/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET 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. Wolf ET 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET 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 Wolf ET 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; } } // 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; } } 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; } 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 ); return RESPAWN_KEY; } #ifdef KITS // START Mad Doc - TDF // in single player, the player can pick up the 'kits' of dead allies. Kits contain ammo for the special weapons // that bot was carrying int Pickup_Kit( gentity_t *ent, gentity_t *other ) { switch ( ent->item->giTag ) { case KIT_ENGINEER: drop->item->giAmmoIndex = ps->ammoclip[BG_FindClipForWeapon( WP_LANDMINE )]; drop->item->giClipIndex = ps->ammoclip[BG_FindClipForWeapon( WP_DYNAMITE )]; break; } case PC_FIELDOPS: { drop->item->giAmmoIndex = ps->ammoclip[BG_FindClipForWeapon( WP_AMMO )]; drop->item->giClipIndex = ps->ammoclip[BG_FindClipForWeapon( WP_SMOKE_MARKER )]; break; } case PC_COVERTOPS: { drop->item->giAmmoIndex = ps->ammoclip[BG_FindClipForWeapon( WP_SMOKE_BOMB )]; // no second special for covert ops break; } } // END Mad Doc - TDF #endif /* ============== 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 ) { return -1; } /* ============== 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 ) { return RESPAWN_HOLDABLE; } // xkan, 10/26/2002 // extracted from Fill_Clip: add the specified ammount of ammo into the clip // returns whether ammo was added to the clip int AddToClip( playerState_t *ps, // which player int weapon, // weapon to add ammo for int ammomove, // ammount to add. 0 means fill the clip if possible int outOfReserve ) { // is the amount to be added out of reserve int inclip, maxclip; int ammoweap = BG_FindAmmoForWeapon( weapon ); if ( weapon < WP_LUGER || weapon >= WP_NUM_WEAPONS ) { return qfalse; } inclip = ps->ammoclip[BG_FindClipForWeapon( weapon )]; maxclip = GetAmmoTableData( weapon )->maxclip; if ( !ammomove ) { // amount to add to the clip not specified ammomove = maxclip - inclip; // max amount that can be moved into the clip } else if ( ammomove > maxclip - inclip ) { ammomove = maxclip - inclip; } if ( outOfReserve ) { // cap move amount if it's more than you've got in reserve if ( ammomove > ps->ammo[ammoweap] ) { ammomove = ps->ammo[ammoweap]; } } if ( ammomove ) { if ( outOfReserve ) { ps->ammo[ammoweap] -= ammomove; } ps->ammoclip[BG_FindClipForWeapon( weapon )] += ammomove; return qtrue; } return qfalse; } //====================================================================== /* ============== Fill_Clip push reserve ammo into available space in the clip ============== */ void Fill_Clip( playerState_t *ps, int weapon ) { AddToClip( ps, weapon, 0, qtrue ); } /* ============== 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 // xkan, 10/25/2002 - modified to return whether any ammo was added. int Add_Ammo( gentity_t *ent, int weapon, int count, qboolean fillClip ) { int ammoweap = BG_FindAmmoForWeapon( weapon ); int originalCount; int maxammo = BG_MaxAmmoForWeapon( ammoweap, ent->client->sess.skill ); originalCount = ent->client->ps.ammo[ammoweap]; 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 ) { COM_BitSet( ent->client->ps.weapons, WP_DYNAMITE ); fillClip = qtrue; } else if ( ammoweap == WP_SATCHEL_DET ) { COM_BitSet( ent->client->ps.weapons, WP_SATCHEL_DET ); fillClip = qtrue; } if ( fillClip ) { Fill_Clip( &ent->client->ps, weapon ); } if ( ammoweap == WP_PANZERFAUST || ammoweap == WP_FLAMETHROWER ) { ent->client->ps.ammoclip[ammoweap] += count; if ( ent->client->ps.ammoclip[ammoweap] > maxammo ) { ent->client->ps.ammoclip[ammoweap] = maxammo; // - ent->client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; } } else { ent->client->ps.ammo[ammoweap] += count; if ( ent->client->ps.ammo[ammoweap] > maxammo ) { ent->client->ps.ammo[ammoweap] = maxammo; // - ent->client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; } } if ( count >= 999 ) { // 'really, give /all/' ent->client->ps.ammo[ammoweap] = count; } return ( ent->client->ps.ammo[ammoweap] > originalCount ); } /* ============== Pickup_Ammo ============== */ int Pickup_Ammo( gentity_t *ent, gentity_t *other ) { // added some ammo pickups, so I'll use ent->item->quantity if no ent->count if ( ent->count ) { Add_Ammo( other, ent->item->giTag, ent->count, qfalse ); } else { Add_Ammo( other, ent->item->giTag, ent->item->quantity, qfalse ); } return RESPAWN_AMMO; } // xkan, 9/18/2002 - Extracted AddMagicAmmo from Pickup_Weapon() /* ================================================================= AddMagicAmmo - added the specified number of clips of magic ammo for any two-handed weapon - returns whether any ammo was actually added ================================================================= */ qboolean AddMagicAmmo( gentity_t *receiver, int numOfClips ) { return BG_AddMagicAmmo( &receiver->client->ps, receiver->client->sess.skill, receiver->client->sess.sessionTeam, numOfClips ); } //====================================================================== weapon_t G_GetPrimaryWeaponForClient( gclient_t *client ) { int i; bg_playerclass_t *classInfo; if ( client->sess.sessionTeam != TEAM_ALLIES && client->sess.sessionTeam != TEAM_AXIS ) { return WP_NONE; } if ( client->sess.skill[SK_HEAVY_WEAPONS] < 4 ) { if ( COM_BitCheck( client->ps.weapons, WP_THOMPSON ) ) { return WP_THOMPSON; } if ( COM_BitCheck( client->ps.weapons, WP_MP40 ) ) { return WP_MP40; } } classInfo = &bg_allies_playerclasses[client->sess.playerType]; for ( i = 0; i < MAX_WEAPS_PER_CLASS; i++ ) { if ( classInfo->classWeapons[i] == WP_MP40 || classInfo->classWeapons[i] == WP_THOMPSON ) { continue; } if ( COM_BitCheck( client->ps.weapons, classInfo->classWeapons[i] ) ) { return classInfo->classWeapons[i]; } } classInfo = &bg_axis_playerclasses[client->sess.playerType]; for ( i = 0; i < MAX_WEAPS_PER_CLASS; i++ ) { if ( classInfo->classWeapons[i] == WP_MP40 || classInfo->classWeapons[i] == WP_THOMPSON ) { continue; } if ( COM_BitCheck( client->ps.weapons, classInfo->classWeapons[i] ) ) { return classInfo->classWeapons[i]; } } return WP_NONE; } void G_DropWeapon( gentity_t *ent, weapon_t weapon ) { vec3_t angles, velocity, org, offset, mins, maxs; gclient_t *client = ent->client; gentity_t *ent2; gitem_t *item; trace_t tr; item = BG_FindItemForWeapon( weapon ); VectorCopy( client->ps.viewangles, angles ); // clamp pitch if ( angles[PITCH] < -30 ) { angles[PITCH] = -30; } else if ( angles[PITCH] > 30 ) { angles[PITCH] = 30; } AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 64, offset ); offset[2] += client->ps.viewheight / 2.f; VectorScale( velocity, 75, velocity ); velocity[2] += 50 + random() * 35; VectorAdd( client->ps.origin, offset, org ); VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS ); trap_Trace( &tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID ); VectorCopy( tr.endpos, org ); ent2 = LaunchItem( item, org, velocity, client->ps.clientNum ); COM_BitClear( client->ps.weapons, weapon ); if ( weapon == WP_KAR98 ) { COM_BitClear( client->ps.weapons, WP_GPG40 ); } else if ( weapon == WP_CARBINE ) { COM_BitClear( client->ps.weapons, WP_M7 ); } else if ( weapon == WP_FG42 ) { COM_BitClear( client->ps.weapons, WP_FG42SCOPE ); } else if ( weapon == WP_K43 ) { COM_BitClear( client->ps.weapons, WP_K43_SCOPE ); } else if ( weapon == WP_GARAND ) { COM_BitClear( client->ps.weapons, WP_GARAND_SCOPE ); } else if ( weapon == WP_MORTAR ) { COM_BitClear( client->ps.weapons, WP_MORTAR_SET ); } else if ( weapon == WP_MOBILE_MG42 ) { COM_BitClear( client->ps.weapons, WP_MOBILE_MG42_SET ); } // Clear out empty weapon, change to next best weapon G_AddEvent( ent, EV_WEAPONSWITCHED, 0 ); if ( weapon == client->ps.weapon ) { client->ps.weapon = 0; } if ( weapon == WP_MORTAR ) { ent2->count = client->ps.ammo[BG_FindAmmoForWeapon( weapon )] + client->ps.ammoclip[BG_FindClipForWeapon( weapon )]; } else { ent2->count = client->ps.ammoclip[BG_FindClipForWeapon( weapon )]; } if ( weapon == WP_KAR98 || weapon == WP_CARBINE ) { ent2->delay = client->ps.ammo[BG_FindAmmoForWeapon( weapAlts[weapon] )]; } else { ent2->delay = 0; } // ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // Gordon: um, modifying an item is not a good idea client->ps.ammoclip[BG_FindClipForWeapon( weapon )] = 0; } // TAT 1/6/2003 - Bot picks up a new weapon void BotPickupWeapon( int client, int weaponnum, qboolean alreadyHave ); qboolean G_CanPickupWeapon( weapon_t weapon, gentity_t* ent ) { if ( ent->client->sess.sessionTeam == TEAM_AXIS ) { if ( weapon == WP_THOMPSON ) { weapon = WP_MP40; } else if ( weapon == WP_CARBINE ) { weapon = WP_KAR98; } else if ( weapon == WP_GARAND ) { weapon = WP_K43; } } else if ( ent->client->sess.sessionTeam == TEAM_ALLIES ) { if ( weapon == WP_MP40 ) { weapon = WP_THOMPSON; } else if ( weapon == WP_KAR98 ) { weapon = WP_CARBINE; } else if ( weapon == WP_K43 ) { weapon = WP_GARAND; } } if ( ent->client->sess.skill[SK_HEAVY_WEAPONS] >= 4 && ( weapon == WP_THOMPSON || weapon == WP_MP40 ) ) { return qfalse; } return BG_WeaponIsPrimaryForClassAndTeam( ent->client->sess.playerType, ent->client->sess.sessionTeam, weapon ); } int Pickup_Weapon( gentity_t *ent, gentity_t *other ) { int quantity; qboolean alreadyHave = qfalse; // JPW NERVE -- magic ammo for any two-handed weapon if ( ent->item->giTag == WP_AMMO ) { AddMagicAmmo( other, ent->count ); // 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_FIELDOPS ) { if ( ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if ( !( ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD ) ) { AddScore( ent->parent, WOLF_AMMO_UP ); if ( ent->parent && ent->parent->client ) { G_LogPrintf( "Ammo_Pack: %d %d\n", ent->parent - g_entities, other - g_entities ); // OSP } } ent->parent->client->PCSpecialPickedUpCount++; G_AddSkillPoints( ent->parent, SK_SIGNALS, 1.f ); G_DebugAddSkillPoints( ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up" ); // extracted code originally here into AddMagicAmmo -xkan, 9/18/2002 // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_SP; } } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck( other->client->ps.weapons, ent->item->giTag ); // JPW NERVE prevents drop/pickup weapon "quick reload" exploit if ( alreadyHave ) { Add_Ammo( other, ent->item->giTag, quantity, qfalse ); // Gordon: secondary weapon ammo if ( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } } else { if ( level.time - other->client->dropWeaponTime < 1000 ) { return 0; } if ( other->client->ps.weapon == WP_MORTAR_SET || other->client->ps.weapon == WP_MOBILE_MG42_SET ) { return 0; } // See if we can pick it up if ( G_CanPickupWeapon( ent->item->giTag, other ) ) { weapon_t primaryWeapon = G_GetPrimaryWeaponForClient( other->client ); // rain - added parens around ambiguous && if ( primaryWeapon || ( other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4 ) ) { if ( primaryWeapon ) { // drop our primary weapon G_DropWeapon( other, primaryWeapon ); } // now pickup the other one other->client->dropWeaponTime = level.time; // add the weapon COM_BitSet( other->client->ps.weapons, ent->item->giTag ); // DHM - Fixup mauser/sniper issues if ( ent->item->giTag == WP_FG42 ) { COM_BitSet( other->client->ps.weapons, WP_FG42SCOPE ); } else if ( ent->item->giTag == WP_GARAND ) { COM_BitSet( other->client->ps.weapons, WP_GARAND_SCOPE ); } else if ( ent->item->giTag == WP_K43 ) { COM_BitSet( other->client->ps.weapons, WP_K43_SCOPE ); } else if ( ent->item->giTag == WP_MORTAR ) { COM_BitSet( other->client->ps.weapons, WP_MORTAR_SET ); } else if ( ent->item->giTag == WP_MOBILE_MG42 ) { COM_BitSet( other->client->ps.weapons, WP_MOBILE_MG42_SET ); } else if ( ent->item->giTag == WP_CARBINE ) { COM_BitSet( other->client->ps.weapons, WP_M7 ); } else if ( ent->item->giTag == WP_KAR98 ) { COM_BitSet( other->client->ps.weapons, WP_GPG40 ); } other->client->ps.ammoclip[BG_FindClipForWeapon( ent->item->giTag )] = 0; other->client->ps.ammo[BG_FindAmmoForWeapon( ent->item->giTag )] = 0; if ( ent->item->giTag == WP_MORTAR ) { other->client->ps.ammo[BG_FindClipForWeapon( ent->item->giTag )] = quantity; // Gordon: secondary weapon ammo if ( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } } else { other->client->ps.ammoclip[BG_FindClipForWeapon( ent->item->giTag )] = quantity; // Gordon: secondary weapon ammo if ( ent->delay ) { other->client->ps.ammo[ weapAlts[ ent->item->giTag ] ] = ent->delay; } } } } else { return 0; } } // TAT 1/6/2003 - If we are a bot, call the pickup function if ( other->r.svFlags & SVF_BOT ) { BotPickupWeapon( other->s.number, ent->item->giTag, alreadyHave ); } return -1; } //====================================================================== int Pickup_Health( gentity_t *ent, gentity_t *other ) { int max; // int quantity = 0; // 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 && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if ( !( ent->parent->client->PCSpecialPickedUpCount % MEDIC_SPECIAL_PICKUP_MOD ) ) { AddScore( ent->parent, WOLF_HEALTH_UP ); G_LogPrintf( "Health_Pack: %d %d\n", ent->parent - g_entities, other - g_entities ); // OSP } G_AddSkillPoints( ent->parent, SK_FIRST_AID, 1.f ); G_DebugAddSkillPoints( ent->parent, SK_FIRST_AID, 1.f, "health pack picked up" ); ent->parent->client->PCSpecialPickedUpCount++; } } max = other->client->ps.stats[STAT_MAX_HEALTH]; if ( other->client->sess.playerType == PC_MEDIC ) { max *= 1.12f; } other->health += ent->item->quantity; if ( other->health > max ) { other->health = max; } other->client->ps.stats[STAT_HEALTH] = other->health; return -1; } //====================================================================== /* =============== 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 ); // 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; } if ( !ent->active && ent->item->giType == IT_WEAPON ) { if ( ent->item->giTag != WP_AMMO ) { if ( !COM_BitCheck( other->client->ps.weapons, ent->item->giTag ) ) { return; // force activate only } } } 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 <= 0 ) { 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, other->client->sess.skill, other->client->sess.sessionTeam ) ) { return; } if ( g_gamestate.integer == GS_PLAYING ) { G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); } else { // OSP - Don't let them pickup winning stuff in warmup if ( ent->item->giType != IT_WEAPON && ent->item->giType != IT_AMMO && ent->item->giType != IT_HEALTH ) { return; } } // G_LogPrintf( "Calling item pickup function for %s\n", ent->item->classname ); // call the item-specific pickup function switch ( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon( ent, other ); break; case IT_HEALTH: respawn = Pickup_Health( ent, other ); break; case IT_TEAM: respawn = Pickup_Team( ent, other ); break; default: return; } // G_LogPrintf( "Finished pickup function\n" ); 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 ); } G_AddEvent( other, makenoise, ent->s.modelindex ); // powerup pickups are global broadcasts if ( ent->item->giType == IT_TEAM ) { gentity_t* te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } // G_LogPrintf( "Firing item targets\n" ); // fire item targets G_UseTargets( ent, other ); // 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->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 ); // ydnar: set yaw to parent angles temp[ PITCH ] = 0; temp[ YAW ] = g_entities[ ownerNum ].s.apos.trBase[ YAW ]; temp[ ROLL ] = 0; G_SetAngle( dropped, temp ); dropped->s.eFlags |= EF_BOUNCE_HALF; if ( item->giType == IT_TEAM ) { // Special case for CTF flags gentity_t* flag = &g_entities[ g_entities[ownerNum].client->flagParent ]; dropped->s.otherEntityNum = g_entities[ownerNum].client->flagParent; // store the entitynum of our original flag spawner dropped->s.density = 1; dropped->think = Team_DroppedFlagThink; dropped->nextthink = level.time + 30000; if ( level.gameManager ) { G_Script_ScriptEvent( level.gameManager, "trigger", flag->item->giTag == PW_REDFLAG ? "allied_object_dropped" : "axis_object_dropped" ); } G_Script_ScriptEvent( flag, "trigger", "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, 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 ); } //----(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 ) { 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') } trap_LinkEntity( ent ); } /* ============ 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; G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); 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_TEAM ) { G_SpawnInt( "count", "1", &ent->s.density ); G_SpawnInt( "speedscale", "100", &ent->splashDamage ); if ( !ent->splashDamage ) { ent->splashDamage = 100; } } } /* ================ 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, qfalse, ent->s.effect2Time ); 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; } if ( ent->s.pos.trType == TR_LINEAR && ( !ent->clipmask && !ent->r.contents ) ) { // check think function G_RunThink( ent ); return; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin, qfalse, ent->s.effect2Time ); // 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_ReturnFlag( ent ); } else { G_FreeEntity( ent ); } return; } G_BounceItem( ent, &tr ); }