📄 g_items.c
字号:
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
ent->unlinkAfterEvent = qtrue;
return;
}
// non zero wait overrides respawn time
if ( ent->wait ) {
respawn = ent->wait;
}
// random can be used to vary the respawn time
if ( ent->random ) {
respawn += crandom() * ent->random;
if ( respawn < 1 ) {
respawn = 1;
}
}
// dropped items will not respawn
if ( ent->flags & FL_DROPPED_ITEM ) {
ent->freeAfterEvent = qtrue;
}
// picked up items still stay around, they just don't
// draw anything. This allows respawnable items
// to be placed on movers.
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
// ZOID
// A negative respawn times means to never respawn this item (but don't
// delete it). This is used by items that are respawned by third party
// events such as ctf flags
if ( respawn <= 0 ) {
ent->nextthink = 0;
ent->think = 0;
} else {
ent->nextthink = level.time + respawn * 1000;
ent->think = RespawnItem;
}
trap_LinkEntity( ent );
}
//======================================================================
/*
================
LaunchItem
Spawns an item and tosses it forward
================
*/
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
gentity_t *dropped;
dropped = G_Spawn();
dropped->s.eType = ET_ITEM;
dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex
dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
dropped->classname = item->classname;
dropped->item = item;
VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
dropped->r.contents = CONTENTS_TRIGGER;
dropped->touch = Touch_Item;
G_SetOrigin( dropped, origin );
dropped->s.pos.trType = TR_GRAVITY;
dropped->s.pos.trTime = level.time;
VectorCopy( velocity, dropped->s.pos.trDelta );
dropped->s.eFlags |= EF_BOUNCE_HALF;
#ifdef MISSIONPACK
if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF) && item->giType == IT_TEAM) { // Special case for CTF flags
#else
if (g_gametype.integer == GT_CTF && item->giType == IT_TEAM) { // Special case for CTF flags
#endif
dropped->think = Team_DroppedFlagThink;
dropped->nextthink = level.time + 30000;
Team_CheckDroppedItem( dropped );
} else { // auto-remove after 30 seconds
dropped->think = G_FreeEntity;
dropped->nextthink = level.time + 30000;
}
dropped->flags = FL_DROPPED_ITEM;
trap_LinkEntity (dropped);
return dropped;
}
/*
================
Drop_Item
Spawns an item and tosses it forward
================
*/
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
vec3_t velocity;
vec3_t angles;
VectorCopy( ent->s.apos.trBase, angles );
angles[YAW] += angle;
angles[PITCH] = 0; // always forward
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 150, velocity );
velocity[2] += 200 + crandom() * 50;
return LaunchItem( item, ent->s.pos.trBase, velocity );
}
/*
================
Use_Item
Respawn the item
================
*/
void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
RespawnItem( ent );
}
//======================================================================
/*
================
FinishSpawningItem
Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
void FinishSpawningItem( gentity_t *ent ) {
trace_t tr;
vec3_t dest;
VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
ent->s.eType = ET_ITEM;
ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex
ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
ent->r.contents = CONTENTS_TRIGGER;
ent->touch = Touch_Item;
// useing an item causes it to respawn
ent->use = Use_Item;
if ( ent->spawnflags & 1 ) {
// suspended
G_SetOrigin( ent, ent->s.origin );
} else {
// drop to floor
VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
if ( tr.startsolid ) {
G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEntity( ent );
return;
}
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, tr.endpos );
}
// team slaves and targeted items aren't present at start
if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
return;
}
// powerups don't spawn in for a while
if ( ent->item->giType == IT_POWERUP ) {
float respawn;
respawn = 45 + crandom() * 15;
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
ent->nextthink = level.time + respawn * 1000;
ent->think = RespawnItem;
return;
}
trap_LinkEntity (ent);
}
qboolean itemRegistered[MAX_ITEMS];
/*
==================
G_CheckTeamItems
==================
*/
void G_CheckTeamItems( void ) {
// Set up team stuff
Team_InitGame();
if( g_gametype.integer == GT_CTF ) {
gitem_t *item;
// check for the two flags
item = BG_FindItem( "Red Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
}
item = BG_FindItem( "Blue Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
}
}
#ifdef MISSIONPACK
if( g_gametype.integer == GT_1FCTF ) {
gitem_t *item;
// check for all three flags
item = BG_FindItem( "Red Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
}
item = BG_FindItem( "Blue Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
}
item = BG_FindItem( "Neutral Flag" );
if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" );
}
}
if( g_gametype.integer == GT_OBELISK ) {
gentity_t *ent;
// check for the two obelisks
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
if( !ent ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
if( !ent ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
}
}
if( g_gametype.integer == GT_HARVESTER ) {
gentity_t *ent;
// check for all three obelisks
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
if( !ent ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
if( !ent ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
}
ent = NULL;
ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
if( !ent ) {
G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" );
}
}
#endif
}
/*
==============
ClearRegisteredItems
==============
*/
void ClearRegisteredItems( void ) {
memset( itemRegistered, 0, sizeof( itemRegistered ) );
// players always start with the base weapon
RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
#ifdef MISSIONPACK
if( g_gametype.integer == GT_HARVESTER ) {
RegisterItem( BG_FindItem( "Red Cube" ) );
RegisterItem( BG_FindItem( "Blue Cube" ) );
}
#endif
}
/*
===============
RegisterItem
The item will be added to the precache list
===============
*/
void RegisterItem( gitem_t *item ) {
if ( !item ) {
G_Error( "RegisterItem: NULL" );
}
itemRegistered[ item - bg_itemlist ] = qtrue;
}
/*
===============
SaveRegisteredItems
Write the needed items to a config string
so the client will know which ones to precache
===============
*/
void SaveRegisteredItems( void ) {
char string[MAX_ITEMS+1];
int i;
int count;
count = 0;
for ( i = 0 ; i < bg_numItems ; i++ ) {
if ( itemRegistered[i] ) {
count++;
string[i] = '1';
} else {
string[i] = '0';
}
}
string[ bg_numItems ] = 0;
G_Printf( "%i items registered\n", count );
trap_SetConfigstring(CS_ITEMS, string);
}
/*
============
G_ItemDisabled
============
*/
int G_ItemDisabled( gitem_t *item ) {
char name[128];
Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
return trap_Cvar_VariableIntegerValue( name );
}
/*
============
G_SpawnItem
Sets the clipping size and plants the object on the floor.
Items can't be immediately dropped to floor, because they might
be on an entity that hasn't spawned yet.
============
*/
void G_SpawnItem (gentity_t *ent, gitem_t *item) {
G_SpawnFloat( "random", "0", &ent->random );
G_SpawnFloat( "wait", "0", &ent->wait );
RegisterItem( item );
if ( G_ItemDisabled(item) )
return;
ent->item = item;
// some movers spawn on the second frame, so delay item
// spawns until the third frame so they can ride trains
ent->nextthink = level.time + FRAMETIME * 2;
ent->think = FinishSpawningItem;
ent->physicsBounce = 0.50; // items are bouncy
if ( item->giType == IT_POWERUP ) {
G_SoundIndex( "sound/items/poweruprespawn.wav" );
G_SpawnFloat( "noglobalsound", "0", &ent->speed);
}
#ifdef MISSIONPACK
if ( item->giType == IT_PERSISTANT_POWERUP ) {
ent->s.generic1 = ent->spawnflags;
}
#endif
}
/*
================
G_BounceItem
================
*/
void G_BounceItem( gentity_t *ent, trace_t *trace ) {
vec3_t velocity;
float dot;
int hitTime;
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
dot = DotProduct( velocity, trace->plane.normal );
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
// cut the velocity to keep from bouncing forever
VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
// check for stop
if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
trace->endpos[2] += 1.0; // make sure it is off ground
SnapVector( trace->endpos );
G_SetOrigin( ent, trace->endpos );
ent->s.groundEntityNum = trace->entityNum;
return;
}
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
/*
================
G_RunItem
================
*/
void G_RunItem( gentity_t *ent ) {
vec3_t origin;
trace_t tr;
int contents;
int mask;
// if groundentity has been set to -1, it may have been pushed off an edge
if ( ent->s.groundEntityNum == -1 ) {
if ( ent->s.pos.trType != TR_GRAVITY ) {
ent->s.pos.trType = TR_GRAVITY;
ent->s.pos.trTime = level.time;
}
}
if ( ent->s.pos.trType == TR_STATIONARY ) {
// check think function
G_RunThink( ent );
return;
}
// get current position
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
// trace a line from the previous position to the current position
if ( ent->clipmask ) {
mask = ent->clipmask;
} else {
mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
}
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
ent->r.ownerNum, mask );
VectorCopy( tr.endpos, ent->r.currentOrigin );
if ( tr.startsolid ) {
tr.fraction = 0;
}
trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
// check think function
G_RunThink( ent );
if ( tr.fraction == 1 ) {
return;
}
// if it is in a nodrop volume, remove it
contents = trap_PointContents( ent->r.currentOrigin, -1 );
if ( contents & CONTENTS_NODROP ) {
if (ent->item && ent->item->giType == IT_TEAM) {
Team_FreeEntity(ent);
} else {
G_FreeEntity( ent );
}
return;
}
G_BounceItem( ent, &tr );
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -