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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 void Item_Consumable_Remove();\r
223 void Item_Consumable_Think()\r
224 {\r
225         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
226         {\r
227                 self.predator.regurgitate_prepare = 0;\r
228                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
229                 Item_Consumable_Remove();\r
230                 return;\r
231         }\r
232 \r
233         dprint("!!!!!!!!\n");\r
234         self.nextthink = time;\r
235 }\r
236 \r
237 float Item_Consumable_Customizeentityforclient()\r
238 {\r
239         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
240         {\r
241                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
242                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
243         }\r
244         else\r
245                 self.alpha = -1; // hide item\r
246         return TRUE;\r
247 }\r
248 \r
249 void Item_Consumable_Remove()\r
250 {\r
251         self.nextthink = 0;\r
252         remove(self);\r
253         self = world;\r
254 }\r
255 \r
256 void Item_Consumable_Spawn(entity e, entity pl)\r
257 {\r
258         entity item;\r
259         item = spawn();\r
260         item.owner = e;\r
261         item.classname = "consumable";\r
262         item.movetype = MOVETYPE_FOLLOW;\r
263         item.solid = SOLID_NOT;\r
264         setmodel(item, e.model);\r
265         item.health = e.health;\r
266         item.max_health = e.max_health;\r
267         item.dmg = e.dmg;\r
268 \r
269         item.predator = pl;\r
270         item.aiment = pl;\r
271         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
272         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
273         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
274 \r
275         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
276         item.think = Item_Consumable_Think;\r
277         item.nextthink = time;\r
278 }\r
279 \r
280 float Item_GiveTo(entity item, entity player)\r
281 {\r
282         float _switchweapon;\r
283         float pickedup;\r
284         float it;\r
285         float i;\r
286         entity e;\r
287 \r
288         // if nothing happens to player, just return without taking the item\r
289         pickedup = FALSE;\r
290         _switchweapon = FALSE;\r
291 \r
292         if (g_weapon_stay == 1)\r
293         if not(item.flags & FL_NO_WEAPON_STAY)\r
294         if (item.flags & FL_WEAPON)\r
295         {\r
296                 if(item.classname == "droppedweapon")\r
297                 {\r
298                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
299                                 goto skip;\r
300                 }\r
301                 else\r
302                 {\r
303                         if (player.weapons & item.weapons)\r
304                                 goto skip;\r
305                 }\r
306         }\r
307 \r
308         // in case the player has autoswitch enabled do the following:\r
309         // if the player is using their best weapon before items are given, they\r
310         // probably want to switch to an even better weapon after items are given\r
311         if (player.autoswitch)\r
312         if (player.switchweapon == w_getbestweapon(player))\r
313                 _switchweapon = TRUE;\r
314 \r
315         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
316                 _switchweapon = TRUE;\r
317 \r
318         if(item.spawnshieldtime)\r
319         {\r
320                 if (item.ammo_fuel)\r
321                 if (player.ammo_fuel < g_pickup_fuel_max)\r
322                 {\r
323                         pickedup = TRUE;\r
324                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
325                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
326                 }\r
327         }\r
328 \r
329         if (item.flags & FL_WEAPON)\r
330         if ((it = item.weapons - (item.weapons & player.weapons)))\r
331         {\r
332                 pickedup = TRUE;\r
333                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
334                 {\r
335                         e = get_weaponinfo(i);\r
336                         if(it & e.weapons)\r
337                                 W_GiveWeapon (player, e.weapon, item.netname);\r
338                 }\r
339         }\r
340 \r
341         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
342         {\r
343                 pickedup = TRUE;\r
344                 player.items |= it;\r
345                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
346         }\r
347 \r
348         if(item.spawnshieldtime)\r
349         {\r
350                 if (item.strength_finished)\r
351                 {\r
352                         pickedup = TRUE;\r
353                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
354                 }\r
355                 if (item.invincible_finished)\r
356                 {\r
357                         pickedup = TRUE;\r
358                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
359                 }\r
360 \r
361                 if (item.health)\r
362                 {\r
363                         if(item.dmg) // consumable item\r
364                         {\r
365                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
366                                 {\r
367                                         pickedup = TRUE;\r
368                                         Item_Consumable_Spawn(self, player);\r
369                                 }\r
370                         }\r
371                         else if (player.health < item.max_health)\r
372                         {\r
373                                 pickedup = TRUE;\r
374                                 player.health = min(player.health + item.health, item.max_health);\r
375                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
376                         }\r
377                 }\r
378                 if (item.armorvalue)\r
379                 if (player.armorvalue < item.max_armorvalue)\r
380                 {\r
381                         pickedup = TRUE;\r
382                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
383                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
384                 }\r
385         }\r
386 \r
387 :skip\r
388         // always eat teamed entities\r
389         if(item.team)\r
390                 pickedup = TRUE;\r
391 \r
392         if (!pickedup)\r
393                 return 0;\r
394 \r
395         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
396         if (_switchweapon)\r
397                 if (player.switchweapon != w_getbestweapon(player))\r
398                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
399 \r
400         return 1;\r
401 }\r
402 \r
403 void Item_Touch (void)\r
404 {\r
405         entity e, head;\r
406 \r
407         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
408         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
409         {\r
410                 remove(self);\r
411                 return;\r
412         }\r
413         if (other.classname != "player")\r
414                 return;\r
415         if (other.deadflag)\r
416                 return;\r
417         if (self.solid != SOLID_TRIGGER)\r
418                 return;\r
419         if (self.owner == other)\r
420                 return;\r
421 \r
422         if(!Item_GiveTo(self, other))\r
423                 return;\r
424 \r
425         other.last_pickup = time;\r
426 \r
427         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
428 \r
429         if (self.classname == "droppedweapon")\r
430                 remove (self);\r
431         else if not(self.spawnshieldtime)\r
432                 return;\r
433         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
434                 return;\r
435         else\r
436         {\r
437                 if(self.team)\r
438                 {\r
439                         RandomSelection_Init();\r
440                         for(head = world; (head = findfloat(head, team, self.team)); )\r
441                         {\r
442                                 if(head.flags & FL_ITEM)\r
443                                 {\r
444                                         Item_Show(head, -1);\r
445                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
446                                 }\r
447                         }\r
448                         e = RandomSelection_chosen_ent;\r
449                 }\r
450                 else\r
451                         e = self;\r
452                 Item_ScheduleRespawn(e);\r
453         }\r
454 }\r
455 \r
456 void Item_FindTeam()\r
457 {\r
458         entity head, e;\r
459 \r
460         if(self.effects & EF_NODRAW)\r
461         {\r
462                 // marker for item team search\r
463                 dprint("Initializing item team ", ftos(self.team), "\n");\r
464                 RandomSelection_Init();\r
465                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
466                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
467                 e = RandomSelection_chosen_ent;\r
468                 e.state = 0;\r
469                 Item_Show(e, 1);\r
470 \r
471                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
472                 {\r
473                         if(head != e)\r
474                         {\r
475                                 // make it a non-spawned item\r
476                                 Item_Show(head, -1);\r
477                                 head.state = 1; // state 1 = initially hidden item\r
478                         }\r
479                         head.effects &~= EF_NODRAW;\r
480                 }\r
481 \r
482                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
483                         Item_ScheduleInitialRespawn(e);\r
484         }\r
485 }\r
486 \r
487 void Item_Reset()\r
488 {\r
489         Item_Show(self, !self.state);\r
490         setorigin (self, self.origin);\r
491         self.think = SUB_Null;\r
492         self.nextthink = 0;\r
493 \r
494         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
495                 Item_ScheduleInitialRespawn(self);\r
496 }\r
497 \r
498 // Savage: used for item garbage-collection\r
499 // TODO: perhaps nice special effect?\r
500 void RemoveItem(void)\r
501 {\r
502         remove(self);\r
503 }\r
504 \r
505 // pickup evaluation functions\r
506 // these functions decide how desirable an item is to the bots\r
507 \r
508 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
509 \r
510 float weapon_pickupevalfunc(entity player, entity item)\r
511 {\r
512         float c, i, j, position;\r
513 \r
514         // See if I have it already\r
515         if(player.weapons & item.weapons == item.weapons)\r
516         {\r
517                 // If I can pick it up\r
518                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
519                         c = 0;\r
520                 else\r
521                         c = 0;\r
522         }\r
523         else\r
524                 c = 1;\r
525 \r
526         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
527         if( bot_custom_weapon && c )\r
528         {\r
529                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
530                 {\r
531                         // Find weapon\r
532                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
533                                 continue;\r
534 \r
535                         // Find the highest position on any range\r
536                         position = -1;\r
537                         for(j = 0; j < WEP_LAST ; ++j){\r
538                                 if(\r
539                                                 bot_weapons_far[j] == i ||\r
540                                                 bot_weapons_mid[j] == i ||\r
541                                                 bot_weapons_close[j] == i\r
542                                   )\r
543                                 {\r
544                                         position = j;\r
545                                         break;\r
546                                 }\r
547                         }\r
548 \r
549                         // Rate it\r
550                         if (position >= 0 )\r
551                         {\r
552                                 position = WEP_LAST - position;\r
553                                 // item.bot_pickupbasevalue is overwritten here\r
554                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
555                         }\r
556                 }\r
557         }\r
558 \r
559         return item.bot_pickupbasevalue * c;\r
560 };\r
561 \r
562 float commodity_pickupevalfunc(entity player, entity item)\r
563 {\r
564         float c, i;\r
565         entity wi;\r
566         c = 0;\r
567 \r
568         // Detect needed ammo\r
569         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
570         {\r
571                 wi = get_weaponinfo(i);\r
572 \r
573                 if not(wi.weapons & player.weapons)\r
574                         continue;\r
575         }\r
576 \r
577         if (item.armorvalue)\r
578         if (player.armorvalue < item.max_armorvalue)\r
579                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
580         if (item.health)\r
581         if (player.health < item.max_health)\r
582                 c = c + max(0, 1 - player.health / item.max_health);\r
583 \r
584         return item.bot_pickupbasevalue * c;\r
585 };\r
586 \r
587 \r
588 .float is_item;\r
589 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
590 {\r
591         startitem_failed = FALSE;\r
592 \r
593         // is it a dropped weapon?\r
594         if (self.classname == "droppedweapon")\r
595         {\r
596                 self.reset = SUB_Remove;\r
597                 // it's a dropped weapon\r
598                 self.movetype = MOVETYPE_TOSS;\r
599                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
600                 self.think = RemoveItem;\r
601                 self.nextthink = time + 60;\r
602                 // don't drop if in a NODROP zone (such as lava)\r
603                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
604                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
605                 {\r
606                         startitem_failed = TRUE;\r
607                         remove(self);\r
608                         return;\r
609                 }\r
610         }\r
611         else\r
612         {\r
613                 self.reset = Item_Reset;\r
614                 // it's a level item\r
615                 if(self.spawnflags & 1)\r
616                         self.noalign = 1;\r
617                 if (self.noalign)\r
618                         self.movetype = MOVETYPE_NONE;\r
619                 else\r
620                         self.movetype = MOVETYPE_TOSS;\r
621                 // do item filtering according to game mode and other things\r
622                 if (!self.noalign)\r
623                 {\r
624                         // first nudge it off the floor a little bit to avoid math errors\r
625                         setorigin(self, self.origin + '0 0 1');\r
626                         // set item size before we spawn a spawnfunc_waypoint\r
627                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
628                                 setsize (self, '-16 -16 0', '16 16 48');\r
629                         else\r
630                                 setsize (self, '-16 -16 0', '16 16 32');\r
631                         // note droptofloor returns FALSE if stuck/or would fall too far\r
632                         droptofloor();\r
633                         waypoint_spawnforitem(self);\r
634                 }\r
635 \r
636                 if(teams_matter)\r
637                 {\r
638                         if(self.notteam)\r
639                         {\r
640                                 print("removed non-teamplay ", self.classname, "\n");\r
641                                 startitem_failed = TRUE;\r
642                                 remove (self);\r
643                                 return;\r
644                         }\r
645                 }\r
646                 else\r
647                 {\r
648                         if(self.notfree)\r
649                         {\r
650                                 print("removed non-FFA ", self.classname, "\n");\r
651                                 startitem_failed = TRUE;\r
652                                 remove (self);\r
653                                 return;\r
654                         }\r
655                 }\r
656 \r
657                 if(self.notq3a)\r
658                 {\r
659                         // We aren't TA or something like that, so we keep the Q3A entities\r
660                         print("removed non-Q3A ", self.classname, "\n");\r
661                         startitem_failed = TRUE;\r
662                         remove (self);\r
663                         return;\r
664                 }\r
665 \r
666                 /*\r
667                  * can't do it that way, as it would break maps\r
668                  * TODO make a target_give like entity another way, that perhaps has\r
669                  * the weapon name in a key\r
670                 if(self.targetname)\r
671                 {\r
672                         // target_give not yet supported; maybe later\r
673                         print("removed targeted ", self.classname, "\n");\r
674                         startitem_failed = TRUE;\r
675                         remove (self);\r
676                         return;\r
677                 }\r
678                 */\r
679 \r
680                 if(cvar("spawn_debug") >= 2)\r
681                 {\r
682                         entity otheritem;\r
683                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
684                         {\r
685                                 if(otheritem.is_item)\r
686                                 {\r
687                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
688                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
689                                         error("Mapper sucks.");\r
690                                 }\r
691                         }\r
692                         self.is_item = TRUE;\r
693                 }\r
694 \r
695                 weaponsInMap |= weaponid;\r
696 \r
697                 if(g_lms)\r
698                 {\r
699                         startitem_failed = TRUE;\r
700                         remove(self);\r
701                         return;\r
702                 }\r
703                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
704                 {\r
705                         startitem_failed = TRUE;\r
706                         remove (self);\r
707                         return;\r
708                 }\r
709 \r
710                 precache_model (itemmodel);\r
711                 precache_sound (pickupsound);\r
712                 precache_sound ("misc/itemrespawn.wav");\r
713                 precache_sound ("misc/itemrespawncountdown.wav");\r
714 \r
715                 if(itemid == IT_STRENGTH)\r
716                         precache_sound ("misc/strength_respawn.wav");\r
717                 if(itemid == IT_INVINCIBLE)\r
718                         precache_sound ("misc/shield_respawn.wav");\r
719 \r
720                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
721                         self.target = "###item###"; // for finding the nearest item using find()\r
722         }\r
723 \r
724         self.bot_pickup = TRUE;\r
725         self.bot_pickupevalfunc = pickupevalfunc;\r
726         self.bot_pickupbasevalue = pickupbasevalue;\r
727         self.mdl = itemmodel;\r
728         self.item_pickupsound = pickupsound;\r
729         // let mappers override respawntime\r
730         if(!self.respawntime) // both set\r
731         {\r
732                 self.respawntime = defaultrespawntime;\r
733                 self.respawntimejitter = defaultrespawntimejitter;\r
734         }\r
735         self.netname = itemname;\r
736         self.items = itemid;\r
737         self.weapons = weaponid;\r
738         self.flags = FL_ITEM | itemflags;\r
739         self.touch = Item_Touch;\r
740         setmodel (self, self.mdl); // precision set below\r
741         self.effects |= EF_LOWPRECISION;\r
742         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
743                 setsize (self, '-16 -16 0', '16 16 48');\r
744         else\r
745                 setsize (self, '-16 -16 0', '16 16 32');\r
746         if(itemflags & FL_WEAPON)\r
747                 self.modelflags |= MF_ROTATE;\r
748 \r
749         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
750         if (itemflags & FL_WEAPON)\r
751         {\r
752                 // neutral team color for pickup weapons\r
753                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
754         }\r
755 \r
756         Item_Show(self, 1);\r
757         self.state = 0;\r
758         if(self.team)\r
759         {\r
760                 if(!self.cnt)\r
761                         self.cnt = 1; // item probability weight\r
762                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
763                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
764         }\r
765         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
766                 Item_ScheduleInitialRespawn(self);\r
767 }\r
768 \r
769 float minst_no_auto_cells;\r
770 void minst_remove_item (void) {\r
771         if(minst_no_auto_cells)\r
772                 remove(self);\r
773 }\r
774 \r
775 float internalteam;\r
776 \r
777 void weapon_defaultspawnfunc(float wpn)\r
778 {\r
779         entity e;\r
780         float t;\r
781         var .float ammofield;\r
782         string s;\r
783         entity oldself;\r
784         float i, j;\r
785 \r
786         // set the respawntime in advance (so replaced weapons can copy it)\r
787 \r
788         if(!self.respawntime)\r
789         {\r
790                 e = get_weaponinfo(wpn);\r
791                 if(e.items == IT_SUPERWEAPON)\r
792                 {\r
793                         self.respawntime = g_pickup_respawntime_powerup;\r
794                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
795                 }\r
796                 else\r
797                 {\r
798                         self.respawntime = g_pickup_respawntime_weapon;\r
799                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
800                 }\r
801         }\r
802 \r
803         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
804         {\r
805                 e = get_weaponinfo(wpn);\r
806                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
807                 if(s == "0")\r
808                 {\r
809                         remove(self);\r
810                         startitem_failed = TRUE;\r
811                         return;\r
812                 }\r
813                 t = tokenize_console(s);\r
814                 if(t >= 2)\r
815                 {\r
816                         self.team = --internalteam;\r
817                         oldself = self;\r
818                         for(i = 1; i < t; ++i)\r
819                         {\r
820                                 s = argv(i);\r
821                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
822                                 {\r
823                                         e = get_weaponinfo(j);\r
824                                         if(e.netname == s)\r
825                                         {\r
826                                                 self = spawn();\r
827                                                 copyentity(oldself, self);\r
828                                                 self.classname = "replacedweapon";\r
829                                                 weapon_defaultspawnfunc(j);\r
830                                                 break;\r
831                                         }\r
832                                 }\r
833                                 if(j > WEP_LAST)\r
834                                 {\r
835                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
836                                 }\r
837                         }\r
838                         self = oldself;\r
839                 }\r
840                 if(t >= 1)\r
841                 {\r
842                         s = argv(0);\r
843                         wpn = 0;\r
844                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
845                         {\r
846                                 e = get_weaponinfo(j);\r
847                                 if(e.netname == s)\r
848                                 {\r
849                                         wpn = j;\r
850                                         break;\r
851                                 }\r
852                         }\r
853                         if(j > WEP_LAST)\r
854                         {\r
855                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
856                         }\r
857                 }\r
858                 if(wpn == 0)\r
859                 {\r
860                         remove(self);\r
861                         startitem_failed = TRUE;\r
862                         return;\r
863                 }\r
864         }\r
865 \r
866         e = get_weaponinfo(wpn);\r
867 \r
868         if(e.items && e.items != IT_SUPERWEAPON)\r
869         {\r
870                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
871                 {\r
872                         if(e.items & j)\r
873                         {\r
874                                 ammofield = Item_CounterField(j);\r
875                                 if(!self.ammofield)\r
876                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
877                         }\r
878                 }\r
879         }\r
880         else\r
881         {\r
882                 self.flags |= FL_NO_WEAPON_STAY;\r
883         }\r
884 \r
885         // weapon stay isn't supported for teamed weapons\r
886         if(self.team)\r
887                 self.flags |= FL_NO_WEAPON_STAY;\r
888 \r
889         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
890         {\r
891                 self.ammo_fuel = 0;\r
892                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
893                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
894         }\r
895 \r
896         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
897         if (self.modelindex) // don't precache if self was removed\r
898                 weapon_action(e.weapon, WR_PRECACHE);\r
899 }\r
900 \r
901 void spawnfunc_item_armor_small (void) {\r
902         if(!self.armorvalue)\r
903                 self.armorvalue = g_pickup_armorsmall;\r
904         if(!self.max_armorvalue)\r
905                 self.max_armorvalue = g_pickup_armorsmall_max;\r
906         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
907 }\r
908 \r
909 void spawnfunc_item_armor_medium (void) {\r
910         if(!self.armorvalue)\r
911                 self.armorvalue = g_pickup_armormedium;\r
912         if(!self.max_armorvalue)\r
913                 self.max_armorvalue = g_pickup_armormedium_max;\r
914         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
915 }\r
916 \r
917 void spawnfunc_item_armor_big (void) {\r
918         if(!self.armorvalue)\r
919                 self.armorvalue = g_pickup_armorbig;\r
920         if(!self.max_armorvalue)\r
921                 self.max_armorvalue = g_pickup_armorbig_max;\r
922         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
923 }\r
924 \r
925 void spawnfunc_item_armor_large (void) {\r
926         if(!self.armorvalue)\r
927                 self.armorvalue = g_pickup_armorlarge;\r
928         if(!self.max_armorvalue)\r
929                 self.max_armorvalue = g_pickup_armorlarge_max;\r
930         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
931 }\r
932 \r
933 void spawnfunc_item_health_small (void) {\r
934         if(!self.max_health)\r
935                 self.max_health = g_pickup_healthsmall_max;\r
936         if(!self.health)\r
937                 self.health = g_pickup_healthsmall;\r
938         self.dmg = g_pickup_healthsmall_consumable;\r
939         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
940 }\r
941 \r
942 void spawnfunc_item_health_medium (void) {\r
943         if(!self.max_health)\r
944                 self.max_health = g_pickup_healthmedium_max;\r
945         if(!self.health)\r
946                 self.health = g_pickup_healthmedium;\r
947         self.dmg = g_pickup_healthmedium_consumable;\r
948         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
949 }\r
950 \r
951 void spawnfunc_item_health_large (void) {\r
952         if(!self.max_health)\r
953                 self.max_health = g_pickup_healthlarge_max;\r
954         if(!self.health)\r
955                 self.health = g_pickup_healthlarge;\r
956         self.dmg = g_pickup_healthlarge_consumable;\r
957         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
958 }\r
959 \r
960 void spawnfunc_item_health_mega (void) {\r
961         if(!cvar("g_powerup_superhealth"))\r
962                 return;\r
963 \r
964         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
965                 return;\r
966 \r
967         if(!self.max_health)\r
968                 self.max_health = g_pickup_healthmega_max;\r
969         if(!self.health)\r
970                 self.health = g_pickup_healthmega;\r
971         self.dmg = g_pickup_healthmega_consumable;\r
972         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
973 }\r
974 \r
975 // support old misnamed entities\r
976 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
977 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
978 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
979 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
980 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
981 \r
982 void spawnfunc_item_strength (void) {\r
983         if(!cvar("g_powerup_strength"))\r
984                 return;\r
985 \r
986         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
987                 return;\r
988 \r
989         precache_sound("weapons/strength_fire.wav");\r
990         self.strength_finished = 30;\r
991         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
992 }\r
993 \r
994 void spawnfunc_item_invincible (void) {\r
995         if(!cvar("g_powerup_shield"))\r
996                 return;\r
997 \r
998         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
999                 return;\r
1000 \r
1001         self.invincible_finished = 30;\r
1002         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
1003 }\r
1004 \r
1005 // compatibility:\r
1006 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1007 \r
1008 float GiveItems(entity e, float beginarg, float endarg);\r
1009 void target_items_use (void)\r
1010 {\r
1011         if(activator.classname == "droppedweapon")\r
1012         {\r
1013                 EXACTTRIGGER_TOUCH;\r
1014                 remove(activator);\r
1015                 return;\r
1016         }\r
1017 \r
1018         if(activator.classname != "player")\r
1019                 return;\r
1020         if(activator.deadflag != DEAD_NO)\r
1021                 return;\r
1022         EXACTTRIGGER_TOUCH;\r
1023 \r
1024         entity e;\r
1025         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1026                 if(e.enemy == activator)\r
1027                         remove(e);\r
1028 \r
1029         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1030                 centerprint(activator, self.message);\r
1031 }\r
1032 \r
1033 void spawnfunc_target_items (void)\r
1034 {\r
1035         float n, i, j;\r
1036         entity e;\r
1037 \r
1038         self.use = target_items_use;\r
1039         if(!self.strength_finished)\r
1040                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1041         if(!self.invincible_finished)\r
1042                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1043 \r
1044         precache_sound("misc/itempickup.wav");\r
1045         precache_sound("misc/itempickup.wav");\r
1046         precache_sound("misc/itempickup.wav");\r
1047         precache_sound("misc/itempickup.wav");\r
1048         precache_sound("misc/megahealth.wav");\r
1049         precache_sound("misc/armor25.wav");\r
1050         precache_sound("misc/powerup.wav");\r
1051         precache_sound("misc/poweroff.wav");\r
1052         precache_sound("weapons/weaponpickup.wav");\r
1053 \r
1054         n = tokenize_console(self.netname);\r
1055         if(argv(0) == "give")\r
1056         {\r
1057                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1058         }\r
1059         else\r
1060         {\r
1061                 for(i = 0; i < n; ++i)\r
1062                 {\r
1063                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1064                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1065                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1066                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1067                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1068                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1069                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1070                         else\r
1071                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1072                         {\r
1073                                 e = get_weaponinfo(j);\r
1074                                 if(argv(i) == e.netname)\r
1075                                 {\r
1076                                         self.weapons |= e.weapons;\r
1077                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1078                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1079                                         break;\r
1080                                 }\r
1081                         }\r
1082                         if(j > WEP_LAST)\r
1083                                 print("target_items: invalid item ", argv(i), "\n");\r
1084                 }\r
1085 \r
1086                 string itemprefix, valueprefix;\r
1087                 if(self.spawnflags == 0)\r
1088                 {\r
1089                         itemprefix = "";\r
1090                         valueprefix = "";\r
1091                 }\r
1092                 else if(self.spawnflags == 1)\r
1093                 {\r
1094                         itemprefix = "max ";\r
1095                         valueprefix = "max ";\r
1096                 }\r
1097                 else if(self.spawnflags == 2)\r
1098                 {\r
1099                         itemprefix = "min ";\r
1100                         valueprefix = "min ";\r
1101                 }\r
1102                 else if(self.spawnflags == 4)\r
1103                 {\r
1104                         itemprefix = "minus ";\r
1105                         valueprefix = "max ";\r
1106                 }\r
1107                 else\r
1108                         error("invalid spawnflags");\r
1109 \r
1110                 self.netname = "";\r
1111                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1112                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1113                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1114                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1115                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1116                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1117                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1118                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1119                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1120                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1121                 {\r
1122                         e = get_weaponinfo(j);\r
1123                         if(e.weapons)\r
1124                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1125                 }\r
1126         }\r
1127         self.netname = strzone(self.netname);\r
1128         //print(self.netname, "\n");\r
1129 \r
1130         n = tokenize_console(self.netname);\r
1131         for(i = 0; i < n; ++i)\r
1132         {\r
1133                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1134                 {\r
1135                         e = get_weaponinfo(j);\r
1136                         if(argv(i) == e.netname)\r
1137                         {\r
1138                                 weapon_action(e.weapon, WR_PRECACHE);\r
1139                                 break;\r
1140                         }\r
1141                 }\r
1142         }\r
1143 }\r
1144 \r
1145 void spawnfunc_item_fuel(void)\r
1146 {\r
1147         if(!self.ammo_fuel)\r
1148                 self.ammo_fuel = g_pickup_fuel;\r
1149         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
1150 }\r
1151 \r
1152 void spawnfunc_item_fuel_regen(void)\r
1153 {\r
1154         if(start_items & IT_FUEL_REGEN)\r
1155         {\r
1156                 spawnfunc_item_fuel();\r
1157                 return;\r
1158         }\r
1159         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
1160 }\r
1161 \r
1162 void spawnfunc_item_jetpack(void)\r
1163 {\r
1164         if(!self.ammo_fuel)\r
1165                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1166         if(start_items & IT_JETPACK)\r
1167         {\r
1168                 spawnfunc_item_fuel();\r
1169                 return;\r
1170         }\r
1171         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
1172 }\r
1173 \r
1174 #define OP_SET 0\r
1175 #define OP_MIN 1\r
1176 #define OP_MAX 2\r
1177 #define OP_PLUS 3\r
1178 #define OP_MINUS 4\r
1179 \r
1180 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1181 {\r
1182         float v0, v1;\r
1183         v0 = (e.fld & bit);\r
1184         switch(op)\r
1185         {\r
1186                 case OP_SET:\r
1187                         if(val > 0)\r
1188                                 e.fld |= bit;\r
1189                         else\r
1190                                 e.fld &~= bit;\r
1191                         break;\r
1192                 case OP_MIN:\r
1193                 case OP_PLUS:\r
1194                         if(val > 0)\r
1195                                 e.fld |= bit;\r
1196                         break;\r
1197                 case OP_MAX:\r
1198                         if(val <= 0)\r
1199                                 e.fld &~= bit;\r
1200                         break;\r
1201                 case OP_MINUS:\r
1202                         if(val > 0)\r
1203                                 e.fld &~= bit;\r
1204                         break;\r
1205         }\r
1206         v1 = (e.fld & bit);\r
1207         return (v0 != v1);\r
1208 }\r
1209 \r
1210 float GiveValue(entity e, .float fld, float op, float val)\r
1211 {\r
1212         float v0, v1;\r
1213         v0 = e.fld;\r
1214         switch(op)\r
1215         {\r
1216                 case OP_SET:\r
1217                         e.fld = val;\r
1218                         break;\r
1219                 case OP_MIN:\r
1220                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1221                         break;\r
1222                 case OP_MAX:\r
1223                         e.fld = min(e.fld, val);\r
1224                         break;\r
1225                 case OP_PLUS:\r
1226                         e.fld += val;\r
1227                         break;\r
1228                 case OP_MINUS:\r
1229                         e.fld -= val;\r
1230                         break;\r
1231         }\r
1232         v1 = e.fld;\r
1233         return (v0 != v1);\r
1234 }\r
1235 \r
1236 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1237 {\r
1238         if(v1 == v0)\r
1239                 return;\r
1240         if(v1 <= v0 - t)\r
1241         {\r
1242                 if(snd_decr != "")\r
1243                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1244         }\r
1245         else if(v0 >= v0 + t)\r
1246         {\r
1247                 if(snd_incr != "")\r
1248                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1249         }\r
1250 }\r
1251 \r
1252 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1253 {\r
1254         if(v0 < v1)\r
1255                 e.rotfield = max(e.rotfield, time + rottime);\r
1256         else if(v0 > v1)\r
1257                 e.regenfield = max(e.regenfield, time + regentime);\r
1258 }\r
1259 \r
1260 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1261 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1262 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1263 #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
1264 \r
1265 float GiveItems(entity e, float beginarg, float endarg)\r
1266 {\r
1267         float got, i, j, val, op;\r
1268         float _switchweapon;\r
1269         entity wi;\r
1270         string cmd;\r
1271 \r
1272         val = 999;\r
1273         op = OP_SET;\r
1274 \r
1275         got = 0;\r
1276 \r
1277         _switchweapon = FALSE;\r
1278         if (e.autoswitch)\r
1279                 if (e.switchweapon == w_getbestweapon(e))\r
1280                         _switchweapon = TRUE;\r
1281 \r
1282         e.strength_finished = max(0, e.strength_finished - time);\r
1283         e.invincible_finished = max(0, e.invincible_finished - time);\r
1284         \r
1285         PREGIVE(e, items);\r
1286         PREGIVE(e, weapons);\r
1287         PREGIVE(e, strength_finished);\r
1288         PREGIVE(e, invincible_finished);\r
1289         PREGIVE(e, ammo_fuel);\r
1290         PREGIVE(e, armorvalue);\r
1291         PREGIVE(e, health);\r
1292 \r
1293         for(i = beginarg; i < endarg; ++i)\r
1294         {\r
1295                 cmd = argv(i);\r
1296 \r
1297                 if(cmd == "0" || stof(cmd))\r
1298                 {\r
1299                         val = stof(cmd);\r
1300                         continue;\r
1301                 }\r
1302                 switch(cmd)\r
1303                 {\r
1304                         case "no":\r
1305                                 op = OP_MAX;\r
1306                                 val = 0;\r
1307                                 continue;\r
1308                         case "max":\r
1309                                 op = OP_MAX;\r
1310                                 continue;\r
1311                         case "min":\r
1312                                 op = OP_MIN;\r
1313                                 continue;\r
1314                         case "plus":\r
1315                                 op = OP_PLUS;\r
1316                                 continue;\r
1317                         case "minus":\r
1318                                 op = OP_MINUS;\r
1319                                 continue;\r
1320                         case "ALL":\r
1321                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1322                                 got += GiveValue(e, strength_finished, op, time + val);\r
1323                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1324                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1325                         case "all":\r
1326                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1327                                 got += GiveValue(e, health, op, val);\r
1328                                 got += GiveValue(e, armorvalue, op, val);\r
1329                         case "allweapons":\r
1330                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1331                                 {\r
1332                                         wi = get_weaponinfo(j);\r
1333                                         if(wi.weapons)\r
1334                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1335                                 }\r
1336                         case "allammo":\r
1337                                 got += GiveValue(e, ammo_fuel, op, val);\r
1338                                 break;\r
1339                         case "unlimited_ammo":\r
1340                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1341                                 break;\r
1342                         case "unlimited_weapon_ammo":\r
1343                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1344                                 break;\r
1345                         case "unlimited_superweapons":\r
1346                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1347                                 break;\r
1348                         case "jetpack":\r
1349                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1350                                 break;\r
1351                         case "fuel_regen":\r
1352                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1353                                 break;\r
1354                         case "strength":\r
1355                                 got += GiveValue(e, strength_finished, op, val);\r
1356                                 break;\r
1357                         case "invincible":\r
1358                                 got += GiveValue(e, invincible_finished, op, val);\r
1359                                 break;\r
1360                         case "health":\r
1361                                 got += GiveValue(e, health, op, val);\r
1362                                 break;\r
1363                         case "armor":\r
1364                                 got += GiveValue(e, armorvalue, op, val);\r
1365                                 break;\r
1366                         case "fuel":\r
1367                                 got += GiveValue(e, ammo_fuel, op, val);\r
1368                                 break;\r
1369                         default:\r
1370                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1371                                 {\r
1372                                         wi = get_weaponinfo(j);\r
1373                                         if(cmd == wi.netname)\r
1374                                         {\r
1375                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1376                                                 break;\r
1377                                         }\r
1378                                 }\r
1379                                 if(j > WEP_LAST)\r
1380                                         print("give: invalid item ", cmd, "\n");\r
1381                                 break;\r
1382                 }\r
1383                 val = 999;\r
1384                 op = OP_SET;\r
1385         }\r
1386 \r
1387         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1388         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1389         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1390         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1391         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1392         {\r
1393                 wi = get_weaponinfo(j);\r
1394                 if(wi.weapons)\r
1395                 {\r
1396                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1397                         if not(save_weapons & wi.weapons)\r
1398                                 if(e.weapons & wi.weapons)\r
1399                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1400                 }\r
1401         }\r
1402         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1403         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1404         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
1405         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
1406         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
1407 \r
1408         if(e.strength_finished <= 0)\r
1409                 e.strength_finished = 0;\r
1410         else\r
1411                 e.strength_finished += time;\r
1412         if(e.invincible_finished <= 0)\r
1413                 e.invincible_finished = 0;\r
1414         else\r
1415                 e.invincible_finished += time;\r
1416 \r
1417         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1418                 _switchweapon = TRUE;\r
1419         if(_switchweapon)\r
1420                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1421 \r
1422         return got;\r
1423 }\r