/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: g_items.c * * desc: 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. * */ #include "g_local.h" #define RESPAWN_SP -1 #define RESPAWN_KEY 4 #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 #define RESPAWN_PARTIAL 998 // for multi-stage ammo/health #define RESPAWN_PARTIAL_DONE 999 // for multi-stage ammo/health //====================================================================== int Pickup_Powerup( gentity_t *ent, gentity_t *other ) { int quantity; int i; gclient_t *client; if ( !other->client->ps.powerups[ent->item->giTag] ) { // some powerups are time based on how long the powerup is /used/ // rather than timed from when the player picks it up. if ( ent->item->giTag == PW_NOFATIGUE ) { } else { // 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 an amount was specified in the ent, use it if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->client->ps.powerups[ent->item->giTag] += quantity * 1000; // brandy also gives a little health (10) if ( ent->item->giTag == PW_NOFATIGUE ) { if ( Q_stricmp( ent->item->classname, "item_stamina_brandy" ) == 0 ) { other->health += 10; if ( other->health > other->client->ps.stats[STAT_MAX_HEALTH] ) { other->health = other->client->ps.stats[STAT_MAX_HEALTH]; } other->client->ps.stats[STAT_HEALTH] = other->health; } } // Ridah, not in single player if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // done. // 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 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; } // Ridah } // done. if ( ent->s.density == 2 ) { // multi-stage health first stage return RESPAWN_PARTIAL; } else if ( ent->s.density == 1 ) { // last stage, leave the plate return RESPAWN_PARTIAL_DONE; } // single player has no respawns (SA) if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } return RESPAWN_POWERUP; } //----(SA) Wolf keys //====================================================================== int Pickup_Key( gentity_t *ent, gentity_t *other ) { other->client->ps.stats[STAT_KEYS] |= ( 1 << ent->item->giTag ); if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } else { return RESPAWN_KEY; } } /* ============== Pickup_Clipboard ============== */ int Pickup_Clipboard( gentity_t *ent, gentity_t *other ) { if ( ent->spawnflags & 4 ) { return 0; // leave in world } return -1; } /* ============== Pickup_Treasure ============== */ int Pickup_Treasure( gentity_t *ent, gentity_t *other ) { // TODO: increment treasure counter return RESPAWN_SP; // no respawn } /* ============== UseHoldableItem server side handling of holdable item use ============== */ void UseHoldableItem( gentity_t *ent, int item ) { switch ( item ) { case HI_MEDKIT: ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; break; case HI_WINE: // 1921 Chateu Lafite - gives 25 pts health up to max health ent->health += 25; if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] ) { ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; } break; case HI_SKULL: // skull of invulnerable - 30 sec invincible ent->client->ps.powerups[PW_INVULNERABLE] = level.time + 30000; break; case HI_WATER: // protection from drowning - 30 sec underwater breathing time ent->client->ps.powerups[PW_BREATHER] = 30000; break; case HI_ELECTRIC: // protection from electric attacks - absorbs 500 points of electric damage ent->client->ps.powerups[PW_ELECTRIC] = 500; break; case HI_FIRE: // protection from fire attacks - absorbs 500 points of fire damage ent->client->ps.powerups[PW_FIRE] = 500; break; case HI_STAMINA: // restores fatigue bar and sets "nofatigue" for a time period (currently forced to 60 sec) //----(SA) NOTE: currently only gives free nofatigue time, doesn't reset fatigue bar. // (this is because I'd like the restore to be visually gradual (on the HUD item representing // current status of your fatigue) rather than snapping back to 'full') ent->client->ps.powerups[PW_NOFATIGUE] = 60000; break; case HI_BOOK1: case HI_BOOK2: case HI_BOOK3: G_AddEvent( ent, EV_POPUPBOOK, ( item - HI_BOOK1 ) + 1 ); break; } } //====================================================================== int Pickup_Holdable( gentity_t *ent, gentity_t *other ) { gitem_t *item; // item = BG_FindItemForHoldable(ent->item); item = ent->item; if ( item->gameskillnumber[0] ) { // if the item specifies an amount, give it other->client->ps.holdable[item->giTag] += item->gameskillnumber[0]; } else { other->client->ps.holdable[item->giTag] += 1; // add default of 1 } other->client->ps.holding = item->giTag; other->client->ps.stats[STAT_HOLDABLE_ITEM] |= ( 1 << ent->item->giTag ); //----(SA) added if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } else { return RESPAWN_HOLDABLE; } } //====================================================================== /* ============== Fill_Clip push reserve ammo into available space in the clip ============== */ void Fill_Clip( playerState_t *ps, int weapon ) { int inclip, maxclip, ammomove; int ammoweap = BG_FindAmmoForWeapon( weapon ); if ( weapon < WP_LUGER || weapon >= WP_NUM_WEAPONS ) { return; } if ( g_dmflags.integer & DF_NO_WEAPRELOAD ) { return; } inclip = ps->ammoclip[BG_FindClipForWeapon( weapon )]; maxclip = ammoTable[weapon].maxclip; ammomove = maxclip - inclip; // max amount that can be moved into the clip // cap move amount if it's more than you've got in reserve if ( ammomove > ps->ammo[ammoweap] ) { ammomove = ps->ammo[ammoweap]; } if ( ammomove ) { ps->ammo[ammoweap] -= ammomove; ps->ammoclip[BG_FindClipForWeapon( weapon )] += ammomove; } } /* ============== Add_Ammo Try to always add ammo here unless you have specific needs (like the AI "infinite ammo" where they get below 900 and force back up to 999) fillClip will push the ammo straight through into the clip and leave the rest in reserve ============== */ //----(SA) modified void Add_Ammo( gentity_t *ent, int weapon, int count, qboolean fillClip ) { int ammoweap = BG_FindAmmoForWeapon( weapon ); int totalcount; ent->client->ps.ammo[ammoweap] += count; if ( ammoweap == WP_GRENADE_LAUNCHER ) { // make sure if he picks up a grenade that he get's the "launcher" too COM_BitSet( ent->client->ps.weapons, WP_GRENADE_LAUNCHER ); fillClip = qtrue; // grenades always filter into the "clip" } else if ( ammoweap == WP_GRENADE_PINEAPPLE ) { COM_BitSet( ent->client->ps.weapons, WP_GRENADE_PINEAPPLE ); fillClip = qtrue; // grenades always filter into the "clip" } else if ( ammoweap == WP_DYNAMITE || ammoweap == WP_DYNAMITE2 ) { COM_BitSet( ent->client->ps.weapons, WP_DYNAMITE ); fillClip = qtrue; } if ( fillClip ) { Fill_Clip( &ent->client->ps, weapon ); } // cap to max ammo if ( g_dmflags.integer & DF_NO_WEAPRELOAD ) { // no clips totalcount = ent->client->ps.ammo[ammoweap]; if ( totalcount > ammoTable[ammoweap].maxammo ) { ent->client->ps.ammo[ammoweap] = ammoTable[ammoweap].maxammo; } } else { // using clips totalcount = ent->client->ps.ammo[ammoweap] + ent->client->ps.ammoclip[BG_FindClipForWeapon( weapon )]; if ( totalcount > ammoTable[ammoweap].maxammo ) { ent->client->ps.ammo[ammoweap] = ammoTable[ammoweap].maxammo - ent->client->ps.ammoclip[BG_FindClipForWeapon( weapon )]; } } if ( count >= 999 ) { // 'really, give /all/' ent->client->ps.ammo[ammoweap] = count; } // JPW NERVE } //----(SA) end /* ============== Pickup_Ammo ============== */ int Pickup_Ammo( gentity_t *ent, gentity_t *other ) { int quantity; if ( ent->count ) { quantity = ent->count; } else { // quantity = ent->item->quantity; quantity = ent->item->gameskillnumber[( g_gameskill.integer ) - 1]; // FIXME just for now if ( !quantity ) { quantity = ent->item->quantity; } } Add_Ammo( other, ent->item->giTag, quantity, qfalse ); //----(SA) modified // single player has no respawns (SA) if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } return RESPAWN_AMMO; } //====================================================================== int Pickup_Weapon( gentity_t *ent, gentity_t *other ) { int quantity; qboolean alreadyHave = qfalse; int i,weapon; // JPW NERVE // JPW NERVE -- magic ammo for any two-handed weapon if ( ent->item->giTag == WP_AMMO ) { // if LT isn't giving ammo to self or another LT or the enemy, give him some props if ( other->client->ps.stats[STAT_PLAYER_CLASS] != PC_LT ) { if ( ent->parent ) { if ( other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if ( ent->parent->client ) { if ( !( ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD ) ) { AddScore( ent->parent, WOLF_AMMO_UP ); } ent->parent->client->PCSpecialPickedUpCount++; } } } } // everybody likes grenades -- abuse weapon var as grenade type and i as max # grenades class can carry switch ( other->client->ps.stats[STAT_PLAYER_CLASS] ) { case PC_LT: // redundant but added for completeness/flexibility case PC_MEDIC: i = 1; break; case PC_SOLDIER: i = 4; break; case PC_ENGINEER: i = 8; break; default: i = 1; break; } if ( other->client->sess.sessionTeam == TEAM_RED ) { weapon = WP_GRENADE_LAUNCHER; } else { weapon = WP_GRENADE_PINEAPPLE; } if ( other->client->ps.ammoclip[BG_FindClipForWeapon( weapon )] < i ) { other->client->ps.ammoclip[BG_FindClipForWeapon( weapon )]++; } COM_BitSet( other->client->ps.weapons,weapon ); // TTimo - add 8 pistol bullets if ( other->client->sess.sessionTeam == TEAM_RED ) { weapon = WP_LUGER; } else { weapon = WP_COLT; } // G_Printf("filling magazine for weapon %d colt/luger (%d rounds)\n", weapon, ammoTable[weapon].maxclip); other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] += ammoTable[weapon].maxclip; if ( other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] > ammoTable[weapon].maxclip * 4 ) { other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] = ammoTable[weapon].maxclip * 4; } // and some two-handed ammo for ( i = 0; i < MAX_WEAPS_IN_BANK_MP; i++ ) { weapon = weapBanksMultiPlayer[3][i]; if ( COM_BitCheck( other->client->ps.weapons, weapon ) ) { // G_Printf("filling magazine for weapon %d (%d rounds)\n",weapon,ammoTable[weapon].maxclip); if ( weapon == WP_FLAMETHROWER ) { // FT doesn't use magazines so refill tank other->client->ps.ammoclip[BG_FindAmmoForWeapon( WP_FLAMETHROWER )] = ammoTable[weapon].maxclip; } else { other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] += ammoTable[weapon].maxclip; if ( other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] > ammoTable[weapon].maxclip * 3 ) { other->client->ps.ammo[BG_FindAmmoForWeapon( weapon )] = ammoTable[weapon].maxclip * 3; } } return RESPAWN_SP; } } return RESPAWN_SP; } // jpw if ( ent->count < 0 ) { quantity = 0; // None for you, sir! } else { if ( ent->count ) { quantity = ent->count; } else { //----(SA) modified // JPW NERVE did this so ammocounts work right on dropped weapons if ( g_gametype.integer != GT_SINGLE_PLAYER ) { quantity = ent->item->quantity; } else { // jpw quantity = ( random() * ( ent->item->quantity - 1 ) ) + 1; // giving 1- } } } // check if player already had the weapon alreadyHave = COM_BitCheck( other->client->ps.weapons, ent->item->giTag ); // add the weapon COM_BitSet( other->client->ps.weapons, ent->item->giTag ); // DHM - Fixup mauser/sniper issues if ( ent->item->giTag == WP_MAUSER ) { COM_BitSet( other->client->ps.weapons, WP_SNIPERRIFLE ); } if ( ent->item->giTag == WP_SNIPERRIFLE ) { COM_BitSet( other->client->ps.weapons, WP_MAUSER ); } //----(SA) added // snooper == automatic garand mod if ( ent->item->giTag == WP_SNOOPERSCOPE ) { COM_BitSet( other->client->ps.weapons, WP_GARAND ); } // fg42scope == automatic fg42 mod else if ( ent->item->giTag == WP_FG42SCOPE ) { COM_BitSet( other->client->ps.weapons, WP_FG42 ); } else if ( ent->item->giTag == WP_GARAND ) { COM_BitSet( other->client->ps.weapons, WP_SNOOPERSCOPE ); } //----(SA) end // JPW NERVE prevents drop/pickup weapon "quick reload" exploit if ( alreadyHave ) { Add_Ammo( other, ent->item->giTag, quantity, !alreadyHave ); } else { other->client->ps.ammoclip[BG_FindClipForWeapon( ent->item->giTag )] = quantity; } // jpw // single player has no respawns (SA) if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } if ( g_gametype.integer == GT_TEAM ) { return g_weaponTeamRespawn.integer; } return g_weaponRespawn.integer; } //====================================================================== int Pickup_Health( gentity_t *ent, gentity_t *other ) { int max; int quantity = 0; // JPW NERVE // if medic isn't giving ammo to self or another medic or the enemy, give him some props if ( other->client->ps.stats[STAT_PLAYER_CLASS] != PC_MEDIC ) { if ( ent->parent ) { if ( other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if ( ent->parent->client ) { if ( !( ent->parent->client->PCSpecialPickedUpCount % MEDIC_SPECIAL_PICKUP_MOD ) ) { AddScore( ent->parent, WOLF_HEALTH_UP ); } ent->parent->client->PCSpecialPickedUpCount++; } } } } // jpw // 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 { if ( ent->s.density ) { // multi-stage health if ( ent->s.density == 2 ) { // first stage (it counts down) quantity = ent->item->gameskillnumber[( g_gameskill.integer ) - 1]; } else if ( ent->s.density == 1 ) { // second stage quantity = ent->item->quantity; } } else { quantity = ent->item->gameskillnumber[( g_gameskill.integer ) - 1]; } } other->health += quantity; if ( other->health > max ) { other->health = max; } other->client->ps.stats[STAT_HEALTH] = other->health; if ( ent->s.density == 2 ) { // multi-stage health first stage return RESPAWN_PARTIAL; } else if ( ent->s.density == 1 ) { // last stage, leave the plate return RESPAWN_PARTIAL_DONE; } // single player has no respawns (SA) if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } 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; } // single player has no respawns (SA) if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return RESPAWN_SP; } 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->flags &= ~FL_NODRAW; ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity( ent ); /* if ( ent->item->giType == IT_POWERUP && g_gametype.integer != GT_SINGLE_PLAYER) { // 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 if other->client->pers.autoActivate == PICKUP_ACTIVATE (0), he will pick up items only when using +activate if other->client->pers.autoActivate == PICKUP_TOUCH (1), he will pickup items when touched if other->client->pers.autoActivate == PICKUP_FORCE (2), he will pickup the next item when touched (and reset to PICKUP_ACTIVATE when done) ============== */ void Touch_Item_Auto( gentity_t *ent, gentity_t *other, trace_t *trace ) { if ( other->client->pers.autoActivate == PICKUP_ACTIVATE ) { return; } ent->active = qtrue; Touch_Item( ent, other, trace ); if ( other->client->pers.autoActivate == PICKUP_FORCE ) { // autoactivate probably forced by the "Cmd_Activate_f()" function other->client->pers.autoActivate = PICKUP_ACTIVATE; // so reset it. } } /* =============== Touch_Item =============== */ void Touch_Item( gentity_t *ent, gentity_t *other, trace_t *trace ) { int respawn; int makenoise = EV_ITEM_PICKUP; // only activated items can be picked up if ( !ent->active ) { return; } else { // need to set active to false if player is maxed out ent->active = qfalse; } 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; case IT_KEY: respawn = Pickup_Key( ent, other ); break; case IT_TREASURE: respawn = Pickup_Treasure( ent, other ); break; case IT_CLIPBOARD: respawn = Pickup_Clipboard( ent, other ); // send the event to the client to request that the UI draw a popup // (specified by the configstring in ent->s.density). //G_AddEvent( other, EV_POPUP, ent->s.density); //if(ent->key) //G_AddEvent( other, EV_GIVEPAGE, ent->key ); break; default: return; } if ( !respawn ) { return; } // play sounds if ( ent->noise_index ) { // (SA) a sound was specified in the entity, so play that sound // (this G_AddEvent) and send the pickup as "EV_ITEM_PICKUP_QUIET" // so it doesn't make the default pickup sound when the pickup event is recieved makenoise = EV_ITEM_PICKUP_QUIET; G_AddEvent( other, EV_GENERAL_SOUND, ent->noise_index ); } // send the pickup event if ( other->client->pers.predictItemPickup ) { G_AddPredictableEvent( other, makenoise, ent->s.modelindex ); } else { G_AddEvent( other, makenoise, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM ) { // (SA) probably need to check for IT_KEY here too... (coop?) 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; // (SA) set if we want this to only go to the pickup client // te->r.svFlags |= SVF_SINGLECLIENT; // te->r.singleClient = other->s.number; } // fire item targets G_UseTargets( ent, other ); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->flags |= FL_NODRAW; //ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // wait of -2 will respawn but not be available for pickup anymore // (partial use things that leave a spent modle (ex. plate for turkey) if ( respawn == RESPAWN_PARTIAL_DONE ) { ent->s.density = ( 1 << 9 ); // (10 bits of data transmission for density) ent->active = qtrue; // re-activate trap_LinkEntity( ent ); return; } if ( respawn == RESPAWN_PARTIAL ) { // multi-stage health ent->s.density--; if ( ent->s.density ) { // still not completely used up ( (SA) this will change to == 0 and stage 1 will be a destroyable item (plate/etc.) ) ent->active = qtrue; // re-activate trap_LinkEntity( ent ); 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->flags |= FL_NODRAW; //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, int ownerNum ) { gentity_t *dropped; trace_t tr; vec3_t vec, temp; int i; dropped = G_Spawn(); dropped->s.eType = ET_ITEM; dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex dropped->s.otherEntityNum2 = 1; // DHM - Nerve :: this is taking modelindex2's place for a dropped item dropped->classname = item->classname; dropped->item = item; VectorSet( dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); //----(SA) so items sit on the ground VectorSet( dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS ); //----(SA) so items sit on the ground dropped->r.contents = CONTENTS_TRIGGER | CONTENTS_ITEM; dropped->clipmask = CONTENTS_SOLID | CONTENTS_MISSILECLIP; // NERVE - SMF - fix for items falling through grates dropped->touch = Touch_Item_Auto; trap_Trace( &tr, origin, dropped->r.mins, dropped->r.maxs, origin, ownerNum, MASK_SOLID ); if ( tr.startsolid ) { VectorSubtract( g_entities[ownerNum].s.origin, origin, temp ); VectorNormalize( temp ); for ( i = 16; i <= 48; i += 16 ) { VectorScale( temp, i, vec ); VectorAdd( origin, vec, origin ); trap_Trace( &tr, origin, dropped->r.mins, dropped->r.maxs, origin, ownerNum, MASK_SOLID ); if ( !tr.startsolid ) { break; } } } 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; } 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, qboolean novelocity ) { vec3_t velocity; vec3_t angles; VectorCopy( ent->s.apos.trBase, angles ); angles[YAW] += angle; angles[PITCH] = 0; // always forward if ( novelocity ) { VectorClear( velocity ); } else { AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 150, velocity ); velocity[2] += 200 + crandom() * 50; } return LaunchItem( item, ent->s.pos.trBase, velocity, ent->s.number ); } /* ================ 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; vec3_t maxs; if ( ent->spawnflags & 1 ) { // suspended VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); VectorCopy( ent->r.maxs, maxs ); } else { // Rafael // had to modify this so that items would spawn in shelves VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); VectorCopy( ent->r.maxs, maxs ); maxs[2] /= 2; } ent->r.contents = CONTENTS_TRIGGER | CONTENTS_ITEM; ent->touch = Touch_Item_Auto; ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->s.otherEntityNum2 = 0; // DHM - Nerve :: takes modelindex2's place in signaling a dropped item //----(SA) we don't use this (yet, anyway) so I'm taking it so you can specify a model for treasure items and clipboards // ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item if ( ent->model ) { ent->s.modelindex2 = G_ModelIndex( ent->model ); } // if clipboard, add the menu name string to the client's configstrings if ( ent->item->giType == IT_CLIPBOARD ) { if ( !ent->message ) { ent->s.density = G_FindConfigstringIndex( "clip_test", CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } else { ent->s.density = G_FindConfigstringIndex( ent->message, CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } ent->touch = Touch_Item; // no auto-pickup, only activate } else if ( ent->item->giType == IT_HOLDABLE ) { if ( ent->item->giTag >= HI_BOOK1 && ent->item->giTag <= HI_BOOK3 ) { G_FindConfigstringIndex( va( "hbook%d", ent->item->giTag - HI_BOOK1 ), CS_CLIPBOARDS, MAX_CLIPBOARD_CONFIGSTRINGS, qtrue ); } ent->touch = Touch_Item; // no auto-pickup, only activate } //----(SA) added if ( ent->item->giType == IT_TREASURE ) { ent->touch = Touch_Item; // no auto-pickup, only activate } //----(SA) end // using an item causes it to respawn ent->use = Use_Item; //----(SA) moved this up so it happens for suspended items too (and made it a function) G_SetAngle( ent, ent->s.angles ); if ( ent->spawnflags & 1 ) { // suspended G_SetOrigin( ent, ent->s.origin ); } else { VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, ent->s.origin, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { vec3_t temp; VectorCopy( ent->s.origin, temp ); temp[2] -= ITEM_RADIUS; VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, temp, ent->r.mins, maxs, dest, ent->s.number, MASK_SOLID ); } #if 0 // 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, maxs, dest, ent->s.number, MASK_SOLID ); #endif 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 ); } if ( ent->spawnflags & 2 ) { // spin ent->s.eFlags |= EF_SPINNING; } // team slaves and targeted items aren't present at start if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) { ent->flags |= FL_NODRAW; //ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; return; } // health/ammo can potentially be multi-stage (multiple use) if ( ent->item->giType == IT_HEALTH || ent->item->giType == IT_AMMO || ent->item->giType == IT_POWERUP ) { int i; // having alternate models defined in bg_misc.c for a health or ammo item specify it as "multi-stage" // TTimo left-hand operand of comma expression has no effect // initial line: for(i=0;i<4,ent->item->world_model[i];i++) {} for ( i = 0; i < 4 && ent->item->world_model[i] ; i++ ) {} ent->s.density = i - 1; // store number of stages in 'density' for client (most will have '1') } // powerups don't spawn in for a while if ( ent->item->giType == IT_POWERUP && g_gametype.integer != GT_SINGLE_PLAYER ) { float respawn; respawn = 45 + crandom() * 15; ent->flags |= FL_NODRAW; //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 ) { 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_Error( "No team_CTF_redflag in map" ); } item = BG_FindItem( "Blue Flag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { G_Error( "No team_CTF_blueflag in map" ); } } } /* ============== ClearRegisteredItems ============== */ void ClearRegisteredItems( void ) { memset( itemRegistered, 0, sizeof( itemRegistered ) ); // players always start with the base weapon // (SA) Nope, not any more... //----(SA) this will be determined by the level or starting position, or the savegame // but for now, re-register the MP40 automatically // RegisterItem( BG_FindItemForWeapon( WP_MP40 ) ); RegisterItem( BG_FindItem( "Med Health" ) ); // NERVE - SMF - this is so med packs properly display } /* =============== 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'; } // DHM - Nerve :: Make sure and register all weapons we use in WolfMP if ( g_gametype.integer >= GT_WOLF && string[i] == '0' && bg_itemlist[i].giType == IT_WEAPON && BG_WeaponInWolfMP( bg_itemlist[i].giTag ) ) { count++; string[i] = '1'; } } string[ bg_numItems ] = 0; if ( trap_Cvar_VariableIntegerValue( "g_gametype" ) != GT_SINGLE_PLAYER ) { 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 ) { char *noise; int page; 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; if ( G_SpawnString( "noise", 0, &noise ) ) { ent->noise_index = G_SoundIndex( noise ); } ent->physicsBounce = 0.50; // items are bouncy if ( ent->model ) { ent->s.modelindex2 = G_ModelIndex( ent->model ); } if ( item->giType == IT_CLIPBOARD ) { if ( G_SpawnInt( "notebookpage", "1", &page ) ) { ent->key = page; } } 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_RunItemProp ================= */ void G_RunItemProp( gentity_t *ent, vec3_t origin ) { gentity_t *traceEnt; trace_t trace; gentity_t *owner; vec3_t start; vec3_t end; owner = &g_entities[ent->r.ownerNum]; VectorCopy( ent->r.currentOrigin, start ); start[2] += 1; VectorCopy( origin, end ); end[2] += 1; trap_Trace( &trace, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, end, ent->r.ownerNum, MASK_SHOT ); traceEnt = &g_entities[ trace.entityNum ]; if ( traceEnt && traceEnt->takedamage && traceEnt != ent ) { ent->enemy = traceEnt; } if ( owner->client && trace.startsolid && traceEnt != owner && traceEnt != ent /* && !traceEnt->active*/ ) { ent->takedamage = qfalse; ent->die( ent, ent, NULL, 10, 0 ); Prop_Break_Sound( ent ); return; } else if ( trace.surfaceFlags & SURF_NOIMPACT ) { ent->takedamage = qfalse; Props_Chair_Skyboxtouch( ent ); return; } } /* ================ 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 || ent->s.pos.trType == TR_GRAVITY_PAUSED ) { //----(SA) // 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_SOLID; } trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, mask ); if ( ent->isProp && ent->takedamage ) { G_RunItemProp( ent, origin ); } 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 ); }