X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Ft_items.qc;fp=qcsrc%2Fcommon%2Ft_items.qc;h=a0255d7d61d7dcf9bdb195bd52cf0603debd2d88;hb=537c7579e9b7212ddbdf2ac32476227d841ffca9;hp=0000000000000000000000000000000000000000;hpb=ab75e2748bb72b9f9a1c559e6e40313d893e1b9f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc new file mode 100644 index 000000000..a0255d7d6 --- /dev/null +++ b/qcsrc/common/t_items.qc @@ -0,0 +1,1826 @@ +#include "t_items.qh" + +#include "items/all.qc" + +#if defined(SVQC) + + #include "../server/bot/bot.qh" + #include "../server/bot/waypoints.qh" + + #include + + #include "../server/weapons/common.qh" + #include "../server/weapons/selection.qh" + #include "../server/weapons/weaponsystem.qh" + + #include "constants.qh" + #include + #include + #include "triggers/subs.qh" + #include "util.qh" + + #include + + #include + + #include "../lib/warpzone/util_server.qh" +#elif defined(CSQC) + #include "physics/movetypes/movetypes.qh" + #include + #include "../lib/csqcmodel/cl_model.qh" + #include "../lib/csqcmodel/common.qh" +#endif + +REGISTER_NET_LINKED(ENT_CLIENT_ITEM) + +#ifdef CSQC +bool autocvar_cl_ghost_items_vehicle = true; +void Item_SetAlpha(entity this) +{ + bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); + + if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE)) + { + this.alpha = 1; + this.colormod = this.glowmod = '1 1 1'; + } + else + { + if (autocvar_cl_ghost_items_color) + { + this.alpha = autocvar_cl_ghost_items; + this.colormod = this.glowmod = autocvar_cl_ghost_items_color; + } + else + this.alpha = -1; + } + + if(!veh_hud) + if(this.ItemStatus & ITS_STAYWEP) + { + this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; + this.alpha = autocvar_cl_weapon_stay_alpha; + } +} + +void ItemDraw(entity this) +{ + if(this.gravity) + { + Movetype_Physics_MatchServer(this, false); + if(this.move_flags & FL_ONGROUND) + { // For some reason move_avelocity gets set to '0 0 0' here ... + this.oldorigin = this.origin; + this.gravity = 0; + + if(autocvar_cl_animate_items) + { // ... so reset it if animations are requested. + if(this.ItemStatus & ITS_ANIMATE1) + this.move_avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.move_avelocity = '0 -90 0'; + } + } + } + else if (autocvar_cl_animate_items) + { + if(this.ItemStatus & ITS_ANIMATE1) + { + this.angles += this.move_avelocity * frametime; + setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2)); + } + + if(this.ItemStatus & ITS_ANIMATE2) + { + this.angles += this.move_avelocity * frametime; + setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3)); + } + } + + Item_SetAlpha(this); +} + +void ItemDrawSimple(entity this) +{ + if(this.gravity) + { + Movetype_Physics_MatchServer(this, false); + + if(this.move_flags & FL_ONGROUND) + this.gravity = 0; + } + + Item_SetAlpha(this); +} + +void Item_PreDraw(entity this) +{ + if(warpzone_warpzones_exist) + { + // just incase warpzones were initialized last, reset these + //this.alpha = 1; // alpha is already set by the draw function + this.drawmask = MASK_NORMAL; + return; + } + float alph; + vector org = getpropertyvec(VF_ORIGIN); + if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones + alph = 0; + else if(this.fade_start) + alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + else + alph = 1; + //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); + if(!hud && (this.ItemStatus & ITS_AVAILABLE)) + this.alpha = alph; + if(alph <= 0) + this.drawmask = 0; + else + this.drawmask = MASK_NORMAL; +} + +void ItemRemove(entity this) +{ + if(this.mdl) + strunzone(this.mdl); +} + +NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) +{ + int sf = ReadByte(); + + if(sf & ISF_LOCATION) + { + this.origin_x = ReadCoord(); + this.origin_y = ReadCoord(); + this.origin_z = ReadCoord(); + setorigin(this, this.origin); + this.oldorigin = this.origin; + } + + if(sf & ISF_ANGLES) + { + this.angles_x = ReadAngle(); + this.angles_y = ReadAngle(); + this.angles_z = ReadAngle(); + this.move_angles = this.angles; + } + + if(sf & ISF_SIZE) + { + float use_bigsize = ReadByte(); + setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); + } + + if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc. + { + this.ItemStatus = ReadByte(); + + Item_SetAlpha(this); + + if(autocvar_cl_fullbright_items) + if(this.ItemStatus & ITS_ALLOWFB) + this.effects |= EF_FULLBRIGHT; + + if(this.ItemStatus & ITS_POWERUP) + { + if(this.ItemStatus & ITS_AVAILABLE) + this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); + else + this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); + } + } + + if(sf & ISF_MODEL) + { + this.drawmask = MASK_NORMAL; + this.move_movetype = MOVETYPE_TOSS; + this.draw = ItemDraw; + this.solid = SOLID_TRIGGER; + //this.move_flags |= FL_ITEM; + + bool use_bigsize = ReadByte(); + + this.fade_end = ReadShort(); + this.fade_start = ReadShort(); + if(this.fade_start && !autocvar_cl_items_nofade) + setpredraw(this, Item_PreDraw); + + if(this.mdl) + strunzone(this.mdl); + + this.mdl = ""; + string _fn = ReadString(); + + if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) + { + string _fn2 = substring(_fn, 0 , strlen(_fn) -4); + this.draw = ItemDrawSimple; + + if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix))) + this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)); + else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix))) + this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)); + else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix))) + this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)); + else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix))) + this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)); + else + { + this.draw = ItemDraw; + LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n"); + } + } + + if(this.draw != ItemDrawSimple) + this.mdl = strzone(_fn); + + + if(this.mdl == "") + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n"); + + precache_model(this.mdl); + _setmodel(this, this.mdl); + + setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); + } + + if(sf & ISF_COLORMAP) + this.colormap = ReadShort(); + + if(sf & ISF_DROP) + { + this.gravity = 1; + this.pushable = true; + //this.move_angles = '0 0 0'; + this.move_movetype = MOVETYPE_TOSS; + this.move_velocity_x = ReadCoord(); + this.move_velocity_y = ReadCoord(); + this.move_velocity_z = ReadCoord(); + this.velocity = this.move_velocity; + this.move_origin = this.oldorigin; + + if(!this.move_time) + { + this.move_time = time; + this.spawntime = time; + } + else + this.move_time = max(this.move_time, time); + } + + if(autocvar_cl_animate_items) + { + if(this.ItemStatus & ITS_ANIMATE1) + this.move_avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.move_avelocity = '0 -90 0'; + } + + this.entremove = ItemRemove; + + return true; +} + +#endif + +#ifdef SVQC +bool ItemSend(entity this, entity to, int sf) +{ + if(this.gravity) + sf |= ISF_DROP; + else + sf &= ~ISF_DROP; + + WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM); + WriteByte(MSG_ENTITY, sf); + + //WriteByte(MSG_ENTITY, this.cnt); + if(sf & ISF_LOCATION) + { + WriteCoord(MSG_ENTITY, this.origin.x); + WriteCoord(MSG_ENTITY, this.origin.y); + WriteCoord(MSG_ENTITY, this.origin.z); + } + + if(sf & ISF_ANGLES) + { + WriteAngle(MSG_ENTITY, this.angles_x); + WriteAngle(MSG_ENTITY, this.angles_y); + WriteAngle(MSG_ENTITY, this.angles_z); + } + + if(sf & ISF_SIZE) + { + Pickup p = this.itemdef; + WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); + } + + if(sf & ISF_STATUS) + WriteByte(MSG_ENTITY, this.ItemStatus); + + if(sf & ISF_MODEL) + { + Pickup p = this.itemdef; + WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); + WriteShort(MSG_ENTITY, this.fade_end); + WriteShort(MSG_ENTITY, this.fade_start); + + if(this.mdl == "") + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n"); + + WriteString(MSG_ENTITY, this.mdl); + } + + + if(sf & ISF_COLORMAP) + WriteShort(MSG_ENTITY, this.colormap); + + if(sf & ISF_DROP) + { + WriteCoord(MSG_ENTITY, this.velocity.x); + WriteCoord(MSG_ENTITY, this.velocity.y); + WriteCoord(MSG_ENTITY, this.velocity.z); + } + + return true; +} + +void ItemUpdate(entity this) +{ + this.oldorigin = this.origin; + this.SendFlags |= ISF_LOCATION; +} + +void UpdateItemAfterTeleport(entity this) +{ + if(getSendEntity(this) == ItemSend) + ItemUpdate(this); +} + +bool have_pickup_item(entity this) +{ + if(this.itemdef.instanceOfPowerup) + { + if(autocvar_g_powerups > 0) + return true; + if(autocvar_g_powerups == 0) + return false; + } + else + { + if(autocvar_g_pickup_items > 0) + return true; + if(autocvar_g_pickup_items == 0) + return false; + if(g_weaponarena) + if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena + return false; + } + return true; +} + +/* +float Item_Customize() +{ + if(this.spawnshieldtime) + return true; + if(this.weapons & ~other.weapons) + { + this.colormod = '0 0 0'; + this.glowmod = this.colormod; + this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha + return true; + } + else + { + if(g_ghost_items) + { + this.colormod = stov(autocvar_g_ghost_items_color); + this.glowmod = this.colormod; + this.alpha = g_ghost_items; + return true; + } + else + return false; + } +} +*/ + +void Item_Show (entity e, float mode) +{ + e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); + e.ItemStatus &= ~ITS_STAYWEP; + if (mode > 0) + { + // make the item look normal, and be touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; + e.spawnshieldtime = 1; + e.ItemStatus |= ITS_AVAILABLE; + } + else if (mode < 0) + { + // hide the item completely + e.model = string_null; + e.solid = SOLID_NOT; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + else { + entity def = e.itemdef; + bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons + || e.team // weapon stay isn't supported for teamed weapons + ; + if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) + { + // make the item translucent and not touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; // can STILL be picked up! + e.effects |= EF_STARDUST; + e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon + e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); + } + else + { + //setmodel(e, "null"); + e.solid = SOLID_NOT; + e.colormod = '0 0 0'; + e.glowmod = e.colormod; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + }} + + if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid) + e.ItemStatus |= ITS_POWERUP; + + if (autocvar_g_nodepthtestitems) + e.effects |= EF_NODEPTHTEST; + + + if (autocvar_g_fullbrightitems) + e.ItemStatus |= ITS_ALLOWFB; + + if (autocvar_sv_simple_items) + e.ItemStatus |= ITS_ALLOWSI; + + // relink entity (because solid may have changed) + setorigin(e, e.origin); + e.SendFlags |= ISF_STATUS; +} + +void Item_Think(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); +} + +bool Item_ItemsTime_SpectatorOnly(GameItem it); +bool Item_ItemsTime_Allow(GameItem it); +float Item_ItemsTime_UpdateTime(entity e, float t); +void Item_ItemsTime_SetTime(entity e, float t); +void Item_ItemsTime_SetTimesForAllPlayers(); + +void Item_Respawn (entity this) +{ + Item_Show(this, 1); + // this is ugly... + if(this.items == ITEM_Strength.m_itemid) + sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + else if(this.items == ITEM_Shield.m_itemid) + sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + else + sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound + setorigin(this, this.origin); + + if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS) + { + float t = Item_ItemsTime_UpdateTime(this, 0); + Item_ItemsTime_SetTime(this, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + + setthink(this, Item_Think); + this.nextthink = time; + + //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); + Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); +} + +void Item_RespawnCountdown (entity this) +{ + if(this.count >= ITEM_RESPAWN_TICKS) + { + if(this.waypointsprite_attached) + WaypointSprite_Kill(this.waypointsprite_attached); + Item_Respawn(this); + } + else + { + this.nextthink = time + 1; + this.count += 1; + if(this.count == 1) + { + MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0'); + do { + { + entity wi = Weapons_from(this.weapon); + if (wi != WEP_Null) { + entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon); + wp.wp_extra = wi.m_id; + break; + } + } + { + entity ii = this.itemdef; + if (ii != NULL) { + entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item); + wp.wp_extra = ii.m_id; + break; + } + } + } while (0); + if(this.waypointsprite_attached) + { + GameItem def = this.itemdef; + if (Item_ItemsTime_SpectatorOnly(def)) + WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR); + WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); + } + } + + if(this.waypointsprite_attached) + { + FOREACH_CLIENT(IS_REAL_CLIENT(it), { + if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it)) + { + msg_entity = it; + soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound + } + }); + + WaypointSprite_Ping(this.waypointsprite_attached); + //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count); + } + } +} + +void Item_RespawnThink(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); + + if(time >= this.wait) + Item_Respawn(this); +} + +void Item_ScheduleRespawnIn(entity e, float t) +{ + // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally + if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0) + { + setthink(e, Item_RespawnCountdown); + e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); + e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; + e.count = 0; + t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); + Item_ItemsTime_SetTime(e, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + else + { + setthink(e, Item_RespawnThink); + e.nextthink = time; + e.scheduledrespawntime = time + t; + e.wait = time + t; + } +} + +void Item_ScheduleRespawn(entity e) +{ + if(e.respawntime > 0) + { + Item_Show(e, 0); + Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e)); + } + else // if respawntime is -1, this item does not respawn + Item_Show(e, -1); +} + +void Item_ScheduleInitialRespawn(entity e) +{ + Item_Show(e, 0); + Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e))); +} + +float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode) +{ + if (!item.(ammotype)) + return false; + + if (item.spawnshieldtime) + { + if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0) + { + player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype)); + goto YEAH; + } + } + else if(g_weapon_stay == 2) + { + float mi = min(item.(ammotype), ammomax); + if (player.(ammotype) < mi) + { + player.(ammotype) = mi; + goto YEAH; + } + } + + return false; + +LABEL(YEAH) + switch(mode) + { + case ITEM_MODE_FUEL: + player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot); + break; + case ITEM_MODE_HEALTH: + player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot); + break; + case ITEM_MODE_ARMOR: + player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot); + break; + default: + break; + } + return true; +} + +float Item_GiveTo(entity item, entity player) +{ + float _switchweapon; + float pickedup; + + // if nothing happens to player, just return without taking the item + pickedup = false; + _switchweapon = false; + // in case the player has autoswitch enabled do the following: + // if the player is using their best weapon before items are given, they + // probably want to switch to an even better weapon after items are given + if (player.autoswitch) + if (PS(player).m_switchweapon == w_getbestweapon(player)) + _switchweapon = true; + + if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon))) + _switchweapon = true; + + pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL); + pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE); + pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE); + pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE); + pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE); + pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE); + pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH); + pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR); + + if (item.itemdef.instanceOfWeaponPickup) + { + WepSet w; + w = item.weapons; + w &= ~player.weapons; + + if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) + { + pickedup = true; + FOREACH(Weapons, it != WEP_Null, { + if(w & (it.m_wepset)) + { + W_DropEvent(wr_pickup, player, it.m_id, item); + W_GiveWeapon(player, it.m_id); + } + }); + } + } + + if (item.itemdef.instanceOfPowerup) + { + if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT); + else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT); + } + + int its; + if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) + { + pickedup = true; + player.items |= its; + Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); + } + + if (item.strength_finished) + { + pickedup = true; + 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) + item.invincible_finished; + } + if (item.superweapons_finished) + { + pickedup = true; + player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; + } + +LABEL(skip) + + // always eat teamed entities + if(item.team) + pickedup = true; + + if (!pickedup) + return 0; + + // crude hack to enforce switching weapons + if(g_cts && item.itemdef.instanceOfWeaponPickup) + { + W_SwitchWeapon_Force(player, Weapons_from(item.weapon)); + return 1; + } + + if (_switchweapon) + if (PS(player).m_switchweapon != w_getbestweapon(player)) + W_SwitchWeapon_Force(player, w_getbestweapon(player)); + + return 1; +} + +void Item_Touch(entity this) +{ + + // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) + if (this.classname == "droppedweapon") + { + if (ITEM_TOUCH_NEEDKILL()) + { + remove(this); + return; + } + } + + if(!(other.flags & FL_PICKUPITEMS) + || STAT(FROZEN, other) + || IS_DEAD(other) + || (this.solid != SOLID_TRIGGER) + || (this.owner == other) + || (time < this.item_spawnshieldtime) + ) { return; } + + switch (MUTATOR_CALLHOOK(ItemTouch, this, other)) + { + case MUT_ITEMTOUCH_RETURN: { return; } + case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; } + } + + other = M_ARGV(1, entity); + + if (this.classname == "droppedweapon") + { + this.strength_finished = max(0, this.strength_finished - time); + this.invincible_finished = max(0, this.invincible_finished - time); + this.superweapons_finished = max(0, this.superweapons_finished - time); + } + entity it = this.itemdef; + bool gave = ITEM_HANDLE(Pickup, it, this, other); + if (!gave) + { + if (this.classname == "droppedweapon") + { + // undo what we did above + this.strength_finished += time; + this.invincible_finished += time; + this.superweapons_finished += time; + } + return; + } + +LABEL(pickup) + + other.last_pickup = time; + + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + _sound (other, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); + + if (this.classname == "droppedweapon") + remove (this); + else if (this.spawnshieldtime) + { + entity e; + if(this.team) + { + RandomSelection_Init(); + for(entity head = NULL; (head = findfloat(head, team, this.team)); ) + { + if(head.flags & FL_ITEM) + if(head.classname != "item_flag_team" && head.classname != "item_key_team") + { + Item_Show(head, -1); + RandomSelection_Add(head, 0, string_null, head.cnt, 0); + } + } + e = RandomSelection_chosen_ent; + + } + else + e = this; + Item_ScheduleRespawn(e); + } +} + +void Item_Reset(entity this) +{ + Item_Show(this, !this.state); + setorigin(this, this.origin); + + if (this.classname != "droppedweapon") + { + setthink(this, Item_Think); + this.nextthink = time; + + if (this.waypointsprite_attached) + WaypointSprite_Kill(this.waypointsprite_attached); + + if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + Item_ScheduleInitialRespawn(this); + } +} + +void Item_FindTeam(entity this) +{ + entity e; + + if(this.effects & EF_NODRAW) + { + // marker for item team search + LOG_TRACE("Initializing item team ", ftos(this.team), "\n"); + RandomSelection_Init(); + FOREACH_ENTITY_FLOAT(team, this.team, + { + if(it.flags & FL_ITEM) + if(it.classname != "item_flag_team" && it.classname != "item_key_team") + RandomSelection_Add(it, 0, string_null, it.cnt, 0); + }); + + e = RandomSelection_chosen_ent; + e.state = 0; + Item_Show(e, 1); + + FOREACH_ENTITY_FLOAT(team, this.team, + { + if(it.flags & FL_ITEM) + if(it.classname != "item_flag_team" && it.classname != "item_key_team") + { + if(it != e) + { + // make it non-spawned + Item_Show(it, -1); + it.state = 1; // state 1 = initially hidden item, apparently + } + it.effects &= ~EF_NODRAW; + } + }); + + Item_Reset(this); + } +} + +// Savage: used for item garbage-collection +void RemoveItem(entity this) +{ + if(wasfreed(this) || !this) { return; } + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + remove(this); +} + +// pickup evaluation functions +// these functions decide how desirable an item is to the bots + +float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} + +float weapon_pickupevalfunc(entity player, entity item) +{ + float c; + + // See if I have it already + if(item.weapons & ~player.weapons) + { + // If I can pick it up + if(!item.spawnshieldtime) + c = 0; + else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets) + { + // Skilled bots will grab more + c = bound(0, skill / 10, 1) * 0.5; + } + else + c = 0; + } + else + c = 1; + + // If custom weapon priorities for bots is enabled rate most wanted weapons higher + if( bot_custom_weapon && c ) + { + // Find the highest position on any range + int position = -1; + for (int 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 = 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; + float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false; + c = 0; + + // Detect needed ammo + FOREACH(Weapons, it != WEP_Null, { + if(!(player.weapons & (it.m_wepset))) + continue; + + if(it.items & ITEM_Shells.m_itemid) + need_shells = true; + else if(it.items & ITEM_Bullets.m_itemid) + need_nails = true; + else if(it.items & ITEM_Rockets.m_itemid) + need_rockets = true; + else if(it.items & ITEM_Cells.m_itemid) + need_cells = true; + else if(it.items & ITEM_Plasma.m_itemid) + need_plasma = true; + else if(it.items & ITEM_JetpackFuel.m_itemid) + need_fuel = true; + }); + + // TODO: figure out if the player even has the weapon this ammo is for? + // may not affect strategy much though... + // find out how much more ammo/armor/health the player can hold + if (need_shells) + if (item.ammo_shells) + if (player.ammo_shells < g_pickup_shells_max) + c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max); + if (need_nails) + if (item.ammo_nails) + if (player.ammo_nails < g_pickup_nails_max) + c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max); + if (need_rockets) + if (item.ammo_rockets) + if (player.ammo_rockets < g_pickup_rockets_max) + c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max); + if (need_cells) + 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_plasma) + if (item.ammo_plasma) + if (player.ammo_plasma < g_pickup_plasma_max) + c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_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); + if (item.health) + if (player.health < item.max_health) + c = c + max(0, 1 - player.health / item.max_health); + + return item.bot_pickupbasevalue * c; +} + +void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(ITEM_DAMAGE_NEEDKILL(deathtype)) + RemoveItem(this); +} + +void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) +{ + string itemname = def.m_name; + Model itemmodel = def.m_model; + Sound pickupsound = def.m_sound; + float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; + float pickupbasevalue = def.m_botvalue; + int itemflags = def.m_itemflags; + + startitem_failed = false; + + this.item_model_ent = itemmodel; + this.item_pickupsound_ent = pickupsound; + + if(!this.respawntime) // both need to be set + { + this.respawntime = defaultrespawntime; + this.respawntimejitter = defaultrespawntimejitter; + } + + int itemid = def.m_itemid; + this.items = itemid; + int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0; + this.weapon = weaponid; + + if(!this.fade_end) + { + this.fade_start = autocvar_g_items_mindist; + this.fade_end = autocvar_g_items_maxdist; + } + + if(weaponid) + this.weapons = WepSet_FromWeapon(Weapons_from(weaponid)); + + this.flags = FL_ITEM | itemflags; + + if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item + { + startitem_failed = true; + remove(this); + return; + } + + // is it a dropped weapon? + if (this.classname == "droppedweapon") + { + this.reset = SUB_Remove; + // it's a dropped weapon + this.movetype = MOVETYPE_TOSS; + + // Savage: remove thrown items after a certain period of time ("garbage collection") + setthink(this, RemoveItem); + this.nextthink = time + 20; + + this.takedamage = DAMAGE_YES; + this.event_damage = Item_Damage; + + if(this.strength_finished || this.invincible_finished || this.superweapons_finished) + { + // if item is worthless after a timer, have it expire then + this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); + } + + // don't drop if in a NODROP zone (such as lava) + traceline(this.origin, this.origin, MOVE_NORMAL, this); + if (trace_dpstartcontents & DPCONTENTS_NODROP) + { + startitem_failed = true; + remove(this); + return; + } + } + else + { + if(!have_pickup_item(this)) + { + startitem_failed = true; + remove (this); + return; + } + + if(this.angles != '0 0 0') + this.SendFlags |= ISF_ANGLES; + + this.reset = Item_Reset; + // it's a level item + if(this.spawnflags & 1) + this.noalign = 1; + if (this.noalign > 0) + this.movetype = MOVETYPE_NONE; + else + this.movetype = MOVETYPE_TOSS; + // do item filtering according to game mode and other things + if (this.noalign <= 0) + { + // first nudge it off the floor a little bit to avoid math errors + setorigin(this, this.origin + '0 0 1'); + // set item size before we spawn a spawnfunc_waypoint + setsize(this, def.m_mins, def.m_maxs); + this.SendFlags |= ISF_SIZE; + // note droptofloor returns false if stuck/or would fall too far + if (!this.noalign) + droptofloor(this); + waypoint_spawnforitem(this); + } + + /* + * can't do it that way, as it would break maps + * TODO make a target_give like entity another way, that perhaps has + * the weapon name in a key + if(this.targetname) + { + // target_give not yet supported; maybe later + print("removed targeted ", this.classname, "\n"); + startitem_failed = true; + remove (this); + return; + } + */ + + if(autocvar_spawn_debug >= 2) + { + // why not flags & fl_item? + FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { + LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); + LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n"); + error("Mapper sucks."); + }); + this.is_item = true; + } + + weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid)); + + precache_model(this.model); + precache_sound(this.item_pickupsound); + + if ( def.instanceOfPowerup + || def.instanceOfWeaponPickup + || (def.instanceOfHealth && def != ITEM_HealthSmall) + || (def.instanceOfArmor && def != ITEM_ArmorSmall) + || (itemid & (IT_KEY1 | IT_KEY2)) + ) this.target = "###item###"; // for finding the nearest item using find() + + Item_ItemsTime_SetTime(this, 0); + } + + this.bot_pickup = true; + this.bot_pickupevalfunc = pickupevalfunc; + this.bot_pickupbasevalue = pickupbasevalue; + this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); + this.netname = itemname; + settouch(this, Item_Touch); + setmodel(this, MDL_Null); // precision set below + //this.effects |= EF_LOWPRECISION; + + setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); + + this.SendFlags |= ISF_SIZE; + + if (!(this.spawnflags & 1024)) { + if(def.instanceOfPowerup) + this.ItemStatus |= ITS_ANIMATE1; + + if(this.armorvalue || this.health) + this.ItemStatus |= ITS_ANIMATE2; + } + + if(def.instanceOfWeaponPickup) + { + if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely + this.colormap = 1024; // color shirt=0 pants=0 grey + else + this.gravity = 1; + if (!(this.spawnflags & 1024)) + this.ItemStatus |= ITS_ANIMATE1; + this.ItemStatus |= ISF_COLORMAP; + } + + this.state = 0; + if(this.team) // broken, no idea why. + { + if(!this.cnt) + this.cnt = 1; // item probability weight + + this.effects |= EF_NODRAW; // marker for item team search + InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); + } + else + Item_Reset(this); + + Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); + + // call this hook after everything else has been done + if (MUTATOR_CALLHOOK(Item_Spawn, this)) + { + startitem_failed = true; + remove(this); + return; + } +} + +void StartItem(entity this, GameItem def) +{ + _StartItem( + this, + this.itemdef = def, + def.m_respawntime(), // defaultrespawntime + def.m_respawntimejitter() // defaultrespawntimejitter + ); +} + +spawnfunc(item_rockets) +{ + if(!this.ammo_rockets) + this.ammo_rockets = g_pickup_rockets; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_Rockets); +} + +spawnfunc(item_bullets) +{ + if(!weaponswapping) + if(autocvar_sv_q3acompat_machineshotgunswap) + if(this.classname != "droppedweapon") + { + weaponswapping = true; + spawnfunc_item_shells(this); + weaponswapping = false; + return; + } + + if(!this.ammo_nails) + this.ammo_nails = g_pickup_nails; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_Bullets); +} + +spawnfunc(item_cells) +{ + if(!this.ammo_cells) + this.ammo_cells = g_pickup_cells; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_Cells); +} + +spawnfunc(item_plasma) +{ + if(!this.ammo_plasma) + this.ammo_plasma = g_pickup_plasma; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_Plasma); +} + +spawnfunc(item_shells) +{ + if(!weaponswapping) + if(autocvar_sv_q3acompat_machineshotgunswap) + if(this.classname != "droppedweapon") + { + weaponswapping = true; + spawnfunc_item_bullets(this); + weaponswapping = false; + return; + } + + if(!this.ammo_shells) + this.ammo_shells = g_pickup_shells; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_Shells); +} + +spawnfunc(item_armor_small) +{ + if(!this.armorvalue) + this.armorvalue = g_pickup_armorsmall; + if(!this.max_armorvalue) + this.max_armorvalue = g_pickup_armorsmall_max; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_armorsmall_anyway; + StartItem(this, ITEM_ArmorSmall); +} + +spawnfunc(item_armor_medium) +{ + if(!this.armorvalue) + this.armorvalue = g_pickup_armormedium; + if(!this.max_armorvalue) + this.max_armorvalue = g_pickup_armormedium_max; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_armormedium_anyway; + StartItem(this, ITEM_ArmorMedium); +} + +spawnfunc(item_armor_big) +{ + if(!this.armorvalue) + this.armorvalue = g_pickup_armorbig; + if(!this.max_armorvalue) + this.max_armorvalue = g_pickup_armorbig_max; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_armorbig_anyway; + StartItem(this, ITEM_ArmorLarge); +} + +spawnfunc(item_armor_large) +{ + if(!this.armorvalue) + this.armorvalue = g_pickup_armorlarge; + if(!this.max_armorvalue) + this.max_armorvalue = g_pickup_armorlarge_max; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_armorlarge_anyway; + StartItem(this, ITEM_ArmorMega); +} + +spawnfunc(item_health_small) +{ + if(!this.max_health) + this.max_health = g_pickup_healthsmall_max; + if(!this.health) + this.health = g_pickup_healthsmall; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_healthsmall_anyway; + StartItem(this, ITEM_HealthSmall); +} + +spawnfunc(item_health_medium) +{ + if(!this.max_health) + this.max_health = g_pickup_healthmedium_max; + if(!this.health) + this.health = g_pickup_healthmedium; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_healthmedium_anyway; + StartItem(this, ITEM_HealthMedium); +} + +spawnfunc(item_health_large) +{ + if(!this.max_health) + this.max_health = g_pickup_healthlarge_max; + if(!this.health) + this.health = g_pickup_healthlarge; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_healthlarge_anyway; + StartItem(this, ITEM_HealthLarge); +} + +spawnfunc(item_health_mega) +{ + if(!this.max_health) + this.max_health = g_pickup_healthmega_max; + if(!this.health) + this.health = g_pickup_healthmega; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_healthmega_anyway; + StartItem(this, ITEM_HealthMega); +} + +// support old misnamed entities +spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard +spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); } +spawnfunc(item_health1) { spawnfunc_item_health_small(this); } +spawnfunc(item_health25) { spawnfunc_item_health_medium(this); } +spawnfunc(item_health100) { spawnfunc_item_health_mega(this); } + +spawnfunc(item_strength) +{ + if(!this.strength_finished) + this.strength_finished = autocvar_g_balance_powerup_strength_time; + StartItem(this, ITEM_Strength); +} + +spawnfunc(item_invincible) +{ + if(!this.invincible_finished) + this.invincible_finished = autocvar_g_balance_powerup_invincible_time; + StartItem(this, ITEM_Shield); +} + +// compatibility: +spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);} + +void target_items_use(entity this, entity actor, entity trigger) +{ + other = trigger; // TODO + + if(actor.classname == "droppedweapon") + { + EXACTTRIGGER_TOUCH; + remove(actor); + return; + } + + if (!IS_PLAYER(actor)) + return; + if(IS_DEAD(actor)) + return; + if(trigger.solid == SOLID_TRIGGER) + { + EXACTTRIGGER_TOUCH; + } + + FOREACH_ENTITY_ENT(enemy, actor, + { + if(it.classname == "droppedweapon") + remove(it); + }); + + if(GiveItems(actor, 0, tokenize_console(this.netname))) + centerprint(actor, this.message); +} + +spawnfunc(target_items) +{ + float n, i; + string s; + + this.use = target_items_use; + if(!this.strength_finished) + this.strength_finished = autocvar_g_balance_powerup_strength_time; + if(!this.invincible_finished) + this.invincible_finished = autocvar_g_balance_powerup_invincible_time; + if(!this.superweapons_finished) + this.superweapons_finished = autocvar_g_balance_superweapons_time; + + n = tokenize_console(this.netname); + if(argv(0) == "give") + { + this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); + } + else + { + for(i = 0; i < n; ++i) + { + if (argv(i) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO; + else if(argv(i) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO; + else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; + else if(argv(i) == "strength") this.items |= ITEM_Strength.m_itemid; + else if(argv(i) == "invincible") this.items |= ITEM_Shield.m_itemid; + else if(argv(i) == "superweapons") this.items |= IT_SUPERWEAPON; + else if(argv(i) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; + else if(argv(i) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; + else + { + FOREACH(Weapons, it != WEP_Null, { + s = W_UndeprecateName(argv(i)); + if(s == it.netname) + { + this.weapons |= (it.m_wepset); + if(this.spawnflags == 0 || this.spawnflags == 2) + it.wr_init(it); + break; + } + }); + } + } + + string itemprefix, valueprefix; + if(this.spawnflags == 0) + { + itemprefix = ""; + valueprefix = ""; + } + else if(this.spawnflags == 1) + { + itemprefix = "max "; + valueprefix = "max "; + } + else if(this.spawnflags == 2) + { + itemprefix = "min "; + valueprefix = "min "; + } + else if(this.spawnflags == 4) + { + itemprefix = "minus "; + valueprefix = "max "; + } + else + { + error("invalid spawnflags"); + itemprefix = valueprefix = string_null; + } + + this.netname = ""; + this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo"); + this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); + this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); + this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); + this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); + this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); + this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); + if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells"); + if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails"); + if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets"); + if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells"); + if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma"); + if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel"); + if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health"); + if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor"); + FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname)); + } + this.netname = strzone(this.netname); + //print(this.netname, "\n"); + + n = tokenize_console(this.netname); + for(i = 0; i < n; ++i) + { + FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, { + it.wr_init(it); + break; + }); + } +} + +spawnfunc(item_fuel) +{ + if(!this.ammo_fuel) + this.ammo_fuel = g_pickup_fuel; + if(!this.pickup_anyway) + this.pickup_anyway = g_pickup_ammo_anyway; + StartItem(this, ITEM_JetpackFuel); +} + +spawnfunc(item_fuel_regen) +{ + if(start_items & ITEM_JetpackRegen.m_itemid) + { + spawnfunc_item_fuel(this); + return; + } + StartItem(this, ITEM_JetpackRegen); +} + +spawnfunc(item_jetpack) +{ + if(!this.ammo_fuel) + this.ammo_fuel = g_pickup_fuel_jetpack; + if(start_items & ITEM_Jetpack.m_itemid) + { + spawnfunc_item_fuel(this); + return; + } + StartItem(this, ITEM_Jetpack); +} + +float GiveWeapon(entity e, float wpn, float op, float val) +{ + WepSet v0, v1; + WepSet s = WepSet_FromWeapon(Weapons_from(wpn)); + v0 = (e.weapons & s); + switch(op) + { + case OP_SET: + if(val > 0) + e.weapons |= s; + else + e.weapons &= ~s; + break; + case OP_MIN: + case OP_PLUS: + if(val > 0) + e.weapons |= s; + break; + case OP_MAX: + if(val <= 0) + e.weapons &= ~s; + break; + case OP_MINUS: + if(val > 0) + e.weapons &= ~s; + break; + } + v1 = (e.weapons & s); + return (v0 != v1); +} + +void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) +{ + if(v1 == v0) + return; + if(v1 <= v0 - t) + { + if(snd_decr != NULL) + sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); + } + else if(v0 >= v0 + t) + { + if(snd_incr != NULL) + sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); + } +} + +void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) +{ + if(v0 < v1) + e.(rotfield) = max(e.(rotfield), time + rottime); + else if(v0 > v1) + e.(regenfield) = max(e.(regenfield), time + regentime); +} +float GiveItems(entity e, float beginarg, float endarg) +{ + float got, i, val, op; + float _switchweapon; + string cmd; + + val = 999; + op = OP_SET; + + got = 0; + + _switchweapon = false; + if (e.autoswitch) + if (PS(e).m_switchweapon == w_getbestweapon(e)) + _switchweapon = true; + + 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_WEAPONS(e); + PREGIVE(e, strength_finished); + PREGIVE(e, invincible_finished); + PREGIVE(e, superweapons_finished); + PREGIVE(e, ammo_nails); + PREGIVE(e, ammo_cells); + PREGIVE(e, ammo_plasma); + PREGIVE(e, ammo_shells); + PREGIVE(e, ammo_rockets); + PREGIVE(e, ammo_fuel); + PREGIVE(e, armorvalue); + PREGIVE(e, health); + + for(i = beginarg; i < endarg; ++i) + { + cmd = argv(i); + + if(cmd == "0" || stof(cmd)) + { + val = stof(cmd); + continue; + } + switch(cmd) + { + case "no": + op = OP_MAX; + val = 0; + continue; + case "max": + op = OP_MAX; + continue; + case "min": + op = OP_MIN; + continue; + case "plus": + op = OP_PLUS; + continue; + case "minus": + op = OP_MINUS; + continue; + case "ALL": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + 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, ITEM_Jetpack.m_itemid, op, val); + got += GiveValue(e, health, op, val); + got += GiveValue(e, armorvalue, op, val); + case "allweapons": + FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val)); + case "allammo": + got += GiveValue(e, ammo_cells, op, val); + got += GiveValue(e, ammo_plasma, op, val); + got += GiveValue(e, ammo_shells, op, val); + got += GiveValue(e, ammo_nails, op, val); + got += GiveValue(e, ammo_rockets, op, val); + got += GiveValue(e, ammo_fuel, op, val); + break; + case "unlimited_ammo": + got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); + break; + case "unlimited_weapon_ammo": + got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val); + break; + case "unlimited_superweapons": + got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); + break; + case "jetpack": + got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); + break; + case "fuel_regen": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + break; + case "strength": + got += GiveValue(e, strength_finished, op, val); + break; + 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; + case "plasma": + got += GiveValue(e, ammo_plasma, op, val); + break; + case "shells": + got += GiveValue(e, ammo_shells, op, val); + break; + case "nails": + case "bullets": + got += GiveValue(e, ammo_nails, op, val); + break; + case "rockets": + got += GiveValue(e, ammo_rockets, op, val); + break; + case "health": + got += GiveValue(e, health, op, val); + break; + case "armor": + got += GiveValue(e, armorvalue, op, val); + break; + case "fuel": + got += GiveValue(e, ammo_fuel, op, val); + break; + default: + FOREACH(Weapons, it != WEP_Null && cmd == it.netname, { + got += GiveWeapon(e, it.m_id, op, val); + break; + }); + break; + } + val = 999; + op = OP_SET; + } + + POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); + POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); + FOREACH(Weapons, it != WEP_Null, { + POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); + if(!(save_weapons & (it.m_wepset))) + if(e.weapons & (it.m_wepset)) + it.wr_init(it); + }); + POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF); + POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF); + POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); + POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); + POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); + + if(e.superweapons_finished <= 0) + if(e.weapons & WEPSET_SUPERWEAPONS) + e.superweapons_finished = autocvar_g_balance_superweapons_time; + + if(e.strength_finished <= 0) + e.strength_finished = 0; + else + e.strength_finished += time; + if(e.invincible_finished <= 0) + e.invincible_finished = 0; + else + e.invincible_finished += time; + if(e.superweapons_finished <= 0) + e.superweapons_finished = 0; + else + e.superweapons_finished += time; + + if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon))) + _switchweapon = true; + if(_switchweapon) + W_SwitchWeapon_Force(e, w_getbestweapon(e)); + + return got; +} +#endif