ref: b8c0e4deccffcd668f7d08ffc1fe16147e9e894a
dir: /code/game/g_items.c/
/* =========================================================================== 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 =========================================================================== */ // #include "g_local.h" /* Items are any object that a player can touch to gain some effect. Pickup will return the number of seconds until they should respawn. all items should pop when dropped in lava or slime Respawnable items don't actually go away when picked up, they are just made invisible and untouchable. This allows them to ride movers and respawn apropriately. */ #define RESPAWN_ARMOR 25 #define RESPAWN_HEALTH 35 #define RESPAWN_AMMO 40 #define RESPAWN_HOLDABLE 60 #define RESPAWN_MEGAHEALTH 35//120 #define RESPAWN_POWERUP 120 //====================================================================== int Pickup_Powerup( gentity_t *ent, gentity_t *other ) { int quantity; int i; gclient_t *client; if ( !other->client->ps.powerups[ent->item->giTag] ) { // round timing to seconds to make multiple powerup timers // count in sync other->client->ps.powerups[ent->item->giTag] = level.time - ( level.time % 1000 ); } if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->client->ps.powerups[ent->item->giTag] += quantity * 1000; // give any nearby players a "denied" anti-reward for ( i = 0 ; i < level.maxclients ; i++ ) { vec3_t delta; float len; vec3_t forward; trace_t tr; client = &level.clients[i]; if ( client == other->client ) { continue; } if ( client->pers.connected == CON_DISCONNECTED ) { continue; } if ( client->ps.stats[STAT_HEALTH] <= 0 ) { continue; } // if same team in team game, no sound // cannot use OnSameTeam as it expects to g_entities, not clients if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) { continue; } // if too far away, no sound VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta ); len = VectorNormalize( delta ); if ( len > 192 ) { continue; } // if not facing, no sound AngleVectors( client->ps.viewangles, forward, NULL, NULL ); if ( DotProduct( delta, forward ) < 0.4 ) { continue; } // if not line of sight, no sound trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID ); if ( tr.fraction != 1.0 ) { continue; } // anti-reward client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD; } return RESPAWN_POWERUP; } //====================================================================== #ifdef MISSIONPACK int Pickup_PersistantPowerup( gentity_t *ent, gentity_t *other ) { int clientNum; char userinfo[MAX_INFO_STRING]; float handicap; int max; other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist; other->client->persistantPowerup = ent; switch( ent->item->giTag ) { case PW_GUARD: clientNum = other->client->ps.clientNum; trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); handicap = atof( Info_ValueForKey( userinfo, "handicap" ) ); if( handicap<=0.0f || handicap>100.0f) { handicap = 100.0f; } max = (int)(2 * handicap); other->health = max; other->client->ps.stats[STAT_HEALTH] = max; other->client->ps.stats[STAT_MAX_HEALTH] = max; other->client->ps.stats[STAT_ARMOR] = max; other->client->pers.maxHealth = max; break; case PW_SCOUT: clientNum = other->client->ps.clientNum; trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); handicap = atof( Info_ValueForKey( userinfo, "handicap" ) ); if( handicap<=0.0f || handicap>100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; other->client->ps.stats[STAT_ARMOR] = 0; break; case PW_DOUBLER: clientNum = other->client->ps.clientNum; trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); handicap = atof( Info_ValueForKey( userinfo, "handicap" ) ); if( handicap<=0.0f || handicap>100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; break; case PW_AMMOREGEN: clientNum = other->client->ps.clientNum; trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); handicap = atof( Info_ValueForKey( userinfo, "handicap" ) ); if( handicap<=0.0f || handicap>100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes)); break; default: clientNum = other->client->ps.clientNum; trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) ); handicap = atof( Info_ValueForKey( userinfo, "handicap" ) ); if( handicap<=0.0f || handicap>100.0f) { handicap = 100.0f; } other->client->pers.maxHealth = handicap; break; } return -1; } //====================================================================== #endif int Pickup_Holdable( gentity_t *ent, gentity_t *other ) { other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist; if( ent->item->giTag == HI_KAMIKAZE ) { other->client->ps.eFlags |= EF_KAMIKAZE; } return RESPAWN_HOLDABLE; } //====================================================================== void Add_Ammo (gentity_t *ent, int weapon, int count) { ent->client->ps.ammo[weapon] += count; if ( ent->client->ps.ammo[weapon] > 200 ) { ent->client->ps.ammo[weapon] = 200; } } int Pickup_Ammo (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } Add_Ammo (other, ent->item->giTag, quantity); return RESPAWN_AMMO; } //====================================================================== int Pickup_Weapon (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count < 0 ) { quantity = 0; // None for you, sir! } else { if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } // dropped items and teamplay weapons always have full ammo if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) { // respawning rules // drop the quantity if the already have over the minimum if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) { quantity = quantity - other->client->ps.ammo[ ent->item->giTag ]; } else { quantity = 1; // only add a single shot } } } // add the weapon other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag ); Add_Ammo( other, ent->item->giTag, quantity ); if (ent->item->giTag == WP_GRAPPLING_HOOK) other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo // team deathmatch has slow weapon respawns if ( g_gametype.integer == GT_TEAM ) { return g_weaponTeamRespawn.integer; } return g_weaponRespawn.integer; } //====================================================================== int Pickup_Health (gentity_t *ent, gentity_t *other) { int max; int quantity; // small and mega healths will go over the max #ifdef MISSIONPACK if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { max = other->client->ps.stats[STAT_MAX_HEALTH]; } else #endif if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) { max = other->client->ps.stats[STAT_MAX_HEALTH]; } else { max = other->client->ps.stats[STAT_MAX_HEALTH] * 2; } if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->health += quantity; if (other->health > max ) { other->health = max; } other->client->ps.stats[STAT_HEALTH] = other->health; if ( ent->item->quantity == 100 ) { // mega health respawns slow return RESPAWN_MEGAHEALTH; } return RESPAWN_HEALTH; } //====================================================================== int Pickup_Armor( gentity_t *ent, gentity_t *other ) { #ifdef MISSIONPACK int upperBound; other->client->ps.stats[STAT_ARMOR] += ent->item->quantity; if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { upperBound = other->client->ps.stats[STAT_MAX_HEALTH]; } else { upperBound = other->client->ps.stats[STAT_MAX_HEALTH] * 2; } if ( other->client->ps.stats[STAT_ARMOR] > upperBound ) { other->client->ps.stats[STAT_ARMOR] = upperBound; } #else 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; } #endif return RESPAWN_ARMOR; } //====================================================================== /* =============== RespawnItem =============== */ void RespawnItem( gentity_t *ent ) { // randomly select from teamed entities if (ent->team) { gentity_t *master; int count; int choice; if ( !ent->teammaster ) { G_Error( "RespawnItem: bad teammaster"); } master = ent->teammaster; for (count = 0, ent = master; ent; ent = ent->teamchain, count++) ; choice = rand() % count; for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++) ; } ent->r.contents = CONTENTS_TRIGGER; ent->s.eFlags &= ~EF_NODRAW; ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); if ( ent->item->giType == IT_POWERUP ) { // play powerup spawn sound to all clients gentity_t *te; // if the powerup respawn sound should Not be global if (ent->speed) { te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND ); } else { te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND ); } te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" ); te->r.svFlags |= SVF_BROADCAST; } if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) { // play powerup spawn sound to all clients gentity_t *te; // if the powerup respawn sound should Not be global if (ent->speed) { te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND ); } else { te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND ); } te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" ); te->r.svFlags |= SVF_BROADCAST; } // play the normal respawn sound only to nearby clients G_AddEvent( ent, EV_ITEM_RESPAWN, 0 ); ent->nextthink = 0; } /* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; qboolean predict; 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( g_gametype.integer, &ent->s, &other->client->ps ) ) { return; } G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); predict = other->client->pers.predictItemPickup; // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); // predict = qfalse; break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); // predict = qfalse; 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); predict = qfalse; break; #ifdef MISSIONPACK case IT_PERSISTANT_POWERUP: respawn = Pickup_PersistantPowerup(ent, other); break; #endif case IT_TEAM: respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if ( !respawn ) { return; } // play the normal pickup sound if (predict) { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex ); } // powerup pickups are global broadcasts if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { 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; } else { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single 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->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 ); }