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