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