1 #define ITEM_RESPAWN_TICKS 10
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3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
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4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
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5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
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6 // range: 10 .. respawntime + respawntimejitter
\r
8 floatfield Item_CounterField(float it)
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12 case IT_FUEL: return ammo_fuel;
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13 case IT_5HP: return health;
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14 case IT_25HP: return health;
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15 case IT_HEALTH: return health;
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16 case IT_ARMOR_SHARD: return armorvalue;
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17 case IT_ARMOR: return armorvalue;
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18 // add more things here (health, armor)
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19 default: error("requested item has no counter field");
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23 string Item_CounterFieldName(float it)
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27 case IT_FUEL: return "fuel";
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29 // add more things here (health, armor)
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30 default: error("requested item has no counter field name");
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34 .float max_armorvalue;
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36 float Item_Customize()
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38 if(self.spawnshieldtime)
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40 if(self.weapons != (self.weapons & other.weapons))
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42 self.colormod = '0 0 0';
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43 self.glowmod = self.colormod;
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44 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
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51 self.colormod = stov(cvar_string("g_ghost_items_color"));
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52 self.glowmod = self.colormod;
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53 self.alpha = g_ghost_items;
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61 void Item_Show (entity e, float mode)
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63 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
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66 // make the item look normal, and be touchable
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68 e.solid = SOLID_TRIGGER;
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69 e.colormod = '0 0 0';
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70 e.glowmod = e.colormod;
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72 e.customizeentityforclient = func_null;
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74 e.spawnshieldtime = 1;
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78 // hide the item completely
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79 e.model = string_null;
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80 e.solid = SOLID_NOT;
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81 e.colormod = '0 0 0';
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82 e.glowmod = e.colormod;
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84 e.customizeentityforclient = func_null;
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86 e.spawnshieldtime = 1;
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88 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
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90 // make the item translucent green and not touchable
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92 e.solid = SOLID_TRIGGER; // can STILL be picked up!
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93 e.colormod = '0 0 0';
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94 e.glowmod = e.colormod;
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95 e.effects |= EF_STARDUST;
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96 e.customizeentityforclient = Item_Customize;
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98 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
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100 else if(g_ghost_items)
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102 // make the item translucent green and not touchable
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104 e.solid = SOLID_NOT;
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105 e.colormod = stov(cvar_string("g_ghost_items_color"));
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106 e.glowmod = e.colormod;
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107 e.alpha = g_ghost_items;
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108 e.customizeentityforclient = func_null;
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110 e.spawnshieldtime = 1;
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114 // hide the item completely
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115 e.model = string_null;
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116 e.solid = SOLID_NOT;
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117 e.colormod = stov(cvar_string("g_ghost_items_color"));
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118 e.glowmod = e.colormod;
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120 e.customizeentityforclient = func_null;
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122 e.spawnshieldtime = 1;
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125 if (e.strength_finished || e.invincible_finished)
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126 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
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127 if (cvar("g_nodepthtestitems"))
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128 e.effects |= EF_NODEPTHTEST;
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129 if (cvar("g_fullbrightitems"))
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130 e.effects |= EF_FULLBRIGHT;
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132 // relink entity (because solid may have changed)
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133 setorigin(e, e.origin);
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136 void Item_Respawn (void)
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138 Item_Show(self, 1);
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139 if(self.items == IT_STRENGTH)
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140 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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141 else if(self.items == IT_INVINCIBLE)
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142 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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145 setorigin (self, self.origin);
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147 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
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150 void Item_RespawnCountdown (void)
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152 if(self.count >= ITEM_RESPAWN_TICKS)
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154 if(self.waypointsprite_attached)
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155 WaypointSprite_Kill(self.waypointsprite_attached);
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160 self.nextthink = time + 1;
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162 if(self.count == 1)
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166 name = string_null;
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169 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
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170 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
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174 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
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175 if(self.waypointsprite_attached)
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177 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
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178 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
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179 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
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183 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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184 if(self.waypointsprite_attached)
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186 WaypointSprite_Ping(self.waypointsprite_attached);
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187 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
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192 void Item_ScheduleRespawnIn(entity e, float t)
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194 if(e.flags & FL_POWERUP)
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196 e.think = Item_RespawnCountdown;
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197 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
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202 e.think = Item_Respawn;
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203 e.nextthink = time + t;
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207 void Item_ScheduleRespawn(entity e)
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210 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
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211 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
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216 void Item_ScheduleInitialRespawn(entity e)
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219 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
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222 void Item_Consumable_Remove(entity e, float regurgitate);
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223 void Item_Consumable_Think()
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225 if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)
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227 self.predator.regurgitate_prepare = 0;
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228 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach
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229 Item_Consumable_Remove(self, TRUE);
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233 if(self.predator.classname != "player")
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235 // no longer a player, remove consumable items
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236 Item_Consumable_Remove(self, TRUE);
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239 if(self.predator.stat_eaten)
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241 // prey can't hold consumable items
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242 Item_Consumable_Remove(self, TRUE);
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246 dprint("!!!!!!!!\n");
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247 self.nextthink = time;
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250 float Item_Consumable_Customizeentityforclient()
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252 if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))
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254 self.alpha = default_player_alpha; // allow seeing neighboring items
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255 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST
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258 self.alpha = -1; // hide item
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262 void Item_DroppedConsumable_Spawn(entity e);
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263 void Item_Consumable_Remove(entity e, float regurgitate)
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267 // predator effects, some common to those in Vore_Regurgitate
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268 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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269 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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270 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);
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271 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");
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272 e.predator.regurgitate_prepare = 0;
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273 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");
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275 Item_DroppedConsumable_Spawn(e);
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283 void Item_Consumable_Spawn(entity e, entity pl)
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288 item.classname = "consumable";
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289 item.movetype = MOVETYPE_FOLLOW;
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290 item.solid = SOLID_NOT;
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291 setmodel(item, e.model);
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292 item.health = e.health;
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293 item.max_health = e.max_health;
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296 item.predator = pl;
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298 item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");
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299 item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");
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300 item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;
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302 item.customizeentityforclient = Item_Consumable_Customizeentityforclient;
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303 item.think = Item_Consumable_Think;
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304 item.nextthink = time;
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306 // predator effects, some common to those in Vore_Swallow
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307 PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);
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308 setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating
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309 pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");
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310 pl.regurgitate_prepare = 0;
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311 pl.action_delay = time + cvar("g_balance_vore_action_delay");
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312 Vore_AutoDigest(pl);
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315 void Item_DroppedConsumable_Spawn(entity e)
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319 item.owner = world;
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320 item.classname = "droppedconsumable";
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321 item.movetype = MOVETYPE_TOSS;
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322 item.solid = SOLID_TRIGGER;
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323 setmodel(item, e.model);
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324 item.health = e.health;
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325 item.max_health = e.max_health;
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327 item.scale = e.scale;
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328 item.colormod = e.colormod;
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330 setorigin(item, e.predator.origin);
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331 item.angles = e.angles;
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332 makevectors(e.predator.v_angle);
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333 item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");
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334 e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");
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337 float Item_GiveTo(entity item, entity player)
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339 float _switchweapon;
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345 // if nothing happens to player, just return without taking the item
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347 _switchweapon = FALSE;
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349 if (g_weapon_stay == 1)
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350 if not(item.flags & FL_NO_WEAPON_STAY)
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351 if (item.flags & FL_WEAPON)
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353 if(item.classname == "droppedweapon")
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355 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
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360 if (player.weapons & item.weapons)
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365 // in case the player has autoswitch enabled do the following:
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366 // if the player is using their best weapon before items are given, they
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367 // probably want to switch to an even better weapon after items are given
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368 if (player.autoswitch)
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369 if (player.switchweapon == w_getbestweapon(player))
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370 _switchweapon = TRUE;
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372 if not(player.weapons & W_WeaponBit(player.switchweapon))
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373 _switchweapon = TRUE;
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375 if(item.spawnshieldtime)
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377 if (item.ammo_fuel)
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378 if (player.ammo_fuel < g_pickup_fuel_max)
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381 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
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382 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
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386 if (item.flags & FL_WEAPON)
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387 if ((it = item.weapons - (item.weapons & player.weapons)))
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390 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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392 e = get_weaponinfo(i);
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394 W_GiveWeapon (player, e.weapon, item.netname);
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398 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
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401 player.items |= it;
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402 sprint (player, strcat("You got the ^2", item.netname, "\n"));
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405 if(item.spawnshieldtime)
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407 if (item.strength_finished)
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410 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
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412 if (item.invincible_finished)
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415 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
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420 if(item.dmg) // consumable item
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422 if(player.stomach_load + item.dmg <= player.stomach_maxload)
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425 Item_Consumable_Spawn(self, player);
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428 else if (player.health < item.max_health)
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431 player.health = min(player.health + item.health, item.max_health);
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432 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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435 if (item.armorvalue)
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436 if (player.armorvalue < item.max_armorvalue)
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439 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
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440 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
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445 // always eat teamed entities
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452 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
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454 if (player.switchweapon != w_getbestweapon(player))
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455 W_SwitchWeapon_Force(player, w_getbestweapon(player));
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460 void Item_Touch (void)
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464 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
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465 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
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470 if (other.classname != "player")
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472 if (other.deadflag)
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474 if (self.solid != SOLID_TRIGGER)
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476 if (self.owner == other)
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479 if(!Item_GiveTo(self, other))
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482 other.last_pickup = time;
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484 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
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486 if (self.classname == "droppedweapon")
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488 else if not(self.spawnshieldtime)
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490 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
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496 RandomSelection_Init();
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497 for(head = world; (head = findfloat(head, team, self.team)); )
\r
499 if(head.flags & FL_ITEM)
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501 Item_Show(head, -1);
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502 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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505 e = RandomSelection_chosen_ent;
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509 Item_ScheduleRespawn(e);
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513 void Item_FindTeam()
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517 if(self.effects & EF_NODRAW)
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519 // marker for item team search
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520 dprint("Initializing item team ", ftos(self.team), "\n");
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521 RandomSelection_Init();
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522 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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523 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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524 e = RandomSelection_chosen_ent;
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528 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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532 // make it a non-spawned item
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533 Item_Show(head, -1);
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534 head.state = 1; // state 1 = initially hidden item
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536 head.effects &~= EF_NODRAW;
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539 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
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540 Item_ScheduleInitialRespawn(e);
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546 Item_Show(self, !self.state);
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547 setorigin (self, self.origin);
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548 self.think = SUB_Null;
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549 self.nextthink = 0;
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551 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
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552 Item_ScheduleInitialRespawn(self);
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555 // Savage: used for item garbage-collection
\r
556 // TODO: perhaps nice special effect?
\r
557 void RemoveItem(void)
\r
562 // pickup evaluation functions
\r
563 // these functions decide how desirable an item is to the bots
\r
565 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
\r
567 float weapon_pickupevalfunc(entity player, entity item)
\r
569 float c, i, j, position;
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571 // See if I have it already
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572 if(player.weapons & item.weapons == item.weapons)
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574 // If I can pick it up
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575 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
\r
583 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
\r
584 if( bot_custom_weapon && c )
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586 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
\r
589 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
\r
592 // Find the highest position on any range
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594 for(j = 0; j < WEP_LAST ; ++j){
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596 bot_weapons_far[j] == i ||
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597 bot_weapons_mid[j] == i ||
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598 bot_weapons_close[j] == i
\r
607 if (position >= 0 )
\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
616 return item.bot_pickupbasevalue * c;
\r
619 float commodity_pickupevalfunc(entity player, entity item)
\r
625 // Detect needed ammo
\r
626 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
\r
628 wi = get_weaponinfo(i);
\r
630 if not(wi.weapons & player.weapons)
\r
634 if (item.armorvalue)
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635 if (player.armorvalue < item.max_armorvalue)
\r
636 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
\r
638 if (player.health < item.max_health)
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639 c = c + max(0, 1 - player.health / item.max_health);
\r
641 return item.bot_pickupbasevalue * c;
\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
648 startitem_failed = FALSE;
\r
650 // is it a dropped weapon?
\r
651 if (self.classname == "droppedweapon")
\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
663 startitem_failed = TRUE;
\r
670 self.reset = Item_Reset;
\r
671 // it's a level item
\r
672 if(self.spawnflags & 1)
\r
675 self.movetype = MOVETYPE_NONE;
\r
677 self.movetype = MOVETYPE_TOSS;
\r
678 // do item filtering according to game mode and other things
\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
687 setsize (self, '-16 -16 0', '16 16 32');
\r
688 // note droptofloor returns FALSE if stuck/or would fall too far
\r
690 waypoint_spawnforitem(self);
\r
697 print("removed non-teamplay ", self.classname, "\n");
\r
698 startitem_failed = TRUE;
\r
707 print("removed non-FFA ", self.classname, "\n");
\r
708 startitem_failed = TRUE;
\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
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
729 // target_give not yet supported; maybe later
\r
730 print("removed targeted ", self.classname, "\n");
\r
731 startitem_failed = TRUE;
\r
737 if(cvar("spawn_debug") >= 2)
\r
740 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
\r
742 if(otheritem.is_item)
\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
749 self.is_item = TRUE;
\r
752 weaponsInMap |= weaponid;
\r
756 startitem_failed = TRUE;
\r
760 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
\r
762 startitem_failed = TRUE;
\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
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
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
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
789 self.respawntime = defaultrespawntime;
\r
790 self.respawntimejitter = defaultrespawntimejitter;
\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
802 setsize (self, '-16 -16 0', '16 16 32');
\r
803 if(itemflags & FL_WEAPON)
\r
804 self.modelflags |= MF_ROTATE;
\r
806 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
\r
807 if (itemflags & FL_WEAPON)
\r
809 // neutral team color for pickup weapons
\r
810 self.colormap = 1024; // color shirt=0 pants=0 grey
\r
813 Item_Show(self, 1);
\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
822 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
823 Item_ScheduleInitialRespawn(self);
\r
826 float minst_no_auto_cells;
\r
827 void minst_remove_item (void) {
\r
828 if(minst_no_auto_cells)
\r
832 float internalteam;
\r
834 void weapon_defaultspawnfunc(float wpn)
\r
838 var .float ammofield;
\r
843 // set the respawntime in advance (so replaced weapons can copy it)
\r
845 if(!self.respawntime)
\r
847 e = get_weaponinfo(wpn);
\r
848 if(e.items == IT_SUPERWEAPON)
\r
850 self.respawntime = g_pickup_respawntime_powerup;
\r
851 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
\r
855 self.respawntime = g_pickup_respawntime_weapon;
\r
856 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
\r
860 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
\r
862 e = get_weaponinfo(wpn);
\r
863 s = cvar_string(strcat("g_weaponreplace_", e.netname));
\r
867 startitem_failed = TRUE;
\r
870 t = tokenize_console(s);
\r
873 self.team = --internalteam;
\r
875 for(i = 1; i < t; ++i)
\r
878 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
880 e = get_weaponinfo(j);
\r
884 copyentity(oldself, self);
\r
885 self.classname = "replacedweapon";
\r
886 weapon_defaultspawnfunc(j);
\r
892 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
901 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
903 e = get_weaponinfo(j);
\r
912 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
918 startitem_failed = TRUE;
\r
923 e = get_weaponinfo(wpn);
\r
925 if(e.items && e.items != IT_SUPERWEAPON)
\r
927 for(i = 0, j = 1; i < 24; ++i, j *= 2)
\r
931 ammofield = Item_CounterField(j);
\r
932 if(!self.ammofield)
\r
933 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
\r
939 self.flags |= FL_NO_WEAPON_STAY;
\r
942 // weapon stay isn't supported for teamed weapons
\r
944 self.flags |= FL_NO_WEAPON_STAY;
\r
946 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
\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
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
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
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
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
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
990 void spawnfunc_item_health_small (void) {
\r
991 if(!self.max_health)
\r
992 self.max_health = g_pickup_healthsmall_max;
\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
999 void spawnfunc_item_health_medium (void) {
\r
1000 if(!self.max_health)
\r
1001 self.max_health = g_pickup_healthmedium_max;
\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
1008 void spawnfunc_item_health_large (void) {
\r
1009 if(!self.max_health)
\r
1010 self.max_health = g_pickup_healthlarge_max;
\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
1017 void spawnfunc_item_health_mega (void) {
\r
1018 if(!cvar("g_powerup_superhealth"))
\r
1021 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
1024 if(!self.max_health)
\r
1025 self.max_health = g_pickup_healthmega_max;
\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
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
1039 void spawnfunc_item_strength (void) {
\r
1040 if(!cvar("g_powerup_strength"))
\r
1043 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\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
1051 void spawnfunc_item_invincible (void) {
\r
1052 if(!cvar("g_powerup_shield"))
\r
1055 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\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
1063 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
\r
1065 float GiveItems(entity e, float beginarg, float endarg);
\r
1066 void target_items_use (void)
\r
1068 if(activator.classname == "droppedweapon")
\r
1070 EXACTTRIGGER_TOUCH;
\r
1071 remove(activator);
\r
1075 if(activator.classname != "player")
\r
1077 if(activator.deadflag != DEAD_NO)
\r
1079 EXACTTRIGGER_TOUCH;
\r
1082 for(e = world; (e = find(e, classname, "droppedweapon")); )
\r
1083 if(e.enemy == activator)
\r
1086 if(GiveItems(activator, 0, tokenize_console(self.netname)))
\r
1087 centerprint(activator, self.message);
\r
1090 void spawnfunc_target_items (void)
\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
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
1111 n = tokenize_console(self.netname);
\r
1112 if(argv(0) == "give")
\r
1114 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
\r
1118 for(i = 0; i < n; ++i)
\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
1128 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1130 e = get_weaponinfo(j);
\r
1131 if(argv(i) == e.netname)
\r
1133 self.weapons |= e.weapons;
\r
1134 if(self.spawnflags == 0 || self.spawnflags == 2)
\r
1135 weapon_action(e.weapon, WR_PRECACHE);
\r
1140 print("target_items: invalid item ", argv(i), "\n");
\r
1143 string itemprefix, valueprefix;
\r
1144 if(self.spawnflags == 0)
\r
1149 else if(self.spawnflags == 1)
\r
1151 itemprefix = "max ";
\r
1152 valueprefix = "max ";
\r
1154 else if(self.spawnflags == 2)
\r
1156 itemprefix = "min ";
\r
1157 valueprefix = "min ";
\r
1159 else if(self.spawnflags == 4)
\r
1161 itemprefix = "minus ";
\r
1162 valueprefix = "max ";
\r
1165 error("invalid spawnflags");
\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
1179 e = get_weaponinfo(j);
\r
1181 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
\r
1184 self.netname = strzone(self.netname);
\r
1185 //print(self.netname, "\n");
\r
1187 n = tokenize_console(self.netname);
\r
1188 for(i = 0; i < n; ++i)
\r
1190 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1192 e = get_weaponinfo(j);
\r
1193 if(argv(i) == e.netname)
\r
1195 weapon_action(e.weapon, WR_PRECACHE);
\r
1202 void spawnfunc_item_fuel(void)
\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
1209 void spawnfunc_item_fuel_regen(void)
\r
1211 if(start_items & IT_FUEL_REGEN)
\r
1213 spawnfunc_item_fuel();
\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
1219 void spawnfunc_item_jetpack(void)
\r
1221 if(!self.ammo_fuel)
\r
1222 self.ammo_fuel = g_pickup_fuel_jetpack;
\r
1223 if(start_items & IT_JETPACK)
\r
1225 spawnfunc_item_fuel();
\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
1235 #define OP_MINUS 4
\r
1237 float GiveBit(entity e, .float fld, float bit, float op, float val)
\r
1240 v0 = (e.fld & bit);
\r
1263 v1 = (e.fld & bit);
\r
1264 return (v0 != v1);
\r
1267 float GiveValue(entity e, .float fld, float op, float val)
\r
1277 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
\r
1280 e.fld = min(e.fld, val);
\r
1290 return (v0 != v1);
\r
1293 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
\r
1299 if(snd_decr != "")
\r
1300 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
\r
1302 else if(v0 >= v0 + t)
\r
1304 if(snd_incr != "")
\r
1305 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
\r
1309 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
\r
1312 e.rotfield = max(e.rotfield, time + rottime);
\r
1314 e.regenfield = max(e.regenfield, time + regentime);
\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
1322 float GiveItems(entity e, float beginarg, float endarg)
\r
1324 float got, i, j, val, op;
\r
1325 float _switchweapon;
\r
1334 _switchweapon = FALSE;
\r
1336 if (e.switchweapon == w_getbestweapon(e))
\r
1337 _switchweapon = TRUE;
\r
1339 e.strength_finished = max(0, e.strength_finished - time);
\r
1340 e.invincible_finished = max(0, e.invincible_finished - time);
\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
1350 for(i = beginarg; i < endarg; ++i)
\r
1354 if(cmd == "0" || stof(cmd))
\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
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
1389 wi = get_weaponinfo(j);
\r
1391 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1394 got += GiveValue(e, ammo_fuel, op, val);
\r
1396 case "unlimited_ammo":
\r
1397 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1399 case "unlimited_weapon_ammo":
\r
1400 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
\r
1402 case "unlimited_superweapons":
\r
1403 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
\r
1406 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1408 case "fuel_regen":
\r
1409 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1412 got += GiveValue(e, strength_finished, op, val);
\r
1414 case "invincible":
\r
1415 got += GiveValue(e, invincible_finished, op, val);
\r
1418 got += GiveValue(e, health, op, val);
\r
1421 got += GiveValue(e, armorvalue, op, val);
\r
1424 got += GiveValue(e, ammo_fuel, op, val);
\r
1427 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1429 wi = get_weaponinfo(j);
\r
1430 if(cmd == wi.netname)
\r
1432 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1437 print("give: invalid item ", cmd, "\n");
\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
1450 wi = get_weaponinfo(j);
\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
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
1465 if(e.strength_finished <= 0)
\r
1466 e.strength_finished = 0;
\r
1468 e.strength_finished += time;
\r
1469 if(e.invincible_finished <= 0)
\r
1470 e.invincible_finished = 0;
\r
1472 e.invincible_finished += time;
\r
1474 if not(e.weapons & W_WeaponBit(e.switchweapon))
\r
1475 _switchweapon = TRUE;
\r
1477 W_SwitchWeapon_Force(e, w_getbestweapon(e));
\r