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