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Allow items to be digested. Only partly implemented
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Remove(entity e, float regurgitate);\r
225 void Item_Consumable_Think()\r
226 {\r
227         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
228         {\r
229                 self.predator.regurgitate_prepare = 0;\r
230                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
231                 Item_Consumable_Remove(self, TRUE);\r
232                 return;\r
233         }\r
234         if(self.predator.stat_eaten)\r
235         {\r
236                 // prey can't hold consumable items\r
237                 Item_Consumable_Remove(self, TRUE);\r
238                 return;\r
239         }\r
240 \r
241         if(self.predator.digesting)\r
242         {\r
243                 if(time > self.item_digestion_step)\r
244                 {\r
245                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
246                         float damage, damage_offset;\r
247 \r
248                         damage_offset = 1;\r
249                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
250                                 damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
251                         damage_offset = ceil(damage_offset);\r
252                         damage = cvar("g_balance_vore_digestion_damage_item") / damage_offset;\r
253 \r
254                         self.health -= damage;\r
255                         self.predator.health += damage;\r
256                         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
257                 }\r
258 \r
259                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
260                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
261 \r
262                 self.item_digestion_step = time + vore_steptime;\r
263         }\r
264 \r
265         self.nextthink = time;\r
266 }\r
267 \r
268 float Item_Consumable_Customizeentityforclient()\r
269 {\r
270         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
271         {\r
272                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
273                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
274         }\r
275         else\r
276                 self.alpha = -1; // hide item\r
277         return TRUE;\r
278 }\r
279 \r
280 void Item_DroppedConsumable_Spawn(entity e);\r
281 void Item_Consumable_Remove(entity e, float regurgitate)\r
282 {\r
283         if(regurgitate)\r
284         {\r
285                 // predator effects, some common to those in Vore_Regurgitate\r
286                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
287                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
288                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
289                 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
290                 e.predator.regurgitate_prepare = 0;\r
291                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
292 \r
293                 Item_DroppedConsumable_Spawn(e);\r
294         }\r
295 \r
296         e.nextthink = 0;\r
297         remove(e);\r
298         e = world;\r
299 }\r
300 \r
301 void Item_Consumable_Spawn(entity e, entity pl)\r
302 {\r
303         entity item;\r
304         item = spawn();\r
305         item.owner = e;\r
306         item.classname = "consumable";\r
307         item.movetype = MOVETYPE_FOLLOW;\r
308         item.solid = SOLID_NOT;\r
309         setmodel(item, e.model);\r
310         item.health = e.health;\r
311         item.inithealth = e.health;\r
312         item.max_health = e.max_health;\r
313         item.dmg = e.dmg;\r
314 \r
315         item.predator = pl;\r
316         item.aiment = pl;\r
317         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
318         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
319         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
320 \r
321         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
322         item.think = Item_Consumable_Think;\r
323         item.nextthink = time;\r
324 \r
325         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
326                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
327 \r
328         // predator effects, some common to those in Vore_Swallow\r
329         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
330         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
331         pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
332         pl.regurgitate_prepare = 0;\r
333         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
334         Vore_AutoDigest(pl);\r
335 }\r
336 \r
337 void Item_DroppedConsumable_Touch()\r
338 {\r
339         if(time < self.cnt)\r
340                 return;\r
341 \r
342         // give the consumable item to the player touching it\r
343         if(other.stomach_load + self.dmg <= other.stomach_maxload)\r
344         {\r
345                 Item_Consumable_Spawn(self, other);\r
346                 remove(self);\r
347                 self = world;\r
348         }\r
349 }\r
350 \r
351 void Item_DroppedConsumable_Spawn(entity e)\r
352 {\r
353         entity item;\r
354         item = spawn();\r
355         item.owner = world;\r
356         item.classname = "droppedconsumable";\r
357         item.movetype = MOVETYPE_TOSS;\r
358         item.solid = SOLID_TRIGGER;\r
359         setmodel(item, e.model);\r
360         item.health = e.health;\r
361         item.inithealth = e.inithealth;\r
362         item.max_health = e.max_health;\r
363         item.dmg = e.dmg;\r
364         item.scale = e.scale;\r
365         item.colormod = e.colormod;\r
366 \r
367         setorigin(item, e.predator.origin);\r
368         item.angles_y = e.predator.angles_y;\r
369         makevectors(e.predator.v_angle);\r
370         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
371         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
372 \r
373         item.touch = Item_DroppedConsumable_Touch;\r
374         item.cnt = time + 1; // 1 second delay\r
375         SUB_SetFade(item, time + 20, 1);\r
376 }\r
377 \r
378 float Item_GiveTo(entity item, entity player)\r
379 {\r
380         float _switchweapon;\r
381         float pickedup;\r
382         float it;\r
383         float i;\r
384         entity e;\r
385 \r
386         // if nothing happens to player, just return without taking the item\r
387         pickedup = FALSE;\r
388         _switchweapon = FALSE;\r
389 \r
390         if (g_weapon_stay == 1)\r
391         if not(item.flags & FL_NO_WEAPON_STAY)\r
392         if (item.flags & FL_WEAPON)\r
393         {\r
394                 if(item.classname == "droppedweapon")\r
395                 {\r
396                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
397                                 goto skip;\r
398                 }\r
399                 else\r
400                 {\r
401                         if (player.weapons & item.weapons)\r
402                                 goto skip;\r
403                 }\r
404         }\r
405 \r
406         // in case the player has autoswitch enabled do the following:\r
407         // if the player is using their best weapon before items are given, they\r
408         // probably want to switch to an even better weapon after items are given\r
409         if (player.autoswitch)\r
410         if (player.switchweapon == w_getbestweapon(player))\r
411                 _switchweapon = TRUE;\r
412 \r
413         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
414                 _switchweapon = TRUE;\r
415 \r
416         if(item.spawnshieldtime)\r
417         {\r
418                 if (item.ammo_fuel)\r
419                 if (player.ammo_fuel < g_pickup_fuel_max)\r
420                 {\r
421                         pickedup = TRUE;\r
422                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
423                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
424                 }\r
425         }\r
426 \r
427         if (item.flags & FL_WEAPON)\r
428         if ((it = item.weapons - (item.weapons & player.weapons)))\r
429         {\r
430                 pickedup = TRUE;\r
431                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
432                 {\r
433                         e = get_weaponinfo(i);\r
434                         if(it & e.weapons)\r
435                                 W_GiveWeapon (player, e.weapon, item.netname);\r
436                 }\r
437         }\r
438 \r
439         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
440         {\r
441                 pickedup = TRUE;\r
442                 player.items |= it;\r
443                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
444         }\r
445 \r
446         if(item.spawnshieldtime)\r
447         {\r
448                 if (item.strength_finished)\r
449                 {\r
450                         pickedup = TRUE;\r
451                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
452                 }\r
453                 if (item.invincible_finished)\r
454                 {\r
455                         pickedup = TRUE;\r
456                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
457                 }\r
458 \r
459                 if (item.health)\r
460                 {\r
461                         if(item.dmg) // consumable item\r
462                         {\r
463                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
464                                 {\r
465                                         pickedup = TRUE;\r
466                                         Item_Consumable_Spawn(self, player);\r
467                                 }\r
468                         }\r
469                         else if (player.health < item.max_health)\r
470                         {\r
471                                 pickedup = TRUE;\r
472                                 player.health = min(player.health + item.health, item.max_health);\r
473                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
474                         }\r
475                 }\r
476                 if (item.armorvalue)\r
477                 if (player.armorvalue < item.max_armorvalue)\r
478                 {\r
479                         pickedup = TRUE;\r
480                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
481                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
482                 }\r
483         }\r
484 \r
485 :skip\r
486         // always eat teamed entities\r
487         if(item.team)\r
488                 pickedup = TRUE;\r
489 \r
490         if (!pickedup)\r
491                 return 0;\r
492 \r
493         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
494         if (_switchweapon)\r
495                 if (player.switchweapon != w_getbestweapon(player))\r
496                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
497 \r
498         return 1;\r
499 }\r
500 \r
501 void Item_Touch (void)\r
502 {\r
503         entity e, head;\r
504 \r
505         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
506         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
507         {\r
508                 remove(self);\r
509                 return;\r
510         }\r
511         if (other.classname != "player")\r
512                 return;\r
513         if (other.deadflag)\r
514                 return;\r
515         if (self.solid != SOLID_TRIGGER)\r
516                 return;\r
517         if (self.owner == other)\r
518                 return;\r
519 \r
520         if(!Item_GiveTo(self, other))\r
521                 return;\r
522 \r
523         other.last_pickup = time;\r
524 \r
525         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
526 \r
527         if (self.classname == "droppedweapon")\r
528                 remove (self);\r
529         else if not(self.spawnshieldtime)\r
530                 return;\r
531         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
532                 return;\r
533         else\r
534         {\r
535                 if(self.team)\r
536                 {\r
537                         RandomSelection_Init();\r
538                         for(head = world; (head = findfloat(head, team, self.team)); )\r
539                         {\r
540                                 if(head.flags & FL_ITEM)\r
541                                 {\r
542                                         Item_Show(head, -1);\r
543                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
544                                 }\r
545                         }\r
546                         e = RandomSelection_chosen_ent;\r
547                 }\r
548                 else\r
549                         e = self;\r
550                 Item_ScheduleRespawn(e);\r
551         }\r
552 }\r
553 \r
554 void Item_FindTeam()\r
555 {\r
556         entity head, e;\r
557 \r
558         if(self.effects & EF_NODRAW)\r
559         {\r
560                 // marker for item team search\r
561                 dprint("Initializing item team ", ftos(self.team), "\n");\r
562                 RandomSelection_Init();\r
563                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
564                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
565                 e = RandomSelection_chosen_ent;\r
566                 e.state = 0;\r
567                 Item_Show(e, 1);\r
568 \r
569                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
570                 {\r
571                         if(head != e)\r
572                         {\r
573                                 // make it a non-spawned item\r
574                                 Item_Show(head, -1);\r
575                                 head.state = 1; // state 1 = initially hidden item\r
576                         }\r
577                         head.effects &~= EF_NODRAW;\r
578                 }\r
579 \r
580                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
581                         Item_ScheduleInitialRespawn(e);\r
582         }\r
583 }\r
584 \r
585 void Item_Reset()\r
586 {\r
587         Item_Show(self, !self.state);\r
588         setorigin (self, self.origin);\r
589         self.think = SUB_Null;\r
590         self.nextthink = 0;\r
591 \r
592         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
593                 Item_ScheduleInitialRespawn(self);\r
594 }\r
595 \r
596 // Savage: used for item garbage-collection\r
597 // TODO: perhaps nice special effect?\r
598 void RemoveItem(void)\r
599 {\r
600         remove(self);\r
601 }\r
602 \r
603 // pickup evaluation functions\r
604 // these functions decide how desirable an item is to the bots\r
605 \r
606 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
607 \r
608 float weapon_pickupevalfunc(entity player, entity item)\r
609 {\r
610         float c, i, j, position;\r
611 \r
612         // See if I have it already\r
613         if(player.weapons & item.weapons == item.weapons)\r
614         {\r
615                 // If I can pick it up\r
616                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
617                         c = 0;\r
618                 else\r
619                         c = 0;\r
620         }\r
621         else\r
622                 c = 1;\r
623 \r
624         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
625         if( bot_custom_weapon && c )\r
626         {\r
627                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
628                 {\r
629                         // Find weapon\r
630                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
631                                 continue;\r
632 \r
633                         // Find the highest position on any range\r
634                         position = -1;\r
635                         for(j = 0; j < WEP_LAST ; ++j){\r
636                                 if(\r
637                                                 bot_weapons_far[j] == i ||\r
638                                                 bot_weapons_mid[j] == i ||\r
639                                                 bot_weapons_close[j] == i\r
640                                   )\r
641                                 {\r
642                                         position = j;\r
643                                         break;\r
644                                 }\r
645                         }\r
646 \r
647                         // Rate it\r
648                         if (position >= 0 )\r
649                         {\r
650                                 position = WEP_LAST - position;\r
651                                 // item.bot_pickupbasevalue is overwritten here\r
652                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
653                         }\r
654                 }\r
655         }\r
656 \r
657         return item.bot_pickupbasevalue * c;\r
658 };\r
659 \r
660 float commodity_pickupevalfunc(entity player, entity item)\r
661 {\r
662         float c, i;\r
663         entity wi;\r
664         c = 0;\r
665 \r
666         // Detect needed ammo\r
667         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
668         {\r
669                 wi = get_weaponinfo(i);\r
670 \r
671                 if not(wi.weapons & player.weapons)\r
672                         continue;\r
673         }\r
674 \r
675         if (item.armorvalue)\r
676         if (player.armorvalue < item.max_armorvalue)\r
677                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
678         if (item.health)\r
679         if (player.health < item.max_health)\r
680                 c = c + max(0, 1 - player.health / item.max_health);\r
681 \r
682         return item.bot_pickupbasevalue * c;\r
683 };\r
684 \r
685 \r
686 .float is_item;\r
687 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
688 {\r
689         startitem_failed = FALSE;\r
690 \r
691         // is it a dropped weapon?\r
692         if (self.classname == "droppedweapon")\r
693         {\r
694                 self.reset = SUB_Remove;\r
695                 // it's a dropped weapon\r
696                 self.movetype = MOVETYPE_TOSS;\r
697                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
698                 self.think = RemoveItem;\r
699                 self.nextthink = time + 60;\r
700                 // don't drop if in a NODROP zone (such as lava)\r
701                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
702                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
703                 {\r
704                         startitem_failed = TRUE;\r
705                         remove(self);\r
706                         return;\r
707                 }\r
708         }\r
709         else\r
710         {\r
711                 self.reset = Item_Reset;\r
712                 // it's a level item\r
713                 if(self.spawnflags & 1)\r
714                         self.noalign = 1;\r
715                 if (self.noalign)\r
716                         self.movetype = MOVETYPE_NONE;\r
717                 else\r
718                         self.movetype = MOVETYPE_TOSS;\r
719                 // do item filtering according to game mode and other things\r
720                 if (!self.noalign)\r
721                 {\r
722                         // first nudge it off the floor a little bit to avoid math errors\r
723                         setorigin(self, self.origin + '0 0 1');\r
724                         // set item size before we spawn a spawnfunc_waypoint\r
725                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
726                                 setsize (self, '-16 -16 0', '16 16 48');\r
727                         else\r
728                                 setsize (self, '-16 -16 0', '16 16 32');\r
729                         // note droptofloor returns FALSE if stuck/or would fall too far\r
730                         droptofloor();\r
731                         waypoint_spawnforitem(self);\r
732                 }\r
733 \r
734                 if(teams_matter)\r
735                 {\r
736                         if(self.notteam)\r
737                         {\r
738                                 print("removed non-teamplay ", self.classname, "\n");\r
739                                 startitem_failed = TRUE;\r
740                                 remove (self);\r
741                                 return;\r
742                         }\r
743                 }\r
744                 else\r
745                 {\r
746                         if(self.notfree)\r
747                         {\r
748                                 print("removed non-FFA ", self.classname, "\n");\r
749                                 startitem_failed = TRUE;\r
750                                 remove (self);\r
751                                 return;\r
752                         }\r
753                 }\r
754 \r
755                 if(self.notq3a)\r
756                 {\r
757                         // We aren't TA or something like that, so we keep the Q3A entities\r
758                         print("removed non-Q3A ", self.classname, "\n");\r
759                         startitem_failed = TRUE;\r
760                         remove (self);\r
761                         return;\r
762                 }\r
763 \r
764                 /*\r
765                  * can't do it that way, as it would break maps\r
766                  * TODO make a target_give like entity another way, that perhaps has\r
767                  * the weapon name in a key\r
768                 if(self.targetname)\r
769                 {\r
770                         // target_give not yet supported; maybe later\r
771                         print("removed targeted ", self.classname, "\n");\r
772                         startitem_failed = TRUE;\r
773                         remove (self);\r
774                         return;\r
775                 }\r
776                 */\r
777 \r
778                 if(cvar("spawn_debug") >= 2)\r
779                 {\r
780                         entity otheritem;\r
781                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
782                         {\r
783                                 if(otheritem.is_item)\r
784                                 {\r
785                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
786                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
787                                         error("Mapper sucks.");\r
788                                 }\r
789                         }\r
790                         self.is_item = TRUE;\r
791                 }\r
792 \r
793                 weaponsInMap |= weaponid;\r
794 \r
795                 if(g_lms)\r
796                 {\r
797                         startitem_failed = TRUE;\r
798                         remove(self);\r
799                         return;\r
800                 }\r
801                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
802                 {\r
803                         startitem_failed = TRUE;\r
804                         remove (self);\r
805                         return;\r
806                 }\r
807 \r
808                 precache_model (itemmodel);\r
809                 precache_sound (pickupsound);\r
810                 precache_sound ("misc/itemrespawn.wav");\r
811                 precache_sound ("misc/itemrespawncountdown.wav");\r
812 \r
813                 if(itemid == IT_STRENGTH)\r
814                         precache_sound ("misc/strength_respawn.wav");\r
815                 if(itemid == IT_INVINCIBLE)\r
816                         precache_sound ("misc/shield_respawn.wav");\r
817 \r
818                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
819                         self.target = "###item###"; // for finding the nearest item using find()\r
820         }\r
821 \r
822         self.bot_pickup = TRUE;\r
823         self.bot_pickupevalfunc = pickupevalfunc;\r
824         self.bot_pickupbasevalue = pickupbasevalue;\r
825         self.mdl = itemmodel;\r
826         self.item_pickupsound = pickupsound;\r
827         // let mappers override respawntime\r
828         if(!self.respawntime) // both set\r
829         {\r
830                 self.respawntime = defaultrespawntime;\r
831                 self.respawntimejitter = defaultrespawntimejitter;\r
832         }\r
833         self.netname = itemname;\r
834         self.items = itemid;\r
835         self.weapons = weaponid;\r
836         self.flags = FL_ITEM | itemflags;\r
837         self.touch = Item_Touch;\r
838         setmodel (self, self.mdl); // precision set below\r
839         self.effects |= EF_LOWPRECISION;\r
840         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
841                 setsize (self, '-16 -16 0', '16 16 48');\r
842         else\r
843                 setsize (self, '-16 -16 0', '16 16 32');\r
844         if(itemflags & FL_WEAPON)\r
845                 self.modelflags |= MF_ROTATE;\r
846 \r
847         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
848         if (itemflags & FL_WEAPON)\r
849         {\r
850                 // neutral team color for pickup weapons\r
851                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
852         }\r
853 \r
854         Item_Show(self, 1);\r
855         self.state = 0;\r
856         if(self.team)\r
857         {\r
858                 if(!self.cnt)\r
859                         self.cnt = 1; // item probability weight\r
860                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
861                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
862         }\r
863         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
864                 Item_ScheduleInitialRespawn(self);\r
865 }\r
866 \r
867 float minst_no_auto_cells;\r
868 void minst_remove_item (void) {\r
869         if(minst_no_auto_cells)\r
870                 remove(self);\r
871 }\r
872 \r
873 float internalteam;\r
874 \r
875 void weapon_defaultspawnfunc(float wpn)\r
876 {\r
877         entity e;\r
878         float t;\r
879         var .float ammofield;\r
880         string s;\r
881         entity oldself;\r
882         float i, j;\r
883 \r
884         // set the respawntime in advance (so replaced weapons can copy it)\r
885 \r
886         if(!self.respawntime)\r
887         {\r
888                 e = get_weaponinfo(wpn);\r
889                 if(e.items == IT_SUPERWEAPON)\r
890                 {\r
891                         self.respawntime = g_pickup_respawntime_powerup;\r
892                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
893                 }\r
894                 else\r
895                 {\r
896                         self.respawntime = g_pickup_respawntime_weapon;\r
897                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
898                 }\r
899         }\r
900 \r
901         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
902         {\r
903                 e = get_weaponinfo(wpn);\r
904                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
905                 if(s == "0")\r
906                 {\r
907                         remove(self);\r
908                         startitem_failed = TRUE;\r
909                         return;\r
910                 }\r
911                 t = tokenize_console(s);\r
912                 if(t >= 2)\r
913                 {\r
914                         self.team = --internalteam;\r
915                         oldself = self;\r
916                         for(i = 1; i < t; ++i)\r
917                         {\r
918                                 s = argv(i);\r
919                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
920                                 {\r
921                                         e = get_weaponinfo(j);\r
922                                         if(e.netname == s)\r
923                                         {\r
924                                                 self = spawn();\r
925                                                 copyentity(oldself, self);\r
926                                                 self.classname = "replacedweapon";\r
927                                                 weapon_defaultspawnfunc(j);\r
928                                                 break;\r
929                                         }\r
930                                 }\r
931                                 if(j > WEP_LAST)\r
932                                 {\r
933                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
934                                 }\r
935                         }\r
936                         self = oldself;\r
937                 }\r
938                 if(t >= 1)\r
939                 {\r
940                         s = argv(0);\r
941                         wpn = 0;\r
942                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
943                         {\r
944                                 e = get_weaponinfo(j);\r
945                                 if(e.netname == s)\r
946                                 {\r
947                                         wpn = j;\r
948                                         break;\r
949                                 }\r
950                         }\r
951                         if(j > WEP_LAST)\r
952                         {\r
953                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
954                         }\r
955                 }\r
956                 if(wpn == 0)\r
957                 {\r
958                         remove(self);\r
959                         startitem_failed = TRUE;\r
960                         return;\r
961                 }\r
962         }\r
963 \r
964         e = get_weaponinfo(wpn);\r
965 \r
966         if(e.items && e.items != IT_SUPERWEAPON)\r
967         {\r
968                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
969                 {\r
970                         if(e.items & j)\r
971                         {\r
972                                 ammofield = Item_CounterField(j);\r
973                                 if(!self.ammofield)\r
974                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
975                         }\r
976                 }\r
977         }\r
978         else\r
979         {\r
980                 self.flags |= FL_NO_WEAPON_STAY;\r
981         }\r
982 \r
983         // weapon stay isn't supported for teamed weapons\r
984         if(self.team)\r
985                 self.flags |= FL_NO_WEAPON_STAY;\r
986 \r
987         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
988         {\r
989                 self.ammo_fuel = 0;\r
990                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
991                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
992         }\r
993 \r
994         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
995         if (self.modelindex) // don't precache if self was removed\r
996                 weapon_action(e.weapon, WR_PRECACHE);\r
997 }\r
998 \r
999 void spawnfunc_item_armor_small (void) {\r
1000         if(!self.armorvalue)\r
1001                 self.armorvalue = g_pickup_armorsmall;\r
1002         if(!self.max_armorvalue)\r
1003                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1004         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1005 }\r
1006 \r
1007 void spawnfunc_item_armor_medium (void) {\r
1008         if(!self.armorvalue)\r
1009                 self.armorvalue = g_pickup_armormedium;\r
1010         if(!self.max_armorvalue)\r
1011                 self.max_armorvalue = g_pickup_armormedium_max;\r
1012         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1013 }\r
1014 \r
1015 void spawnfunc_item_armor_big (void) {\r
1016         if(!self.armorvalue)\r
1017                 self.armorvalue = g_pickup_armorbig;\r
1018         if(!self.max_armorvalue)\r
1019                 self.max_armorvalue = g_pickup_armorbig_max;\r
1020         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);\r
1021 }\r
1022 \r
1023 void spawnfunc_item_armor_large (void) {\r
1024         if(!self.armorvalue)\r
1025                 self.armorvalue = g_pickup_armorlarge;\r
1026         if(!self.max_armorvalue)\r
1027                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1028         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1029 }\r
1030 \r
1031 void spawnfunc_item_health_small (void) {\r
1032         if(!self.max_health)\r
1033                 self.max_health = g_pickup_healthsmall_max;\r
1034         if(!self.health)\r
1035                 self.health = g_pickup_healthsmall;\r
1036         self.dmg = g_pickup_healthsmall_consumable;\r
1037         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1038 }\r
1039 \r
1040 void spawnfunc_item_health_medium (void) {\r
1041         if(!self.max_health)\r
1042                 self.max_health = g_pickup_healthmedium_max;\r
1043         if(!self.health)\r
1044                 self.health = g_pickup_healthmedium;\r
1045         self.dmg = g_pickup_healthmedium_consumable;\r
1046         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1047 }\r
1048 \r
1049 void spawnfunc_item_health_large (void) {\r
1050         if(!self.max_health)\r
1051                 self.max_health = g_pickup_healthlarge_max;\r
1052         if(!self.health)\r
1053                 self.health = g_pickup_healthlarge;\r
1054         self.dmg = g_pickup_healthlarge_consumable;\r
1055         StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1056 }\r
1057 \r
1058 void spawnfunc_item_health_mega (void) {\r
1059         if(!cvar("g_powerup_superhealth"))\r
1060                 return;\r
1061 \r
1062         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1063                 return;\r
1064 \r
1065         if(!self.max_health)\r
1066                 self.max_health = g_pickup_healthmega_max;\r
1067         if(!self.health)\r
1068                 self.health = g_pickup_healthmega;\r
1069         self.dmg = g_pickup_healthmega_consumable;\r
1070         StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1071 }\r
1072 \r
1073 // support old misnamed entities\r
1074 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1075 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1076 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1077 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1078 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1079 \r
1080 void spawnfunc_item_strength (void) {\r
1081         if(!cvar("g_powerup_strength"))\r
1082                 return;\r
1083 \r
1084         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1085                 return;\r
1086 \r
1087         precache_sound("weapons/strength_fire.wav");\r
1088         self.strength_finished = 30;\r
1089         StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1090 }\r
1091 \r
1092 void spawnfunc_item_invincible (void) {\r
1093         if(!cvar("g_powerup_shield"))\r
1094                 return;\r
1095 \r
1096         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1097                 return;\r
1098 \r
1099         self.invincible_finished = 30;\r
1100         StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1101 }\r
1102 \r
1103 // compatibility:\r
1104 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1105 \r
1106 float GiveItems(entity e, float beginarg, float endarg);\r
1107 void target_items_use (void)\r
1108 {\r
1109         if(activator.classname == "droppedweapon")\r
1110         {\r
1111                 EXACTTRIGGER_TOUCH;\r
1112                 remove(activator);\r
1113                 return;\r
1114         }\r
1115 \r
1116         if(activator.classname != "player")\r
1117                 return;\r
1118         if(activator.deadflag != DEAD_NO)\r
1119                 return;\r
1120         EXACTTRIGGER_TOUCH;\r
1121 \r
1122         entity e;\r
1123         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1124                 if(e.enemy == activator)\r
1125                         remove(e);\r
1126 \r
1127         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1128                 centerprint(activator, self.message);\r
1129 }\r
1130 \r
1131 void spawnfunc_target_items (void)\r
1132 {\r
1133         float n, i, j;\r
1134         entity e;\r
1135 \r
1136         self.use = target_items_use;\r
1137         if(!self.strength_finished)\r
1138                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1139         if(!self.invincible_finished)\r
1140                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1141 \r
1142         precache_sound("misc/itempickup.wav");\r
1143         precache_sound("misc/itempickup.wav");\r
1144         precache_sound("misc/itempickup.wav");\r
1145         precache_sound("misc/itempickup.wav");\r
1146         precache_sound("misc/megahealth.wav");\r
1147         precache_sound("misc/armor25.wav");\r
1148         precache_sound("misc/powerup.wav");\r
1149         precache_sound("misc/poweroff.wav");\r
1150         precache_sound("weapons/weaponpickup.wav");\r
1151 \r
1152         n = tokenize_console(self.netname);\r
1153         if(argv(0) == "give")\r
1154         {\r
1155                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1156         }\r
1157         else\r
1158         {\r
1159                 for(i = 0; i < n; ++i)\r
1160                 {\r
1161                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1162                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1163                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1164                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1165                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1166                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1167                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1168                         else\r
1169                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1170                         {\r
1171                                 e = get_weaponinfo(j);\r
1172                                 if(argv(i) == e.netname)\r
1173                                 {\r
1174                                         self.weapons |= e.weapons;\r
1175                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1176                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1177                                         break;\r
1178                                 }\r
1179                         }\r
1180                         if(j > WEP_LAST)\r
1181                                 print("target_items: invalid item ", argv(i), "\n");\r
1182                 }\r
1183 \r
1184                 string itemprefix, valueprefix;\r
1185                 if(self.spawnflags == 0)\r
1186                 {\r
1187                         itemprefix = "";\r
1188                         valueprefix = "";\r
1189                 }\r
1190                 else if(self.spawnflags == 1)\r
1191                 {\r
1192                         itemprefix = "max ";\r
1193                         valueprefix = "max ";\r
1194                 }\r
1195                 else if(self.spawnflags == 2)\r
1196                 {\r
1197                         itemprefix = "min ";\r
1198                         valueprefix = "min ";\r
1199                 }\r
1200                 else if(self.spawnflags == 4)\r
1201                 {\r
1202                         itemprefix = "minus ";\r
1203                         valueprefix = "max ";\r
1204                 }\r
1205                 else\r
1206                         error("invalid spawnflags");\r
1207 \r
1208                 self.netname = "";\r
1209                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1210                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1211                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1212                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1213                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1214                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1215                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1216                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1217                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1218                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1219                 {\r
1220                         e = get_weaponinfo(j);\r
1221                         if(e.weapons)\r
1222                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1223                 }\r
1224         }\r
1225         self.netname = strzone(self.netname);\r
1226         //print(self.netname, "\n");\r
1227 \r
1228         n = tokenize_console(self.netname);\r
1229         for(i = 0; i < n; ++i)\r
1230         {\r
1231                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1232                 {\r
1233                         e = get_weaponinfo(j);\r
1234                         if(argv(i) == e.netname)\r
1235                         {\r
1236                                 weapon_action(e.weapon, WR_PRECACHE);\r
1237                                 break;\r
1238                         }\r
1239                 }\r
1240         }\r
1241 }\r
1242 \r
1243 void spawnfunc_item_fuel(void)\r
1244 {\r
1245         if(!self.ammo_fuel)\r
1246                 self.ammo_fuel = g_pickup_fuel;\r
1247         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1248 }\r
1249 \r
1250 void spawnfunc_item_fuel_regen(void)\r
1251 {\r
1252         if(start_items & IT_FUEL_REGEN)\r
1253         {\r
1254                 spawnfunc_item_fuel();\r
1255                 return;\r
1256         }\r
1257         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1258 }\r
1259 \r
1260 void spawnfunc_item_jetpack(void)\r
1261 {\r
1262         if(!self.ammo_fuel)\r
1263                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1264         if(start_items & IT_JETPACK)\r
1265         {\r
1266                 spawnfunc_item_fuel();\r
1267                 return;\r
1268         }\r
1269         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1270 }\r
1271 \r
1272 #define OP_SET 0\r
1273 #define OP_MIN 1\r
1274 #define OP_MAX 2\r
1275 #define OP_PLUS 3\r
1276 #define OP_MINUS 4\r
1277 \r
1278 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1279 {\r
1280         float v0, v1;\r
1281         v0 = (e.fld & bit);\r
1282         switch(op)\r
1283         {\r
1284                 case OP_SET:\r
1285                         if(val > 0)\r
1286                                 e.fld |= bit;\r
1287                         else\r
1288                                 e.fld &~= bit;\r
1289                         break;\r
1290                 case OP_MIN:\r
1291                 case OP_PLUS:\r
1292                         if(val > 0)\r
1293                                 e.fld |= bit;\r
1294                         break;\r
1295                 case OP_MAX:\r
1296                         if(val <= 0)\r
1297                                 e.fld &~= bit;\r
1298                         break;\r
1299                 case OP_MINUS:\r
1300                         if(val > 0)\r
1301                                 e.fld &~= bit;\r
1302                         break;\r
1303         }\r
1304         v1 = (e.fld & bit);\r
1305         return (v0 != v1);\r
1306 }\r
1307 \r
1308 float GiveValue(entity e, .float fld, float op, float val)\r
1309 {\r
1310         float v0, v1;\r
1311         v0 = e.fld;\r
1312         switch(op)\r
1313         {\r
1314                 case OP_SET:\r
1315                         e.fld = val;\r
1316                         break;\r
1317                 case OP_MIN:\r
1318                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1319                         break;\r
1320                 case OP_MAX:\r
1321                         e.fld = min(e.fld, val);\r
1322                         break;\r
1323                 case OP_PLUS:\r
1324                         e.fld += val;\r
1325                         break;\r
1326                 case OP_MINUS:\r
1327                         e.fld -= val;\r
1328                         break;\r
1329         }\r
1330         v1 = e.fld;\r
1331         return (v0 != v1);\r
1332 }\r
1333 \r
1334 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1335 {\r
1336         if(v1 == v0)\r
1337                 return;\r
1338         if(v1 <= v0 - t)\r
1339         {\r
1340                 if(snd_decr != "")\r
1341                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1342         }\r
1343         else if(v0 >= v0 + t)\r
1344         {\r
1345                 if(snd_incr != "")\r
1346                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1347         }\r
1348 }\r
1349 \r
1350 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1351 {\r
1352         if(v0 < v1)\r
1353                 e.rotfield = max(e.rotfield, time + rottime);\r
1354         else if(v0 > v1)\r
1355                 e.regenfield = max(e.regenfield, time + regentime);\r
1356 }\r
1357 \r
1358 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1359 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1360 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1361 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1362 \r
1363 float GiveItems(entity e, float beginarg, float endarg)\r
1364 {\r
1365         float got, i, j, val, op;\r
1366         float _switchweapon;\r
1367         entity wi;\r
1368         string cmd;\r
1369 \r
1370         val = 999;\r
1371         op = OP_SET;\r
1372 \r
1373         got = 0;\r
1374 \r
1375         _switchweapon = FALSE;\r
1376         if (e.autoswitch)\r
1377                 if (e.switchweapon == w_getbestweapon(e))\r
1378                         _switchweapon = TRUE;\r
1379 \r
1380         e.strength_finished = max(0, e.strength_finished - time);\r
1381         e.invincible_finished = max(0, e.invincible_finished - time);\r
1382         \r
1383         PREGIVE(e, items);\r
1384         PREGIVE(e, weapons);\r
1385         PREGIVE(e, strength_finished);\r
1386         PREGIVE(e, invincible_finished);\r
1387         PREGIVE(e, ammo_fuel);\r
1388         PREGIVE(e, armorvalue);\r
1389         PREGIVE(e, health);\r
1390 \r
1391         for(i = beginarg; i < endarg; ++i)\r
1392         {\r
1393                 cmd = argv(i);\r
1394 \r
1395                 if(cmd == "0" || stof(cmd))\r
1396                 {\r
1397                         val = stof(cmd);\r
1398                         continue;\r
1399                 }\r
1400                 switch(cmd)\r
1401                 {\r
1402                         case "no":\r
1403                                 op = OP_MAX;\r
1404                                 val = 0;\r
1405                                 continue;\r
1406                         case "max":\r
1407                                 op = OP_MAX;\r
1408                                 continue;\r
1409                         case "min":\r
1410                                 op = OP_MIN;\r
1411                                 continue;\r
1412                         case "plus":\r
1413                                 op = OP_PLUS;\r
1414                                 continue;\r
1415                         case "minus":\r
1416                                 op = OP_MINUS;\r
1417                                 continue;\r
1418                         case "ALL":\r
1419                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1420                                 got += GiveValue(e, strength_finished, op, time + val);\r
1421                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1422                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1423                         case "all":\r
1424                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1425                                 got += GiveValue(e, health, op, val);\r
1426                                 got += GiveValue(e, armorvalue, op, val);\r
1427                         case "allweapons":\r
1428                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1429                                 {\r
1430                                         wi = get_weaponinfo(j);\r
1431                                         if(wi.weapons)\r
1432                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1433                                 }\r
1434                         case "allammo":\r
1435                                 got += GiveValue(e, ammo_fuel, op, val);\r
1436                                 break;\r
1437                         case "unlimited_ammo":\r
1438                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1439                                 break;\r
1440                         case "unlimited_weapon_ammo":\r
1441                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1442                                 break;\r
1443                         case "unlimited_superweapons":\r
1444                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1445                                 break;\r
1446                         case "jetpack":\r
1447                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1448                                 break;\r
1449                         case "fuel_regen":\r
1450                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1451                                 break;\r
1452                         case "strength":\r
1453                                 got += GiveValue(e, strength_finished, op, val);\r
1454                                 break;\r
1455                         case "invincible":\r
1456                                 got += GiveValue(e, invincible_finished, op, val);\r
1457                                 break;\r
1458                         case "health":\r
1459                                 got += GiveValue(e, health, op, val);\r
1460                                 break;\r
1461                         case "armor":\r
1462                                 got += GiveValue(e, armorvalue, op, val);\r
1463                                 break;\r
1464                         case "fuel":\r
1465                                 got += GiveValue(e, ammo_fuel, op, val);\r
1466                                 break;\r
1467                         default:\r
1468                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1469                                 {\r
1470                                         wi = get_weaponinfo(j);\r
1471                                         if(cmd == wi.netname)\r
1472                                         {\r
1473                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1474                                                 break;\r
1475                                         }\r
1476                                 }\r
1477                                 if(j > WEP_LAST)\r
1478                                         print("give: invalid item ", cmd, "\n");\r
1479                                 break;\r
1480                 }\r
1481                 val = 999;\r
1482                 op = OP_SET;\r
1483         }\r
1484 \r
1485         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1486         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1487         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1488         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1489         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1490         {\r
1491                 wi = get_weaponinfo(j);\r
1492                 if(wi.weapons)\r
1493                 {\r
1494                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1495                         if not(save_weapons & wi.weapons)\r
1496                                 if(e.weapons & wi.weapons)\r
1497                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1498                 }\r
1499         }\r
1500         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1501         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1502         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
1503         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);\r
1504         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
1505 \r
1506         if(e.strength_finished <= 0)\r
1507                 e.strength_finished = 0;\r
1508         else\r
1509                 e.strength_finished += time;\r
1510         if(e.invincible_finished <= 0)\r
1511                 e.invincible_finished = 0;\r
1512         else\r
1513                 e.invincible_finished += time;\r
1514 \r
1515         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1516                 _switchweapon = TRUE;\r
1517         if(_switchweapon)\r
1518                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1519 \r
1520         return got;\r
1521 }\r