if(g_ca)
return FALSE;
if(g_weaponarena)
- if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
+ if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
return FALSE;
}
return TRUE;
{
if(self.spawnshieldtime)
return TRUE;
- if(self.weapons != (self.weapons & other.weapons))
+ if(!WEPSET_CONTAINS_ALL_EE(other, self))
{
self.colormod = '0 0 0';
self.glowmod = self.colormod;
e.spawnshieldtime = 1;
}
- else if((e.flags & FL_WEAPON) && g_weapon_stay)
+ else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
{
// make the item translucent and not touchable
e.model = e.mdl;
e.spawnshieldtime = 1;
}
- if (e.strength_finished || e.invincible_finished)
+ if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
}
+ if(self.flags & FL_WEAPON)
+ {
+ entity wi = get_weaponinfo(self.weapon);
+ if(wi)
+ {
+ name = wi.model2;
+ rgb = '1 0 0';
+ }
+ }
if(!name)
{
print("Unknown powerup-marked item is wanting to respawn\n");
void Item_ScheduleRespawnIn(entity e, float t)
{
- if(e.flags & FL_POWERUP)
+ if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
{
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
// else if(item.items == IT_CELLS)
// AnnounceTo(player, "ammo");
- if (item.weapons & WEPBIT_MINSTANEX)
+ if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
if (item.ammo_cells)
player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(player.weapons & W_WeaponBit(player.switchweapon))
+ if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && self.pickup_anyway))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
if (item.strength_finished)
{
pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
+ player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
}
if (item.invincible_finished)
{
pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
+ player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+ }
+ if (item.superweapons_finished)
+ {
+ pickedup = TRUE;
+ player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
}
if (!pickedup)
return 0;
- sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
if (_switchweapon)
if (player.switchweapon != w_getbestweapon(player))
W_SwitchWeapon_Force(player, w_getbestweapon(player));
if (self.owner == other)
return;
+ if (self.classname == "droppedweapon")
+ {
+ self.strength_finished = max(0, self.strength_finished - time);
+ self.invincible_finished = max(0, self.invincible_finished - time);
+ self.superweapons_finished = max(0, self.superweapons_finished - time);
+ }
+
if(!Item_GiveTo(self, other))
+ {
+ if (self.classname == "droppedweapon")
+ {
+ // undo what we did above
+ self.strength_finished += time;
+ self.invincible_finished += time;
+ self.superweapons_finished += time;
+ }
return;
+ }
other.last_pickup = time;
pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+ sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
if (self.classname == "droppedweapon")
remove (self);
}
}
+void Item_Reset()
+{
+ Item_Show(self, !self.state);
+ setorigin (self, self.origin);
+
+ if(self.classname != "droppedweapon")
+ {
+ self.think = SUB_Null;
+ self.nextthink = 0;
+
+ if(self.waypointsprite_attached)
+ WaypointSprite_Kill(self.waypointsprite_attached);
+
+ if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+ Item_ScheduleInitialRespawn(self);
+ }
+}
+
void Item_FindTeam()
{
entity head, e;
head.effects &~= EF_NODRAW;
}
- if(e.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(e);
+ Item_Reset();
}
}
-void Item_Reset()
-{
- Item_Show(self, !self.state);
- setorigin (self, self.origin);
- self.think = SUB_Null;
- self.nextthink = 0;
-
- if(self.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
-}
-
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
void RemoveItem(void)
float weapon_pickupevalfunc(entity player, entity item)
{
- float c, i, j, position;
+ float c, j, position;
// See if I have it already
- if(player.weapons & item.weapons == item.weapons)
+ if(!WEPSET_CONTAINS_ALL_EE(player, item))
{
// If I can pick it up
if(!item.spawnshieldtime)
// If custom weapon priorities for bots is enabled rate most wanted weapons higher
if( bot_custom_weapon && c )
{
- for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
- {
- // Find weapon
- if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
- continue;
-
- // Find the highest position on any range
- position = -1;
- for(j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == i ||
- bot_weapons_mid[j] == i ||
- bot_weapons_close[j] == i
- )
- {
- position = j;
- break;
- }
- }
-
- // Rate it
- if (position >= 0 )
+ // Find the highest position on any range
+ position = -1;
+ for(j = 0; j < WEP_LAST ; ++j){
+ if(
+ bot_weapons_far[j] == item.weapon ||
+ bot_weapons_mid[j] == item.weapon ||
+ bot_weapons_close[j] == item.weapon
+ )
{
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ position = j;
+ break;
}
}
+
+ // Rate it
+ if (position >= 0 )
+ {
+ position = WEP_LAST - position;
+ // item.bot_pickupbasevalue is overwritten here
+ return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
+ }
}
return item.bot_pickupbasevalue * c;
float commodity_pickupevalfunc(entity player, entity item)
{
- float c, i, need_shells, need_nails, need_rockets, need_cells;
+ float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
entity wi;
c = 0;
{
wi = get_weaponinfo(i);
- if not(wi.weapons & player.weapons)
+ if not(WEPSET_CONTAINS_EW(player, i))
continue;
if(wi.items & IT_SHELLS)
need_rockets = TRUE;
else if(wi.items & IT_CELLS)
need_cells = TRUE;
+ else if(wi.items & IT_FUEL)
+ need_cells = TRUE;
}
// TODO: figure out if the player even has the weapon this ammo is for?
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ if (need_fuel)
+ if (item.ammo_fuel)
+ if (player.ammo_fuel < g_pickup_fuel_max)
+ c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
if (item.armorvalue)
if (player.armorvalue < item.max_armorvalue)
c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
startitem_failed = FALSE;
self.items = itemid;
- self.weapons = weaponid;
+ self.weapon = weaponid;
+ if(weaponid)
+ WEPSET_COPY_EW(self, weaponid);
self.flags = FL_ITEM | itemflags;
// is it a dropped weapon?
self.reset = SUB_Remove;
// it's a dropped weapon
self.movetype = MOVETYPE_TOSS;
+
// Savage: remove thrown items after a certain period of time ("garbage collection")
self.think = RemoveItem;
- self.nextthink = time + 60;
+ self.nextthink = time + 20;
+
+ if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+ /*
+ if(self.items == 0)
+ if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
+ if(self.ammo_nails == 0)
+ if(self.ammo_cells == 0)
+ if(self.ammo_rockets == 0)
+ if(self.ammo_shells == 0)
+ if(self.ammo_fuel == 0)
+ if(self.health == 0)
+ if(self.armorvalue == 0)
+ */
+ {
+ // if item is worthless after a timer, have it expire then
+ self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+ }
+
// don't drop if in a NODROP zone (such as lava)
traceline(self.origin, self.origin, MOVE_NORMAL, self);
if (trace_dpstartcontents & DPCONTENTS_NODROP)
return;
}
+ if(self.model != "")
+ itemmodel = self.model;
+ if(self.item_pickupsound != "")
+ pickupsound = self.item_pickupsound;
+
self.reset = Item_Reset;
// it's a level item
if(self.spawnflags & 1)
self.is_item = TRUE;
}
- weaponsInMap |= weaponid;
+ WEPSET_OR_AW(weaponsInMap, weaponid);
precache_model (itemmodel);
precache_sound (pickupsound);
self.colormap = 1024; // color shirt=0 pants=0 grey
}
- Item_Show(self, 1);
self.state = 0;
if(self.team)
{
self.effects = self.effects | EF_NODRAW; // marker for item team search
InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
}
- else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
+ else
+ Item_Reset();
}
/* replace items in minstagib
// replace with invis
if (itemid == IT_STRENGTH)
{
- self.strength_finished = 30;
+ if(!self.strength_finished)
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem ("models/items/g_strength.md3",
"misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
"Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
// replace with speed
if (itemid == IT_INVINCIBLE)
{
- self.invincible_finished = 30;
+ if(!self.invincible_finished)
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem ("models/items/g_invincible.md3",
"misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
"Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
string s;
entity oldself;
float i, j;
-
- // set the respawntime in advance (so replaced weapons can copy it)
-
- if(!self.respawntime)
- {
- e = get_weaponinfo(wpn);
- if(e.items == IT_SUPERWEAPON)
- {
- self.respawntime = g_pickup_respawntime_powerup;
- self.respawntimejitter = g_pickup_respawntimejitter_powerup;
- }
- else
- {
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
- }
- }
+ float f;
if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
{
e = get_weaponinfo(wpn);
- if(e.items && e.items != IT_SUPERWEAPON)
+ if(!self.respawntime)
+ {
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ {
+ self.respawntime = g_pickup_respawntime_superweapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
+ }
+ else
+ {
+ self.respawntime = g_pickup_respawntime_weapon;
+ self.respawntimejitter = g_pickup_respawntimejitter_weapon;
+ }
+ }
+
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
+
+ if(e.items)
{
for(i = 0, j = 1; i < 24; ++i, j *= 2)
{
}
}
}
- else
- {
- self.flags |= FL_NO_WEAPON_STAY;
- }
+
+ // pickup anyway
+ if(g_pickup_weapons_anyway)
+ self.pickup_anyway = TRUE;
+
+ f = FL_WEAPON;
+
+ // no weapon-stay on superweapons
+ if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
+ f |= FL_NO_WEAPON_STAY;
// weapon stay isn't supported for teamed weapons
if(self.team)
- self.flags |= FL_NO_WEAPON_STAY;
+ f |= FL_NO_WEAPON_STAY;
- StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
+ StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
if (self.modelindex) // don't precache if self was removed
weapon_action(e.weapon, WR_PRECACHE);
}
minstagib_items(IT_STRENGTH);
} else {
precache_sound("weapons/strength_fire.wav");
- self.strength_finished = 30;
+ if(!self.strength_finished)
+ self.strength_finished = autocvar_g_balance_powerup_strength_time;
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);
}
}
if(g_minstagib) {
minstagib_items(IT_INVINCIBLE);
} else {
- self.invincible_finished = 30;
+ if(!self.invincible_finished)
+ self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
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);
}
}
self.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!self.invincible_finished)
self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if(!self.superweapons_finished)
+ self.superweapons_finished = autocvar_g_balance_superweapons_time;
precache_sound("misc/itempickup.wav");
precache_sound("misc/megahealth.wav");
else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
else if(argv(i) == "strength") self.items |= IT_STRENGTH;
else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
+ else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
else
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- self.weapons |= e.weapons;
+ WEPSET_OR_EW(self, j);
if(self.spawnflags == 0 || self.spawnflags == 2)
weapon_action(e.weapon, WR_PRECACHE);
break;
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
+ self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if(e.weapons)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
+ if(e.weapon)
+ self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
}
}
self.netname = strzone(self.netname);
e.strength_finished = max(0, e.strength_finished - time);
e.invincible_finished = max(0, e.invincible_finished - time);
+ e.superweapons_finished = max(0, e.superweapons_finished - time);
PREGIVE(e, items);
PREGIVE(e, weapons);
PREGIVE(e, strength_finished);
PREGIVE(e, invincible_finished);
+ PREGIVE(e, superweapons_finished);
PREGIVE(e, ammo_nails);
PREGIVE(e, ammo_cells);
PREGIVE(e, ammo_shells);
continue;
case "ALL":
got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
- got += GiveValue(e, strength_finished, op, time);
- got += GiveValue(e, invincible_finished, op, time);
+ got += GiveValue(e, strength_finished, op, val);
+ got += GiveValue(e, invincible_finished, op, val);
+ got += GiveValue(e, superweapons_finished, op, val);
got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
case "all":
got += GiveBit(e, items, IT_JETPACK, op, val);
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ if(wi.weapon)
+ got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
}
case "allammo":
got += GiveValue(e, ammo_cells, op, val);
case "invincible":
got += GiveValue(e, invincible_finished, op, val);
break;
+ case "superweapons":
+ got += GiveValue(e, superweapons_finished, op, val);
+ break;
case "cells":
got += GiveValue(e, ammo_cells, op, val);
break;
wi = get_weaponinfo(j);
if(cmd == wi.netname)
{
- got += GiveBit(e, weapons, wi.weapons, op, val);
+ got += GiveBit(e, weapons, wi.weapons, op, val); // FIXME
break;
}
}
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
wi = get_weaponinfo(j);
- if(wi.weapons)
+ if(wi.weapon)
{
- POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
- if not(save_weapons & wi.weapons)
- if(e.weapons & wi.weapons)
+ POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null); // FIXME
+#define _WS_save_weapons save_weapons
+ if not(WEPSET_CONTAINS_AW(save_weapons, j)) // FIXME
+ if(WEPSET_CONTAINS_EW(e, j))
weapon_action(wi.weapon, WR_PRECACHE);
}
}
POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
+ if(e.superweapons_finished <= 0)
+ if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
+ e.superweapons_finished = autocvar_g_balance_superweapons_time;
+
if (g_minstagib)
{
e.health = bound(0, e.health, 100);
e.invincible_finished = 0;
else
e.invincible_finished += time;
+ if(e.superweapons_finished <= 0)
+ e.superweapons_finished = 0;
+ else
+ e.superweapons_finished += time;
- if not(e.weapons & W_WeaponBit(e.switchweapon))
+ if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));