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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- #include "g_local.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 25
- #define RESPAWN_TEAM_WEAPON 30
- #define RESPAWN_HEALTH 35
- #define RESPAWN_AMMO 40
- #define RESPAWN_HOLDABLE 60
- #define RESPAWN_MEGAHEALTH 120
- #define RESPAWN_POWERUP 120
-
-
- //======================================================================
-
- int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
- int quantity;
- int i;
- gclient_t *client;
-
- if ( !other->client->ps.powerups[ent->item->giTag] ) {
- // round timing to seconds to make multiple powerup timers
- // count in sync
- other->client->ps.powerups[ent->item->giTag] =
- level.time - ( level.time % 1000 );
- }
-
- if ( ent->count ) {
- quantity = ent->count;
- } else {
- quantity = ent->item->quantity;
- }
-
- other->client->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;
- float len;
- 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
- 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;
- }
-
- //======================================================================
-
- int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
-
- other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
-
- return RESPAWN_HOLDABLE;
- }
-
-
- //======================================================================
-
- void Add_Ammo (gentity_t *ent, int weapon, int count)
- {
- ent->client->ps.ammo[weapon] += count;
- if ( ent->client->ps.ammo[weapon] > 200 ) {
- ent->client->ps.ammo[weapon] = 200;
- }
- }
-
- int Pickup_Ammo (gentity_t *ent, gentity_t *other)
- {
- int quantity;
-
- if ( ent->count ) {
- quantity = ent->count;
- } else {
- quantity = ent->item->quantity;
- }
-
- Add_Ammo (other, ent->item->giTag, quantity);
-
- return RESPAWN_AMMO;
- }
-
- //======================================================================
-
-
- int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
- int quantity;
-
- if ( ent->count < 0 ) {
- quantity = 0; // None for you, sir!
- } else {
- if ( ent->count ) {
- quantity = ent->count;
- } else {
- quantity = ent->item->quantity;
- }
-
- // dropped items and teamplay weapons always have full ammo
- if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
- // respawning rules
- // drop the quantity if the already have over the minimum
- if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
- quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
- } else {
- quantity = 1; // only add a single shot
- }
- }
- }
-
- // add the weapon
- other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
-
- Add_Ammo( other, ent->item->giTag, quantity );
-
- if (ent->item->giTag == WP_GRAPPLING_HOOK)
- other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo
-
- // team deathmatch has slow weapon respawns
- if ( g_gametype.integer == GT_TEAM ) {
- return RESPAWN_TEAM_WEAPON;
- }
-
- return g_weaponRespawn.integer;
- }
-
-
- //======================================================================
-
- int Pickup_Health (gentity_t *ent, gentity_t *other) {
- int max;
- int quantity;
-
- // small and mega healths will go over the max
- if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
- max = other->client->ps.stats[STAT_MAX_HEALTH];
- } else {
- max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
- }
-
- if ( ent->count ) {
- quantity = ent->count;
- } else {
- quantity = ent->item->quantity;
- }
-
- other->health += quantity;
-
- if (other->health > max ) {
- other->health = max;
- }
- other->client->ps.stats[STAT_HEALTH] = other->health;
-
- if ( ent->item->giTag == 100 ) { // mega health respawns slow
- return RESPAWN_MEGAHEALTH;
- }
-
- return RESPAWN_HEALTH;
- }
-
- //======================================================================
-
- int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
- other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
- if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
- other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
- }
-
- return RESPAWN_ARMOR;
- }
-
- //======================================================================
-
- /*
- ===============
- RespawnItem
- ===============
- */
- void RespawnItem( gentity_t *ent ) {
- // randomly select from teamed entities
- if (ent->team) {
- gentity_t *master;
- int count;
- int choice;
-
- if ( !ent->teammaster ) {
- G_Error( "RespawnItem: bad teammaster");
- }
- master = ent->teammaster;
-
- for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
- ;
-
- choice = rand() % count;
-
- for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++)
- ;
- }
-
- ent->r.contents = CONTENTS_TRIGGER;
- ent->s.eFlags &= ~EF_NODRAW;
- 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" );
- 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_Item
- ===============
- */
- void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
- int respawn;
-
- if (!other->client)
- return;
- if (other->health < 1)
- return; // dead people can't pickup
-
- // the same pickup rules are used for client side and server side
- if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) {
- return;
- }
-
- 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 = Pickup_Team(ent, other);
- break;
- case IT_HOLDABLE:
- respawn = Pickup_Holdable(ent, other);
- break;
- default:
- return;
- }
-
- if ( !respawn ) {
- 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;
-
- te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
- te->s.eventParm = ent->s.modelindex;
- te->r.svFlags |= SVF_BROADCAST;
- }
-
- // fire item targets
- G_UseTargets (ent, other);
-
- // 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 ) {
- respawn = ent->wait;
- }
-
- // random can be used to vary the respawn time
- if ( ent->random ) {
- respawn += crandom() * ent->random;
- if ( respawn < 1 ) {
- respawn = 1;
- }
- }
-
- // dropped items will not respawn
- if ( ent->flags & FL_DROPPED_ITEM ) {
- ent->freeAfterEvent = qtrue;
- }
-
- // picked up items still stay around, they just don't
- // draw anything. This allows respawnable items
- // to be placed on movers.
- ent->r.svFlags |= SVF_NOCLIENT;
- ent->s.eFlags |= EF_NODRAW;
- 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
- ================
- */
- gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
- gentity_t *dropped;
-
- 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;
-
- if (item->giType == IT_TEAM) { // Special case for CTF flags
- dropped->think = Team_DroppedFlagThink;
- dropped->nextthink = level.time + 30000;
- Team_CheckDroppedItem( dropped );
- } else { // auto-remove after 30 seconds
- dropped->think = G_FreeEntity;
- dropped->nextthink = level.time + 30000;
- }
-
- dropped->flags = FL_DROPPED_ITEM;
-
- trap_LinkEntity (dropped);
-
- return dropped;
- }
-
- /*
- ================
- Drop_Item
-
- Spawns an item and tosses it forward
- ================
- */
- gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
- vec3_t velocity;
- vec3_t angles;
-
- VectorCopy( ent->s.apos.trBase, angles );
- angles[YAW] += angle;
- angles[PITCH] = 0; // always forward
-
- AngleVectors( angles, velocity, NULL, NULL );
- VectorScale( velocity, 150, velocity );
- velocity[2] += 200 + crandom() * 50;
-
- return LaunchItem( item, ent->s.pos.trBase, velocity );
- }
-
-
- /*
- ================
- Use_Item
-
- Respawn the item
- ================
- */
- void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
- RespawnItem( ent );
- }
-
- //======================================================================
-
- /*
- ================
- FinishSpawningItem
-
- Traces down to find where an item should rest, instead of letting them
- free fall from their spawn points
- ================
- */
- void FinishSpawningItem( gentity_t *ent ) {
- trace_t tr;
- vec3_t dest;
-
- 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;
-
- if ( ent->spawnflags & 1 ) {
- // 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 );
- trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
- if ( tr.startsolid ) {
- 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 ) || ent->targetname ) {
- ent->s.eFlags |= EF_NODRAW;
- ent->r.contents = 0;
- return;
- }
-
- // powerups don't spawn in for a while
- if ( ent->item->giType == IT_POWERUP ) {
- float respawn;
-
- respawn = 45 + crandom() * 15;
- ent->s.eFlags |= EF_NODRAW;
- ent->r.contents = 0;
- ent->nextthink = level.time + respawn * 1000;
- ent->think = RespawnItem;
- return;
- }
-
-
- trap_LinkEntity (ent);
- }
-
-
- qboolean itemRegistered[MAX_ITEMS];
-
- /*
- ==================
- G_CheckTeamItems
- ==================
- */
- void G_CheckTeamItems( void ) {
-
- // Set up team stuff
- Team_InitGame();
-
- if ( g_gametype.integer == GT_CTF ) {
- gitem_t *item;
-
- // make sure we actually have two flags...
- item = BG_FindItem( "Red Flag" );
- if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( "^1WARNING: No team_CTF_redflag in map" );
- }
- item = BG_FindItem( "Blue Flag" );
- if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
- G_Printf( "^1WARNING: No team_CTF_blueflag in map" );
- }
- }
- }
-
- /*
- ==============
- ClearRegisteredItems
- ==============
- */
- void ClearRegisteredItems( void ) {
- memset( itemRegistered, 0, sizeof( itemRegistered ) );
-
- // players always start with the base weapon
- RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
- RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
- }
-
- /*
- ===============
- RegisterItem
-
- The item will be added to the precache list
- ===============
- */
- void RegisterItem( gitem_t *item ) {
- if ( !item ) {
- G_Error( "RegisterItem: NULL" );
- }
- itemRegistered[ item - bg_itemlist ] = qtrue;
- }
-
-
- /*
- ===============
- SaveRegisteredItems
-
- Write the needed items to a config string
- so the client will know which ones to precache
- ===============
- */
- 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);
- }
-
-
- /*
- ============
- G_SpawnItem
-
- Sets the clipping size and plants the object on the floor.
-
- Items can't be immediately dropped to floor, because they might
- be on an entity that hasn't spawned yet.
- ============
- */
- void G_SpawnItem (gentity_t *ent, gitem_t *item) {
- 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" );
- }
- }
-
-
- /*
- ================
- 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;
- }
-
-
- /*
- ================
- G_RunItem
-
- ================
- */
- 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 ) {
- if (ent->item && ent->item->giType == IT_TEAM) {
- Team_FreeEntity(ent);
- } else {
- G_FreeEntity( ent );
- }
- return;
- }
-
- G_BounceItem( ent, &tr );
- }
-
-