From 952c5c128f9efaea89d41d882c4ea3ade7df4591 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 04:48:05 +0000 Subject: Itsa me, quake3io! git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/game/bg_misc.c | 1604 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1604 insertions(+) create mode 100755 code/game/bg_misc.c (limited to 'code/game/bg_misc.c') diff --git a/code/game/bg_misc.c b/code/game/bg_misc.c new file mode 100755 index 0000000..f729f06 --- /dev/null +++ b/code/game/bg_misc.c @@ -0,0 +1,1604 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena 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 2 of the License, +or (at your option) any later version. + +Quake III Arena 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// bg_misc.c -- both games misc functions, all completely stateless + +#include "q_shared.h" +#include "bg_public.h" + +/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended +DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION. +The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. + +If an item is the target of another entity, it will not spawn in until fired. + +An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. + +"notfree" if set to 1, don't spawn in free for all games +"notteam" if set to 1, don't spawn in team games +"notsingle" if set to 1, don't spawn in single player games +"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. +"random" random number of plus or minus seconds varied from the respawn time +"count" override quantity or duration on most items. +*/ + +gitem_t bg_itemlist[] = +{ + { + NULL, + NULL, + { NULL, + NULL, + 0, 0} , +/* icon */ NULL, +/* pickup */ NULL, + 0, + 0, + 0, +/* precache */ "", +/* sounds */ "" + }, // leave index 0 alone + + // + // ARMOR + // + +/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_armor_shard", + "sound/misc/ar1_pkup.wav", + { "models/powerups/armor/shard.md3", + "models/powerups/armor/shard_sphere.md3", + 0, 0} , +/* icon */ "icons/iconr_shard", +/* pickup */ "Armor Shard", + 5, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_armor_combat", + "sound/misc/ar2_pkup.wav", + { "models/powerups/armor/armor_yel.md3", + 0, 0, 0}, +/* icon */ "icons/iconr_yellow", +/* pickup */ "Armor", + 50, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_armor_body", + "sound/misc/ar2_pkup.wav", + { "models/powerups/armor/armor_red.md3", + 0, 0, 0}, +/* icon */ "icons/iconr_red", +/* pickup */ "Heavy Armor", + 100, + IT_ARMOR, + 0, +/* precache */ "", +/* sounds */ "" + }, + + // + // health + // +/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_health_small", + "sound/items/s_health.wav", + { "models/powerups/health/small_cross.md3", + "models/powerups/health/small_sphere.md3", + 0, 0 }, +/* icon */ "icons/iconh_green", +/* pickup */ "5 Health", + 5, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_health", + "sound/items/n_health.wav", + { "models/powerups/health/medium_cross.md3", + "models/powerups/health/medium_sphere.md3", + 0, 0 }, +/* icon */ "icons/iconh_yellow", +/* pickup */ "25 Health", + 25, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_health_large", + "sound/items/l_health.wav", + { "models/powerups/health/large_cross.md3", + "models/powerups/health/large_sphere.md3", + 0, 0 }, +/* icon */ "icons/iconh_red", +/* pickup */ "50 Health", + 50, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_health_mega", + "sound/items/m_health.wav", + { "models/powerups/health/mega_cross.md3", + "models/powerups/health/mega_sphere.md3", + 0, 0 }, +/* icon */ "icons/iconh_mega", +/* pickup */ "Mega Health", + 100, + IT_HEALTH, + 0, +/* precache */ "", +/* sounds */ "" + }, + + + // + // WEAPONS + // + +/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_gauntlet", + "sound/misc/w_pkup.wav", + { "models/weapons2/gauntlet/gauntlet.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_gauntlet", +/* pickup */ "Gauntlet", + 0, + IT_WEAPON, + WP_GAUNTLET, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_shotgun", + "sound/misc/w_pkup.wav", + { "models/weapons2/shotgun/shotgun.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_shotgun", +/* pickup */ "Shotgun", + 10, + IT_WEAPON, + WP_SHOTGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_machinegun", + "sound/misc/w_pkup.wav", + { "models/weapons2/machinegun/machinegun.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_machinegun", +/* pickup */ "Machinegun", + 40, + IT_WEAPON, + WP_MACHINEGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_grenadelauncher", + "sound/misc/w_pkup.wav", + { "models/weapons2/grenadel/grenadel.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_grenade", +/* pickup */ "Grenade Launcher", + 10, + IT_WEAPON, + WP_GRENADE_LAUNCHER, +/* precache */ "", +/* sounds */ "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav" + }, + +/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_rocketlauncher", + "sound/misc/w_pkup.wav", + { "models/weapons2/rocketl/rocketl.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_rocket", +/* pickup */ "Rocket Launcher", + 10, + IT_WEAPON, + WP_ROCKET_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_lightning", + "sound/misc/w_pkup.wav", + { "models/weapons2/lightning/lightning.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_lightning", +/* pickup */ "Lightning Gun", + 100, + IT_WEAPON, + WP_LIGHTNING, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_railgun", + "sound/misc/w_pkup.wav", + { "models/weapons2/railgun/railgun.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_railgun", +/* pickup */ "Railgun", + 10, + IT_WEAPON, + WP_RAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_plasmagun", + "sound/misc/w_pkup.wav", + { "models/weapons2/plasma/plasma.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_plasma", +/* pickup */ "Plasma Gun", + 50, + IT_WEAPON, + WP_PLASMAGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_bfg", + "sound/misc/w_pkup.wav", + { "models/weapons2/bfg/bfg.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_bfg", +/* pickup */ "BFG10K", + 20, + IT_WEAPON, + WP_BFG, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_grapplinghook", + "sound/misc/w_pkup.wav", + { "models/weapons2/grapple/grapple.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_grapple", +/* pickup */ "Grappling Hook", + 0, + IT_WEAPON, + WP_GRAPPLING_HOOK, +/* precache */ "", +/* sounds */ "" + }, + + // + // AMMO ITEMS + // + +/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_shells", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/shotgunam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_shotgun", +/* pickup */ "Shells", + 10, + IT_AMMO, + WP_SHOTGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_bullets", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/machinegunam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_machinegun", +/* pickup */ "Bullets", + 50, + IT_AMMO, + WP_MACHINEGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_grenades", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/grenadeam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_grenade", +/* pickup */ "Grenades", + 5, + IT_AMMO, + WP_GRENADE_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_cells", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/plasmaam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_plasma", +/* pickup */ "Cells", + 30, + IT_AMMO, + WP_PLASMAGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_lightning", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/lightningam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_lightning", +/* pickup */ "Lightning", + 60, + IT_AMMO, + WP_LIGHTNING, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_rockets", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/rocketam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_rocket", +/* pickup */ "Rockets", + 5, + IT_AMMO, + WP_ROCKET_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_slugs", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/railgunam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_railgun", +/* pickup */ "Slugs", + 10, + IT_AMMO, + WP_RAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_bfg", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/bfgam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_bfg", +/* pickup */ "Bfg Ammo", + 15, + IT_AMMO, + WP_BFG, +/* precache */ "", +/* sounds */ "" + }, + + // + // HOLDABLE ITEMS + // +/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_teleporter", + "sound/items/holdable.wav", + { "models/powerups/holdable/teleporter.md3", + 0, 0, 0}, +/* icon */ "icons/teleporter", +/* pickup */ "Personal Teleporter", + 60, + IT_HOLDABLE, + HI_TELEPORTER, +/* precache */ "", +/* sounds */ "" + }, +/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_medkit", + "sound/items/holdable.wav", + { + "models/powerups/holdable/medkit.md3", + "models/powerups/holdable/medkit_sphere.md3", + 0, 0}, +/* icon */ "icons/medkit", +/* pickup */ "Medkit", + 60, + IT_HOLDABLE, + HI_MEDKIT, +/* precache */ "", +/* sounds */ "sound/items/use_medkit.wav" + }, + + // + // POWERUP ITEMS + // +/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_quad", + "sound/items/quaddamage.wav", + { "models/powerups/instant/quad.md3", + "models/powerups/instant/quad_ring.md3", + 0, 0 }, +/* icon */ "icons/quad", +/* pickup */ "Quad Damage", + 30, + IT_POWERUP, + PW_QUAD, +/* precache */ "", +/* sounds */ "sound/items/damage2.wav sound/items/damage3.wav" + }, + +/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_enviro", + "sound/items/protect.wav", + { "models/powerups/instant/enviro.md3", + "models/powerups/instant/enviro_ring.md3", + 0, 0 }, +/* icon */ "icons/envirosuit", +/* pickup */ "Battle Suit", + 30, + IT_POWERUP, + PW_BATTLESUIT, +/* precache */ "", +/* sounds */ "sound/items/airout.wav sound/items/protect3.wav" + }, + +/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_haste", + "sound/items/haste.wav", + { "models/powerups/instant/haste.md3", + "models/powerups/instant/haste_ring.md3", + 0, 0 }, +/* icon */ "icons/haste", +/* pickup */ "Speed", + 30, + IT_POWERUP, + PW_HASTE, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_invis", + "sound/items/invisibility.wav", + { "models/powerups/instant/invis.md3", + "models/powerups/instant/invis_ring.md3", + 0, 0 }, +/* icon */ "icons/invis", +/* pickup */ "Invisibility", + 30, + IT_POWERUP, + PW_INVIS, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_regen", + "sound/items/regeneration.wav", + { "models/powerups/instant/regen.md3", + "models/powerups/instant/regen_ring.md3", + 0, 0 }, +/* icon */ "icons/regen", +/* pickup */ "Regeneration", + 30, + IT_POWERUP, + PW_REGEN, +/* precache */ "", +/* sounds */ "sound/items/regen.wav" + }, + +/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "item_flight", + "sound/items/flight.wav", + { "models/powerups/instant/flight.md3", + "models/powerups/instant/flight_ring.md3", + 0, 0 }, +/* icon */ "icons/flight", +/* pickup */ "Flight", + 60, + IT_POWERUP, + PW_FLIGHT, +/* precache */ "", +/* sounds */ "sound/items/flight.wav" + }, + +/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + { + "team_CTF_redflag", + NULL, + { "models/flags/r_flag.md3", + 0, 0, 0 }, +/* icon */ "icons/iconf_red1", +/* pickup */ "Red Flag", + 0, + IT_TEAM, + PW_REDFLAG, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) +Only in CTF games +*/ + { + "team_CTF_blueflag", + NULL, + { "models/flags/b_flag.md3", + 0, 0, 0 }, +/* icon */ "icons/iconf_blu1", +/* pickup */ "Blue Flag", + 0, + IT_TEAM, + PW_BLUEFLAG, +/* precache */ "", +/* sounds */ "" + }, + +#ifdef MISSIONPACK +/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_kamikaze", + "sound/items/holdable.wav", + { "models/powerups/kamikazi.md3", + 0, 0, 0}, +/* icon */ "icons/kamikaze", +/* pickup */ "Kamikaze", + 60, + IT_HOLDABLE, + HI_KAMIKAZE, +/* precache */ "", +/* sounds */ "sound/items/kamikazerespawn.wav" + }, + +/*QUAKED holdable_portal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_portal", + "sound/items/holdable.wav", + { "models/powerups/holdable/porter.md3", + 0, 0, 0}, +/* icon */ "icons/portal", +/* pickup */ "Portal", + 60, + IT_HOLDABLE, + HI_PORTAL, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "holdable_invulnerability", + "sound/items/holdable.wav", + { "models/powerups/holdable/invulnerability.md3", + 0, 0, 0}, +/* icon */ "icons/invulnerability", +/* pickup */ "Invulnerability", + 60, + IT_HOLDABLE, + HI_INVULNERABILITY, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_nails", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/nailgunam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_nailgun", +/* pickup */ "Nails", + 20, + IT_AMMO, + WP_NAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_mines", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/proxmineam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_proxlauncher", +/* pickup */ "Proximity Mines", + 10, + IT_AMMO, + WP_PROX_LAUNCHER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "ammo_belt", + "sound/misc/am_pkup.wav", + { "models/powerups/ammo/chaingunam.md3", + 0, 0, 0}, +/* icon */ "icons/icona_chaingun", +/* pickup */ "Chaingun Belt", + 100, + IT_AMMO, + WP_CHAINGUN, +/* precache */ "", +/* sounds */ "" + }, + + // + // PERSISTANT POWERUP ITEMS + // +/*QUAKED item_scout (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_scout", + "sound/items/scout.wav", + { "models/powerups/scout.md3", + 0, 0, 0 }, +/* icon */ "icons/scout", +/* pickup */ "Scout", + 30, + IT_PERSISTANT_POWERUP, + PW_SCOUT, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_guard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_guard", + "sound/items/guard.wav", + { "models/powerups/guard.md3", + 0, 0, 0 }, +/* icon */ "icons/guard", +/* pickup */ "Guard", + 30, + IT_PERSISTANT_POWERUP, + PW_GUARD, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_doubler", + "sound/items/doubler.wav", + { "models/powerups/doubler.md3", + 0, 0, 0 }, +/* icon */ "icons/doubler", +/* pickup */ "Doubler", + 30, + IT_PERSISTANT_POWERUP, + PW_DOUBLER, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam +*/ + { + "item_ammoregen", + "sound/items/ammoregen.wav", + { "models/powerups/ammo.md3", + 0, 0, 0 }, +/* icon */ "icons/ammo_regen", +/* pickup */ "Ammo Regen", + 30, + IT_PERSISTANT_POWERUP, + PW_AMMOREGEN, +/* precache */ "", +/* sounds */ "" + }, + + /*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16) +Only in One Flag CTF games +*/ + { + "team_CTF_neutralflag", + NULL, + { "models/flags/n_flag.md3", + 0, 0, 0 }, +/* icon */ "icons/iconf_neutral1", +/* pickup */ "Neutral Flag", + 0, + IT_TEAM, + PW_NEUTRALFLAG, +/* precache */ "", +/* sounds */ "" + }, + + { + "item_redcube", + "sound/misc/am_pkup.wav", + { "models/powerups/orb/r_orb.md3", + 0, 0, 0 }, +/* icon */ "icons/iconh_rorb", +/* pickup */ "Red Cube", + 0, + IT_TEAM, + 0, +/* precache */ "", +/* sounds */ "" + }, + + { + "item_bluecube", + "sound/misc/am_pkup.wav", + { "models/powerups/orb/b_orb.md3", + 0, 0, 0 }, +/* icon */ "icons/iconh_borb", +/* pickup */ "Blue Cube", + 0, + IT_TEAM, + 0, +/* precache */ "", +/* sounds */ "" + }, +/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_nailgun", + "sound/misc/w_pkup.wav", + { "models/weapons/nailgun/nailgun.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_nailgun", +/* pickup */ "Nailgun", + 10, + IT_WEAPON, + WP_NAILGUN, +/* precache */ "", +/* sounds */ "" + }, + +/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_prox_launcher", + "sound/misc/w_pkup.wav", + { "models/weapons/proxmine/proxmine.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_proxlauncher", +/* pickup */ "Prox Launcher", + 5, + IT_WEAPON, + WP_PROX_LAUNCHER, +/* precache */ "", +/* sounds */ "sound/weapons/proxmine/wstbtick.wav " + "sound/weapons/proxmine/wstbactv.wav " + "sound/weapons/proxmine/wstbimpl.wav " + "sound/weapons/proxmine/wstbimpm.wav " + "sound/weapons/proxmine/wstbimpd.wav " + "sound/weapons/proxmine/wstbactv.wav" + }, + +/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended +*/ + { + "weapon_chaingun", + "sound/misc/w_pkup.wav", + { "models/weapons/vulcan/vulcan.md3", + 0, 0, 0}, +/* icon */ "icons/iconw_chaingun", +/* pickup */ "Chaingun", + 80, + IT_WEAPON, + WP_CHAINGUN, +/* precache */ "", +/* sounds */ "sound/weapons/vulcan/wvulwind.wav" + }, +#endif + + // end of list marker + {NULL} +}; + +int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1; + + +/* +============== +BG_FindItemForPowerup +============== +*/ +gitem_t *BG_FindItemForPowerup( powerup_t pw ) { + int i; + + for ( i = 0 ; i < bg_numItems ; i++ ) { + if ( (bg_itemlist[i].giType == IT_POWERUP || + bg_itemlist[i].giType == IT_TEAM || + bg_itemlist[i].giType == IT_PERSISTANT_POWERUP) && + bg_itemlist[i].giTag == pw ) { + return &bg_itemlist[i]; + } + } + + return NULL; +} + + +/* +============== +BG_FindItemForHoldable +============== +*/ +gitem_t *BG_FindItemForHoldable( holdable_t pw ) { + int i; + + for ( i = 0 ; i < bg_numItems ; i++ ) { + if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) { + return &bg_itemlist[i]; + } + } + + Com_Error( ERR_DROP, "HoldableItem not found" ); + + return NULL; +} + + +/* +=============== +BG_FindItemForWeapon + +=============== +*/ +gitem_t *BG_FindItemForWeapon( weapon_t weapon ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++) { + if ( it->giType == IT_WEAPON && it->giTag == weapon ) { + return it; + } + } + + Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); + return NULL; +} + +/* +=============== +BG_FindItem + +=============== +*/ +gitem_t *BG_FindItem( const char *pickupName ) { + gitem_t *it; + + for ( it = bg_itemlist + 1 ; it->classname ; it++ ) { + if ( !Q_stricmp( it->pickup_name, pickupName ) ) + return it; + } + + return NULL; +} + +/* +============ +BG_PlayerTouchesItem + +Items can be picked up without actually touching their physical bounds to make +grabbing them easier +============ +*/ +qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { + vec3_t origin; + + BG_EvaluateTrajectory( &item->pos, atTime, origin ); + + // we are ignoring ducked differences here + if ( ps->origin[0] - origin[0] > 44 + || ps->origin[0] - origin[0] < -50 + || ps->origin[1] - origin[1] > 36 + || ps->origin[1] - origin[1] < -36 + || ps->origin[2] - origin[2] > 36 + || ps->origin[2] - origin[2] < -36 ) { + return qfalse; + } + + return qtrue; +} + + + +/* +================ +BG_CanItemBeGrabbed + +Returns false if the item should not be picked up. +This needs to be the same for client side prediction and server use. +================ +*/ +qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) { + gitem_t *item; +#ifdef MISSIONPACK + int upperBound; +#endif + + if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { + Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); + } + + item = &bg_itemlist[ent->modelindex]; + + switch( item->giType ) { + case IT_WEAPON: + return qtrue; // weapons are always picked up + + case IT_AMMO: + if ( ps->ammo[ item->giTag ] >= 200 ) { + return qfalse; // can't hold any more + } + return qtrue; + + case IT_ARMOR: +#ifdef MISSIONPACK + if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) { + return qfalse; + } + + // we also clamp armor to the maxhealth for handicapping + if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + upperBound = ps->stats[STAT_MAX_HEALTH]; + } + else { + upperBound = ps->stats[STAT_MAX_HEALTH] * 2; + } + + if ( ps->stats[STAT_ARMOR] >= upperBound ) { + return qfalse; + } +#else + if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { + return qfalse; + } +#endif + return qtrue; + + case IT_HEALTH: + // small and mega healths will go over the max, otherwise + // don't pick up if already at max +#ifdef MISSIONPACK + if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { + upperBound = ps->stats[STAT_MAX_HEALTH]; + } + else +#endif + if ( item->quantity == 5 || item->quantity == 100 ) { + if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { + return qfalse; + } + return qtrue; + } + + if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) { + return qfalse; + } + return qtrue; + + case IT_POWERUP: + return qtrue; // powerups are always picked up + +#ifdef MISSIONPACK + case IT_PERSISTANT_POWERUP: + // can only hold one item at a time + if ( ps->stats[STAT_PERSISTANT_POWERUP] ) { + return qfalse; + } + + // check team only + if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) { + return qfalse; + } + if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) { + return qfalse; + } + + return qtrue; +#endif + + case IT_TEAM: // team items, such as flags +#ifdef MISSIONPACK + if( gametype == GT_1FCTF ) { + // neutral flag can always be picked up + if( item->giTag == PW_NEUTRALFLAG ) { + return qtrue; + } + if (ps->persistant[PERS_TEAM] == TEAM_RED) { + if (item->giTag == PW_BLUEFLAG && ps->powerups[PW_NEUTRALFLAG] ) { + return qtrue; + } + } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) { + if (item->giTag == PW_REDFLAG && ps->powerups[PW_NEUTRALFLAG] ) { + return qtrue; + } + } + } +#endif + if( gametype == GT_CTF ) { + // ent->modelindex2 is non-zero on items if they are dropped + // we need to know this because we can pick up our dropped flag (and return it) + // but we can't pick up our flag at base + if (ps->persistant[PERS_TEAM] == TEAM_RED) { + if (item->giTag == PW_BLUEFLAG || + (item->giTag == PW_REDFLAG && ent->modelindex2) || + (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) ) + return qtrue; + } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) { + if (item->giTag == PW_REDFLAG || + (item->giTag == PW_BLUEFLAG && ent->modelindex2) || + (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) ) + return qtrue; + } + } + +#ifdef MISSIONPACK + if( gametype == GT_HARVESTER ) { + return qtrue; + } +#endif + return qfalse; + + case IT_HOLDABLE: + // can only hold one item at a time + if ( ps->stats[STAT_HOLDABLE_ITEM] ) { + return qfalse; + } + return qtrue; + + case IT_BAD: + Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" ); + default: +#ifndef Q3_VM +#ifndef NDEBUG // bk0001204 + Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType ); +#endif +#endif + break; + } + + return qfalse; +} + +//====================================================================== + +/* +================ +BG_EvaluateTrajectory + +================ +*/ +void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) { + float deltaTime; + float phase; + + switch( tr->trType ) { + case TR_STATIONARY: + case TR_INTERPOLATE: + VectorCopy( tr->trBase, result ); + break; + case TR_LINEAR: + deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds + VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); + break; + case TR_SINE: + deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; + phase = sin( deltaTime * M_PI * 2 ); + VectorMA( tr->trBase, phase, tr->trDelta, result ); + break; + case TR_LINEAR_STOP: + if ( atTime > tr->trTime + tr->trDuration ) { + atTime = tr->trTime + tr->trDuration; + } + deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds + if ( deltaTime < 0 ) { + deltaTime = 0; + } + VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); + break; + case TR_GRAVITY: + deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds + VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); + result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity... + break; + default: + Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime ); + break; + } +} + +/* +================ +BG_EvaluateTrajectoryDelta + +For determining velocity at a given time +================ +*/ +void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) { + float deltaTime; + float phase; + + switch( tr->trType ) { + case TR_STATIONARY: + case TR_INTERPOLATE: + VectorClear( result ); + break; + case TR_LINEAR: + VectorCopy( tr->trDelta, result ); + break; + case TR_SINE: + deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration; + phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos + phase *= 0.5; + VectorScale( tr->trDelta, phase, result ); + break; + case TR_LINEAR_STOP: + if ( atTime > tr->trTime + tr->trDuration ) { + VectorClear( result ); + return; + } + VectorCopy( tr->trDelta, result ); + break; + case TR_GRAVITY: + deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds + VectorCopy( tr->trDelta, result ); + result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity... + break; + default: + Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); + break; + } +} + +char *eventnames[] = { + "EV_NONE", + + "EV_FOOTSTEP", + "EV_FOOTSTEP_METAL", + "EV_FOOTSPLASH", + "EV_FOOTWADE", + "EV_SWIM", + + "EV_STEP_4", + "EV_STEP_8", + "EV_STEP_12", + "EV_STEP_16", + + "EV_FALL_SHORT", + "EV_FALL_MEDIUM", + "EV_FALL_FAR", + + "EV_JUMP_PAD", // boing sound at origin", jump sound on player + + "EV_JUMP", + "EV_WATER_TOUCH", // foot touches + "EV_WATER_LEAVE", // foot leaves + "EV_WATER_UNDER", // head touches + "EV_WATER_CLEAR", // head leaves + + "EV_ITEM_PICKUP", // normal item pickups are predictable + "EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone + + "EV_NOAMMO", + "EV_CHANGE_WEAPON", + "EV_FIRE_WEAPON", + + "EV_USE_ITEM0", + "EV_USE_ITEM1", + "EV_USE_ITEM2", + "EV_USE_ITEM3", + "EV_USE_ITEM4", + "EV_USE_ITEM5", + "EV_USE_ITEM6", + "EV_USE_ITEM7", + "EV_USE_ITEM8", + "EV_USE_ITEM9", + "EV_USE_ITEM10", + "EV_USE_ITEM11", + "EV_USE_ITEM12", + "EV_USE_ITEM13", + "EV_USE_ITEM14", + "EV_USE_ITEM15", + + "EV_ITEM_RESPAWN", + "EV_ITEM_POP", + "EV_PLAYER_TELEPORT_IN", + "EV_PLAYER_TELEPORT_OUT", + + "EV_GRENADE_BOUNCE", // eventParm will be the soundindex + + "EV_GENERAL_SOUND", + "EV_GLOBAL_SOUND", // no attenuation + "EV_GLOBAL_TEAM_SOUND", + + "EV_BULLET_HIT_FLESH", + "EV_BULLET_HIT_WALL", + + "EV_MISSILE_HIT", + "EV_MISSILE_MISS", + "EV_MISSILE_MISS_METAL", + "EV_RAILTRAIL", + "EV_SHOTGUN", + "EV_BULLET", // otherEntity is the shooter + + "EV_PAIN", + "EV_DEATH1", + "EV_DEATH2", + "EV_DEATH3", + "EV_OBITUARY", + + "EV_POWERUP_QUAD", + "EV_POWERUP_BATTLESUIT", + "EV_POWERUP_REGEN", + + "EV_GIB_PLAYER", // gib a previously living player + "EV_SCOREPLUM", // score plum + +//#ifdef MISSIONPACK + "EV_PROXIMITY_MINE_STICK", + "EV_PROXIMITY_MINE_TRIGGER", + "EV_KAMIKAZE", // kamikaze explodes + "EV_OBELISKEXPLODE", // obelisk explodes + "EV_INVUL_IMPACT", // invulnerability sphere impact + "EV_JUICED", // invulnerability juiced effect + "EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere +//#endif + + "EV_DEBUG_LINE", + "EV_STOPLOOPINGSOUND", + "EV_TAUNT" + +}; + +/* +=============== +BG_AddPredictableEventToPlayerstate + +Handles the sequence numbers +=============== +*/ + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) { + +#ifdef _DEBUG + { + char buf[256]; + trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf)); + if ( atof(buf) != 0 ) { +#ifdef QAGAME + Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm); +#else + Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm); +#endif + } + } +#endif + ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent; + ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm; + ps->eventSequence++; +} + +/* +======================== +BG_TouchJumpPad +======================== +*/ +void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) { + vec3_t angles; + float p; + int effectNum; + + // spectators don't use jump pads + if ( ps->pm_type != PM_NORMAL ) { + return; + } + + // flying characters don't hit bounce pads + if ( ps->powerups[PW_FLIGHT] ) { + return; + } + + // if we didn't hit this same jumppad the previous frame + // then don't play the event sound again if we are in a fat trigger + if ( ps->jumppad_ent != jumppad->number ) { + + vectoangles( jumppad->origin2, angles); + p = fabs( AngleNormalize180( angles[PITCH] ) ); + if( p < 45 ) { + effectNum = 0; + } else { + effectNum = 1; + } + BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps ); + } + // remember hitting this jumppad this frame + ps->jumppad_ent = jumppad->number; + ps->jumppad_frame = ps->pmove_framecount; + // give the player the velocity from the jumppad + VectorCopy( jumppad->origin2, ps->velocity ); +} + +/* +======================== +BG_PlayerStateToEntityState + +This is done after each set of usercmd_t on the server, +and after local prediction on the client +======================== +*/ +void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) { + int i; + + if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { + s->eType = ET_INVISIBLE; + } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { + s->eType = ET_INVISIBLE; + } else { + s->eType = ET_PLAYER; + } + + s->number = ps->clientNum; + + s->pos.trType = TR_INTERPOLATE; + VectorCopy( ps->origin, s->pos.trBase ); + if ( snap ) { + SnapVector( s->pos.trBase ); + } + // set the trDelta for flag direction + VectorCopy( ps->velocity, s->pos.trDelta ); + + s->apos.trType = TR_INTERPOLATE; + VectorCopy( ps->viewangles, s->apos.trBase ); + if ( snap ) { + SnapVector( s->apos.trBase ); + } + + s->angles2[YAW] = ps->movementDir; + s->legsAnim = ps->legsAnim; + s->torsoAnim = ps->torsoAnim; + s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number + // so corpses can also reference the proper config + s->eFlags = ps->eFlags; + if ( ps->stats[STAT_HEALTH] <= 0 ) { + s->eFlags |= EF_DEAD; + } else { + s->eFlags &= ~EF_DEAD; + } + + if ( ps->externalEvent ) { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } else if ( ps->entityEventSequence < ps->eventSequence ) { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 1 << i; + } + } + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; +} + +/* +======================== +BG_PlayerStateToEntityStateExtraPolate + +This is done after each set of usercmd_t on the server, +and after local prediction on the client +======================== +*/ +void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) { + int i; + + if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) { + s->eType = ET_INVISIBLE; + } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) { + s->eType = ET_INVISIBLE; + } else { + s->eType = ET_PLAYER; + } + + s->number = ps->clientNum; + + s->pos.trType = TR_LINEAR_STOP; + VectorCopy( ps->origin, s->pos.trBase ); + if ( snap ) { + SnapVector( s->pos.trBase ); + } + // set the trDelta for flag direction and linear prediction + VectorCopy( ps->velocity, s->pos.trDelta ); + // set the time for linear prediction + s->pos.trTime = time; + // set maximum extra polation time + s->pos.trDuration = 50; // 1000 / sv_fps (default = 20) + + s->apos.trType = TR_INTERPOLATE; + VectorCopy( ps->viewangles, s->apos.trBase ); + if ( snap ) { + SnapVector( s->apos.trBase ); + } + + s->angles2[YAW] = ps->movementDir; + s->legsAnim = ps->legsAnim; + s->torsoAnim = ps->torsoAnim; + s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number + // so corpses can also reference the proper config + s->eFlags = ps->eFlags; + if ( ps->stats[STAT_HEALTH] <= 0 ) { + s->eFlags |= EF_DEAD; + } else { + s->eFlags &= ~EF_DEAD; + } + + if ( ps->externalEvent ) { + s->event = ps->externalEvent; + s->eventParm = ps->externalEventParm; + } else if ( ps->entityEventSequence < ps->eventSequence ) { + int seq; + + if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) { + ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; + } + seq = ps->entityEventSequence & (MAX_PS_EVENTS-1); + s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); + s->eventParm = ps->eventParms[ seq ]; + ps->entityEventSequence++; + } + + s->weapon = ps->weapon; + s->groundEntityNum = ps->groundEntityNum; + + s->powerups = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( ps->powerups[ i ] ) { + s->powerups |= 1 << i; + } + } + + s->loopSound = ps->loopSound; + s->generic1 = ps->generic1; +} -- cgit v1.2.3