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
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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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49 if(g_ghost_items && self.respawntime > 0) // if respawntime is -1, this item does not respawn
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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 && self.respawntime > 0) // if respawntime is -1, this item does not respawn
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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 + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
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148 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
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151 void Item_RespawnCountdown (void)
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153 if(self.count >= ITEM_RESPAWN_TICKS)
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155 if(self.waypointsprite_attached)
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156 WaypointSprite_Kill(self.waypointsprite_attached);
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161 self.nextthink = time + 1;
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163 if(self.count == 1)
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167 name = string_null;
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170 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
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171 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
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175 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
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176 if(self.waypointsprite_attached)
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178 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
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179 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
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180 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
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184 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
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185 if(self.waypointsprite_attached)
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187 WaypointSprite_Ping(self.waypointsprite_attached);
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188 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
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193 void Item_ScheduleRespawnIn(entity e, float t)
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195 if(e.flags & FL_POWERUP)
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197 e.think = Item_RespawnCountdown;
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198 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
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203 e.think = Item_Respawn;
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204 e.nextthink = time + t;
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208 void Item_ScheduleRespawn(entity e)
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211 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
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212 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
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215 void Item_ScheduleInitialRespawn(entity e)
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218 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
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221 float Item_GiveTo(entity item, entity player)
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223 float _switchweapon;
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229 // if nothing happens to player, just return without taking the item
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231 _switchweapon = FALSE;
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233 if (g_weapon_stay == 1)
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234 if not(item.flags & FL_NO_WEAPON_STAY)
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235 if (item.flags & FL_WEAPON)
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237 if(item.classname == "droppedweapon")
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239 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
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244 if (player.weapons & item.weapons)
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249 // in case the player has autoswitch enabled do the following:
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250 // if the player is using their best weapon before items are given, they
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251 // probably want to switch to an even better weapon after items are given
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252 if (player.autoswitch)
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253 if (player.switchweapon == w_getbestweapon(player))
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254 _switchweapon = TRUE;
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256 if not(player.weapons & W_WeaponBit(player.switchweapon))
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257 _switchweapon = TRUE;
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259 if(item.spawnshieldtime)
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261 if (item.ammo_fuel)
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262 if (player.ammo_fuel < g_pickup_fuel_max)
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265 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
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266 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
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270 if (item.flags & FL_WEAPON)
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271 if ((it = item.weapons - (item.weapons & player.weapons)))
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274 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
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276 e = get_weaponinfo(i);
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278 W_GiveWeapon (player, e.weapon, item.netname);
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282 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
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285 player.items |= it;
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286 sprint (player, strcat("You got the ^2", item.netname, "\n"));
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289 if(item.spawnshieldtime)
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291 if (item.strength_finished)
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294 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
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296 if (item.invincible_finished)
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299 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
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303 if (player.health < item.max_health)
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306 player.health = min(player.health + item.health, item.max_health);
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307 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
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309 if (item.armorvalue)
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310 if (player.armorvalue < item.max_armorvalue)
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313 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
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314 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
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319 // always eat teamed entities
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326 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
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328 if (player.switchweapon != w_getbestweapon(player))
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329 W_SwitchWeapon_Force(player, w_getbestweapon(player));
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334 void Item_Touch (void)
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338 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
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339 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
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344 if (other.classname != "player")
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346 if (other.deadflag)
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348 if (self.solid != SOLID_TRIGGER)
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350 if (self.owner == other)
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353 if(!Item_GiveTo(self, other))
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356 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
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358 if (self.classname == "droppedweapon")
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360 else if not(self.spawnshieldtime)
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362 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
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368 RandomSelection_Init();
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369 for(head = world; (head = findfloat(head, team, self.team)); )
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371 if(head.flags & FL_ITEM)
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373 Item_Show(head, -1);
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374 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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377 e = RandomSelection_chosen_ent;
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381 Item_ScheduleRespawn(e);
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385 void Item_FindTeam()
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389 if(self.effects & EF_NODRAW)
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391 // marker for item team search
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392 dprint("Initializing item team ", ftos(self.team), "\n");
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393 RandomSelection_Init();
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394 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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395 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
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396 e = RandomSelection_chosen_ent;
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400 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
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404 // make it a non-spawned item
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405 Item_Show(head, -1);
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406 head.state = 1; // state 1 = initially hidden item
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408 head.effects &~= EF_NODRAW;
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411 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
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412 Item_ScheduleInitialRespawn(e);
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418 Item_Show(self, !self.state);
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419 setorigin (self, self.origin);
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420 self.think = SUB_Null;
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421 self.nextthink = 0;
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423 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
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424 Item_ScheduleInitialRespawn(self);
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427 // Savage: used for item garbage-collection
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428 // TODO: perhaps nice special effect?
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429 void RemoveItem(void)
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434 // pickup evaluation functions
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435 // these functions decide how desirable an item is to the bots
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437 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
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439 float weapon_pickupevalfunc(entity player, entity item)
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441 float c, i, j, position;
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443 // See if I have it already
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444 if(player.weapons & item.weapons == item.weapons)
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446 // If I can pick it up
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447 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
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455 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
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456 if( bot_custom_weapon && c )
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458 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
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461 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
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464 // Find the highest position on any range
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466 for(j = 0; j < WEP_LAST ; ++j){
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468 bot_weapons_far[j] == i ||
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469 bot_weapons_mid[j] == i ||
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470 bot_weapons_close[j] == i
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479 if (position >= 0 )
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481 position = WEP_LAST - position;
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482 // item.bot_pickupbasevalue is overwritten here
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483 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
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488 return item.bot_pickupbasevalue * c;
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491 float commodity_pickupevalfunc(entity player, entity item)
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497 // Detect needed ammo
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498 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
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500 wi = get_weaponinfo(i);
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502 if not(wi.weapons & player.weapons)
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506 if (item.armorvalue)
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507 if (player.armorvalue < item.max_armorvalue)
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508 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
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510 if (player.health < item.max_health)
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511 c = c + max(0, 1 - player.health / item.max_health);
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513 return item.bot_pickupbasevalue * c;
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518 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)
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520 startitem_failed = FALSE;
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522 // is it a dropped weapon?
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523 if (self.classname == "droppedweapon")
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525 self.reset = SUB_Remove;
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526 // it's a dropped weapon
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527 self.movetype = MOVETYPE_TOSS;
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528 // Savage: remove thrown items after a certain period of time ("garbage collection")
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529 self.think = RemoveItem;
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530 self.nextthink = time + 60;
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531 // don't drop if in a NODROP zone (such as lava)
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532 traceline(self.origin, self.origin, MOVE_NORMAL, self);
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533 if (trace_dpstartcontents & DPCONTENTS_NODROP)
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535 startitem_failed = TRUE;
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542 self.reset = Item_Reset;
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543 // it's a level item
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544 if(self.spawnflags & 1)
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547 self.movetype = MOVETYPE_NONE;
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549 self.movetype = MOVETYPE_TOSS;
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550 // do item filtering according to game mode and other things
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553 // first nudge it off the floor a little bit to avoid math errors
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554 setorigin(self, self.origin + '0 0 1');
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555 // set item size before we spawn a spawnfunc_waypoint
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556 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
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557 setsize (self, '-16 -16 0', '16 16 48');
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559 setsize (self, '-16 -16 0', '16 16 32');
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560 // note droptofloor returns FALSE if stuck/or would fall too far
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562 waypoint_spawnforitem(self);
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569 print("removed non-teamplay ", self.classname, "\n");
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570 startitem_failed = TRUE;
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579 print("removed non-FFA ", self.classname, "\n");
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580 startitem_failed = TRUE;
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588 // We aren't TA or something like that, so we keep the Q3A entities
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589 print("removed non-Q3A ", self.classname, "\n");
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590 startitem_failed = TRUE;
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596 * can't do it that way, as it would break maps
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597 * TODO make a target_give like entity another way, that perhaps has
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598 * the weapon name in a key
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599 if(self.targetname)
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601 // target_give not yet supported; maybe later
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602 print("removed targeted ", self.classname, "\n");
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603 startitem_failed = TRUE;
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609 if(cvar("spawn_debug") >= 2)
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612 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
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614 if(otheritem.is_item)
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616 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
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617 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
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618 error("Mapper sucks.");
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621 self.is_item = TRUE;
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624 weaponsInMap |= weaponid;
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628 startitem_failed = TRUE;
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632 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
\r
634 startitem_failed = TRUE;
\r
639 precache_model (itemmodel);
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640 precache_sound (pickupsound);
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641 precache_sound ("misc/itemrespawn.wav");
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642 precache_sound ("misc/itemrespawncountdown.wav");
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644 if(itemid == IT_STRENGTH)
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645 precache_sound ("misc/strength_respawn.wav");
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646 if(itemid == IT_INVINCIBLE)
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647 precache_sound ("misc/shield_respawn.wav");
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649 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
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650 self.target = "###item###"; // for finding the nearest item using find()
\r
653 self.bot_pickup = TRUE;
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654 self.bot_pickupevalfunc = pickupevalfunc;
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655 self.bot_pickupbasevalue = pickupbasevalue;
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656 self.mdl = itemmodel;
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657 self.item_pickupsound = pickupsound;
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658 // let mappers override respawntime
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659 if(!self.respawntime) // both set
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661 self.respawntime = defaultrespawntime;
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662 self.respawntimejitter = defaultrespawntimejitter;
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664 self.netname = itemname;
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665 self.items = itemid;
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666 self.weapons = weaponid;
\r
667 self.flags = FL_ITEM | itemflags;
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668 self.touch = Item_Touch;
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669 setmodel (self, self.mdl); // precision set below
\r
670 self.effects |= EF_LOWPRECISION;
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671 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
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672 setsize (self, '-16 -16 0', '16 16 48');
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674 setsize (self, '-16 -16 0', '16 16 32');
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675 if(itemflags & FL_WEAPON)
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676 self.modelflags |= MF_ROTATE;
\r
678 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
\r
679 if (itemflags & FL_WEAPON)
\r
681 // neutral team color for pickup weapons
\r
682 self.colormap = 1024; // color shirt=0 pants=0 grey
\r
685 Item_Show(self, 1);
\r
690 self.cnt = 1; // item probability weight
\r
691 self.effects = self.effects | EF_NODRAW; // marker for item team search
\r
692 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
\r
694 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
695 Item_ScheduleInitialRespawn(self);
\r
698 float minst_no_auto_cells;
\r
699 void minst_remove_item (void) {
\r
700 if(minst_no_auto_cells)
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704 float internalteam;
\r
706 void weapon_defaultspawnfunc(float wpn)
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710 var .float ammofield;
\r
715 // set the respawntime in advance (so replaced weapons can copy it)
\r
717 if(!self.respawntime)
\r
719 e = get_weaponinfo(wpn);
\r
720 if(e.items == IT_SUPERWEAPON)
\r
722 self.respawntime = g_pickup_respawntime_powerup;
\r
723 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
\r
727 self.respawntime = g_pickup_respawntime_weapon;
\r
728 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
\r
732 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
\r
734 e = get_weaponinfo(wpn);
\r
735 s = cvar_string(strcat("g_weaponreplace_", e.netname));
\r
739 startitem_failed = TRUE;
\r
742 t = tokenize_console(s);
\r
745 self.team = --internalteam;
\r
747 for(i = 1; i < t; ++i)
\r
750 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
752 e = get_weaponinfo(j);
\r
756 copyentity(oldself, self);
\r
757 self.classname = "replacedweapon";
\r
758 weapon_defaultspawnfunc(j);
\r
764 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
773 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
775 e = get_weaponinfo(j);
\r
784 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
790 startitem_failed = TRUE;
\r
795 e = get_weaponinfo(wpn);
\r
797 if(e.items && e.items != IT_SUPERWEAPON)
\r
799 for(i = 0, j = 1; i < 24; ++i, j *= 2)
\r
803 ammofield = Item_CounterField(j);
\r
804 if(!self.ammofield)
\r
805 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
\r
811 self.flags |= FL_NO_WEAPON_STAY;
\r
814 // weapon stay isn't supported for teamed weapons
\r
816 self.flags |= FL_NO_WEAPON_STAY;
\r
818 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
\r
820 self.ammo_fuel = 0;
\r
821 // weapon stay 2: don't use ammo on weapon pickups; instead
\r
822 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
\r
825 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
\r
826 if (self.modelindex) // don't precache if self was removed
\r
827 weapon_action(e.weapon, WR_PRECACHE);
\r
830 void spawnfunc_item_armor_small (void) {
\r
831 if(!self.armorvalue)
\r
832 self.armorvalue = g_pickup_armorsmall;
\r
833 if(!self.max_armorvalue)
\r
834 self.max_armorvalue = g_pickup_armorsmall_max;
\r
835 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
838 void spawnfunc_item_armor_medium (void) {
\r
839 if(!self.armorvalue)
\r
840 self.armorvalue = g_pickup_armormedium;
\r
841 if(!self.max_armorvalue)
\r
842 self.max_armorvalue = g_pickup_armormedium_max;
\r
843 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
846 void spawnfunc_item_armor_big (void) {
\r
847 if(!self.armorvalue)
\r
848 self.armorvalue = g_pickup_armorbig;
\r
849 if(!self.max_armorvalue)
\r
850 self.max_armorvalue = g_pickup_armorbig_max;
\r
851 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
854 void spawnfunc_item_armor_large (void) {
\r
855 if(!self.armorvalue)
\r
856 self.armorvalue = g_pickup_armorlarge;
\r
857 if(!self.max_armorvalue)
\r
858 self.max_armorvalue = g_pickup_armorlarge_max;
\r
859 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
862 void spawnfunc_item_health_small (void) {
\r
863 if(!self.max_health)
\r
864 self.max_health = g_pickup_healthsmall_max;
\r
866 self.health = g_pickup_healthsmall;
\r
867 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
870 void spawnfunc_item_health_medium (void) {
\r
871 if(!self.max_health)
\r
872 self.max_health = g_pickup_healthmedium_max;
\r
874 self.health = g_pickup_healthmedium;
\r
875 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
878 void spawnfunc_item_health_large (void) {
\r
879 if(!self.max_health)
\r
880 self.max_health = g_pickup_healthlarge_max;
\r
882 self.health = g_pickup_healthlarge;
\r
883 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
886 void spawnfunc_item_health_mega (void) {
\r
887 if(!cvar("g_powerup_superhealth"))
\r
890 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
893 if(!self.max_health)
\r
894 self.max_health = g_pickup_healthmega_max;
\r
896 self.health = g_pickup_healthmega;
\r
897 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
900 // support old misnamed entities
\r
901 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard
\r
902 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
\r
903 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
\r
904 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
\r
905 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
\r
907 void spawnfunc_item_strength (void) {
\r
908 if(!cvar("g_powerup_strength"))
\r
911 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
914 precache_sound("weapons/strength_fire.wav");
\r
915 self.strength_finished = 30;
\r
916 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
919 void spawnfunc_item_invincible (void) {
\r
920 if(!cvar("g_powerup_shield"))
\r
923 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
926 self.invincible_finished = 30;
\r
927 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
931 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
\r
933 float GiveItems(entity e, float beginarg, float endarg);
\r
934 void target_items_use (void)
\r
936 if(activator.classname == "droppedweapon")
\r
938 EXACTTRIGGER_TOUCH;
\r
943 if(activator.classname != "player")
\r
945 if(activator.deadflag != DEAD_NO)
\r
947 EXACTTRIGGER_TOUCH;
\r
950 for(e = world; (e = find(e, classname, "droppedweapon")); )
\r
951 if(e.enemy == activator)
\r
954 if(GiveItems(activator, 0, tokenize_console(self.netname)))
\r
955 centerprint(activator, self.message);
\r
958 void spawnfunc_target_items (void)
\r
963 self.use = target_items_use;
\r
964 if(!self.strength_finished)
\r
965 self.strength_finished = cvar("g_balance_powerup_strength_time");
\r
966 if(!self.invincible_finished)
\r
967 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
\r
969 precache_sound("misc/itempickup.wav");
\r
970 precache_sound("misc/itempickup.wav");
\r
971 precache_sound("misc/itempickup.wav");
\r
972 precache_sound("misc/itempickup.wav");
\r
973 precache_sound("misc/megahealth.wav");
\r
974 precache_sound("misc/armor25.wav");
\r
975 precache_sound("misc/powerup.wav");
\r
976 precache_sound("misc/poweroff.wav");
\r
977 precache_sound("weapons/weaponpickup.wav");
\r
979 n = tokenize_console(self.netname);
\r
980 if(argv(0) == "give")
\r
982 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
\r
986 for(i = 0; i < n; ++i)
\r
988 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
\r
989 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
\r
990 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
\r
991 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
\r
992 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
\r
993 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
\r
994 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
\r
996 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
998 e = get_weaponinfo(j);
\r
999 if(argv(i) == e.netname)
\r
1001 self.weapons |= e.weapons;
\r
1002 if(self.spawnflags == 0 || self.spawnflags == 2)
\r
1003 weapon_action(e.weapon, WR_PRECACHE);
\r
1008 print("target_items: invalid item ", argv(i), "\n");
\r
1011 string itemprefix, valueprefix;
\r
1012 if(self.spawnflags == 0)
\r
1017 else if(self.spawnflags == 1)
\r
1019 itemprefix = "max ";
\r
1020 valueprefix = "max ";
\r
1022 else if(self.spawnflags == 2)
\r
1024 itemprefix = "min ";
\r
1025 valueprefix = "min ";
\r
1027 else if(self.spawnflags == 4)
\r
1029 itemprefix = "minus ";
\r
1030 valueprefix = "max ";
\r
1033 error("invalid spawnflags");
\r
1035 self.netname = "";
\r
1036 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
\r
1037 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
\r
1038 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
\r
1039 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
\r
1040 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
\r
1041 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
\r
1042 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
\r
1043 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
\r
1044 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
\r
1045 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1047 e = get_weaponinfo(j);
\r
1049 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
\r
1052 self.netname = strzone(self.netname);
\r
1053 //print(self.netname, "\n");
\r
1055 n = tokenize_console(self.netname);
\r
1056 for(i = 0; i < n; ++i)
\r
1058 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1060 e = get_weaponinfo(j);
\r
1061 if(argv(i) == e.netname)
\r
1063 weapon_action(e.weapon, WR_PRECACHE);
\r
1070 void spawnfunc_item_fuel(void)
\r
1072 if(!self.ammo_fuel)
\r
1073 self.ammo_fuel = g_pickup_fuel;
\r
1074 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
1077 void spawnfunc_item_fuel_regen(void)
\r
1079 if(start_items & IT_FUEL_REGEN)
\r
1081 spawnfunc_item_fuel();
\r
1084 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
1087 void spawnfunc_item_jetpack(void)
\r
1089 if(!self.ammo_fuel)
\r
1090 self.ammo_fuel = g_pickup_fuel_jetpack;
\r
1091 if(start_items & IT_JETPACK)
\r
1093 spawnfunc_item_fuel();
\r
1096 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
1103 #define OP_MINUS 4
\r
1105 float GiveBit(entity e, .float fld, float bit, float op, float val)
\r
1108 v0 = (e.fld & bit);
\r
1131 v1 = (e.fld & bit);
\r
1132 return (v0 != v1);
\r
1135 float GiveValue(entity e, .float fld, float op, float val)
\r
1145 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
\r
1148 e.fld = min(e.fld, val);
\r
1158 return (v0 != v1);
\r
1161 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
\r
1167 if(snd_decr != "")
\r
1168 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
\r
1170 else if(v0 >= v0 + t)
\r
1172 if(snd_incr != "")
\r
1173 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
\r
1177 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
\r
1180 e.rotfield = max(e.rotfield, time + rottime);
\r
1182 e.regenfield = max(e.regenfield, time + regentime);
\r
1185 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
\r
1186 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
\r
1187 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1188 #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
1190 float GiveItems(entity e, float beginarg, float endarg)
\r
1192 float got, i, j, val, op;
\r
1193 float _switchweapon;
\r
1202 _switchweapon = FALSE;
\r
1204 if (e.switchweapon == w_getbestweapon(e))
\r
1205 _switchweapon = TRUE;
\r
1207 e.strength_finished = max(0, e.strength_finished - time);
\r
1208 e.invincible_finished = max(0, e.invincible_finished - time);
\r
1210 PREGIVE(e, items);
\r
1211 PREGIVE(e, weapons);
\r
1212 PREGIVE(e, strength_finished);
\r
1213 PREGIVE(e, invincible_finished);
\r
1214 PREGIVE(e, ammo_fuel);
\r
1215 PREGIVE(e, armorvalue);
\r
1216 PREGIVE(e, health);
\r
1218 for(i = beginarg; i < endarg; ++i)
\r
1222 if(cmd == "0" || stof(cmd))
\r
1246 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1247 got += GiveValue(e, strength_finished, op, time + val);
\r
1248 got += GiveValue(e, invincible_finished, op, time + val);
\r
1249 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1251 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1252 got += GiveValue(e, health, op, val);
\r
1253 got += GiveValue(e, armorvalue, op, val);
\r
1254 case "allweapons":
\r
1255 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1257 wi = get_weaponinfo(j);
\r
1259 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1262 got += GiveValue(e, ammo_fuel, op, val);
\r
1264 case "unlimited_ammo":
\r
1265 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1267 case "unlimited_weapon_ammo":
\r
1268 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
\r
1270 case "unlimited_superweapons":
\r
1271 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
\r
1274 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1276 case "fuel_regen":
\r
1277 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1280 got += GiveValue(e, strength_finished, op, val);
\r
1282 case "invincible":
\r
1283 got += GiveValue(e, invincible_finished, op, val);
\r
1286 got += GiveValue(e, health, op, val);
\r
1289 got += GiveValue(e, armorvalue, op, val);
\r
1292 got += GiveValue(e, ammo_fuel, op, val);
\r
1295 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1297 wi = get_weaponinfo(j);
\r
1298 if(cmd == wi.netname)
\r
1300 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1305 print("give: invalid item ", cmd, "\n");
\r
1312 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
\r
1313 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
\r
1314 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
\r
1315 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
\r
1316 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1318 wi = get_weaponinfo(j);
\r
1321 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
\r
1322 if not(save_weapons & wi.weapons)
\r
1323 if(e.weapons & wi.weapons)
\r
1324 weapon_action(wi.weapon, WR_PRECACHE);
\r
1327 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
\r
1328 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
\r
1329 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
\r
1330 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
\r
1331 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
\r
1333 if(e.strength_finished <= 0)
\r
1334 e.strength_finished = 0;
\r
1336 e.strength_finished += time;
\r
1337 if(e.invincible_finished <= 0)
\r
1338 e.invincible_finished = 0;
\r
1340 e.invincible_finished += time;
\r
1342 if not(e.weapons & W_WeaponBit(e.switchweapon))
\r
1343 _switchweapon = TRUE;
\r
1345 W_SwitchWeapon_Force(e, w_getbestweapon(e));
\r