/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program 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. * * This program 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 * this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ #include "g_local.h" qboolean Pickup_Weapon(edict_t * ent, edict_t * other); void Use_Weapon(edict_t * ent, gitem_t * inv); void Drop_Weapon(edict_t * ent, gitem_t * inv); void Weapon_Blaster(edict_t * ent); void Weapon_Shotgun(edict_t * ent); void Weapon_SuperShotgun(edict_t * ent); void Weapon_Machinegun(edict_t * ent); void Weapon_Chaingun(edict_t * ent); void Weapon_HyperBlaster(edict_t * ent); void Weapon_RocketLauncher(edict_t * ent); void Weapon_Grenade(edict_t * ent); void Weapon_GrenadeLauncher(edict_t * ent); void Weapon_Railgun(edict_t * ent); void Weapon_BFG(edict_t * ent); gitem_armor_t jacketarmor_info = {25, 50, .30, .00, ARMOR_JACKET}; gitem_armor_t combatarmor_info = {50, 100, .60, .30, ARMOR_COMBAT}; gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY}; int jacket_armor_index; int combat_armor_index; int body_armor_index; static int power_screen_index; static int power_shield_index; #define HEALTH_IGNORE_MAX 1 #define HEALTH_TIMED 2 void Use_Quad (edict_t * ent, gitem_t * item); static int quad_drop_timeout_hack; /* ====================================================================== */ /* * =============== GetItemByIndex =============== */ gitem_t * GetItemByIndex(int index) { if (index == 0 || index >= game.num_items) return NULL; return &itemlist[index]; } /* * =============== FindItemByClassname * * =============== */ gitem_t * FindItemByClassname(char *classname) { int i; gitem_t *it; it = itemlist; for (i = 0; i < game.num_items; i++, it++) { if (!it->classname) continue; if (!Q_stricmp(it->classname, classname)) return it; } return NULL; } /* * =============== FindItem * * =============== */ gitem_t * FindItem(char *pickup_name) { int i; gitem_t *it; it = itemlist; for (i = 0; i < game.num_items; i++, it++) { if (!it->pickup_name) continue; if (!Q_stricmp(it->pickup_name, pickup_name)) return it; } return NULL; } /* ====================================================================== */ void DoRespawn(edict_t * ent) { if (ent->team) { edict_t *master; int count; int choice; master = ent->teammaster; for (count = 0, ent = master; ent; ent = ent->chain, count++); choice = rand() % count; for (count = 0, ent = master; count < choice; ent = ent->chain, count++); } ent->svflags &= ~SVF_NOCLIENT; ent->solid = SOLID_TRIGGER; gi.linkentity(ent); /* send an effect */ ent->s.event = EV_ITEM_RESPAWN; } void SetRespawn(edict_t * ent, float delay) { ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; ent->nextthink = level.time + delay; ent->think = DoRespawn; gi.linkentity(ent); } /* ====================================================================== */ qboolean Pickup_Powerup(edict_t * ent, edict_t * other) { int quantity; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1)) return false; if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM)) SetRespawn(ent, ent->item->quantity); if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))) { if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)) quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME; ent->item->use(other, ent->item); } } return true; } void Drop_General(edict_t * ent, gitem_t * item) { Drop_Item(ent, item); ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); } /* ====================================================================== */ qboolean Pickup_Adrenaline(edict_t * ent, edict_t * other) { if (!deathmatch->value) other->max_health += 1; if (other->health < other->max_health) other->health = other->max_health; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, ent->item->quantity); return true; } qboolean Pickup_AncientHead(edict_t * ent, edict_t * other) { other->max_health += 2; if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, ent->item->quantity); return true; } qboolean Pickup_Bandolier(edict_t * ent, edict_t * other) { gitem_t *item; int index; if (other->client->pers.max_bullets < 250) other->client->pers.max_bullets = 250; if (other->client->pers.max_shells < 150) other->client->pers.max_shells = 150; if (other->client->pers.max_cells < 250) other->client->pers.max_cells = 250; if (other->client->pers.max_slugs < 75) other->client->pers.max_slugs = 75; item = FindItem("Bullets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_bullets) other->client->pers.inventory[index] = other->client->pers.max_bullets; } item = FindItem("Shells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_shells) other->client->pers.inventory[index] = other->client->pers.max_shells; } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, ent->item->quantity); return true; } qboolean Pickup_Pack(edict_t * ent, edict_t * other) { gitem_t *item; int index; if (other->client->pers.max_bullets < 300) other->client->pers.max_bullets = 300; if (other->client->pers.max_shells < 200) other->client->pers.max_shells = 200; if (other->client->pers.max_rockets < 100) other->client->pers.max_rockets = 100; if (other->client->pers.max_grenades < 100) other->client->pers.max_grenades = 100; if (other->client->pers.max_cells < 300) other->client->pers.max_cells = 300; if (other->client->pers.max_slugs < 100) other->client->pers.max_slugs = 100; item = FindItem("Bullets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_bullets) other->client->pers.inventory[index] = other->client->pers.max_bullets; } item = FindItem("Shells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_shells) other->client->pers.inventory[index] = other->client->pers.max_shells; } item = FindItem("Cells"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_cells) other->client->pers.inventory[index] = other->client->pers.max_cells; } item = FindItem("Grenades"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_grenades) other->client->pers.inventory[index] = other->client->pers.max_grenades; } item = FindItem("Rockets"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_rockets) other->client->pers.inventory[index] = other->client->pers.max_rockets; } item = FindItem("Slugs"); if (item) { index = ITEM_INDEX(item); other->client->pers.inventory[index] += item->quantity; if (other->client->pers.inventory[index] > other->client->pers.max_slugs) other->client->pers.inventory[index] = other->client->pers.max_slugs; } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, ent->item->quantity); return true; } /* ====================================================================== */ void Use_Quad(edict_t * ent, gitem_t * item) { int timeout; ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); if (quad_drop_timeout_hack) { timeout = quad_drop_timeout_hack; quad_drop_timeout_hack = 0; } else { timeout = 300; } if (ent->client->quad_framenum > level.framenum) ent->client->quad_framenum += timeout; else ent->client->quad_framenum = level.framenum + timeout; gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0); } /* ====================================================================== */ void Use_Breather(edict_t * ent, gitem_t * item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); if (ent->client->breather_framenum > level.framenum) ent->client->breather_framenum += 300; else ent->client->breather_framenum = level.framenum + 300; /* * gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, * ATTN_NORM, 0); */ } /* ====================================================================== */ void Use_Envirosuit(edict_t * ent, gitem_t * item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); if (ent->client->enviro_framenum > level.framenum) ent->client->enviro_framenum += 300; else ent->client->enviro_framenum = level.framenum + 300; /* * gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, * ATTN_NORM, 0); */ } /* ====================================================================== */ void Use_Invulnerability(edict_t * ent, gitem_t * item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); if (ent->client->invincible_framenum > level.framenum) ent->client->invincible_framenum += 300; else ent->client->invincible_framenum = level.framenum + 300; gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0); } /* ====================================================================== */ void Use_Silencer(edict_t * ent, gitem_t * item) { ent->client->pers.inventory[ITEM_INDEX(item)]--; ValidateSelectedItem(ent); ent->client->silencer_shots += 30; /* * gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, * ATTN_NORM, 0); */ } /* ====================================================================== */ qboolean Pickup_Key(edict_t * ent, edict_t * other) { if (coop->value) { if (strcmp(ent->classname, "key_power_cube") == 0) { if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00) >> 8)) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8); } else { if (other->client->pers.inventory[ITEM_INDEX(ent->item)]) return false; other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1; } return true; } other->client->pers.inventory[ITEM_INDEX(ent->item)]++; return true; } /* ====================================================================== */ qboolean Add_Ammo(edict_t * ent, gitem_t * item, int count) { int index; int max; if (!ent->client) return false; if (item->tag == AMMO_BULLETS) max = ent->client->pers.max_bullets; else if (item->tag == AMMO_SHELLS) max = ent->client->pers.max_shells; else if (item->tag == AMMO_ROCKETS) max = ent->client->pers.max_rockets; else if (item->tag == AMMO_GRENADES) max = ent->client->pers.max_grenades; else if (item->tag == AMMO_CELLS) max = ent->client->pers.max_cells; else if (item->tag == AMMO_SLUGS) max = ent->client->pers.max_slugs; else return false; index = ITEM_INDEX(item); if (ent->client->pers.inventory[index] == max) return false; ent->client->pers.inventory[index] += count; if (ent->client->pers.inventory[index] > max) ent->client->pers.inventory[index] = max; return true; } qboolean Pickup_Ammo(edict_t * ent, edict_t * other) { int oldcount; int count; qboolean weapon; weapon = (ent->item->flags & IT_WEAPON); if ((weapon) && ((int)dmflags->value & DF_INFINITE_AMMO)) count = 1000; else if (ent->count) count = ent->count; else count = ent->item->quantity; oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)]; if (!Add_Ammo(other, ent->item, count)) return false; if (weapon && !oldcount) { if (other->client->pers.weapon != ent->item && (!deathmatch->value || other->client->pers.weapon == FindItem("blaster"))) other->client->newweapon = ent->item; } if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value)) SetRespawn(ent, 30); return true; } void Drop_Ammo(edict_t * ent, gitem_t * item) { edict_t *dropped; int index; index = ITEM_INDEX(item); dropped = Drop_Item(ent, item); if (ent->client->pers.inventory[index] >= item->quantity) dropped->count = item->quantity; else dropped->count = ent->client->pers.inventory[index]; if (ent->client->pers.weapon && ent->client->pers.weapon->tag == AMMO_GRENADES && item->tag == AMMO_GRENADES && ent->client->pers.inventory[index] - dropped->count <= 0) { #ifdef WITH_ACEBOT safe_cprintf #else gi.cprintf #endif (ent, PRINT_HIGH, "Can't drop current weapon\n"); G_FreeEdict(dropped); return; } ent->client->pers.inventory[index] -= dropped->count; ValidateSelectedItem(ent); } /* ====================================================================== */ void MegaHealth_think(edict_t * self) { if (self->owner->health > self->owner->max_health) { self->nextthink = level.time + 1; self->owner->health -= 1; return; } if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(self, 20); else G_FreeEdict(self); } qboolean Pickup_Health(edict_t * ent, edict_t * other) { if (!(ent->style & HEALTH_IGNORE_MAX)) if (other->health >= other->max_health) return false; other->health += ent->count; if (!(ent->style & HEALTH_IGNORE_MAX)) { if (other->health > other->max_health) other->health = other->max_health; } if (ent->style & HEALTH_TIMED) { ent->think = MegaHealth_think; ent->nextthink = level.time + 5; ent->owner = other; ent->flags |= FL_RESPAWN; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; } else { if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, 30); } return true; } /* ====================================================================== */ int ArmorIndex(edict_t * ent) { if (!ent->client) return 0; if (ent->client->pers.inventory[jacket_armor_index] > 0) return jacket_armor_index; if (ent->client->pers.inventory[combat_armor_index] > 0) return combat_armor_index; if (ent->client->pers.inventory[body_armor_index] > 0) return body_armor_index; return 0; } qboolean Pickup_Armor(edict_t * ent, edict_t * other) { int old_armor_index; gitem_armor_t *oldinfo; gitem_armor_t *newinfo; int newcount; float salvage; int salvagecount; /* get info on new armor */ newinfo = (gitem_armor_t *) ent->item->info; old_armor_index = ArmorIndex(other); /* handle armor shards specially */ if (ent->item->tag == ARMOR_SHARD) { if (!old_armor_index) other->client->pers.inventory[jacket_armor_index] = 2; else other->client->pers.inventory[old_armor_index] += 2; } /* if player has no armor, just use it */ else if (!old_armor_index) { other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count; } /* use the better armor */ else { /* get info on old armor */ if (old_armor_index == jacket_armor_index) oldinfo = &jacketarmor_info; else if (old_armor_index == combat_armor_index) oldinfo = &combatarmor_info; else /* (old_armor_index == body_armor_index) */ oldinfo = &bodyarmor_info; if (newinfo->normal_protection > oldinfo->normal_protection) { /* calc new armor values */ salvage = oldinfo->normal_protection / newinfo->normal_protection; salvagecount = salvage * other->client->pers.inventory[old_armor_index]; newcount = newinfo->base_count + salvagecount; if (newcount > newinfo->max_count) newcount = newinfo->max_count; /* zero count of old armor so it goes away */ other->client->pers.inventory[old_armor_index] = 0; /* change armor to new item with computed value */ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount; } else { /* calc new armor values */ salvage = newinfo->normal_protection / oldinfo->normal_protection; salvagecount = salvage * newinfo->base_count; newcount = other->client->pers.inventory[old_armor_index] + salvagecount; if (newcount > oldinfo->max_count) newcount = oldinfo->max_count; /* * if we're already maxed out then we don't need the * new armor */ if (other->client->pers.inventory[old_armor_index] >= newcount) return false; /* update current armor value */ other->client->pers.inventory[old_armor_index] = newcount; } } if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) SetRespawn(ent, 20); return true; } /* ====================================================================== */ int PowerArmorType(edict_t * ent) { if (!ent->client) return POWER_ARMOR_NONE; if (!(ent->flags & FL_POWER_ARMOR)) return POWER_ARMOR_NONE; if (ent->client->pers.inventory[power_shield_index] > 0) return POWER_ARMOR_SHIELD; if (ent->client->pers.inventory[power_screen_index] > 0) return POWER_ARMOR_SCREEN; return POWER_ARMOR_NONE; } void Use_PowerArmor(edict_t * ent, gitem_t * item) { int index; if (ent->flags & FL_POWER_ARMOR) { ent->flags &= ~FL_POWER_ARMOR; gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0); } else { index = ITEM_INDEX(FindItem("cells")); if (!ent->client->pers.inventory[index]) { #ifdef WITH_ACEBOT safe_cprintf #else gi.cprintf #endif (ent, PRINT_HIGH, "No cells for power armor.\n"); return; } ent->flags |= FL_POWER_ARMOR; gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0); } } qboolean Pickup_PowerArmor(edict_t * ent, edict_t * other) { int quantity; quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)]; other->client->pers.inventory[ITEM_INDEX(ent->item)]++; if (deathmatch->value) { if (!(ent->spawnflags & DROPPED_ITEM)) SetRespawn(ent, ent->item->quantity); /* auto-use for DM only if we didn't already have one */ if (!quantity) ent->item->use(other, ent->item); } return true; } void Drop_PowerArmor(edict_t * ent, gitem_t * item) { if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1)) Use_PowerArmor(ent, item); Drop_General(ent, item); } /* ====================================================================== */ /* * =============== Touch_Item =============== */ void Touch_Item(edict_t * ent, edict_t * other, cplane_t * plane, csurface_t * surf) { qboolean taken; if (!other->client) return; if (other->health < 1) return; /* dead people can't pickup */ if (!ent->item->pickup) return; /* not a grabbable item? */ taken = ent->item->pickup(ent, other); if (taken) { /* flash the screen */ other->client->bonus_alpha = 0.25; /* show icon and name on status bar */ other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon); other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS + ITEM_INDEX(ent->item); other->client->pickup_msg_time = level.time + 3.0; /* change selected item */ if (ent->item->use) other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item); if (ent->item->pickup == Pickup_Health) { if (ent->count == 2) gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0); else if (ent->count == 10) gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0); else if (ent->count == 25) gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0); else /* (ent->count == 100) */ gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0); } else if (ent->item->pickup_sound) { gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0); } } if (!(ent->spawnflags & ITEM_TARGETS_USED)) { G_UseTargets(ent, other); ent->spawnflags |= ITEM_TARGETS_USED; } if (!taken) return; if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) { if (ent->flags & FL_RESPAWN) ent->flags &= ~FL_RESPAWN; else G_FreeEdict(ent); } } /* ====================================================================== */ static void drop_temp_touch(edict_t * ent, edict_t * other, cplane_t * plane, csurface_t * surf) { if (other == ent->owner) return; Touch_Item(ent, other, plane, surf); } static void drop_make_touchable(edict_t * ent) { ent->touch = Touch_Item; if (deathmatch->value) { ent->nextthink = level.time + 29; ent->think = G_FreeEdict; } } edict_t * Drop_Item(edict_t * ent, gitem_t * item) { edict_t *dropped; vec3_t forward, right; vec3_t offset; dropped = G_Spawn(); dropped->classname = item->classname; dropped->item = item; dropped->spawnflags = DROPPED_ITEM; dropped->s.effects = item->world_model_flags; dropped->s.renderfx = RF_GLOW; VectorSet(dropped->mins, -15, -15, -15); VectorSet(dropped->maxs, 15, 15, 15); gi.setmodel(dropped, dropped->item->world_model); dropped->solid = SOLID_TRIGGER; dropped->movetype = MOVETYPE_TOSS; dropped->touch = drop_temp_touch; dropped->owner = ent; if (ent->client) { trace_t trace; AngleVectors(ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 0, -16); G_ProjectSource(ent->s.origin, offset, forward, right, dropped->s.origin); trace = gi.trace(ent->s.origin, dropped->mins, dropped->maxs, dropped->s.origin, ent, CONTENTS_SOLID); VectorCopy(trace.endpos, dropped->s.origin); } else { AngleVectors(ent->s.angles, forward, right, NULL); VectorCopy(ent->s.origin, dropped->s.origin); } VectorScale(forward, 100, dropped->velocity); dropped->velocity[2] = 300; dropped->think = drop_make_touchable; dropped->nextthink = level.time + 1; gi.linkentity(dropped); return dropped; } void Use_Item(edict_t * ent, edict_t * other, edict_t * activator) { ent->svflags &= ~SVF_NOCLIENT; ent->use = NULL; if (ent->spawnflags & ITEM_NO_TOUCH) { ent->solid = SOLID_BBOX; ent->touch = NULL; } else { ent->solid = SOLID_TRIGGER; ent->touch = Touch_Item; } gi.linkentity(ent); } /* ====================================================================== */ /* * ================ droptofloor ================ */ void droptofloor(edict_t * ent) { trace_t tr; vec3_t dest; float *v; v = tv(-15, -15, -15); VectorCopy(v, ent->mins); v = tv(15, 15, 15); VectorCopy(v, ent->maxs); if (ent->model) gi.setmodel(ent, ent->model); else gi.setmodel(ent, ent->item->world_model); ent->solid = SOLID_TRIGGER; ent->movetype = MOVETYPE_TOSS; ent->touch = Touch_Item; v = tv(0, 0, -128); VectorAdd(ent->s.origin, v, dest); tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID); if (tr.startsolid) { gi.dprintf("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEdict(ent); return; } VectorCopy(tr.endpos, ent->s.origin); if (ent->team) { ent->flags &= ~FL_TEAMSLAVE; ent->chain = ent->teamchain; ent->teamchain = NULL; ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; if (ent == ent->teammaster) { ent->nextthink = level.time + FRAMETIME; ent->think = DoRespawn; } } if (ent->spawnflags & ITEM_NO_TOUCH) { ent->solid = SOLID_BBOX; ent->touch = NULL; ent->s.effects &= ~EF_ROTATE; ent->s.renderfx &= ~RF_GLOW; } if (ent->spawnflags & ITEM_TRIGGER_SPAWN) { ent->svflags |= SVF_NOCLIENT; ent->solid = SOLID_NOT; ent->use = Use_Item; } gi.linkentity(ent); } /* * =============== PrecacheItem * * Precaches all data needed for a given item. This will be called for each item * spawned in a level, and for each item in each client's inventory. * =============== */ void PrecacheItem(gitem_t * it) { char *s, *start; char data [MAX_QPATH]; int len; gitem_t *ammo; if (!it) return; if (it->pickup_sound) gi.soundindex(it->pickup_sound); if (it->world_model) gi.modelindex(it->world_model); if (it->view_model) gi.modelindex(it->view_model); if (it->icon) gi.imageindex(it->icon); /* parse everything for its ammo */ if (it->ammo && it->ammo[0]) { ammo = FindItem(it->ammo); if (ammo != it) PrecacheItem(ammo); } /* parse the space seperated precache string for other items */ s = it->precaches; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') s++; len = s - start; if (len >= MAX_QPATH || len < 5) gi.error("PrecacheItem: %s has bad precache string", it->classname); memcpy(data, start, len); data[len] = 0; if (*s) s++; /* determine type based on extension */ if (!strcmp(data + len - 3, "md2")) gi.modelindex(data); else if (!strcmp(data + len - 3, "sp2")) gi.modelindex(data); else if (!strcmp(data + len - 3, "wav")) gi.soundindex(data); if (!strcmp(data + len - 3, "pcx")) gi.imageindex(data); } } /* * ============ 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 SpawnItem(edict_t * ent, gitem_t * item) { PrecacheItem(item); if (ent->spawnflags) { if (strcmp(ent->classname, "key_power_cube") != 0) { ent->spawnflags = 0; gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin)); } } /* some items will be prevented in deathmatch */ if (deathmatch->value) { if ((int)dmflags->value & DF_NO_ARMOR) { if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor) { G_FreeEdict(ent); return; } } if ((int)dmflags->value & DF_NO_ITEMS) { if (item->pickup == Pickup_Powerup) { G_FreeEdict(ent); return; } } if ((int)dmflags->value & DF_NO_HEALTH) { if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead) { G_FreeEdict(ent); return; } } if ((int)dmflags->value & DF_INFINITE_AMMO) { if ((item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0)) { G_FreeEdict(ent); return; } } } if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0)) { ent->spawnflags |= (1 << (8 + level.power_cubes)); level.power_cubes++; } /* don't let them drop items that stay in a coop game */ if ((coop->value) && (item->flags & IT_STAY_COOP)) { item->drop = NULL; } ent->item = item; ent->nextthink = level.time + 2 * FRAMETIME; /* items start after * other solids */ ent->think = droptofloor; ent->s.effects = item->world_model_flags; ent->s.renderfx = RF_GLOW; #ifdef GAME_MOD /* Weapons Shell in game */ if (weap_shell->value) { if (strcmp(ent->classname, "weapon_shotgun") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } if (strcmp(ent->classname, "weapon_supershotgun") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (strcmp(ent->classname, "weapon_machinegun") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_BLUE; } if (strcmp(ent->classname, "weapon_chaingun") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } if (strcmp(ent->classname, "weapon_hyperblaster") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (strcmp(ent->classname, "weapon_rocketlauncher") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (strcmp(ent->classname, "weapon_grenade") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } if (strcmp(ent->classname, "weapon_grenadelauncher") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (strcmp(ent->classname, "weapon_railgun") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_BLUE; } if (strcmp(ent->classname, "weapon_bfg") == 0) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } } #endif if (ent->model) gi.modelindex(ent->model); } /* ====================================================================== */ gitem_t itemlist[] = { { NULL }, /* leave index 0 alone */ // /* ARMOR */ // /* * QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_armor_body", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/body/tris.md2", EF_ROTATE, NULL, /* icon */ "i_bodyarmor", /* pickup */ "Body Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &bodyarmor_info, ARMOR_BODY, /* precache */ "" }, /* * QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_armor_combat", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/combat/tris.md2", EF_ROTATE, NULL, /* icon */ "i_combatarmor", /* pickup */ "Combat Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &combatarmor_info, ARMOR_COMBAT, /* precache */ "" }, /* * QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_armor_jacket", Pickup_Armor, NULL, NULL, NULL, "misc/ar1_pkup.wav", "models/items/armor/jacket/tris.md2", EF_ROTATE, NULL, /* icon */ "i_jacketarmor", /* pickup */ "Jacket Armor", /* width */ 3, 0, NULL, IT_ARMOR, 0, &jacketarmor_info, ARMOR_JACKET, /* precache */ "" }, /* * QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_armor_shard", Pickup_Armor, NULL, NULL, NULL, "misc/ar2_pkup.wav", "models/items/armor/shard/tris.md2", EF_ROTATE, NULL, /* icon */ "i_jacketarmor", /* pickup */ "Armor Shard", /* width */ 3, 0, NULL, IT_ARMOR, 0, NULL, ARMOR_SHARD, /* precache */ "" }, /* * QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_power_screen", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, NULL, "misc/ar3_pkup.wav", "models/items/armor/screen/tris.md2", EF_ROTATE, NULL, /* icon */ "i_powerscreen", /* pickup */ "Power Screen", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "" }, /* * QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_power_shield", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, NULL, "misc/ar3_pkup.wav", "models/items/armor/shield/tris.md2", EF_ROTATE, NULL, /* icon */ "i_powershield", /* pickup */ "Power Shield", /* width */ 0, 60, NULL, IT_ARMOR, 0, NULL, 0, /* precache */ "misc/power2.wav misc/power1.wav" }, // /* WEAPONS */ // /* * weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) always owned, * never in the world */ { "weapon_blaster", NULL, Use_Weapon, NULL, Weapon_Blaster, "misc/w_pkup.wav", NULL, 0, "models/weapons/v_blast/tris.md2", /* icon */ "w_blaster", /* pickup */ "Blaster", 0, 0, NULL, IT_WEAPON | IT_STAY_COOP, WEAP_BLASTER, NULL, 0, /* precache */ "weapons/blastf1a.wav misc/lasfly.wav" }, /* * QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_shotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Shotgun, "misc/w_pkup.wav", "models/weapons/g_shotg/tris.md2", EF_ROTATE, "models/weapons/v_shotg/tris.md2", /* icon */ "w_shotgun", /* pickup */ "Shotgun", 0, 1, "Shells", IT_WEAPON | IT_STAY_COOP, WEAP_SHOTGUN, NULL, 0, /* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav" }, /* * QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_supershotgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_SuperShotgun, "misc/w_pkup.wav", "models/weapons/g_shotg2/tris.md2", EF_ROTATE, "models/weapons/v_shotg2/tris.md2", /* icon */ "w_sshotgun", /* pickup */ "Super Shotgun", 0, 2, "Shells", IT_WEAPON | IT_STAY_COOP, WEAP_SUPERSHOTGUN, NULL, 0, /* precache */ "weapons/sshotf1b.wav" }, /* * QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_machinegun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Machinegun, "misc/w_pkup.wav", "models/weapons/g_machn/tris.md2", EF_ROTATE, "models/weapons/v_machn/tris.md2", /* icon */ "w_machinegun", /* pickup */ "Machinegun", 0, 1, "Bullets", IT_WEAPON | IT_STAY_COOP, WEAP_MACHINEGUN, NULL, 0, /* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav" }, /* * QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_chaingun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Chaingun, "misc/w_pkup.wav", "models/weapons/g_chain/tris.md2", EF_ROTATE, "models/weapons/v_chain/tris.md2", /* icon */ "w_chaingun", /* pickup */ "Chaingun", 0, 1, "Bullets", IT_WEAPON | IT_STAY_COOP, WEAP_CHAINGUN, NULL, 0, /* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav" }, /* * QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_grenades", Pickup_Ammo, Use_Weapon, Drop_Ammo, Weapon_Grenade, "misc/am_pkup.wav", "models/items/ammo/grenades/medium/tris.md2", 0, "models/weapons/v_handgr/tris.md2", /* icon */ "a_grenades", /* pickup */ "Grenades", /* width */ 3, 5, "grenades", IT_AMMO | IT_WEAPON, WEAP_GRENADES, NULL, AMMO_GRENADES, /* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav " }, /* * QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_grenadelauncher", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_GrenadeLauncher, "misc/w_pkup.wav", "models/weapons/g_launch/tris.md2", EF_ROTATE, "models/weapons/v_launch/tris.md2", /* icon */ "w_glauncher", /* pickup */ "Grenade Launcher", 0, 1, "Grenades", IT_WEAPON | IT_STAY_COOP, WEAP_GRENADELAUNCHER, NULL, 0, /* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav" }, /* * QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_rocketlauncher", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_RocketLauncher, "misc/w_pkup.wav", "models/weapons/g_rocket/tris.md2", EF_ROTATE, "models/weapons/v_rocket/tris.md2", /* icon */ "w_rlauncher", /* pickup */ "Rocket Launcher", 0, 1, "Rockets", IT_WEAPON | IT_STAY_COOP, WEAP_ROCKETLAUNCHER, NULL, 0, /* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2" }, /* * QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_hyperblaster", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_HyperBlaster, "misc/w_pkup.wav", "models/weapons/g_hyperb/tris.md2", EF_ROTATE, "models/weapons/v_hyperb/tris.md2", /* icon */ "w_hyperblaster", /* pickup */ "HyperBlaster", 0, 1, "Cells", IT_WEAPON | IT_STAY_COOP, WEAP_HYPERBLASTER, NULL, 0, /* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav" }, /* * QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_railgun", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_Railgun, "misc/w_pkup.wav", "models/weapons/g_rail/tris.md2", EF_ROTATE, "models/weapons/v_rail/tris.md2", /* icon */ "w_railgun", /* pickup */ "Railgun", 0, 1, "Slugs", IT_WEAPON | IT_STAY_COOP, WEAP_RAILGUN, NULL, 0, /* precache */ "weapons/rg_hum.wav" }, /* * QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "weapon_bfg", Pickup_Weapon, Use_Weapon, Drop_Weapon, Weapon_BFG, "misc/w_pkup.wav", "models/weapons/g_bfg/tris.md2", EF_ROTATE, "models/weapons/v_bfg/tris.md2", /* icon */ "w_bfg", /* pickup */ "BFG10K", 0, 50, "Cells", IT_WEAPON | IT_STAY_COOP, WEAP_BFG, NULL, 0, /* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav" }, // /* AMMO ITEMS */ // /* * QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_shells", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/shells/medium/tris.md2", 0, NULL, /* icon */ "a_shells", /* pickup */ "Shells", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SHELLS, /* precache */ "" }, /* * QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_bullets", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/bullets/medium/tris.md2", 0, NULL, /* icon */ "a_bullets", /* pickup */ "Bullets", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_BULLETS, /* precache */ "" }, /* * QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_cells", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/cells/medium/tris.md2", 0, NULL, /* icon */ "a_cells", /* pickup */ "Cells", /* width */ 3, 50, NULL, IT_AMMO, 0, NULL, AMMO_CELLS, /* precache */ "" }, /* * QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_rockets", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/rockets/medium/tris.md2", 0, NULL, /* icon */ "a_rockets", /* pickup */ "Rockets", /* width */ 3, 5, NULL, IT_AMMO, 0, NULL, AMMO_ROCKETS, /* precache */ "" }, /* * QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "ammo_slugs", Pickup_Ammo, NULL, Drop_Ammo, NULL, "misc/am_pkup.wav", "models/items/ammo/slugs/medium/tris.md2", 0, NULL, /* icon */ "a_slugs", /* pickup */ "Slugs", /* width */ 3, 10, NULL, IT_AMMO, 0, NULL, AMMO_SLUGS, /* precache */ "" }, // /* POWERUP ITEMS */ // /* * QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_quad", Pickup_Powerup, Use_Quad, Drop_General, NULL, "items/pkup.wav", "models/items/quaddama/tris.md2", EF_ROTATE, NULL, /* icon */ "p_quad", /* pickup */ "Quad Damage", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/damage.wav items/damage2.wav items/damage3.wav" }, /* * QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_invulnerability", Pickup_Powerup, Use_Invulnerability, Drop_General, NULL, "items/pkup.wav", "models/items/invulner/tris.md2", EF_ROTATE, NULL, /* icon */ "p_invulnerability", /* pickup */ "Invulnerability", /* width */ 2, 300, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "items/protect.wav items/protect2.wav items/protect4.wav" }, /* * QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_silencer", Pickup_Powerup, Use_Silencer, Drop_General, NULL, "items/pkup.wav", "models/items/silencer/tris.md2", EF_ROTATE, NULL, /* icon */ "p_silencer", /* pickup */ "Silencer", /* width */ 2, 60, NULL, IT_POWERUP, 0, NULL, 0, /* precache */ "" }, /* * QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_breather", Pickup_Powerup, Use_Breather, Drop_General, NULL, "items/pkup.wav", "models/items/breather/tris.md2", EF_ROTATE, NULL, /* icon */ "p_rebreather", /* pickup */ "Rebreather", /* width */ 2, 60, NULL, IT_STAY_COOP | IT_POWERUP, 0, NULL, 0, /* precache */ "items/airout.wav" }, /* * QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_enviro", Pickup_Powerup, Use_Envirosuit, Drop_General, NULL, "items/pkup.wav", "models/items/enviro/tris.md2", EF_ROTATE, NULL, /* icon */ "p_envirosuit", /* pickup */ "Environment Suit", /* width */ 2, 60, NULL, IT_STAY_COOP | IT_POWERUP, 0, NULL, 0, /* precache */ "items/airout.wav" }, /* * QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) * Special item that gives +2 to maximum health */ { "item_ancient_head", Pickup_AncientHead, NULL, NULL, NULL, "items/pkup.wav", "models/items/c_head/tris.md2", EF_ROTATE, NULL, /* icon */ "i_fixme", /* pickup */ "Ancient Head", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /* * QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) gives +1 * to maximum health */ { "item_adrenaline", Pickup_Adrenaline, NULL, NULL, NULL, "items/pkup.wav", "models/items/adrenal/tris.md2", EF_ROTATE, NULL, /* icon */ "p_adrenaline", /* pickup */ "Adrenaline", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /* * QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_bandolier", Pickup_Bandolier, NULL, NULL, NULL, "items/pkup.wav", "models/items/band/tris.md2", EF_ROTATE, NULL, /* icon */ "p_bandolier", /* pickup */ "Bandolier", /* width */ 2, 60, NULL, 0, 0, NULL, 0, /* precache */ "" }, /* * QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) */ { "item_pack", Pickup_Pack, NULL, NULL, NULL, "items/pkup.wav", "models/items/pack/tris.md2", EF_ROTATE, NULL, /* icon */ "i_pack", /* pickup */ "Ammo Pack", /* width */ 2, 180, NULL, 0, 0, NULL, 0, /* precache */ "" }, // /* KEYS */ // /* * QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) key for * computer centers */ { "key_data_cd", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/data_cd/tris.md2", EF_ROTATE, NULL, "k_datacd", "Data CD", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) * TRIGGER_SPAWN NO_TOUCH warehouse circuits */ { "key_power_cube", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/power/tris.md2", EF_ROTATE, NULL, "k_powercube", "Power Cube", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) key for the * entrance of jail3 */ { "key_pyramid", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/pyramid/tris.md2", EF_ROTATE, NULL, "k_pyramid", "Pyramid Key", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) key for * the city computer */ { "key_data_spinner", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/spinner/tris.md2", EF_ROTATE, NULL, "k_dataspin", "Data Spinner", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) security pass * for the security level */ { "key_pass", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/pass/tris.md2", EF_ROTATE, NULL, "k_security", "Security Pass", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) normal door * key - blue */ { "key_blue_key", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/key/tris.md2", EF_ROTATE, NULL, "k_bluekey", "Blue Key", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) normal door * key - red */ { "key_red_key", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/red_key/tris.md2", EF_ROTATE, NULL, "k_redkey", "Red Key", 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) tank * commander's head */ { "key_commander_head", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/monsters/commandr/head/tris.md2", EF_GIB, NULL, /* icon */ "k_comhead", /* pickup */ "Commander's Head", /* width */ 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, /* * QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) * tank commander's head */ { "key_airstrike_target", Pickup_Key, NULL, Drop_General, NULL, "items/pkup.wav", "models/items/keys/target/tris.md2", EF_ROTATE, NULL, /* icon */ "i_airstrike", /* pickup */ "Airstrike Marker", /* width */ 2, 0, NULL, IT_STAY_COOP | IT_KEY, 0, NULL, 0, /* precache */ "" }, { NULL, Pickup_Health, NULL, NULL, NULL, "items/pkup.wav", NULL, 0, NULL, /* icon */ "i_health", /* pickup */ "Health", /* width */ 3, 0, NULL, 0, 0, NULL, 0, /* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" }, /* end of list marker */ {NULL} }; /* * QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) */ void SP_item_health(edict_t * self) { if (deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH)) { G_FreeEdict(self); return; } self->model = "models/items/healing/medium/tris.md2"; self->count = 10; SpawnItem(self, FindItem("Health")); gi.soundindex("items/n_health.wav"); } /* * QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) */ void SP_item_health_small(edict_t * self) { if (deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH)) { G_FreeEdict(self); return; } self->model = "models/items/healing/stimpack/tris.md2"; self->count = 2; SpawnItem(self, FindItem("Health")); self->style = HEALTH_IGNORE_MAX; gi.soundindex("items/s_health.wav"); } /* * QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) */ void SP_item_health_large(edict_t * self) { if (deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH)) { G_FreeEdict(self); return; } self->model = "models/items/healing/large/tris.md2"; self->count = 25; SpawnItem(self, FindItem("Health")); gi.soundindex("items/l_health.wav"); } /* * QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) */ void SP_item_health_mega(edict_t * self) { if (deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH)) { G_FreeEdict(self); return; } self->model = "models/items/mega_h/tris.md2"; self->count = 100; SpawnItem(self, FindItem("Health")); gi.soundindex("items/m_health.wav"); self->style = HEALTH_IGNORE_MAX | HEALTH_TIMED; } void InitItems(void) { game.num_items = sizeof(itemlist) / sizeof(itemlist[0]) - 1; } /* * =============== SetItemNames * * Called by worldspawn =============== */ void SetItemNames(void) { int i; gitem_t *it; for (i = 0; i < game.num_items; i++) { it = &itemlist[i]; gi.configstring(CS_ITEMS + i, it->pickup_name); } jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor")); combat_armor_index = ITEM_INDEX(FindItem("Combat Armor")); body_armor_index = ITEM_INDEX(FindItem("Body Armor")); power_screen_index = ITEM_INDEX(FindItem("Power Screen")); power_shield_index = ITEM_INDEX(FindItem("Power Shield")); }