#include "g_local.h" /* PLAYER TRAIL This is a circular list containing the a list of points of where the player has been recently. It is used by monsters for pursuit. .origin the spot .owner forward link .aiment backward link */ #define TRAIL_LENGTH 8 edict_t *trail[TRAIL_LENGTH]; int trail_head; qboolean trail_active = false; #define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1)) #define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1)) void PlayerTrail_Init(void){ int n; if(deathmatch->value /* FIXME || coop */) return; for(n = 0; n < TRAIL_LENGTH; n++){ trail[n] = G_Spawn(); trail[n]->classname = "player_trail"; } trail_head = 0; trail_active = true; } void PlayerTrail_Add(vec3_t spot){ vec3_t temp; if(!trail_active) return; VectorCopy(spot, trail[trail_head]->s.origin); trail[trail_head]->timestamp = level.time; VectorSubtract(spot, trail[PREV(trail_head)]->s.origin, temp); trail[trail_head]->s.angles[1] = vectoyaw(temp); trail_head = NEXT(trail_head); } void PlayerTrail_New(vec3_t spot){ if(!trail_active) return; PlayerTrail_Init(); PlayerTrail_Add(spot); } edict_t *PlayerTrail_PickFirst(edict_t *self){ int marker; int n; if(!trail_active) return NULL; for(marker = trail_head, n = TRAIL_LENGTH; n; n--){ if(trail[marker]->timestamp <= self->monsterinfo.trail_time) marker = NEXT(marker); else break; } if(visible(self, trail[marker])){ return trail[marker]; } if(visible(self, trail[PREV(marker)])){ return trail[PREV(marker)]; } return trail[marker]; } edict_t *PlayerTrail_PickNext(edict_t *self){ int marker; int n; if(!trail_active) return NULL; for(marker = trail_head, n = TRAIL_LENGTH; n; n--){ if(trail[marker]->timestamp <= self->monsterinfo.trail_time) marker = NEXT(marker); else break; } return trail[marker]; } edict_t *PlayerTrail_LastSpot(void){ return trail[PREV(trail_head)]; }