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1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Remove(entity e, float regurgitate);\r
225 void Item_Consumable_Think()\r
226 {\r
227         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
228         {\r
229                 self.predator.regurgitate_prepare = 0;\r
230                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
231                 Item_Consumable_Remove(self, TRUE);\r
232                 return;\r
233         }\r
234         if(self.predator.stat_eaten)\r
235         {\r
236                 // prey can't hold consumable items\r
237                 Item_Consumable_Remove(self, TRUE);\r
238                 return;\r
239         }\r
240 \r
241         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
242         self.dmg = self.initdmg * self.scale;\r
243         if(self.health < 1)\r
244         {\r
245                 // this item is done\r
246                 Item_Consumable_Remove(self, FALSE);\r
247                 return;\r
248         }\r
249 \r
250         if(self.predator.digesting)\r
251         {\r
252                 if(time > self.item_digestion_step)\r
253                 {\r
254                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
255                         float damage, damage_offset;\r
256 \r
257                         damage_offset = 1;\r
258                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
259                                 damage_offset /= self.predator.stomach_load / self.predator.stomach_maxload;\r
260                         damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
261 \r
262                         self.health -= damage;\r
263                         self.predator.health += damage;\r
264                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
265 \r
266                         self.item_digestion_step = time + vore_steptime;\r
267                 }\r
268 \r
269                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
270                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
271         }\r
272 \r
273         self.nextthink = time;\r
274 }\r
275 \r
276 float Item_Consumable_Customizeentityforclient()\r
277 {\r
278         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
279         {\r
280                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
281                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
282         }\r
283         else\r
284                 self.alpha = -1; // hide item\r
285         return TRUE;\r
286 }\r
287 \r
288 void Item_DroppedConsumable_Spawn(entity e);\r
289 void Item_Consumable_Remove(entity e, float regurgitate)\r
290 {\r
291         if(regurgitate)\r
292         {\r
293                 // predator effects, some common to those in Vore_Regurgitate\r
294                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
295                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
296                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
297                 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
298                 e.predator.regurgitate_prepare = 0;\r
299                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
300 \r
301                 Item_DroppedConsumable_Spawn(e);\r
302         }\r
303 \r
304         e.nextthink = 0;\r
305         remove(e);\r
306         e = world;\r
307 }\r
308 \r
309 void Item_Consumable_Spawn(entity e, entity pl)\r
310 {\r
311         entity item;\r
312         item = spawn();\r
313         item.owner = e;\r
314         item.classname = "consumable";\r
315         item.movetype = MOVETYPE_FOLLOW;\r
316         item.solid = SOLID_NOT;\r
317         setmodel(item, e.model);\r
318         item.health = e.health;\r
319         if(e.inithealth)\r
320         {\r
321                 item.inithealth = e.inithealth;\r
322                 item.initdmg = e.initdmg;\r
323         }\r
324         else\r
325         {\r
326                 item.inithealth = e.health;\r
327                 item.initdmg = e.dmg;\r
328         }\r
329         item.max_health = e.max_health;\r
330 \r
331         item.predator = pl;\r
332         item.aiment = pl;\r
333         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
334         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
335         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z;\r
336 \r
337         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
338         item.think = Item_Consumable_Think;\r
339         item.nextthink = time;\r
340 \r
341         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
342                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
343 \r
344         // predator effects, some common to those in Vore_Swallow\r
345         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
346         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
347         pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
348         pl.regurgitate_prepare = 0;\r
349         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
350         Vore_AutoDigest(pl);\r
351 }\r
352 \r
353 void Item_DroppedConsumable_Touch()\r
354 {\r
355         if(time < self.cnt)\r
356                 return;\r
357 \r
358         // give the consumable item to the player touching it\r
359         if(other.stomach_load + self.dmg <= other.stomach_maxload)\r
360         {\r
361                 Item_Consumable_Spawn(self, other);\r
362                 remove(self);\r
363                 self = world;\r
364         }\r
365 }\r
366 \r
367 void Item_DroppedConsumable_Spawn(entity e)\r
368 {\r
369         entity item;\r
370         item = spawn();\r
371         item.owner = world;\r
372         item.classname = "droppedconsumable";\r
373         item.movetype = MOVETYPE_TOSS;\r
374         item.solid = SOLID_TRIGGER;\r
375         setmodel(item, e.model);\r
376         item.health = e.health;\r
377         item.inithealth = e.inithealth;\r
378         item.initdmg = e.initdmg;\r
379         item.max_health = e.max_health;\r
380         item.scale = e.scale;\r
381         item.colormod = e.colormod;\r
382 \r
383         setorigin(item, e.predator.origin);\r
384         item.angles_y = e.predator.angles_y;\r
385         makevectors(e.predator.v_angle);\r
386         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
387         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
388 \r
389         item.touch = Item_DroppedConsumable_Touch;\r
390         item.cnt = time + 1; // 1 second delay\r
391         SUB_SetFade(item, time + 20, 1);\r
392 }\r
393 \r
394 float Item_GiveTo(entity item, entity player)\r
395 {\r
396         float _switchweapon;\r
397         float pickedup;\r
398         float it;\r
399         float i;\r
400         entity e;\r
401 \r
402         // if nothing happens to player, just return without taking the item\r
403         pickedup = FALSE;\r
404         _switchweapon = FALSE;\r
405 \r
406         if (g_weapon_stay == 1)\r
407         if not(item.flags & FL_NO_WEAPON_STAY)\r
408         if (item.flags & FL_WEAPON)\r
409         {\r
410                 if(item.classname == "droppedweapon")\r
411                 {\r
412                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
413                                 goto skip;\r
414                 }\r
415                 else\r
416                 {\r
417                         if (player.weapons & item.weapons)\r
418                                 goto skip;\r
419                 }\r
420         }\r
421 \r
422         // in case the player has autoswitch enabled do the following:\r
423         // if the player is using their best weapon before items are given, they\r
424         // probably want to switch to an even better weapon after items are given\r
425         if (player.autoswitch)\r
426         if (player.switchweapon == w_getbestweapon(player))\r
427                 _switchweapon = TRUE;\r
428 \r
429         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
430                 _switchweapon = TRUE;\r
431 \r
432         if(item.spawnshieldtime)\r
433         {\r
434                 if (item.ammo_fuel)\r
435                 if (player.ammo_fuel < g_pickup_fuel_max)\r
436                 {\r
437                         pickedup = TRUE;\r
438                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
439                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
440                 }\r
441         }\r
442 \r
443         if (item.flags & FL_WEAPON)\r
444         if ((it = item.weapons - (item.weapons & player.weapons)))\r
445         {\r
446                 pickedup = TRUE;\r
447                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
448                 {\r
449                         e = get_weaponinfo(i);\r
450                         if(it & e.weapons)\r
451                                 W_GiveWeapon (player, e.weapon, item.netname);\r
452                 }\r
453         }\r
454 \r
455         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
456         {\r
457                 pickedup = TRUE;\r
458                 player.items |= it;\r
459                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
460         }\r
461 \r
462         if(item.spawnshieldtime)\r
463         {\r
464                 if (item.strength_finished)\r
465                 {\r
466                         pickedup = TRUE;\r
467                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
468                 }\r
469                 if (item.invincible_finished)\r
470                 {\r
471                         pickedup = TRUE;\r
472                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
473                 }\r
474 \r
475                 if (item.health)\r
476                 {\r
477                         if(item.dmg) // consumable item\r
478                         {\r
479                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
480                                 {\r
481                                         pickedup = TRUE;\r
482                                         Item_Consumable_Spawn(self, player);\r
483                                 }\r
484                         }\r
485                         else if (player.health < item.max_health)\r
486                         {\r
487                                 pickedup = TRUE;\r
488                                 player.health = min(player.health + item.health, item.max_health);\r
489                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
490                         }\r
491                 }\r
492                 if (item.armorvalue)\r
493                 if (player.armorvalue < item.max_armorvalue)\r
494                 {\r
495                         pickedup = TRUE;\r
496                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
497                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
498                 }\r
499         }\r
500 \r
501 :skip\r
502         // always eat teamed entities\r
503         if(item.team)\r
504                 pickedup = TRUE;\r
505 \r
506         if (!pickedup)\r
507                 return 0;\r
508 \r
509         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
510         if (_switchweapon)\r
511                 if (player.switchweapon != w_getbestweapon(player))\r
512                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
513 \r
514         return 1;\r
515 }\r
516 \r
517 void Item_Touch (void)\r
518 {\r
519         entity e, head;\r
520 \r
521         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
522         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
523         {\r
524                 remove(self);\r
525                 return;\r
526         }\r
527         if (other.classname != "player")\r
528                 return;\r
529         if (other.deadflag)\r
530                 return;\r
531         if (self.solid != SOLID_TRIGGER)\r
532                 return;\r
533         if (self.owner == other)\r
534                 return;\r
535 \r
536         if(!Item_GiveTo(self, other))\r
537                 return;\r
538 \r
539         other.last_pickup = time;\r
540 \r
541         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
542 \r
543         if (self.classname == "droppedweapon")\r
544                 remove (self);\r
545         else if not(self.spawnshieldtime)\r
546                 return;\r
547         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
548                 return;\r
549         else\r
550         {\r
551                 if(self.team)\r
552                 {\r
553                         RandomSelection_Init();\r
554                         for(head = world; (head = findfloat(head, team, self.team)); )\r
555                         {\r
556                                 if(head.flags & FL_ITEM)\r
557                                 {\r
558                                         Item_Show(head, -1);\r
559                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
560                                 }\r
561                         }\r
562                         e = RandomSelection_chosen_ent;\r
563                 }\r
564                 else\r
565                         e = self;\r
566                 Item_ScheduleRespawn(e);\r
567         }\r
568 }\r
569 \r
570 void Item_FindTeam()\r
571 {\r
572         entity head, e;\r
573 \r
574         if(self.effects & EF_NODRAW)\r
575         {\r
576                 // marker for item team search\r
577                 dprint("Initializing item team ", ftos(self.team), "\n");\r
578                 RandomSelection_Init();\r
579                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
580                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
581                 e = RandomSelection_chosen_ent;\r
582                 e.state = 0;\r
583                 Item_Show(e, 1);\r
584 \r
585                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
586                 {\r
587                         if(head != e)\r
588                         {\r
589                                 // make it a non-spawned item\r
590                                 Item_Show(head, -1);\r
591                                 head.state = 1; // state 1 = initially hidden item\r
592                         }\r
593                         head.effects &~= EF_NODRAW;\r
594                 }\r
595 \r
596                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
597                         Item_ScheduleInitialRespawn(e);\r
598         }\r
599 }\r
600 \r
601 void Item_Reset()\r
602 {\r
603         Item_Show(self, !self.state);\r
604         setorigin (self, self.origin);\r
605         self.think = SUB_Null;\r
606         self.nextthink = 0;\r
607 \r
608         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
609                 Item_ScheduleInitialRespawn(self);\r
610 }\r
611 \r
612 // Savage: used for item garbage-collection\r
613 // TODO: perhaps nice special effect?\r
614 void RemoveItem(void)\r
615 {\r
616         remove(self);\r
617 }\r
618 \r
619 // pickup evaluation functions\r
620 // these functions decide how desirable an item is to the bots\r
621 \r
622 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
623 \r
624 float weapon_pickupevalfunc(entity player, entity item)\r
625 {\r
626         float c, i, j, position;\r
627 \r
628         // See if I have it already\r
629         if(player.weapons & item.weapons == item.weapons)\r
630         {\r
631                 // If I can pick it up\r
632                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
633                         c = 0;\r
634                 else\r
635                         c = 0;\r
636         }\r
637         else\r
638                 c = 1;\r
639 \r
640         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
641         if( bot_custom_weapon && c )\r
642         {\r
643                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
644                 {\r
645                         // Find weapon\r
646                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
647                                 continue;\r
648 \r
649                         // Find the highest position on any range\r
650                         position = -1;\r
651                         for(j = 0; j < WEP_LAST ; ++j){\r
652                                 if(\r
653                                                 bot_weapons_far[j] == i ||\r
654                                                 bot_weapons_mid[j] == i ||\r
655                                                 bot_weapons_close[j] == i\r
656                                   )\r
657                                 {\r
658                                         position = j;\r
659                                         break;\r
660                                 }\r
661                         }\r
662 \r
663                         // Rate it\r
664                         if (position >= 0 )\r
665                         {\r
666                                 position = WEP_LAST - position;\r
667                                 // item.bot_pickupbasevalue is overwritten here\r
668                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
669                         }\r
670                 }\r
671         }\r
672 \r
673         return item.bot_pickupbasevalue * c;\r
674 };\r
675 \r
676 float commodity_pickupevalfunc(entity player, entity item)\r
677 {\r
678         float c, i;\r
679         entity wi;\r
680         c = 0;\r
681 \r
682         // Detect needed ammo\r
683         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
684         {\r
685                 wi = get_weaponinfo(i);\r
686 \r
687                 if not(wi.weapons & player.weapons)\r
688                         continue;\r
689         }\r
690 \r
691         if (item.armorvalue)\r
692         if (player.armorvalue < item.max_armorvalue)\r
693                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
694         if (item.health)\r
695         if (player.health < item.max_health)\r
696                 c = c + max(0, 1 - player.health / item.max_health);\r
697 \r
698         return item.bot_pickupbasevalue * c;\r
699 };\r
700 \r
701 \r
702 .float is_item;\r
703 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
704 {\r
705         startitem_failed = FALSE;\r
706 \r
707         // is it a dropped weapon?\r
708         if (self.classname == "droppedweapon")\r
709         {\r
710                 self.reset = SUB_Remove;\r
711                 // it's a dropped weapon\r
712                 self.movetype = MOVETYPE_TOSS;\r
713                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
714                 self.think = RemoveItem;\r
715                 self.nextthink = time + 60;\r
716                 // don't drop if in a NODROP zone (such as lava)\r
717                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
718                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
719                 {\r
720                         startitem_failed = TRUE;\r
721                         remove(self);\r
722                         return;\r
723                 }\r
724         }\r
725         else\r
726         {\r
727                 self.reset = Item_Reset;\r
728                 // it's a level item\r
729                 if(self.spawnflags & 1)\r
730                         self.noalign = 1;\r
731                 if (self.noalign)\r
732                         self.movetype = MOVETYPE_NONE;\r
733                 else\r
734                         self.movetype = MOVETYPE_TOSS;\r
735                 // do item filtering according to game mode and other things\r
736                 if (!self.noalign)\r
737                 {\r
738                         // first nudge it off the floor a little bit to avoid math errors\r
739                         setorigin(self, self.origin + '0 0 1');\r
740                         // set item size before we spawn a spawnfunc_waypoint\r
741                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
742                                 setsize (self, '-16 -16 0', '16 16 48');\r
743                         else\r
744                                 setsize (self, '-16 -16 0', '16 16 32');\r
745                         // note droptofloor returns FALSE if stuck/or would fall too far\r
746                         droptofloor();\r
747                         waypoint_spawnforitem(self);\r
748                 }\r
749 \r
750                 if(teams_matter)\r
751                 {\r
752                         if(self.notteam)\r
753                         {\r
754                                 print("removed non-teamplay ", self.classname, "\n");\r
755                                 startitem_failed = TRUE;\r
756                                 remove (self);\r
757                                 return;\r
758                         }\r
759                 }\r
760                 else\r
761                 {\r
762                         if(self.notfree)\r
763                         {\r
764                                 print("removed non-FFA ", self.classname, "\n");\r
765                                 startitem_failed = TRUE;\r
766                                 remove (self);\r
767                                 return;\r
768                         }\r
769                 }\r
770 \r
771                 if(self.notq3a)\r
772                 {\r
773                         // We aren't TA or something like that, so we keep the Q3A entities\r
774                         print("removed non-Q3A ", self.classname, "\n");\r
775                         startitem_failed = TRUE;\r
776                         remove (self);\r
777                         return;\r
778                 }\r
779 \r
780                 /*\r
781                  * can't do it that way, as it would break maps\r
782                  * TODO make a target_give like entity another way, that perhaps has\r
783                  * the weapon name in a key\r
784                 if(self.targetname)\r
785                 {\r
786                         // target_give not yet supported; maybe later\r
787                         print("removed targeted ", self.classname, "\n");\r
788                         startitem_failed = TRUE;\r
789                         remove (self);\r
790                         return;\r
791                 }\r
792                 */\r
793 \r
794                 if(cvar("spawn_debug") >= 2)\r
795                 {\r
796                         entity otheritem;\r
797                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
798                         {\r
799                                 if(otheritem.is_item)\r
800                                 {\r
801                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
802                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
803                                         error("Mapper sucks.");\r
804                                 }\r
805                         }\r
806                         self.is_item = TRUE;\r
807                 }\r
808 \r
809                 weaponsInMap |= weaponid;\r
810 \r
811                 if(g_lms)\r
812                 {\r
813                         startitem_failed = TRUE;\r
814                         remove(self);\r
815                         return;\r
816                 }\r
817                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
818                 {\r
819                         startitem_failed = TRUE;\r
820                         remove (self);\r
821                         return;\r
822                 }\r
823 \r
824                 precache_model (itemmodel);\r
825                 precache_sound (pickupsound);\r
826                 precache_sound ("misc/itemrespawn.wav");\r
827                 precache_sound ("misc/itemrespawncountdown.wav");\r
828 \r
829                 if(itemid == IT_STRENGTH)\r
830                         precache_sound ("misc/strength_respawn.wav");\r
831                 if(itemid == IT_INVINCIBLE)\r
832                         precache_sound ("misc/shield_respawn.wav");\r
833 \r
834                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
835                         self.target = "###item###"; // for finding the nearest item using find()\r
836         }\r
837 \r
838         self.bot_pickup = TRUE;\r
839         self.bot_pickupevalfunc = pickupevalfunc;\r
840         self.bot_pickupbasevalue = pickupbasevalue;\r
841         self.mdl = itemmodel;\r
842         self.item_pickupsound = pickupsound;\r
843         // let mappers override respawntime\r
844         if(!self.respawntime) // both set\r
845         {\r
846                 self.respawntime = defaultrespawntime;\r
847                 self.respawntimejitter = defaultrespawntimejitter;\r
848         }\r
849         self.netname = itemname;\r
850         self.items = itemid;\r
851         self.weapons = weaponid;\r
852         self.flags = FL_ITEM | itemflags;\r
853         self.touch = Item_Touch;\r
854         setmodel (self, self.mdl); // precision set below\r
855         self.effects |= EF_LOWPRECISION;\r
856         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
857                 setsize (self, '-16 -16 0', '16 16 48');\r
858         else\r
859                 setsize (self, '-16 -16 0', '16 16 32');\r
860         if(itemflags & FL_WEAPON)\r
861                 self.modelflags |= MF_ROTATE;\r
862 \r
863         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
864         if (itemflags & FL_WEAPON)\r
865         {\r
866                 // neutral team color for pickup weapons\r
867                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
868         }\r
869 \r
870         Item_Show(self, 1);\r
871         self.state = 0;\r
872         if(self.team)\r
873         {\r
874                 if(!self.cnt)\r
875                         self.cnt = 1; // item probability weight\r
876                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
877                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
878         }\r
879         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
880                 Item_ScheduleInitialRespawn(self);\r
881 }\r
882 \r
883 float minst_no_auto_cells;\r
884 void minst_remove_item (void) {\r
885         if(minst_no_auto_cells)\r
886                 remove(self);\r
887 }\r
888 \r
889 float internalteam;\r
890 \r
891 void weapon_defaultspawnfunc(float wpn)\r
892 {\r
893         entity e;\r
894         float t;\r
895         var .float ammofield;\r
896         string s;\r
897         entity oldself;\r
898         float i, j;\r
899 \r
900         // set the respawntime in advance (so replaced weapons can copy it)\r
901 \r
902         if(!self.respawntime)\r
903         {\r
904                 e = get_weaponinfo(wpn);\r
905                 if(e.items == IT_SUPERWEAPON)\r
906                 {\r
907                         self.respawntime = g_pickup_respawntime_powerup;\r
908                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
909                 }\r
910                 else\r
911                 {\r
912                         self.respawntime = g_pickup_respawntime_weapon;\r
913                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
914                 }\r
915         }\r
916 \r
917         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
918         {\r
919                 e = get_weaponinfo(wpn);\r
920                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
921                 if(s == "0")\r
922                 {\r
923                         remove(self);\r
924                         startitem_failed = TRUE;\r
925                         return;\r
926                 }\r
927                 t = tokenize_console(s);\r
928                 if(t >= 2)\r
929                 {\r
930                         self.team = --internalteam;\r
931                         oldself = self;\r
932                         for(i = 1; i < t; ++i)\r
933                         {\r
934                                 s = argv(i);\r
935                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
936                                 {\r
937                                         e = get_weaponinfo(j);\r
938                                         if(e.netname == s)\r
939                                         {\r
940                                                 self = spawn();\r
941                                                 copyentity(oldself, self);\r
942                                                 self.classname = "replacedweapon";\r
943                                                 weapon_defaultspawnfunc(j);\r
944                                                 break;\r
945                                         }\r
946                                 }\r
947                                 if(j > WEP_LAST)\r
948                                 {\r
949                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
950                                 }\r
951                         }\r
952                         self = oldself;\r
953                 }\r
954                 if(t >= 1)\r
955                 {\r
956                         s = argv(0);\r
957                         wpn = 0;\r
958                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
959                         {\r
960                                 e = get_weaponinfo(j);\r
961                                 if(e.netname == s)\r
962                                 {\r
963                                         wpn = j;\r
964                                         break;\r
965                                 }\r
966                         }\r
967                         if(j > WEP_LAST)\r
968                         {\r
969                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
970                         }\r
971                 }\r
972                 if(wpn == 0)\r
973                 {\r
974                         remove(self);\r
975                         startitem_failed = TRUE;\r
976                         return;\r
977                 }\r
978         }\r
979 \r
980         e = get_weaponinfo(wpn);\r
981 \r
982         if(e.items && e.items != IT_SUPERWEAPON)\r
983         {\r
984                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
985                 {\r
986                         if(e.items & j)\r
987                         {\r
988                                 ammofield = Item_CounterField(j);\r
989                                 if(!self.ammofield)\r
990                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
991                         }\r
992                 }\r
993         }\r
994         else\r
995         {\r
996                 self.flags |= FL_NO_WEAPON_STAY;\r
997         }\r
998 \r
999         // weapon stay isn't supported for teamed weapons\r
1000         if(self.team)\r
1001                 self.flags |= FL_NO_WEAPON_STAY;\r
1002 \r
1003         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1004         {\r
1005                 self.ammo_fuel = 0;\r
1006                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1007                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1008         }\r
1009 \r
1010         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1011         if (self.modelindex) // don't precache if self was removed\r
1012                 weapon_action(e.weapon, WR_PRECACHE);\r
1013 }\r
1014 \r
1015 void spawnfunc_item_armor_small (void) {\r
1016         if(!self.armorvalue)\r
1017                 self.armorvalue = g_pickup_armorsmall;\r
1018         if(!self.max_armorvalue)\r
1019                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1020         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
1021 }\r
1022 \r
1023 void spawnfunc_item_armor_medium (void) {\r
1024         if(!self.armorvalue)\r
1025                 self.armorvalue = g_pickup_armormedium;\r
1026         if(!self.max_armorvalue)\r
1027                 self.max_armorvalue = g_pickup_armormedium_max;\r
1028         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
1029 }\r
1030 \r
1031 void spawnfunc_item_armor_big (void) {\r
1032         if(!self.armorvalue)\r
1033                 self.armorvalue = g_pickup_armorbig;\r
1034         if(!self.max_armorvalue)\r
1035                 self.max_armorvalue = g_pickup_armorbig_max;\r
1036         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
1037 }\r
1038 \r
1039 void spawnfunc_item_armor_large (void) {\r
1040         if(!self.armorvalue)\r
1041                 self.armorvalue = g_pickup_armorlarge;\r
1042         if(!self.max_armorvalue)\r
1043                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1044         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
1045 }\r
1046 \r
1047 void spawnfunc_item_health_small (void) {\r
1048         if(!self.max_health)\r
1049                 self.max_health = g_pickup_healthsmall_max;\r
1050         if(!self.health)\r
1051                 self.health = g_pickup_healthsmall;\r
1052         self.dmg = g_pickup_healthsmall_consumable;\r
1053         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
1054 }\r
1055 \r
1056 void spawnfunc_item_health_medium (void) {\r
1057         if(!self.max_health)\r
1058                 self.max_health = g_pickup_healthmedium_max;\r
1059         if(!self.health)\r
1060                 self.health = g_pickup_healthmedium;\r
1061         self.dmg = g_pickup_healthmedium_consumable;\r
1062         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
1063 }\r
1064 \r
1065 void spawnfunc_item_health_large (void) {\r
1066         if(!self.max_health)\r
1067                 self.max_health = g_pickup_healthlarge_max;\r
1068         if(!self.health)\r
1069                 self.health = g_pickup_healthlarge;\r
1070         self.dmg = g_pickup_healthlarge_consumable;\r
1071         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
1072 }\r
1073 \r
1074 void spawnfunc_item_health_mega (void) {\r
1075         if(!cvar("g_powerup_superhealth"))\r
1076                 return;\r
1077 \r
1078         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1079                 return;\r
1080 \r
1081         if(!self.max_health)\r
1082                 self.max_health = g_pickup_healthmega_max;\r
1083         if(!self.health)\r
1084                 self.health = g_pickup_healthmega;\r
1085         self.dmg = g_pickup_healthmega_consumable;\r
1086         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
1087 }\r
1088 \r
1089 // support old misnamed entities\r
1090 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1091 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1092 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1093 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1094 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1095 \r
1096 void spawnfunc_item_strength (void) {\r
1097         if(!cvar("g_powerup_strength"))\r
1098                 return;\r
1099 \r
1100         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1101                 return;\r
1102 \r
1103         precache_sound("weapons/strength_fire.wav");\r
1104         self.strength_finished = 30;\r
1105         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
1106 }\r
1107 \r
1108 void spawnfunc_item_invincible (void) {\r
1109         if(!cvar("g_powerup_shield"))\r
1110                 return;\r
1111 \r
1112         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1113                 return;\r
1114 \r
1115         self.invincible_finished = 30;\r
1116         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
1117 }\r
1118 \r
1119 // compatibility:\r
1120 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1121 \r
1122 float GiveItems(entity e, float beginarg, float endarg);\r
1123 void target_items_use (void)\r
1124 {\r
1125         if(activator.classname == "droppedweapon")\r
1126         {\r
1127                 EXACTTRIGGER_TOUCH;\r
1128                 remove(activator);\r
1129                 return;\r
1130         }\r
1131 \r
1132         if(activator.classname != "player")\r
1133                 return;\r
1134         if(activator.deadflag != DEAD_NO)\r
1135                 return;\r
1136         EXACTTRIGGER_TOUCH;\r
1137 \r
1138         entity e;\r
1139         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1140                 if(e.enemy == activator)\r
1141                         remove(e);\r
1142 \r
1143         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1144                 centerprint(activator, self.message);\r
1145 }\r
1146 \r
1147 void spawnfunc_target_items (void)\r
1148 {\r
1149         float n, i, j;\r
1150         entity e;\r
1151 \r
1152         self.use = target_items_use;\r
1153         if(!self.strength_finished)\r
1154                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1155         if(!self.invincible_finished)\r
1156                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1157 \r
1158         precache_sound("misc/itempickup.wav");\r
1159         precache_sound("misc/itempickup.wav");\r
1160         precache_sound("misc/itempickup.wav");\r
1161         precache_sound("misc/itempickup.wav");\r
1162         precache_sound("misc/megahealth.wav");\r
1163         precache_sound("misc/armor25.wav");\r
1164         precache_sound("misc/powerup.wav");\r
1165         precache_sound("misc/poweroff.wav");\r
1166         precache_sound("weapons/weaponpickup.wav");\r
1167 \r
1168         n = tokenize_console(self.netname);\r
1169         if(argv(0) == "give")\r
1170         {\r
1171                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1172         }\r
1173         else\r
1174         {\r
1175                 for(i = 0; i < n; ++i)\r
1176                 {\r
1177                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1178                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1179                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1180                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1181                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1182                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1183                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1184                         else\r
1185                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1186                         {\r
1187                                 e = get_weaponinfo(j);\r
1188                                 if(argv(i) == e.netname)\r
1189                                 {\r
1190                                         self.weapons |= e.weapons;\r
1191                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1192                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1193                                         break;\r
1194                                 }\r
1195                         }\r
1196                         if(j > WEP_LAST)\r
1197                                 print("target_items: invalid item ", argv(i), "\n");\r
1198                 }\r
1199 \r
1200                 string itemprefix, valueprefix;\r
1201                 if(self.spawnflags == 0)\r
1202                 {\r
1203                         itemprefix = "";\r
1204                         valueprefix = "";\r
1205                 }\r
1206                 else if(self.spawnflags == 1)\r
1207                 {\r
1208                         itemprefix = "max ";\r
1209                         valueprefix = "max ";\r
1210                 }\r
1211                 else if(self.spawnflags == 2)\r
1212                 {\r
1213                         itemprefix = "min ";\r
1214                         valueprefix = "min ";\r
1215                 }\r
1216                 else if(self.spawnflags == 4)\r
1217                 {\r
1218                         itemprefix = "minus ";\r
1219                         valueprefix = "max ";\r
1220                 }\r
1221                 else\r
1222                         error("invalid spawnflags");\r
1223 \r
1224                 self.netname = "";\r
1225                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1226                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1227                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1228                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1229                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1230                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1231                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1232                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1233                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1234                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1235                 {\r
1236                         e = get_weaponinfo(j);\r
1237                         if(e.weapons)\r
1238                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1239                 }\r
1240         }\r
1241         self.netname = strzone(self.netname);\r
1242         //print(self.netname, "\n");\r
1243 \r
1244         n = tokenize_console(self.netname);\r
1245         for(i = 0; i < n; ++i)\r
1246         {\r
1247                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1248                 {\r
1249                         e = get_weaponinfo(j);\r
1250                         if(argv(i) == e.netname)\r
1251                         {\r
1252                                 weapon_action(e.weapon, WR_PRECACHE);\r
1253                                 break;\r
1254                         }\r
1255                 }\r
1256         }\r
1257 }\r
1258 \r
1259 void spawnfunc_item_fuel(void)\r
1260 {\r
1261         if(!self.ammo_fuel)\r
1262                 self.ammo_fuel = g_pickup_fuel;\r
1263         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
1264 }\r
1265 \r
1266 void spawnfunc_item_fuel_regen(void)\r
1267 {\r
1268         if(start_items & IT_FUEL_REGEN)\r
1269         {\r
1270                 spawnfunc_item_fuel();\r
1271                 return;\r
1272         }\r
1273         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
1274 }\r
1275 \r
1276 void spawnfunc_item_jetpack(void)\r
1277 {\r
1278         if(!self.ammo_fuel)\r
1279                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1280         if(start_items & IT_JETPACK)\r
1281         {\r
1282                 spawnfunc_item_fuel();\r
1283                 return;\r
1284         }\r
1285         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
1286 }\r
1287 \r
1288 #define OP_SET 0\r
1289 #define OP_MIN 1\r
1290 #define OP_MAX 2\r
1291 #define OP_PLUS 3\r
1292 #define OP_MINUS 4\r
1293 \r
1294 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1295 {\r
1296         float v0, v1;\r
1297         v0 = (e.fld & bit);\r
1298         switch(op)\r
1299         {\r
1300                 case OP_SET:\r
1301                         if(val > 0)\r
1302                                 e.fld |= bit;\r
1303                         else\r
1304                                 e.fld &~= bit;\r
1305                         break;\r
1306                 case OP_MIN:\r
1307                 case OP_PLUS:\r
1308                         if(val > 0)\r
1309                                 e.fld |= bit;\r
1310                         break;\r
1311                 case OP_MAX:\r
1312                         if(val <= 0)\r
1313                                 e.fld &~= bit;\r
1314                         break;\r
1315                 case OP_MINUS:\r
1316                         if(val > 0)\r
1317                                 e.fld &~= bit;\r
1318                         break;\r
1319         }\r
1320         v1 = (e.fld & bit);\r
1321         return (v0 != v1);\r
1322 }\r
1323 \r
1324 float GiveValue(entity e, .float fld, float op, float val)\r
1325 {\r
1326         float v0, v1;\r
1327         v0 = e.fld;\r
1328         switch(op)\r
1329         {\r
1330                 case OP_SET:\r
1331                         e.fld = val;\r
1332                         break;\r
1333                 case OP_MIN:\r
1334                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1335                         break;\r
1336                 case OP_MAX:\r
1337                         e.fld = min(e.fld, val);\r
1338                         break;\r
1339                 case OP_PLUS:\r
1340                         e.fld += val;\r
1341                         break;\r
1342                 case OP_MINUS:\r
1343                         e.fld -= val;\r
1344                         break;\r
1345         }\r
1346         v1 = e.fld;\r
1347         return (v0 != v1);\r
1348 }\r
1349 \r
1350 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1351 {\r
1352         if(v1 == v0)\r
1353                 return;\r
1354         if(v1 <= v0 - t)\r
1355         {\r
1356                 if(snd_decr != "")\r
1357                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1358         }\r
1359         else if(v0 >= v0 + t)\r
1360         {\r
1361                 if(snd_incr != "")\r
1362                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1363         }\r
1364 }\r
1365 \r
1366 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1367 {\r
1368         if(v0 < v1)\r
1369                 e.rotfield = max(e.rotfield, time + rottime);\r
1370         else if(v0 > v1)\r
1371                 e.regenfield = max(e.regenfield, time + regentime);\r
1372 }\r
1373 \r
1374 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1375 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1376 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1377 #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
1378 \r
1379 float GiveItems(entity e, float beginarg, float endarg)\r
1380 {\r
1381         float got, i, j, val, op;\r
1382         float _switchweapon;\r
1383         entity wi;\r
1384         string cmd;\r
1385 \r
1386         val = 999;\r
1387         op = OP_SET;\r
1388 \r
1389         got = 0;\r
1390 \r
1391         _switchweapon = FALSE;\r
1392         if (e.autoswitch)\r
1393                 if (e.switchweapon == w_getbestweapon(e))\r
1394                         _switchweapon = TRUE;\r
1395 \r
1396         e.strength_finished = max(0, e.strength_finished - time);\r
1397         e.invincible_finished = max(0, e.invincible_finished - time);\r
1398         \r
1399         PREGIVE(e, items);\r
1400         PREGIVE(e, weapons);\r
1401         PREGIVE(e, strength_finished);\r
1402         PREGIVE(e, invincible_finished);\r
1403         PREGIVE(e, ammo_fuel);\r
1404         PREGIVE(e, armorvalue);\r
1405         PREGIVE(e, health);\r
1406 \r
1407         for(i = beginarg; i < endarg; ++i)\r
1408         {\r
1409                 cmd = argv(i);\r
1410 \r
1411                 if(cmd == "0" || stof(cmd))\r
1412                 {\r
1413                         val = stof(cmd);\r
1414                         continue;\r
1415                 }\r
1416                 switch(cmd)\r
1417                 {\r
1418                         case "no":\r
1419                                 op = OP_MAX;\r
1420                                 val = 0;\r
1421                                 continue;\r
1422                         case "max":\r
1423                                 op = OP_MAX;\r
1424                                 continue;\r
1425                         case "min":\r
1426                                 op = OP_MIN;\r
1427                                 continue;\r
1428                         case "plus":\r
1429                                 op = OP_PLUS;\r
1430                                 continue;\r
1431                         case "minus":\r
1432                                 op = OP_MINUS;\r
1433                                 continue;\r
1434                         case "ALL":\r
1435                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1436                                 got += GiveValue(e, strength_finished, op, time + val);\r
1437                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1438                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1439                         case "all":\r
1440                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1441                                 got += GiveValue(e, health, op, val);\r
1442                                 got += GiveValue(e, armorvalue, op, val);\r
1443                         case "allweapons":\r
1444                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1445                                 {\r
1446                                         wi = get_weaponinfo(j);\r
1447                                         if(wi.weapons)\r
1448                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1449                                 }\r
1450                         case "allammo":\r
1451                                 got += GiveValue(e, ammo_fuel, op, val);\r
1452                                 break;\r
1453                         case "unlimited_ammo":\r
1454                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1455                                 break;\r
1456                         case "unlimited_weapon_ammo":\r
1457                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1458                                 break;\r
1459                         case "unlimited_superweapons":\r
1460                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1461                                 break;\r
1462                         case "jetpack":\r
1463                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1464                                 break;\r
1465                         case "fuel_regen":\r
1466                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1467                                 break;\r
1468                         case "strength":\r
1469                                 got += GiveValue(e, strength_finished, op, val);\r
1470                                 break;\r
1471                         case "invincible":\r
1472                                 got += GiveValue(e, invincible_finished, op, val);\r
1473                                 break;\r
1474                         case "health":\r
1475                                 got += GiveValue(e, health, op, val);\r
1476                                 break;\r
1477                         case "armor":\r
1478                                 got += GiveValue(e, armorvalue, op, val);\r
1479                                 break;\r
1480                         case "fuel":\r
1481                                 got += GiveValue(e, ammo_fuel, op, val);\r
1482                                 break;\r
1483                         default:\r
1484                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1485                                 {\r
1486                                         wi = get_weaponinfo(j);\r
1487                                         if(cmd == wi.netname)\r
1488                                         {\r
1489                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1490                                                 break;\r
1491                                         }\r
1492                                 }\r
1493                                 if(j > WEP_LAST)\r
1494                                         print("give: invalid item ", cmd, "\n");\r
1495                                 break;\r
1496                 }\r
1497                 val = 999;\r
1498                 op = OP_SET;\r
1499         }\r
1500 \r
1501         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1502         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1503         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1504         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1505         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1506         {\r
1507                 wi = get_weaponinfo(j);\r
1508                 if(wi.weapons)\r
1509                 {\r
1510                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1511                         if not(save_weapons & wi.weapons)\r
1512                                 if(e.weapons & wi.weapons)\r
1513                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1514                 }\r
1515         }\r
1516         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1517         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1518         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
1519         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
1520         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
1521 \r
1522         if(e.strength_finished <= 0)\r
1523                 e.strength_finished = 0;\r
1524         else\r
1525                 e.strength_finished += time;\r
1526         if(e.invincible_finished <= 0)\r
1527                 e.invincible_finished = 0;\r
1528         else\r
1529                 e.invincible_finished += time;\r
1530 \r
1531         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1532                 _switchweapon = TRUE;\r
1533         if(_switchweapon)\r
1534                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1535 \r
1536         return got;\r
1537 }\r