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