINEAR_STOP;
-
- VectorCopy( ps->origin, s->pos.trBase );
- if ( snap )
- {
- SnapVector( s->pos.trBase );
- }
-
- // set the trDelta for flag direction and linear prediction
- VectorCopy( ps->velocity, s->pos.trDelta );
- // set the time for linear prediction
- s->pos.trTime = time;
- // set maximum extra polation time
- s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
-
- s->apos.trType = TR_INTERPOLATE;
- VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap )
- {
- SnapVector( s->apos.trBase );
- }
-
- s->angles2[YAW] = ps->movementDir;
- s->legsAnim = ps->legsAnim;
- s->torsoAnim = ps->torsoAnim;
- s->torsoTimer = ps->torsoTimer;
- s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
- // so corpses can also reference the proper config
- s->eFlags = ps->eFlags;
-
- if ( ps->stats[STAT_HEALTH] <= 0 || ps->pm_type == PM_DEAD )
- {
- s->eFlags |= EF_DEAD;
- }
- else
- {
- s->eFlags &= ~EF_DEAD;
- }
-
- if ( ps->pm_flags & PMF_GOGGLES_ON )
- {
- s->eFlags |= EF_GOGGLES;
- }
- else
- {
- s->eFlags &= (~EF_GOGGLES);
- }
-
- if ( ps->pm_flags & PMF_DUCKED)
- {
- s->eFlags |= EF_DUCKED;
- }
- else
- {
- s->eFlags &= (~EF_DUCKED);
- }
-
- if ( ps->externalEvent )
- {
- s->event = ps->externalEvent;
- s->eventParm = ps->externalEventParm;
- }
- else if ( ps->entityEventSequence < ps->eventSequence )
- {
- int seq;
-
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS)
- {
- ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
- seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
- s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- s->eventParm = ps->eventParms[ seq ];
- ps->entityEventSequence++;
- }
-
- // Direct copies
- s->weapon = ps->weapon;
- s->groundEntityNum = ps->groundEntityNum;
- s->gametypeitems = ps->stats[STAT_GAMETYPE_ITEMS];
- s->loopSound = ps->loopSound;
- s->generic1 = ps->generic1;
- s->leanOffset = (int) BG_CalculateLeanOffset ( ps->leanTime ) + LEAN_OFFSET;
- s->time = ps->persistant[PERS_SPAWN_COUNT];
- }
-
-