1 /*
2 ===========================================================================
3 Copyright (C) 1999 - 2005, Id Software, Inc.
4 Copyright (C) 2000 - 2013, Raven Software, Inc.
5 Copyright (C) 2001 - 2013, Activision, Inc.
6 Copyright (C) 2013 - 2015, OpenJK contributors
7
8 This file is part of the OpenJK source code.
9
10 OpenJK is free software; you can redistribute it and/or modify it
11 under the terms of the GNU General Public License version 2 as
12 published by the Free Software Foundation.
13
14 This program is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with this program; if not, see <http://www.gnu.org/licenses/>.
21 ===========================================================================
22 */
23
24 #include "g_headers.h"
25
26 #include "g_local.h"
27 #include "g_functions.h"
28 #include "bg_public.h"
29
30 extern cvar_t *g_spskill;
31
32 //
33 // Helper functions
34 //
35 //------------------------------------------------------------
SetMiscModelModels(char * modelNameString,gentity_t * ent,qboolean damage_model)36 void SetMiscModelModels( char *modelNameString, gentity_t *ent, qboolean damage_model )
37 {
38 char damageModel[MAX_QPATH];
39 char chunkModel[MAX_QPATH];
40 int len;
41
42 //Main model
43 ent->s.modelindex = G_ModelIndex( modelNameString );
44
45 if ( damage_model )
46 {
47 len = strlen( modelNameString ) - 4; // extract the extension
48
49 //Dead/damaged model
50 strncpy( damageModel, modelNameString, len );
51 damageModel[len] = 0;
52 strncpy( chunkModel, damageModel, sizeof(chunkModel));
53 strcat( damageModel, "_d1.md3" );
54 ent->s.modelindex2 = G_ModelIndex( damageModel );
55
56 ent->spawnflags |= 4; // deadsolid
57
58 //Chunk model
59 strcat( chunkModel, "_c1.md3" );
60 ent->s.modelindex3 = G_ModelIndex( chunkModel );
61 }
62 }
63
64 //------------------------------------------------------------
SetMiscModelDefaults(gentity_t * ent,useFunc_t use_func,char * material,int solid_mask,int animFlag,qboolean take_damage,qboolean damage_model=qfalse)65 void SetMiscModelDefaults( gentity_t *ent, useFunc_t use_func, char *material, int solid_mask,int animFlag,
66 qboolean take_damage, qboolean damage_model = qfalse )
67 {
68 // Apply damage and chunk models if they exist
69 SetMiscModelModels( ent->model, ent, damage_model );
70
71 ent->s.eFlags = animFlag;
72 ent->svFlags |= SVF_PLAYER_USABLE;
73 ent->contents = solid_mask;
74
75 G_SetOrigin( ent, ent->s.origin );
76 VectorCopy( ent->s.angles, ent->s.apos.trBase );
77 gi.linkentity (ent);
78
79 // Set a generic use function
80
81 ent->e_UseFunc = use_func;
82 /* if (use_func == useF_health_use)
83 {
84 G_SoundIndex("sound/player/suithealth.wav");
85 }
86 else if (use_func == useF_ammo_use )
87 {
88 G_SoundIndex("sound/player/suitenergy.wav");
89 }
90 */
91 G_SpawnInt( "material", material, (int *)&ent->material );
92
93 if (ent->health)
94 {
95 ent->max_health = ent->health;
96 ent->takedamage = take_damage;
97 ent->e_PainFunc = painF_misc_model_breakable_pain;
98 ent->e_DieFunc = dieF_misc_model_breakable_die;
99 }
100 }
101
HealthStationSettings(gentity_t * ent)102 void HealthStationSettings(gentity_t *ent)
103 {
104 G_SpawnInt( "count", "0", &ent->count );
105
106 if (!ent->count)
107 {
108 switch (g_spskill->integer)
109 {
110 case 0: // EASY
111 ent->count = 100;
112 break;
113 case 1: // MEDIUM
114 ent->count = 75;
115 break;
116 default :
117 case 2: // HARD
118 ent->count = 50;
119 break;
120 }
121 }
122 }
123
124
CrystalAmmoSettings(gentity_t * ent)125 void CrystalAmmoSettings(gentity_t *ent)
126 {
127 G_SpawnInt( "count", "0", &ent->count );
128
129 if (!ent->count)
130 {
131 switch (g_spskill->integer)
132 {
133 case 0: // EASY
134 ent->count = 75;
135 break;
136 case 1: // MEDIUM
137 ent->count = 75;
138 break;
139 default :
140 case 2: // HARD
141 ent->count = 75;
142 break;
143 }
144 }
145 }
146
147
148 //------------------------------------------------------------
149
150 //------------------------------------------------------------
151 /*QUAKED misc_model_ghoul (1 0 0) (-16 -16 -37) (16 16 32)
152 "model" arbitrary .glm file to display
153 "health" - how much health the model has - default 60 (zero makes non-breakable)
154 */
155 //------------------------------------------------------------
156 #include "anims.h"
157 extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex );
158 int temp_animFileIndex;
set_MiscAnim(gentity_t * ent)159 void set_MiscAnim( gentity_t *ent)
160 {
161 animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations;
162 if (ent->playerModel & 1)
163 {
164 int anim = BOTH_STAND3;
165 float animSpeed = 50.0f / animations[anim].frameLerp;
166
167 // yes, its the same animation, so work out where we are in the leg anim, and blend us
168 gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
169 (animations[anim].numFrames -1 )+ animations[anim].firstFrame,
170 BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND , animSpeed, (cg.time?cg.time:level.time), -1, 350);
171 }
172 else
173 {
174 int anim = BOTH_PAIN3;
175 float animSpeed = 50.0f / animations[anim].frameLerp;
176 gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
177 (animations[anim].numFrames -1 )+ animations[anim].firstFrame,
178 BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND, animSpeed, (cg.time?cg.time:level.time), -1, 350);
179 }
180 ent->nextthink = level.time + 900;
181 ent->playerModel++;
182
183 }
184
SP_misc_model_ghoul(gentity_t * ent)185 void SP_misc_model_ghoul( gentity_t *ent )
186 {
187 #if 1
188 ent->s.modelindex = G_ModelIndex( ent->model );
189 gi.G2API_InitGhoul2Model(ent->ghoul2, ent->model, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0);
190 ent->s.radius = 50;
191
192 G_SetOrigin( ent, ent->s.origin );
193 G_SetAngles( ent, ent->s.angles );
194
195 qboolean bHasScale = G_SpawnVector( "modelscale_vec", "1 1 1", ent->s.modelScale );
196 if ( !bHasScale ) {
197 float temp;
198 G_SpawnFloat( "modelscale", "0", &temp );
199 if ( temp != 0.0f ) {
200 ent->s.modelScale[0] = ent->s.modelScale[1] = ent->s.modelScale[2] = temp;
201 bHasScale = qtrue;
202 }
203 }
204 if ( bHasScale ) {
205 //scale the x axis of the bbox up.
206 ent->maxs[0] *= ent->s.modelScale[0];
207 ent->mins[0] *= ent->s.modelScale[0];
208
209 //scale the y axis of the bbox up.
210 ent->maxs[1] *= ent->s.modelScale[1];
211 ent->mins[1] *= ent->s.modelScale[1];
212
213 //scale the z axis of the bbox up and adjust origin accordingly
214 ent->maxs[2] *= ent->s.modelScale[2];
215 float oldMins2 = ent->mins[2];
216 ent->mins[2] *= ent->s.modelScale[2];
217 ent->s.origin[2] += (oldMins2 - ent->mins[2]);
218 }
219
220 gi.linkentity (ent);
221 #else
222 char name1[200] = "models/players/kyle/model.glm";
223 ent->s.modelindex = G_ModelIndex( name1 );
224
225 gi.G2API_InitGhoul2Model(ent->ghoul2, name1, ent->s.modelindex);
226 ent->s.radius = 150;
227
228 // we found the model ok - load it's animation config
229 if ( !G_ParseAnimFileSet( "kyle", "_humanoid", &temp_animFileIndex ) )
230 {
231 Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/jedi/animation.cfg\n");
232 }
233
234
235 ent->s.angles[0] = 0;
236 ent->s.angles[1] = 90;
237 ent->s.angles[2] = 0;
238
239 ent->s.origin[2] = 20;
240 ent->s.origin[1] = 80;
241 // ent->s.modelScale[0] = ent->s.modelScale[1] = ent->s.modelScale[2] = 0.8f;
242
243 VectorSet (ent->mins, -16, -16, -37);
244 VectorSet (ent->maxs, 16, 16, 32);
245 //#if _DEBUG
246 //loadsavecrash
247 // VectorCopy(ent->mins, ent->s.mins);
248 // VectorCopy(ent->maxs, ent->s.maxs);
249 //#endif
250 ent->contents = CONTENTS_BODY;
251 ent->clipmask = MASK_NPCSOLID;
252
253 G_SetOrigin( ent, ent->s.origin );
254 VectorCopy( ent->s.angles, ent->s.apos.trBase );
255 ent->health = 1000;
256
257 // ent->s.modelindex = G_ModelIndex( "models/weapons2/blaster_r/g2blaster_w.glm" );
258 // gi.G2API_InitGhoul2Model(ent->ghoul2, "models/weapons2/blaster_r/g2blaster_w.glm", ent->s.modelindex);
259 // gi.G2API_AddBolt(&ent->ghoul2[0], "*weapon");
260 // gi.G2API_AttachG2Model(&ent->ghoul2[1],&ent->ghoul2[0], 0, 0);
261
262 gi.linkentity (ent);
263
264 animation_t *animations = level.knownAnimFileSets[temp_animFileIndex].animations;
265 int anim = BOTH_STAND3;
266 float animSpeed = 50.0f / animations[anim].frameLerp;
267 gi.G2API_SetBoneAnim(&ent->ghoul2[0], "model_root", animations[anim].firstFrame,
268 (animations[anim].numFrames -1 )+ animations[anim].firstFrame,
269 BONE_ANIM_OVERRIDE_FREEZE , animSpeed, cg.time);
270
271 // int test = gi.G2API_GetSurfaceRenderStatus(&ent->ghoul2[0], "l_hand");
272 // gi.G2API_SetSurfaceOnOff(&ent->ghoul2[0], "l_arm",0x00000100);
273 // test = gi.G2API_GetSurfaceRenderStatus(&ent->ghoul2[0], "l_hand");
274
275 // gi.G2API_SetNewOrigin(&ent->ghoul2[0], gi.G2API_AddBolt(&ent->ghoul2[0], "rhang_tag_bone"));
276 // ent->s.apos.trDelta[1] = 10;
277 // ent->s.apos.trType = TR_LINEAR;
278
279
280 ent->nextthink = level.time + 1000;
281 ent->e_ThinkFunc = thinkF_set_MiscAnim;
282 #endif
283 }
284
285
286 #define RACK_BLASTER 1
287 #define RACK_REPEATER 2
288 #define RACK_ROCKET 4
289
290 /*QUAKED misc_model_gun_rack (1 0 0.25) (-14 -14 -4) (14 14 30) BLASTER REPEATER ROCKET
291 #MODELNAME="models/map_objects/kejim/weaponsrack.md3"
292
293 NOTE: can mix and match these spawnflags to get multi-weapon racks. If only one type is checked the rack will be full of those weapons
294 BLASTER - Puts one or more blaster guns on the rack.
295 REPEATER - Puts one or more repeater guns on the rack.
296 ROCKET - Puts one or more rocket launchers on the rack.
297 */
298
GunRackAddItem(gitem_t * gun,vec3_t org,vec3_t angs,float ffwd,float fright,float fup)299 void GunRackAddItem( gitem_t *gun, vec3_t org, vec3_t angs, float ffwd, float fright, float fup )
300 {
301 vec3_t fwd, right;
302 gentity_t *it_ent = G_Spawn();
303 qboolean rotate = qtrue;
304
305 AngleVectors( angs, fwd, right, NULL );
306
307 if ( it_ent && gun )
308 {
309 // FIXME: scaling the ammo will probably need to be tweaked to a reasonable amount...adjust as needed
310 // Set base ammo per type
311 if ( gun->giType == IT_WEAPON )
312 {
313 it_ent->spawnflags |= 16;// VERTICAL
314
315 switch( gun->giTag )
316 {
317 case WP_BLASTER:
318 it_ent->count = 15;
319 break;
320 case WP_REPEATER:
321 it_ent->count = 100;
322 break;
323 case WP_ROCKET_LAUNCHER:
324 it_ent->count = 4;
325 break;
326 }
327 }
328 else
329 {
330 rotate = qfalse;
331
332 // must deliberately make it small, or else the objects will spawn inside of each other.
333 VectorSet( it_ent->maxs, 6.75f, 6.75f, 6.75f );
334 VectorScale( it_ent->maxs, -1, it_ent->mins );
335 }
336
337 it_ent->spawnflags |= 1;// ITMSF_SUSPEND
338 it_ent->classname = gun->classname;
339 G_SpawnItem( it_ent, gun );
340
341 // FinishSpawningItem handles everything, so clear the thinkFunc that was set in G_SpawnItem
342 FinishSpawningItem( it_ent );
343
344 if ( gun->giType == IT_AMMO )
345 {
346 if ( gun->giTag == AMMO_BLASTER ) // I guess this just has to use different logic??
347 {
348 if ( g_spskill->integer >= 2 )
349 {
350 it_ent->count += 10; // give more on higher difficulty because there will be more/harder enemies?
351 }
352 }
353 else
354 {
355 // scale ammo based on skill
356 switch ( g_spskill->integer )
357 {
358 case 0: // do default
359 break;
360 case 1:
361 it_ent->count *= 0.75f;
362 break;
363 case 2:
364 it_ent->count *= 0.5f;
365 break;
366 }
367 }
368 }
369
370 it_ent->nextthink = 0;
371
372 VectorCopy( org, it_ent->s.origin );
373 VectorMA( it_ent->s.origin, fright, right, it_ent->s.origin );
374 VectorMA( it_ent->s.origin, ffwd, fwd, it_ent->s.origin );
375 it_ent->s.origin[2] += fup;
376
377 VectorCopy( angs, it_ent->s.angles );
378
379 // by doing this, we can force the amount of ammo we desire onto the weapon for when it gets picked-up
380 it_ent->flags |= ( FL_DROPPED_ITEM | FL_FORCE_PULLABLE_ONLY );
381 it_ent->physicsBounce = 0.1f;
382
383 for ( int t = 0; t < 3; t++ )
384 {
385 if ( rotate )
386 {
387 if ( t == YAW )
388 {
389 it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 180 + Q_flrand(-1.0f, 1.0f) * 14 );
390 }
391 else
392 {
393 it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + Q_flrand(-1.0f, 1.0f) * 4 );
394 }
395 }
396 else
397 {
398 if ( t == YAW )
399 {
400 it_ent->s.angles[t] = AngleNormalize180( it_ent->s.angles[t] + 90 + Q_flrand(-1.0f, 1.0f) * 4 );
401 }
402 }
403 }
404
405 G_SetAngles( it_ent, it_ent->s.angles );
406 G_SetOrigin( it_ent, it_ent->s.origin );
407 gi.linkentity( it_ent );
408 }
409 }
410
411 //---------------------------------------------
SP_misc_model_gun_rack(gentity_t * ent)412 void SP_misc_model_gun_rack( gentity_t *ent )
413 {
414 gitem_t *blaster = NULL, *repeater = NULL, *rocket = NULL;
415 int ct = 0;
416 float ofz[3];
417 gitem_t *itemList[3];
418
419 // If BLASTER is checked...or nothing is checked then we'll do blasters
420 if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_REPEATER | RACK_ROCKET )))
421 {
422 blaster = FindItemForWeapon( WP_BLASTER );
423 }
424
425 if (( ent->spawnflags & RACK_REPEATER ))
426 {
427 repeater = FindItemForWeapon( WP_REPEATER );
428 }
429
430 if (( ent->spawnflags & RACK_ROCKET ))
431 {
432 rocket = FindItemForWeapon( WP_ROCKET_LAUNCHER );
433 }
434
435 //---------weapon types
436 if ( blaster )
437 {
438 ofz[ct] = 23.0f;
439 itemList[ct++] = blaster;
440 }
441
442 if ( repeater )
443 {
444 ofz[ct] = 24.5f;
445 itemList[ct++] = repeater;
446 }
447
448 if ( rocket )
449 {
450 ofz[ct] = 25.5f;
451 itemList[ct++] = rocket;
452 }
453
454 if ( ct ) //..should always have at least one item on their, but just being safe
455 {
456 for ( ; ct < 3 ; ct++ )
457 {
458 ofz[ct] = ofz[0];
459 itemList[ct] = itemList[0]; // first weapon ALWAYS propagates to fill up the shelf
460 }
461 }
462
463 // now actually add the items to the shelf...validate that we have a list to add
464 if ( ct )
465 {
466 for ( int i = 0; i < ct; i++ )
467 {
468 GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 2, ( i - 1 ) * 9 + Q_flrand(-1.0f, 1.0f) * 2, ofz[i] );
469 }
470 }
471
472 ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrack.md3" );
473
474 G_SetOrigin( ent, ent->s.origin );
475 G_SetAngles( ent, ent->s.angles );
476
477 ent->contents = CONTENTS_SOLID;
478
479 gi.linkentity( ent );
480 }
481
482 #define RACK_METAL_BOLTS 2
483 #define RACK_ROCKETS 4
484 #define RACK_WEAPONS 8
485 #define RACK_HEALTH 16
486 #define RACK_PWR_CELL 32
487 #define RACK_NO_FILL 64
488
489 /*QUAKED misc_model_ammo_rack (1 0 0.25) (-14 -14 -4) (14 14 30) BLASTER METAL_BOLTS ROCKETS WEAPON HEALTH PWR_CELL NO_FILL
490 #MODELNAME="models/map_objects/kejim/weaponsrung.md3"
491
492 NOTE: can mix and match these spawnflags to get multi-ammo racks. If only one type is checked the rack will be full of that ammo. Only three ammo packs max can be displayed.
493
494
495 BLASTER - Adds one or more ammo packs that are compatible with Blasters and the Bryar pistol.
496 METAL_BOLTS - Adds one or more metal bolt ammo packs that are compatible with the heavy repeater and the flechette gun
497 ROCKETS - Puts one or more rocket packs on a rack.
498 WEAPON - adds a weapon matching a selected ammo type to the rack.
499 HEALTH - adds a health pack to the top shelf of the ammo rack
500 PWR_CELL - Adds one or more power cell packs that are compatible with the Disuptor, bowcaster, and demp2
501 NO_FILL - Only puts selected ammo on the rack, it never fills up all three slots if only one or two items were checked
502 */
503
504 extern gitem_t *FindItemForAmmo( ammo_t ammo );
505
506 //---------------------------------------------
SP_misc_model_ammo_rack(gentity_t * ent)507 void SP_misc_model_ammo_rack( gentity_t *ent )
508 {
509 // If BLASTER is checked...or nothing is checked then we'll do blasters
510 if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
511 {
512 if ( ent->spawnflags & RACK_WEAPONS )
513 {
514 RegisterItem( FindItemForWeapon( WP_BLASTER ));
515 }
516 RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
517 }
518
519 if (( ent->spawnflags & RACK_METAL_BOLTS ))
520 {
521 if ( ent->spawnflags & RACK_WEAPONS )
522 {
523 RegisterItem( FindItemForWeapon( WP_REPEATER ));
524 }
525 RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS ));
526 }
527
528 if (( ent->spawnflags & RACK_ROCKETS ))
529 {
530 if ( ent->spawnflags & RACK_WEAPONS )
531 {
532 RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER ));
533 }
534 RegisterItem( FindItemForAmmo( AMMO_ROCKETS ));
535 }
536
537 if (( ent->spawnflags & RACK_PWR_CELL ))
538 {
539 RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
540 }
541
542 if (( ent->spawnflags & RACK_HEALTH ))
543 {
544 RegisterItem( FindItem( "item_medpak_instant" ));
545 }
546
547 ent->e_ThinkFunc = thinkF_spawn_rack_goods;
548 ent->nextthink = level.time + 100;
549
550 G_SetOrigin( ent, ent->s.origin );
551 G_SetAngles( ent, ent->s.angles );
552
553 ent->contents = CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//CONTENTS_SOLID;//so use traces can go through them
554
555 gi.linkentity( ent );
556 }
557
558 // AMMO RACK!!
spawn_rack_goods(gentity_t * ent)559 void spawn_rack_goods( gentity_t *ent )
560 {
561 float v_off = 0;
562 gitem_t *blaster = NULL, *metal_bolts = NULL, *rockets = NULL, *it = NULL;
563 gitem_t *am_blaster = NULL, *am_metal_bolts = NULL, *am_rockets = NULL, *am_pwr_cell = NULL;
564 gitem_t *health = NULL;
565 int pos = 0, ct = 0;
566 gitem_t *itemList[4]; // allocating 4, but we only use 3. done so I don't have to validate that the array isn't full before I add another
567
568 gi.unlinkentity( ent );
569
570 // If BLASTER is checked...or nothing is checked then we'll do blasters
571 if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
572 {
573 if ( ent->spawnflags & RACK_WEAPONS )
574 {
575 blaster = FindItemForWeapon( WP_BLASTER );
576 }
577 am_blaster = FindItemForAmmo( AMMO_BLASTER );
578 }
579
580 if (( ent->spawnflags & RACK_METAL_BOLTS ))
581 {
582 if ( ent->spawnflags & RACK_WEAPONS )
583 {
584 metal_bolts = FindItemForWeapon( WP_REPEATER );
585 }
586 am_metal_bolts = FindItemForAmmo( AMMO_METAL_BOLTS );
587 }
588
589 if (( ent->spawnflags & RACK_ROCKETS ))
590 {
591 if ( ent->spawnflags & RACK_WEAPONS )
592 {
593 rockets = FindItemForWeapon( WP_ROCKET_LAUNCHER );
594 }
595 am_rockets = FindItemForAmmo( AMMO_ROCKETS );
596 }
597
598 if (( ent->spawnflags & RACK_PWR_CELL ))
599 {
600 am_pwr_cell = FindItemForAmmo( AMMO_POWERCELL );
601 }
602
603 if (( ent->spawnflags & RACK_HEALTH ))
604 {
605 health = FindItem( "item_medpak_instant" );
606 RegisterItem( health );
607 }
608
609 //---------Ammo types
610 if ( am_blaster )
611 {
612 itemList[ct++] = am_blaster;
613 }
614
615 if ( am_metal_bolts )
616 {
617 itemList[ct++] = am_metal_bolts;
618 }
619
620 if ( am_pwr_cell )
621 {
622 itemList[ct++] = am_pwr_cell;
623 }
624
625 if ( am_rockets )
626 {
627 itemList[ct++] = am_rockets;
628 }
629
630 if ( !(ent->spawnflags & RACK_NO_FILL) && ct ) //double negative..should always have at least one item on there, but just being safe
631 {
632 for ( ; ct < 3 ; ct++ )
633 {
634 itemList[ct] = itemList[0]; // first item ALWAYS propagates to fill up the shelf
635 }
636 }
637
638 // now actually add the items to the shelf...validate that we have a list to add
639 if ( ct )
640 {
641 for ( int i = 0; i < ct; i++ )
642 {
643 GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 0.5f, (i-1)* 8, 7.0f );
644 }
645 }
646
647 // -----Weapon option
648 if ( ent->spawnflags & RACK_WEAPONS )
649 {
650 if ( !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
651 {
652 // nothing was selected, so we assume blaster pack
653 it = blaster;
654 }
655 else
656 {
657 // if weapon is checked...and so are one or more ammo types, then pick a random weapon to display..always give weaker weapons first
658 if ( blaster )
659 {
660 it = blaster;
661 v_off = 25.5f;
662 }
663 else if ( metal_bolts )
664 {
665 it = metal_bolts;
666 v_off = 27.0f;
667 }
668 else if ( rockets )
669 {
670 it = rockets;
671 v_off = 28.0f;
672 }
673 }
674
675 if ( it )
676 {
677 // since we may have to put up a health pack on the shelf, we should know where we randomly put
678 // the gun so we don't put the pack on the same spot..so pick either the left or right side
679 pos = ( Q_flrand(0.0f, 1.0f) > .5 ) ? -1 : 1;
680
681 GunRackAddItem( it, ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 2, ( Q_flrand(0.0f, 1.0f) * 6 + 4 ) * pos, v_off );
682 }
683 }
684
685 // ------Medpack
686 if (( ent->spawnflags & RACK_HEALTH ) && health )
687 {
688 if ( !pos )
689 {
690 // we haven't picked a side already...
691 pos = ( Q_flrand(0.0f, 1.0f) > .5 ) ? -1 : 1;
692 }
693 else
694 {
695 // switch to the opposite side
696 pos *= -1;
697 }
698
699 GunRackAddItem( health, ent->s.origin, ent->s.angles, Q_flrand(-1.0f, 1.0f) * 0.5f, ( Q_flrand(0.0f, 1.0f) * 4 + 4 ) * pos, 24 );
700 }
701
702 ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrung.md3" );
703
704 G_SetOrigin( ent, ent->s.origin );
705 G_SetAngles( ent, ent->s.angles );
706
707 gi.linkentity( ent );
708 }
709
710 #define DROP_MEDPACK 1
711 #define DROP_SHIELDS 2
712 #define DROP_BACTA 4
713 #define DROP_BATTERIES 8
714
715 /*QUAKED misc_model_cargo_small (1 0 0.25) (-14 -14 -4) (14 14 30) MEDPACK SHIELDS BACTA BATTERIES
716 #MODELNAME="models/map_objects/kejim/cargo_small.md3"
717
718 Cargo crate that can only be destroyed by heavy class weapons ( turrets, emplaced guns, at-st ) Can spawn useful things when it breaks
719
720 MEDPACK - instant use medpacks
721 SHIELDS - instant shields
722 BACTA - bacta tanks
723 BATTERIES -
724
725 "health" - how much damage to take before blowing up ( default 25 )
726 "splashRadius" - damage range when it explodes ( default 96 )
727 "splashDamage" - damage to do within explode range ( default 1 )
728
729 */
730 extern gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, char *target );
731
misc_model_cargo_die(gentity_t * self,gentity_t * inflictor,gentity_t * attacker,int damage,int mod,int dFlags,int hitLoc)732 void misc_model_cargo_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
733 {
734 int flags;
735 vec3_t org, temp;
736 gitem_t *health = NULL, *shields = NULL, *bacta = NULL, *batteries = NULL;
737
738 // copy these for later
739 flags = self->spawnflags;
740 VectorCopy( self->currentOrigin, org );
741
742 // we already had spawn flags, but we don't care what they were...we just need to set up the flags we want for misc_model_breakable_die
743 self->spawnflags = 8; // NO_DMODEL
744
745 // pass through to get the effects and such
746 misc_model_breakable_die( self, inflictor, attacker, damage, mod );
747
748 // now that the model is broken, we can safely spawn these in it's place without them being in solid
749 temp[2] = org[2] + 16;
750
751 // annoying, but spawn each thing in its own little quadrant so that they don't end up on top of each other
752 if (( flags & DROP_MEDPACK ))
753 {
754 health = FindItem( "item_medpak_instant" );
755
756 if ( health )
757 {
758 temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
759 temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
760
761 LaunchItem( health, temp, (float *)vec3_origin, NULL );
762 }
763 }
764 if (( flags & DROP_SHIELDS ))
765 {
766 shields = FindItem( "item_shield_sm_instant" );
767
768 if ( shields )
769 {
770 temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
771 temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
772
773 LaunchItem( shields, temp, (float *)vec3_origin, NULL );
774 }
775 }
776
777 if (( flags & DROP_BACTA ))
778 {
779 bacta = FindItem( "item_bacta" );
780
781 if ( bacta )
782 {
783 temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
784 temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
785
786 LaunchItem( bacta, temp, (float *)vec3_origin, NULL );
787 }
788 }
789
790 if (( flags & DROP_BATTERIES ))
791 {
792 batteries = FindItem( "item_battery" );
793
794 if ( batteries )
795 {
796 temp[0] = org[0] + Q_flrand(-1.0f, 1.0f) * 8 + 16;
797 temp[1] = org[1] + Q_flrand(-1.0f, 1.0f) * 8 - 16;
798
799 LaunchItem( batteries, temp, (float *)vec3_origin, NULL );
800 }
801 }
802 }
803
804 //---------------------------------------------
SP_misc_model_cargo_small(gentity_t * ent)805 void SP_misc_model_cargo_small( gentity_t *ent )
806 {
807 G_SpawnInt( "splashRadius", "96", &ent->splashRadius );
808 G_SpawnInt( "splashDamage", "1", &ent->splashDamage );
809
810 if (( ent->spawnflags & DROP_MEDPACK ))
811 {
812 RegisterItem( FindItem( "item_medpak_instant" ));
813 }
814
815 if (( ent->spawnflags & DROP_SHIELDS ))
816 {
817 RegisterItem( FindItem( "item_shield_sm_instant" ));
818 }
819
820 if (( ent->spawnflags & DROP_BACTA ))
821 {
822 RegisterItem( FindItem( "item_bacta" ));
823 }
824
825 if (( ent->spawnflags & DROP_BATTERIES ))
826 {
827 RegisterItem( FindItem( "item_battery" ));
828 }
829
830 G_SpawnInt( "health", "25", &ent->health );
831
832 SetMiscModelDefaults( ent, useF_NULL, "11", CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, 0, qtrue, qfalse );
833 ent->s.modelindex2 = G_ModelIndex("/models/map_objects/kejim/cargo_small.md3"); // Precache model
834
835 // we only take damage from a heavy weapon class missile
836 ent->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
837
838 ent->e_DieFunc = dieF_misc_model_cargo_die;
839
840 ent->radius = 1.5f; // scale number of chunks spawned
841 }
842
843