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