diff options
author | Andrey Nazarov <skuller@skuller.net> | 2009-05-30 11:46:41 +0000 |
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committer | Andrey Nazarov <skuller@skuller.net> | 2009-05-30 11:46:41 +0000 |
commit | 629da4a589f507bc1f193f5901d1679f307efc62 (patch) | |
tree | b45e726e181f9f67196dd4f9f08be3228736a0d6 /source/baseq2/g_items.c | |
parent | 3ef036028a652f979a4197dd4a2ddd779e437597 (diff) |
Imported baseq2 game source.
Replaced ‘--enable-openffa’ configure script option with ‘--enable-baseq2’.
Changed Debian package description.
Diffstat (limited to 'source/baseq2/g_items.c')
-rw-r--r-- | source/baseq2/g_items.c | 2216 |
1 files changed, 2216 insertions, 0 deletions
diff --git a/source/baseq2/g_items.c b/source/baseq2/g_items.c new file mode 100644 index 0000000..bda2483 --- /dev/null +++ b/source/baseq2/g_items.c @@ -0,0 +1,2216 @@ +/* +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}; + +static int jacket_armor_index; +static int combat_armor_index; +static 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 qfalse; + + if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0)) + return qfalse; + + 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 qtrue; +} + +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 qtrue; +} + +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 qtrue; +} + +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 qtrue; +} + +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 qtrue; +} + +//====================================================================== + +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 qfalse; + 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 qfalse; + other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1; + } + return qtrue; + } + other->client->pers.inventory[ITEM_INDEX(ent->item)]++; + return qtrue; +} + +//====================================================================== + +qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count) +{ + int index; + int max; + + if (!ent->client) + return qfalse; + + 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 qfalse; + + index = ITEM_INDEX(item); + + if (ent->client->pers.inventory[index] == max) + return qfalse; + + ent->client->pers.inventory[index] += count; + + if (ent->client->pers.inventory[index] > max) + ent->client->pers.inventory[index] = max; + + return qtrue; +} + +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 qfalse; + + 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 qtrue; +} + +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) { + gi.cprintf (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 qfalse; + + 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 qtrue; +} + +//====================================================================== + +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 qfalse; + + // update current armor value + other->client->pers.inventory[old_armor_index] = newcount; + } + } + + if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value)) + SetRespawn (ent, 20); + + return qtrue; +} + +//====================================================================== + +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]) + { + gi.cprintf (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 qtrue; +} + +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; + 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")); +} |