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g_newdm.c
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/*
* =======================================================================
*
* Rogue specific deathmatch stuff.
*
* =======================================================================
*/
#include "header/local.h"
#include "monster/misc/player.h"
#define IT_TYPE_MASK (IT_WEAPON | IT_AMMO | IT_POWERUP | IT_ARMOR | IT_KEY)
dm_game_rt DMGame;
extern qboolean Pickup_Health(edict_t *ent, edict_t *other);
extern qboolean Pickup_Adrenaline(edict_t *ent, edict_t *other);
extern qboolean Pickup_Armor(edict_t *ent, edict_t *other);
extern qboolean Pickup_PowerArmor(edict_t *ent, edict_t *other);
extern edict_t *Sphere_Spawn(edict_t *owner, int spawnflags);
extern void ED_CallSpawn(edict_t *ent);
void fire_doppleganger(edict_t *ent, vec3_t start, vec3_t aimdir);
void
InitGameRules(void)
{
int gameNum;
/* clear out the game rule structure before we start */
memset(&DMGame, 0, sizeof(dm_game_rt));
if (gamerules && gamerules->value)
{
gameNum = gamerules->value;
switch (gameNum)
{
case RDM_TAG:
DMGame.GameInit = Tag_GameInit;
DMGame.PostInitSetup = Tag_PostInitSetup;
DMGame.PlayerDeath = Tag_PlayerDeath;
DMGame.Score = Tag_Score;
DMGame.PlayerEffects = Tag_PlayerEffects;
DMGame.DogTag = Tag_DogTag;
DMGame.PlayerDisconnect = Tag_PlayerDisconnect;
DMGame.ChangeDamage = Tag_ChangeDamage;
break;
/* reset gamerules if it's not a valid number */
default:
gamerules->value = 0;
break;
}
}
/* if we're set up to play, initialize the game as needed. */
if (DMGame.GameInit)
{
DMGame.GameInit();
}
}
char *
FindSubstituteItem(edict_t *ent)
{
int i;
int itflags, myflags;
float rnd;
int count;
int pick;
gitem_t *it;
/* there are only two classes of power armor, and we don't want
to give out power screens. therefore, power shields should
remain power shields. (powerscreens shouldn't be there at all...) */
if (ent->item->pickup == Pickup_PowerArmor)
{
return NULL;
}
/* health is special case */
if ((ent->item->pickup == Pickup_Health) ||
(ent->item->pickup == Pickup_Adrenaline))
{
/* health pellets stay health pellets */
if (!strcmp(ent->classname, "item_health_small"))
{
return NULL;
}
rnd = random();
if (rnd < 0.6)
{
return "item_health";
}
else if (rnd < 0.9)
{
return "item_health_large";
}
else if (rnd < 0.99)
{
return "item_adrenaline";
}
else
{
return "item_health_mega";
}
}
/* armor is also special case */
else if (ent->item->pickup == Pickup_Armor)
{
/* armor shards stay armor shards */
if (ent->item->tag == ARMOR_SHARD)
{
return NULL;
}
rnd = random();
if (rnd < 0.6)
{
return "item_armor_jacket";
}
else if (rnd < 0.9)
{
return "item_armor_combat";
}
else
{
return "item_armor_body";
}
}
/* we want to stay within the item class */
myflags = ent->item->flags & IT_TYPE_MASK;
if ((myflags & IT_AMMO) && (myflags & IT_WEAPON))
{
myflags = IT_AMMO;
}
count = 0;
/* first pass, count the matching items */
it = itemlist;
for (i = 0; i < game.num_items; i++, it++)
{
itflags = it->flags;
if (!itflags || (itflags & IT_NOT_GIVEABLE))
{
continue;
}
/* prox,grenades,etc should count as ammo. */
if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
{
itflags = IT_AMMO;
}
/* don't respawn spheres if they're dmflag disabled. */
if ((int)dmflags->value & DF_NO_SPHERES)
{
if (!strcmp(ent->classname, "item_sphere_vengeance") ||
!strcmp(ent->classname, "item_sphere_hunter") ||
!strcmp(ent->classname, "item_spehre_defender"))
{
continue;
}
}
if (((int)dmflags->value & DF_NO_NUKES) &&
!strcmp(ent->classname, "ammo_nuke"))
{
continue;
}
if (((int)dmflags->value & DF_NO_MINES) &&
(!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
{
continue;
}
if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
{
count++;
}
}
if (!count)
{
return NULL;
}
pick = ceil(random() * count);
count = 0;
/* second pass, pick one. */
it = itemlist;
for (i = 0; i < game.num_items; i++, it++)
{
itflags = it->flags;
if (!itflags || (itflags & IT_NOT_GIVEABLE))
{
continue;
}
/* prox,grenades,etc should count as ammo. */
if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
{
itflags = IT_AMMO;
}
if (((int)dmflags->value & DF_NO_NUKES) &&
!strcmp(ent->classname, "ammo_nuke"))
{
continue;
}
if (((int)dmflags->value & DF_NO_MINES) &&
(!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
{
continue;
}
if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
{
count++;
if (pick == count)
{
return it->classname;
}
}
}
return NULL;
}
edict_t *
DoRandomRespawn(edict_t *ent)
{
edict_t *newEnt;
char *classname;
if (!ent)
{
return NULL;
}
classname = FindSubstituteItem(ent);
if (classname == NULL)
{
return NULL;
}
gi.unlinkentity(ent);
newEnt = G_Spawn();
newEnt->classname = classname;
VectorCopy(ent->s.origin, newEnt->s.origin);
VectorCopy(ent->s.old_origin, newEnt->s.old_origin);
VectorCopy(ent->mins, newEnt->mins);
VectorCopy(ent->maxs, newEnt->maxs);
VectorSet(newEnt->gravityVector, 0, 0, -1);
ED_CallSpawn(newEnt);
newEnt->s.renderfx |= RF_IR_VISIBLE;
return newEnt;
}
void
PrecacheForRandomRespawn(void)
{
gitem_t *it;
int i;
int itflags;
it = itemlist;
for (i = 0; i < game.num_items; i++, it++)
{
itflags = it->flags;
if (!itflags || (itflags & IT_NOT_GIVEABLE))
{
continue;
}
PrecacheItem(it);
}
}
void
doppleganger_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker,
int damage, vec3_t point)
{
edict_t *sphere;
float dist;
vec3_t dir;
if (!self || !attacker)
{
return;
}
if ((self->enemy) && (self->enemy != self->teammaster))
{
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
dist = VectorLength(dir);
if (dist > 768)
{
sphere = Sphere_Spawn(self, SPHERE_HUNTER | SPHERE_DOPPLEGANGER);
sphere->pain(sphere, attacker, 0, 0);
}
else
{
sphere = Sphere_Spawn(self, SPHERE_VENGEANCE | SPHERE_DOPPLEGANGER);
sphere->pain(sphere, attacker, 0, 0);
}
}
if (self->teamchain)
{
BecomeExplosion1(self->teamchain);
}
BecomeExplosion1(self);
}
void
doppleganger_pain(edict_t *self, edict_t *other, float kick, int damage)
{
self->enemy = other;
}
void
doppleganger_timeout(edict_t *self)
{
if (self->teamchain)
{
BecomeExplosion1(self->teamchain);
}
BecomeExplosion1(self);
}
void
body_think(edict_t *self)
{
float r;
if (fabsf(self->ideal_yaw - anglemod(self->s.angles[YAW])) < 2)
{
if (self->timestamp < level.time)
{
r = random();
if (r < 0.10)
{
self->ideal_yaw = random() * 350.0;
self->timestamp = level.time + 1;
}
}
}
else
{
M_ChangeYaw(self);
}
self->s.frame++;
if (self->s.frame > FRAME_stand40)
{
self->s.frame = FRAME_stand01;
}
self->nextthink = level.time + 0.1;
}
void
fire_doppleganger(edict_t *ent, vec3_t start, vec3_t aimdir)
{
edict_t *base;
edict_t *body;
vec3_t dir;
vec3_t forward, right, up;
int number;
if (!ent)
{
return;
}
vectoangles2(aimdir, dir);
AngleVectors(dir, forward, right, up);
base = G_Spawn();
VectorCopy(start, base->s.origin);
VectorCopy(dir, base->s.angles);
VectorClear(base->velocity);
VectorClear(base->avelocity);
base->movetype = MOVETYPE_TOSS;
base->solid = SOLID_BBOX;
base->s.renderfx |= RF_IR_VISIBLE;
base->s.angles[PITCH] = 0;
VectorSet(base->mins, -16, -16, -24);
VectorSet(base->maxs, 16, 16, 32);
base->s.modelindex = 0;
base->teammaster = ent;
base->svflags |= SVF_DAMAGEABLE;
base->takedamage = DAMAGE_AIM;
base->health = 30;
base->pain = doppleganger_pain;
base->die = doppleganger_die;
base->nextthink = level.time + 30;
base->think = doppleganger_timeout;
base->classname = "doppleganger";
gi.linkentity(base);
body = G_Spawn();
number = body->s.number;
body->s = ent->s;
body->s.sound = 0;
body->s.event = 0;
body->s.number = number;
body->yaw_speed = 30;
body->ideal_yaw = 0;
VectorCopy(start, body->s.origin);
body->s.origin[2] += 8;
body->think = body_think;
body->nextthink = level.time + FRAMETIME;
gi.linkentity(body);
base->teamchain = body;
body->teammaster = base;
}