7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 // minstagib: only allow filtered items
276 if(self.classname != "minstagib")
279 if(self.flags & FL_POWERUP)
281 if(autocvar_g_powerups > 0)
283 if(autocvar_g_powerups == 0)
294 if(autocvar_g_pickup_items > 0)
296 if(autocvar_g_pickup_items == 0)
303 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
309 #define ITEM_RESPAWN_TICKS 10
311 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
312 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
313 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
314 // range: 10 .. respawntime + respawntimejitter
316 floatfield Item_CounterField(float it)
320 case IT_SHELLS: return ammo_shells;
321 case IT_NAILS: return ammo_nails;
322 case IT_ROCKETS: return ammo_rockets;
323 case IT_CELLS: return ammo_cells;
324 case IT_FUEL: return ammo_fuel;
325 case IT_5HP: return health;
326 case IT_25HP: return health;
327 case IT_HEALTH: return health;
328 case IT_ARMOR_SHARD: return armorvalue;
329 case IT_ARMOR: return armorvalue;
330 // add more things here (health, armor)
331 default: error("requested item has no counter field");
335 string Item_CounterFieldName(float it)
339 case IT_SHELLS: return "shells";
340 case IT_NAILS: return "nails";
341 case IT_ROCKETS: return "rockets";
342 case IT_CELLS: return "cells";
343 case IT_FUEL: return "fuel";
345 // add more things here (health, armor)
346 default: error("requested item has no counter field name");
350 .float max_armorvalue;
351 .float pickup_anyway;
353 float Item_Customize()
355 if(self.spawnshieldtime)
357 if(!WEPSET_CONTAINS_ALL_EE(other, self))
359 self.colormod = '0 0 0';
360 self.glowmod = self.colormod;
361 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
368 self.colormod = stov(autocvar_g_ghost_items_color);
369 self.glowmod = self.colormod;
370 self.alpha = g_ghost_items;
379 void Item_Show (entity e, float mode)
381 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
382 e.ItemStatus &~= ITS_STAYWEP;
385 // make the item look normal, and be touchable
387 e.solid = SOLID_TRIGGER;
388 e.spawnshieldtime = 1;
389 e.ItemStatus |= ITS_AVAILABLE;
393 // hide the item completely
394 e.model = string_null;
396 e.spawnshieldtime = 1;
397 e.ItemStatus &~= ITS_AVAILABLE;
399 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
401 // make the item translucent and not touchable
403 e.solid = SOLID_TRIGGER; // can STILL be picked up!
404 e.effects |= EF_STARDUST;
405 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
406 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
410 //setmodel(e, "null");
412 e.colormod = '0 0 0';
413 e.glowmod = e.colormod;
414 e.spawnshieldtime = 1;
415 e.ItemStatus &~= ITS_AVAILABLE;
418 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
419 e.ItemStatus |= ITS_POWERUP;
421 if (autocvar_g_nodepthtestitems)
422 e.effects |= EF_NODEPTHTEST;
425 if (autocvar_g_fullbrightitems)
426 e.ItemStatus |= ITS_ALLOWFB;
428 if (autocvar_sv_simple_items)
429 e.ItemStatus |= ITS_ALLOWSI;
431 // relink entity (because solid may have changed)
432 setorigin(e, e.origin);
433 e.SendFlags |= ISF_STATUS;
436 float it_armor_large_time;
437 float it_health_mega_time;
438 float it_invisible_time;
440 float it_extralife_time;
441 float it_strength_time;
442 float it_shield_time;
443 float it_fuelregen_time;
444 float it_jetpack_time;
445 float it_superweapons_time;
447 void Item_ItemsTime_Init()
449 it_armor_large_time = -1;
450 it_health_mega_time = -1;
451 it_invisible_time = -1;
453 it_extralife_time = -1;
454 it_strength_time = -1;
456 it_fuelregen_time = -1;
457 it_jetpack_time = -1;
458 it_superweapons_time = -1;
460 void Item_ItemsTime_Reset()
462 it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
463 it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
464 it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
465 it_speed_time = (it_speed_time == -1) ? -1 : 0;
466 it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
467 it_strength_time = (it_strength_time == -1) ? -1 : 0;
468 it_shield_time = (it_shield_time == -1) ? -1 : 0;
469 it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
470 it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
471 it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
473 void Item_ItemsTime_ResetForPlayer(entity e)
475 e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
476 e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
477 e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
478 e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
479 e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
480 e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
481 e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
482 e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
483 e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
484 e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
486 void Item_ItemsTime_Get(entity e)
488 e.item_armor_large_time = it_armor_large_time;
489 e.item_health_mega_time = it_health_mega_time;
490 e.item_invisible_time = it_invisible_time;
491 e.item_speed_time = it_speed_time;
492 e.item_extralife_time = it_extralife_time;
493 e.item_strength_time = it_strength_time;
494 e.item_shield_time = it_shield_time;
495 e.item_fuelregen_time = it_fuelregen_time;
496 e.item_jetpack_time = it_jetpack_time;
497 e.item_superweapons_time = it_superweapons_time;
499 float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
501 if(t == 0 && item_time == -1)
503 if(time < t && (item_time <= time || t < item_time))
507 void Item_ItemsTime_UpdateTime(entity e, float t)
513 case IT_STRENGTH://"item-invis"
514 if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
515 it_invisible_time = t;
517 case IT_NAILS://"item-extralife"
518 if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
519 it_extralife_time = t;
521 case IT_INVINCIBLE://"item-speed"
522 if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
532 //if (e.classname == "item_health_mega")
533 if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
534 it_health_mega_time = t;
537 if (e.classname == "item_armor_large")
538 if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
539 it_armor_large_time = t;
541 case IT_STRENGTH://"item-strength"
542 if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
543 it_strength_time = t;
545 case IT_INVINCIBLE://"item-shield"
546 if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
550 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
551 if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
552 it_superweapons_time = t;
557 case IT_FUEL_REGEN://"item-fuelregen"
558 if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
559 it_fuelregen_time = t;
561 case IT_JETPACK://"item-jetpack"
562 if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
567 void Item_ItemsTime_GetForAll()
572 FOR_EACH_REALCLIENT(e)
573 Item_ItemsTime_Get(e);
577 FOR_EACH_REALCLIENT(e)
579 if (e.classname != "player")
580 Item_ItemsTime_Get(e);
585 void Item_Respawn (void)
590 if(!g_minstagib && self.items == IT_STRENGTH)
591 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
592 else if(!g_minstagib && self.items == IT_INVINCIBLE)
593 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
595 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
596 setorigin (self, self.origin);
598 if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
600 Item_ItemsTime_UpdateTime(self, 0);
601 Item_ItemsTime_GetForAll();
604 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
605 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
608 void Item_RespawnCountdown (void)
610 if(self.count >= ITEM_RESPAWN_TICKS)
612 if(self.waypointsprite_attached)
613 WaypointSprite_Kill(self.waypointsprite_attached);
618 self.nextthink = time + 1;
623 vector rgb = '1 0 1';
629 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
630 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
631 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
638 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
639 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
641 //if (self.classname == "item_health_mega")
642 {name = "item_health_mega"; rgb = '1 0 0';}
645 if (self.classname == "item_armor_large")
646 {name = "item_armor_large"; rgb = '0 1 0';}
652 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
653 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
655 if(self.flags & FL_WEAPON)
657 entity wi = get_weaponinfo(self.weapon);
666 print("Unknown powerup-marked item is wanting to respawn\n");
667 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
671 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
672 if(self.waypointsprite_attached)
674 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
675 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
676 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
680 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
681 if(self.waypointsprite_attached)
683 WaypointSprite_Ping(self.waypointsprite_attached);
684 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
689 void Item_ScheduleRespawnIn(entity e, float t)
691 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
694 e.think = Item_RespawnCountdown;
695 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
696 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
698 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
700 for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
704 if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
705 if(WEPSET_CONTAINS_ANY_EA(head, WEPBIT_SUPERWEAPONS))
706 if(head.classname != "weapon_info")
708 if(head.scheduledrespawntime <= time)
713 if(head.scheduledrespawntime < t)
714 t = head.scheduledrespawntime;
720 for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
722 // in minstagib .classname is "minstagib" for every item
723 if(e == head || (g_minstagib && e.items != head.items))
725 if(head.scheduledrespawntime <= time)
730 if(head.scheduledrespawntime < t)
731 t = head.scheduledrespawntime;
734 Item_ItemsTime_UpdateTime(e, t);
735 Item_ItemsTime_GetForAll();
739 e.think = Item_Respawn;
740 e.nextthink = time + t;
741 e.scheduledrespawntime = e.nextthink;
745 void Item_ScheduleRespawn(entity e)
747 if(e.respawntime > 0)
750 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
752 else // if respawntime is -1, this item does not respawn
756 void Item_ScheduleInitialRespawn(entity e)
759 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
762 float ITEM_MODE_NONE = 0;
763 float ITEM_MODE_HEALTH = 1;
764 float ITEM_MODE_ARMOR = 2;
765 float ITEM_MODE_FUEL = 3;
766 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
771 if (item.spawnshieldtime)
773 if ((player.ammofield < ammomax) || item.pickup_anyway)
775 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
779 else if(g_weapon_stay == 2)
781 float mi = min(item.ammofield, ammomax);
782 if (player.ammofield < mi)
784 player.ammofield = mi;
795 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
797 case ITEM_MODE_HEALTH:
798 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
800 case ITEM_MODE_ARMOR:
801 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
809 float Item_GiveTo(entity item, entity player)
816 // if nothing happens to player, just return without taking the item
818 _switchweapon = FALSE;
822 float prevcells = player.ammo_cells;
824 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
825 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
827 if(player.ammo_cells > prevcells)
829 _switchweapon = TRUE;
831 // play some cool sounds ;)
832 if (clienttype(player) == CLIENTTYPE_REAL)
834 if(player.health <= 5)
835 AnnounceTo(player, "lastsecond");
836 else if(player.health < 50)
837 AnnounceTo(player, "narrowly");
839 // sound not available
840 // else if(item.items == IT_CELLS)
841 // AnnounceTo(player, "ammo");
843 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
844 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
848 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
852 sprint (player, strcat("You got the ^2", item.netname, "\n"));
859 // sound not available
860 // AnnounceTo(player, "_lives");
861 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
862 sprint(player, "^3You picked up some extra lives\n");
866 if (item.strength_finished)
869 // sound not available
870 // AnnounceTo(player, "invisible");
871 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
875 if (item.invincible_finished)
878 // sound not available
879 // AnnounceTo(player, "speed");
880 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
885 // in case the player has autoswitch enabled do the following:
886 // if the player is using their best weapon before items are given, they
887 // probably want to switch to an even better weapon after items are given
888 if (player.autoswitch)
889 if (player.switchweapon == w_getbestweapon(player))
890 _switchweapon = TRUE;
892 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
893 _switchweapon = TRUE;
895 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
896 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
897 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
898 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
899 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
900 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
901 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
903 if (item.flags & FL_WEAPON)
905 WEPSET_DECLARE_A(it);
906 WEPSET_COPY_AE(it, item);
907 WEPSET_ANDNOT_AE(it, player);
909 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
912 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
913 if(WEPSET_CONTAINS_AW(it, i))
914 W_GiveWeapon (player, i, item.netname);
918 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
922 sprint (player, strcat("You got the ^2", item.netname, "\n"));
925 if (item.strength_finished)
928 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
930 if (item.invincible_finished)
933 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
935 if (item.superweapons_finished)
938 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
943 // always eat teamed entities
951 if (player.switchweapon != w_getbestweapon(player))
952 W_SwitchWeapon_Force(player, w_getbestweapon(player));
957 void Item_Touch (void)
961 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
962 if(self.classname == "droppedweapon")
964 if (ITEM_TOUCH_NEEDKILL())
971 if (other.classname != "player")
975 if (self.solid != SOLID_TRIGGER)
977 if (self.owner == other)
979 if(MUTATOR_CALLHOOK(ItemTouch))
982 if (self.classname == "droppedweapon")
984 self.strength_finished = max(0, self.strength_finished - time);
985 self.invincible_finished = max(0, self.invincible_finished - time);
986 self.superweapons_finished = max(0, self.superweapons_finished - time);
989 if(!Item_GiveTo(self, other))
991 if (self.classname == "droppedweapon")
993 // undo what we did above
994 self.strength_finished += time;
995 self.invincible_finished += time;
996 self.superweapons_finished += time;
1001 other.last_pickup = time;
1003 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
1004 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
1006 if (self.classname == "droppedweapon")
1008 else if not(self.spawnshieldtime)
1014 RandomSelection_Init();
1015 for(head = world; (head = findfloat(head, team, self.team)); )
1017 if(head.flags & FL_ITEM)
1019 Item_Show(head, -1);
1020 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1023 e = RandomSelection_chosen_ent;
1028 Item_ScheduleRespawn(e);
1034 Item_Show(self, !self.state);
1035 setorigin (self, self.origin);
1037 if(self.classname != "droppedweapon")
1039 self.think = SUB_Null;
1042 if(self.waypointsprite_attached)
1043 WaypointSprite_Kill(self.waypointsprite_attached);
1045 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
1046 Item_ScheduleInitialRespawn(self);
1050 void Item_FindTeam()
1054 if(self.effects & EF_NODRAW)
1056 // marker for item team search
1057 dprint("Initializing item team ", ftos(self.team), "\n");
1058 RandomSelection_Init();
1059 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1060 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1061 e = RandomSelection_chosen_ent;
1065 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1069 // make it a non-spawned item
1070 Item_Show(head, -1);
1071 head.state = 1; // state 1 = initially hidden item
1073 head.effects &~= EF_NODRAW;
1080 // Savage: used for item garbage-collection
1081 // TODO: perhaps nice special effect?
1082 void RemoveItem(void)
1087 // pickup evaluation functions
1088 // these functions decide how desirable an item is to the bots
1090 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1092 float weapon_pickupevalfunc(entity player, entity item)
1094 float c, j, position;
1096 // See if I have it already
1097 if(!WEPSET_CONTAINS_ALL_EE(player, item))
1099 // If I can pick it up
1100 if(!item.spawnshieldtime)
1102 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
1104 // Skilled bots will grab more
1105 c = bound(0, skill / 10, 1) * 0.5;
1113 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1114 if( bot_custom_weapon && c )
1116 // Find the highest position on any range
1118 for(j = 0; j < WEP_LAST ; ++j){
1120 bot_weapons_far[j] == item.weapon ||
1121 bot_weapons_mid[j] == item.weapon ||
1122 bot_weapons_close[j] == item.weapon
1133 position = WEP_LAST - position;
1134 // item.bot_pickupbasevalue is overwritten here
1135 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1139 return item.bot_pickupbasevalue * c;
1142 float commodity_pickupevalfunc(entity player, entity item)
1145 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
1149 // Detect needed ammo
1150 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1152 wi = get_weaponinfo(i);
1154 if not(WEPSET_CONTAINS_EW(player, i))
1157 if(wi.items & IT_SHELLS)
1159 else if(wi.items & IT_NAILS)
1161 else if(wi.items & IT_ROCKETS)
1162 need_rockets = TRUE;
1163 else if(wi.items & IT_CELLS)
1165 else if(wi.items & IT_FUEL)
1169 // TODO: figure out if the player even has the weapon this ammo is for?
1170 // may not affect strategy much though...
1171 // find out how much more ammo/armor/health the player can hold
1173 if (item.ammo_shells)
1174 if (player.ammo_shells < g_pickup_shells_max)
1175 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1177 if (item.ammo_nails)
1178 if (player.ammo_nails < g_pickup_nails_max)
1179 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1181 if (item.ammo_rockets)
1182 if (player.ammo_rockets < g_pickup_rockets_max)
1183 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1185 if (item.ammo_cells)
1186 if (player.ammo_cells < g_pickup_cells_max)
1187 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1190 if (player.ammo_fuel < g_pickup_fuel_max)
1191 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1192 if (item.armorvalue)
1193 if (player.armorvalue < item.max_armorvalue)
1194 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1196 if (player.health < item.max_health)
1197 c = c + max(0, 1 - player.health / item.max_health);
1199 return item.bot_pickupbasevalue * c;
1202 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
1204 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1209 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)
1211 startitem_failed = FALSE;
1213 if(self.model == "")
1214 self.model = itemmodel;
1216 if(self.model == "")
1218 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1222 if(self.item_pickupsound == "")
1223 self.item_pickupsound = pickupsound;
1225 if(!self.respawntime) // both need to be set
1227 self.respawntime = defaultrespawntime;
1228 self.respawntimejitter = defaultrespawntimejitter;
1231 self.items = itemid;
1232 self.weapon = weaponid;
1235 WEPSET_COPY_EW(self, weaponid);
1237 self.flags = FL_ITEM | itemflags;
1239 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1241 startitem_failed = TRUE;
1246 // is it a dropped weapon?
1247 if (self.classname == "droppedweapon")
1249 self.reset = SUB_Remove;
1250 // it's a dropped weapon
1251 self.movetype = MOVETYPE_TOSS;
1253 // Savage: remove thrown items after a certain period of time ("garbage collection")
1254 self.think = RemoveItem;
1255 self.nextthink = time + 20;
1257 self.takedamage = DAMAGE_YES;
1258 self.event_damage = Item_Damage;
1260 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1263 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1264 if(self.ammo_nails == 0)
1265 if(self.ammo_cells == 0)
1266 if(self.ammo_rockets == 0)
1267 if(self.ammo_shells == 0)
1268 if(self.ammo_fuel == 0)
1269 if(self.health == 0)
1270 if(self.armorvalue == 0)
1273 // if item is worthless after a timer, have it expire then
1274 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1277 // don't drop if in a NODROP zone (such as lava)
1278 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1279 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1281 startitem_failed = TRUE;
1288 if(!have_pickup_item())
1290 startitem_failed = TRUE;
1295 if(self.angles != '0 0 0')
1296 self.SendFlags |= ISF_ANGLES;
1298 self.reset = Item_Reset;
1299 // it's a level item
1300 if(self.spawnflags & 1)
1303 self.movetype = MOVETYPE_NONE;
1305 self.movetype = MOVETYPE_TOSS;
1306 // do item filtering according to game mode and other things
1309 // first nudge it off the floor a little bit to avoid math errors
1310 setorigin(self, self.origin + '0 0 1');
1311 // set item size before we spawn a spawnfunc_waypoint
1312 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1313 setsize (self, '-16 -16 0', '16 16 48');
1315 setsize (self, '-16 -16 0', '16 16 32');
1316 // note droptofloor returns FALSE if stuck/or would fall too far
1318 waypoint_spawnforitem(self);
1322 * can't do it that way, as it would break maps
1323 * TODO make a target_give like entity another way, that perhaps has
1324 * the weapon name in a key
1327 // target_give not yet supported; maybe later
1328 print("removed targeted ", self.classname, "\n");
1329 startitem_failed = TRUE;
1335 if(autocvar_spawn_debug >= 2)
1338 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1340 // why not flags & fl_item?
1341 if(otheritem.is_item)
1343 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1344 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1345 error("Mapper sucks.");
1348 self.is_item = TRUE;
1351 WEPSET_OR_AW(weaponsInMap, weaponid);
1353 precache_model (self.model);
1354 precache_sound (self.item_pickupsound);
1356 precache_sound ("misc/itemrespawncountdown.wav");
1357 if(!g_minstagib && itemid == IT_STRENGTH)
1358 precache_sound ("misc/strength_respawn.wav");
1359 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1360 precache_sound ("misc/shield_respawn.wav");
1362 precache_sound ("misc/itemrespawn.wav");
1364 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1365 self.target = "###item###"; // for finding the nearest item using find()
1367 Item_ItemsTime_UpdateTime(self, 0);
1370 self.bot_pickup = TRUE;
1371 self.bot_pickupevalfunc = pickupevalfunc;
1372 self.bot_pickupbasevalue = pickupbasevalue;
1373 self.mdl = self.model;
1374 self.netname = itemname;
1375 self.touch = Item_Touch;
1376 setmodel(self, "null"); // precision set below
1377 //self.effects |= EF_LOWPRECISION;
1379 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1381 self.pos1 = '-16 -16 0';
1382 self.pos2 = '16 16 48';
1386 self.pos1 = '-16 -16 0';
1387 self.pos2 = '16 16 32';
1389 setsize (self, self.pos1, self.pos2);
1391 if(itemflags & FL_POWERUP)
1392 self.ItemStatus |= ITS_ANIMATE1;
1394 if(self.armorvalue || self.health)
1395 self.ItemStatus |= ITS_ANIMATE2;
1397 if(itemflags & FL_WEAPON)
1399 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1400 self.colormap = 1024; // color shirt=0 pants=0 grey
1404 self.ItemStatus |= ITS_ANIMATE1;
1405 self.ItemStatus |= ISF_COLORMAP;
1409 if(self.team) // broken, no idea why.
1412 self.cnt = 1; // item probability weight
1414 self.effects |= EF_NODRAW; // marker for item team search
1415 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1420 Net_LinkEntity(self, FALSE, 0, ItemSend);
1423 /* replace items in minstagib
1424 * IT_STRENGTH = invisibility
1425 * IT_NAILS = extra lives
1426 * IT_INVINCIBLE = speed
1428 void minstagib_items (float itemid) // will be deleted soon.
1431 self.classname = "minstagib"; // ...?
1433 // replace rocket launchers and nex guns with ammo cells
1434 if (itemid == IT_CELLS)
1436 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1437 StartItem ("models/items/a_cells.md3",
1438 "misc/itempickup.wav", 45, 0,
1439 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1446 itemid = IT_STRENGTH;
1450 itemid = IT_INVINCIBLE;
1452 // replace with invis
1453 if (itemid == IT_STRENGTH)
1455 if(!self.strength_finished)
1456 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1457 StartItem ("models/items/g_strength.md3",
1458 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1459 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1461 // replace with extra lives
1462 if (itemid == IT_NAILS)
1464 self.max_health = 1;
1465 StartItem ("models/items/g_h100.md3",
1466 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1467 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1469 // replace with speed
1470 if (itemid == IT_INVINCIBLE)
1472 if(!self.invincible_finished)
1473 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1474 StartItem ("models/items/g_invincible.md3",
1475 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1476 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1480 float minst_no_auto_cells;
1481 void minst_remove_item (void) {
1482 if(minst_no_auto_cells)
1486 float weaponswapping;
1489 void weapon_defaultspawnfunc(float wpn)
1493 var .float ammofield;
1499 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1501 e = get_weaponinfo(wpn);
1503 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1505 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1507 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1508 startitem_failed = TRUE;
1513 s = W_Apply_Weaponreplace(e.netname);
1516 MUTATOR_CALLHOOK(SetWeaponreplace);
1521 startitem_failed = TRUE;
1524 t = tokenize_console(s);
1527 self.team = --internalteam;
1529 for(i = 1; i < t; ++i)
1532 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1534 e = get_weaponinfo(j);
1538 copyentity(oldself, self);
1539 self.classname = "replacedweapon";
1540 weapon_defaultspawnfunc(j);
1546 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1551 if(t >= 1) // always the case!
1555 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1557 e = get_weaponinfo(j);
1566 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1572 startitem_failed = TRUE;
1577 e = get_weaponinfo(wpn);
1579 if(!self.respawntime)
1581 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1583 self.respawntime = g_pickup_respawntime_superweapon;
1584 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1588 self.respawntime = g_pickup_respawntime_weapon;
1589 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1593 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1594 if(!self.superweapons_finished)
1595 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1599 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1603 ammofield = Item_CounterField(j);
1605 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1611 if(g_pickup_weapons_anyway)
1612 self.pickup_anyway = TRUE;
1616 // no weapon-stay on superweapons
1617 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1618 f |= FL_NO_WEAPON_STAY;
1620 // weapon stay isn't supported for teamed weapons
1622 f |= FL_NO_WEAPON_STAY;
1624 // stupid minstagib hack, don't ask
1627 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1629 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1630 if (self.modelindex) // don't precache if self was removed
1631 weapon_action(e.weapon, WR_PRECACHE);
1634 void spawnfunc_weapon_shotgun (void);
1635 void spawnfunc_weapon_uzi (void) {
1636 if(autocvar_sv_q3acompat_machineshotgunswap)
1637 if(self.classname != "droppedweapon")
1639 weapon_defaultspawnfunc(WEP_SHOTGUN);
1642 weapon_defaultspawnfunc(WEP_UZI);
1645 void spawnfunc_weapon_shotgun (void) {
1646 if(autocvar_sv_q3acompat_machineshotgunswap)
1647 if(self.classname != "droppedweapon")
1649 weapon_defaultspawnfunc(WEP_UZI);
1652 weapon_defaultspawnfunc(WEP_SHOTGUN);
1655 void spawnfunc_weapon_nex (void)
1659 minstagib_items(IT_CELLS);
1660 self.think = minst_remove_item;
1661 self.nextthink = time;
1664 weapon_defaultspawnfunc(WEP_NEX);
1667 void spawnfunc_weapon_minstanex (void)
1671 minstagib_items(IT_CELLS);
1672 self.think = minst_remove_item;
1673 self.nextthink = time;
1676 weapon_defaultspawnfunc(WEP_MINSTANEX);
1679 void spawnfunc_weapon_rocketlauncher (void)
1683 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1684 self.think = minst_remove_item;
1685 self.nextthink = time;
1688 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1691 void spawnfunc_item_rockets (void) {
1692 if(!self.ammo_rockets)
1693 self.ammo_rockets = g_pickup_rockets;
1694 if(!self.pickup_anyway)
1695 self.pickup_anyway = g_pickup_ammo_anyway;
1696 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1699 void spawnfunc_item_shells (void);
1700 void spawnfunc_item_bullets (void) {
1702 if(autocvar_sv_q3acompat_machineshotgunswap)
1703 if(self.classname != "droppedweapon")
1705 weaponswapping = TRUE;
1706 spawnfunc_item_shells();
1707 weaponswapping = FALSE;
1711 if(!self.ammo_nails)
1712 self.ammo_nails = g_pickup_nails;
1713 if(!self.pickup_anyway)
1714 self.pickup_anyway = g_pickup_ammo_anyway;
1715 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1718 void spawnfunc_item_cells (void) {
1719 if(!self.ammo_cells)
1720 self.ammo_cells = g_pickup_cells;
1721 if(!self.pickup_anyway)
1722 self.pickup_anyway = g_pickup_ammo_anyway;
1723 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1726 void spawnfunc_item_shells (void) {
1728 if(autocvar_sv_q3acompat_machineshotgunswap)
1729 if(self.classname != "droppedweapon")
1731 weaponswapping = TRUE;
1732 spawnfunc_item_bullets();
1733 weaponswapping = FALSE;
1737 if(!self.ammo_shells)
1738 self.ammo_shells = g_pickup_shells;
1739 if(!self.pickup_anyway)
1740 self.pickup_anyway = g_pickup_ammo_anyway;
1741 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1744 void spawnfunc_item_armor_small (void) {
1745 if(!self.armorvalue)
1746 self.armorvalue = g_pickup_armorsmall;
1747 if(!self.max_armorvalue)
1748 self.max_armorvalue = g_pickup_armorsmall_max;
1749 if(!self.pickup_anyway)
1750 self.pickup_anyway = g_pickup_armorsmall_anyway;
1751 StartItem ("models/items/item_armor_small.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);
1754 void spawnfunc_item_armor_medium (void) {
1755 if(!self.armorvalue)
1756 self.armorvalue = g_pickup_armormedium;
1757 if(!self.max_armorvalue)
1758 self.max_armorvalue = g_pickup_armormedium_max;
1759 if(!self.pickup_anyway)
1760 self.pickup_anyway = g_pickup_armormedium_anyway;
1761 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1764 void spawnfunc_item_armor_big (void) {
1765 if(!self.armorvalue)
1766 self.armorvalue = g_pickup_armorbig;
1767 if(!self.max_armorvalue)
1768 self.max_armorvalue = g_pickup_armorbig_max;
1769 if(!self.pickup_anyway)
1770 self.pickup_anyway = g_pickup_armorbig_anyway;
1771 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1774 void spawnfunc_item_armor_large (void) {
1775 if(!self.armorvalue)
1776 self.armorvalue = g_pickup_armorlarge;
1777 if(!self.max_armorvalue)
1778 self.max_armorvalue = g_pickup_armorlarge_max;
1779 if(!self.pickup_anyway)
1780 self.pickup_anyway = g_pickup_armorlarge_anyway;
1781 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1784 void spawnfunc_item_health_small (void) {
1785 if(!self.max_health)
1786 self.max_health = g_pickup_healthsmall_max;
1788 self.health = g_pickup_healthsmall;
1789 if(!self.pickup_anyway)
1790 self.pickup_anyway = g_pickup_healthsmall_anyway;
1791 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);
1794 void spawnfunc_item_health_medium (void) {
1795 if(!self.max_health)
1796 self.max_health = g_pickup_healthmedium_max;
1798 self.health = g_pickup_healthmedium;
1799 if(!self.pickup_anyway)
1800 self.pickup_anyway = g_pickup_healthmedium_anyway;
1801 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);
1804 void spawnfunc_item_health_large (void) {
1805 if(!self.max_health)
1806 self.max_health = g_pickup_healthlarge_max;
1808 self.health = g_pickup_healthlarge;
1809 if(!self.pickup_anyway)
1810 self.pickup_anyway = g_pickup_healthlarge_anyway;
1811 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1814 void spawnfunc_item_health_mega (void) {
1816 minstagib_items(IT_NAILS);
1818 if(!self.max_health)
1819 self.max_health = g_pickup_healthmega_max;
1821 self.health = g_pickup_healthmega;
1822 if(!self.pickup_anyway)
1823 self.pickup_anyway = g_pickup_healthmega_anyway;
1824 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);
1828 // support old misnamed entities
1829 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1830 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1831 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1832 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1833 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1835 void spawnfunc_item_strength (void) {
1837 minstagib_items(IT_STRENGTH);
1839 precache_sound("weapons/strength_fire.wav");
1840 if(!self.strength_finished)
1841 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1842 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);
1846 void spawnfunc_item_invincible (void) {
1848 minstagib_items(IT_INVINCIBLE);
1850 if(!self.invincible_finished)
1851 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1852 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);
1856 void spawnfunc_item_minst_cells (void) {
1859 minst_no_auto_cells = TRUE;
1860 minstagib_items(IT_CELLS);
1867 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1869 float GiveItems(entity e, float beginarg, float endarg);
1870 void target_items_use (void)
1872 if(activator.classname == "droppedweapon")
1879 if(activator.classname != "player")
1881 if(activator.deadflag != DEAD_NO)
1886 for(e = world; (e = find(e, classname, "droppedweapon")); )
1887 if(e.enemy == activator)
1890 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1891 centerprint(activator, self.message);
1894 void spawnfunc_target_items (void)
1899 self.use = target_items_use;
1900 if(!self.strength_finished)
1901 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1902 if(!self.invincible_finished)
1903 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1904 if(!self.superweapons_finished)
1905 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1907 precache_sound("misc/itempickup.wav");
1908 precache_sound("misc/megahealth.wav");
1909 precache_sound("misc/armor25.wav");
1910 precache_sound("misc/powerup.wav");
1911 precache_sound("misc/poweroff.wav");
1912 precache_sound("weapons/weaponpickup.wav");
1914 n = tokenize_console(self.netname);
1915 if(argv(0) == "give")
1917 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1921 for(i = 0; i < n; ++i)
1923 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1924 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1925 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1926 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1927 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1928 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1929 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1930 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1933 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1935 e = get_weaponinfo(j);
1936 if(argv(i) == e.netname)
1938 WEPSET_OR_EW(self, j);
1939 if(self.spawnflags == 0 || self.spawnflags == 2)
1940 weapon_action(e.weapon, WR_PRECACHE);
1945 print("target_items: invalid item ", argv(i), "\n");
1949 string itemprefix, valueprefix;
1950 if(self.spawnflags == 0)
1955 else if(self.spawnflags == 1)
1957 itemprefix = "max ";
1958 valueprefix = "max ";
1960 else if(self.spawnflags == 2)
1962 itemprefix = "min ";
1963 valueprefix = "min ";
1965 else if(self.spawnflags == 4)
1967 itemprefix = "minus ";
1968 valueprefix = "max ";
1971 error("invalid spawnflags");
1974 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1975 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1976 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1977 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1978 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1979 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1980 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1981 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1982 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1983 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1984 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1985 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1986 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1987 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1988 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1990 e = get_weaponinfo(j);
1992 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1995 self.netname = strzone(self.netname);
1996 //print(self.netname, "\n");
1998 n = tokenize_console(self.netname);
1999 for(i = 0; i < n; ++i)
2001 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2003 e = get_weaponinfo(j);
2004 if(argv(i) == e.netname)
2006 weapon_action(e.weapon, WR_PRECACHE);
2013 void spawnfunc_item_fuel(void)
2016 self.ammo_fuel = g_pickup_fuel;
2017 if(!self.pickup_anyway)
2018 self.pickup_anyway = g_pickup_ammo_anyway;
2019 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);
2022 void spawnfunc_item_fuel_regen(void)
2024 if(start_items & IT_FUEL_REGEN)
2026 spawnfunc_item_fuel();
2029 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
2032 void spawnfunc_item_jetpack(void)
2034 if(g_grappling_hook)
2035 return; // sorry, but these two can't coexist (same button); spawn fuel instead
2037 self.ammo_fuel = g_pickup_fuel_jetpack;
2038 if(start_items & IT_JETPACK)
2040 spawnfunc_item_fuel();
2043 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
2053 float GiveWeapon(entity e, float wpn, float op, float val)
2056 v0 = WEPSET_CONTAINS_EW(e, wpn);
2061 WEPSET_OR_EW(e, wpn);
2063 WEPSET_ANDNOT_EW(e, wpn);
2068 WEPSET_OR_EW(e, wpn);
2072 WEPSET_ANDNOT_EW(e, wpn);
2076 WEPSET_ANDNOT_EW(e, wpn);
2079 v1 = WEPSET_CONTAINS_EW(e, wpn);
2083 float GiveBit(entity e, .float fld, float bit, float op, float val)
2113 float GiveValue(entity e, .float fld, float op, float val)
2123 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
2126 e.fld = min(e.fld, val);
2139 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
2146 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
2148 else if(v0 >= v0 + t)
2151 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
2155 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
2158 e.rotfield = max(e.rotfield, time + rottime);
2160 e.regenfield = max(e.regenfield, time + regentime);
2163 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
2164 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
2165 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
2166 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
2167 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
2168 #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)
2170 float GiveItems(entity e, float beginarg, float endarg)
2172 float got, i, j, val, op;
2173 float _switchweapon;
2182 _switchweapon = FALSE;
2184 if (e.switchweapon == w_getbestweapon(e))
2185 _switchweapon = TRUE;
2187 e.strength_finished = max(0, e.strength_finished - time);
2188 e.invincible_finished = max(0, e.invincible_finished - time);
2189 e.superweapons_finished = max(0, e.superweapons_finished - time);
2193 PREGIVE(e, strength_finished);
2194 PREGIVE(e, invincible_finished);
2195 PREGIVE(e, superweapons_finished);
2196 PREGIVE(e, ammo_nails);
2197 PREGIVE(e, ammo_cells);
2198 PREGIVE(e, ammo_shells);
2199 PREGIVE(e, ammo_rockets);
2200 PREGIVE(e, ammo_fuel);
2201 PREGIVE(e, armorvalue);
2204 for(i = beginarg; i < endarg; ++i)
2208 if(cmd == "0" || stof(cmd))
2232 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2233 got += GiveValue(e, strength_finished, op, val);
2234 got += GiveValue(e, invincible_finished, op, val);
2235 got += GiveValue(e, superweapons_finished, op, val);
2236 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2238 got += GiveBit(e, items, IT_JETPACK, op, val);
2239 got += GiveValue(e, health, op, val);
2240 got += GiveValue(e, armorvalue, op, val);
2242 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2244 wi = get_weaponinfo(j);
2246 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
2247 got += GiveWeapon(e, j, op, val);
2250 got += GiveValue(e, ammo_cells, op, val);
2251 got += GiveValue(e, ammo_shells, op, val);
2252 got += GiveValue(e, ammo_nails, op, val);
2253 got += GiveValue(e, ammo_rockets, op, val);
2254 got += GiveValue(e, ammo_fuel, op, val);
2256 case "unlimited_ammo":
2257 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2259 case "unlimited_weapon_ammo":
2260 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
2262 case "unlimited_superweapons":
2263 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2266 got += GiveBit(e, items, IT_JETPACK, op, val);
2269 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2272 got += GiveValue(e, strength_finished, op, val);
2275 got += GiveValue(e, invincible_finished, op, val);
2277 case "superweapons":
2278 got += GiveValue(e, superweapons_finished, op, val);
2281 got += GiveValue(e, ammo_cells, op, val);
2284 got += GiveValue(e, ammo_shells, op, val);
2288 got += GiveValue(e, ammo_nails, op, val);
2291 got += GiveValue(e, ammo_rockets, op, val);
2294 got += GiveValue(e, health, op, val);
2297 got += GiveValue(e, armorvalue, op, val);
2300 got += GiveValue(e, ammo_fuel, op, val);
2303 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2305 wi = get_weaponinfo(j);
2306 if(cmd == wi.netname)
2308 got += GiveWeapon(e, j, op, val);
2313 print("give: invalid item ", cmd, "\n");
2320 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2321 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2322 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2323 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2324 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2326 wi = get_weaponinfo(j);
2329 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2330 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2331 if(WEPSET_CONTAINS_EW(e, j))
2332 weapon_action(wi.weapon, WR_PRECACHE);
2335 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2336 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2337 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2338 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2339 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2340 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2341 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
2342 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
2343 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
2345 if(e.superweapons_finished <= 0)
2346 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2347 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2351 e.health = bound(0, e.health, 100);
2352 e.armorvalue = bound(0, e.armorvalue, 999);
2355 if(e.strength_finished <= 0)
2356 e.strength_finished = 0;
2358 e.strength_finished += time;
2359 if(e.invincible_finished <= 0)
2360 e.invincible_finished = 0;
2362 e.invincible_finished += time;
2363 if(e.superweapons_finished <= 0)
2364 e.superweapons_finished = 0;
2366 e.superweapons_finished += time;
2368 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2369 _switchweapon = TRUE;
2371 W_SwitchWeapon_Force(e, w_getbestweapon(e));