ref: 057aa6afc8274d0907981153155f41551bb73cde
dir: /rogue/g_newdm.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_player.h" dm_game_rt DMGame; // **************************** // General DM Stuff // **************************** 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; /* case RDM_DEATHBALL: DMGame.GameInit = DBall_GameInit; DMGame.ChangeKnockback = DBall_ChangeKnockback; DMGame.ChangeDamage = DBall_ChangeDamage; DMGame.ClientBegin = DBall_ClientBegin; DMGame.SelectSpawnPoint = DBall_SelectSpawnPoint; DMGame.PostInitSetup = DBall_PostInitSetup; DMGame.CheckDMRules = DBall_CheckDMRules; 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(); } //================= //================= #define IT_TYPE_MASK (IT_WEAPON|IT_AMMO|IT_POWERUP|IT_ARMOR|IT_KEY) extern void ED_CallSpawn (edict_t *ent); 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); 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 = qrandom(); 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 = qrandom(); 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(qrandom() * 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; 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); } } // *************************** // DOPPLEGANGER // *************************** extern edict_t *Sphere_Spawn (edict_t *owner, int spawnflags); void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir); void doppleganger_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void doppleganger_die (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t) { edict_t *sphere; float dist; vec3_t dir; 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 //if(dist > 256) { sphere = Sphere_Spawn (self, SPHERE_VENGEANCE | SPHERE_DOPPLEGANGER); sphere->pain(sphere, attacker, 0, 0); } // else // { // T_RadiusClassDamage (self, self->teammaster, 175, "doppleganger", 384, MOD_DOPPLE_EXPLODE); // } } if(self->teamchain) BecomeExplosion1(self->teamchain); BecomeExplosion1(self); } void doppleganger_pain (edict_t *self, edict_t *other, float, int) { self->enemy = other; } void doppleganger_timeout (edict_t *self) { // T_RadiusClassDamage (self, self->teammaster, 140, "doppleganger", 256, MOD_DOPPLE_EXPLODE); if(self->teamchain) BecomeExplosion1(self->teamchain); BecomeExplosion1(self); } void body_think (edict_t *self) { float r; if(abs(self->ideal_yaw - anglemod(self->s.angles[YAW])) < 2) { if(self->timestamp < level.time) { r = qrandom(); if(r < 0.10) { self->ideal_yaw = qrandom() * 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; 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 = gi.modelindex ("models/objects/dopplebase/tris.md2"); 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; // FIXME - remove with style 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.modelindex2 = 0; // no attached items (CTF flag, etc) 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; }