+++ /dev/null
-#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
- #include "../common/util.qh"
- #include "../common/buffs.qh"
- #include "../common/weapons/weapons.qh"
- #include "../client/autocvars.qh"
- #include "../client/movetypes.qh"
- #include "../client/main.qh"
- #include "../csqcmodellib/common.qh"
- #include "../csqcmodellib/cl_model.qh"
- #include "t_items.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/util_server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/monsters/monsters.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/weaponsystem.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
-#endif
-
-#ifdef CSQC
-void ItemDraw()
-{
- if(self.gravity)
- {
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
- if(self.move_flags & FL_ONGROUND)
- { // For some reason move_avelocity gets set to '0 0 0' here ...
- self.oldorigin = self.origin;
- self.gravity = 0;
-
- if(autocvar_cl_animate_items)
- { // ... so reset it if animations are requested.
- if(self.ItemStatus & ITS_ANIMATE1)
- self.move_avelocity = '0 180 0';
-
- if(self.ItemStatus & ITS_ANIMATE2)
- self.move_avelocity = '0 -90 0';
- }
- }
- }
- else if (autocvar_cl_animate_items)
- {
- if(self.ItemStatus & ITS_ANIMATE1)
- {
- self.angles += self.move_avelocity * frametime;
- setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
- }
-
- if(self.ItemStatus & ITS_ANIMATE2)
- {
- self.angles += self.move_avelocity * frametime;
- setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
- }
- }
-}
-
-void ItemDrawSimple()
-{
- if(self.gravity)
- {
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-
- if(self.move_flags & FL_ONGROUND)
- self.gravity = 0;
- }
-}
-
-void ItemRead(float _IsNew)
-{
- int sf = ReadByte();
-
- if(sf & ISF_LOCATION)
- {
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
- setorigin(self, self.origin);
- self.oldorigin = self.origin;
- }
-
- if(sf & ISF_ANGLES)
- {
- self.angles_x = ReadCoord();
- self.angles_y = ReadCoord();
- self.angles_z = ReadCoord();
- self.move_angles = self.angles;
- }
-
- if(sf & ISF_SIZE)
- {
- self.mins_x = ReadCoord();
- self.mins_y = ReadCoord();
- self.mins_z = ReadCoord();
- self.maxs_x = ReadCoord();
- self.maxs_y = ReadCoord();
- self.maxs_z = ReadCoord();
- setsize(self, self.mins, self.maxs);
- }
-
- if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
- {
- self.ItemStatus = ReadByte();
-
- if(self.ItemStatus & ITS_AVAILABLE)
- {
- self.alpha = 1;
- self.colormod = self.glowmod = '1 1 1';
- }
- else
- {
- if (autocvar_cl_ghost_items_color)
- {
- self.alpha = autocvar_cl_ghost_items;
- self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
- }
- else
- self.alpha = -1;
- }
-
- if(autocvar_cl_fullbright_items)
- if(self.ItemStatus & ITS_ALLOWFB)
- self.effects |= EF_FULLBRIGHT;
-
- if(self.ItemStatus & ITS_STAYWEP)
- {
- self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
- self.alpha = autocvar_cl_weapon_stay_alpha;
-
- }
-
- if(self.ItemStatus & ITS_POWERUP)
- {
- if(self.ItemStatus & ITS_AVAILABLE)
- self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
- else
- self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
- }
- }
-
- if(sf & ISF_MODEL)
- {
- self.drawmask = MASK_NORMAL;
- self.movetype = MOVETYPE_TOSS;
- self.draw = ItemDraw;
-
- if(self.mdl)
- strunzone(self.mdl);
-
- self.mdl = "";
- string _fn = ReadString();
-
- if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
- {
- string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
- self.draw = ItemDrawSimple;
-
-
-
- if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
- self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
- self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
- self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
- else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
- self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
- else
- {
- self.draw = ItemDraw;
- dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
- }
- }
-
- if(self.draw != ItemDrawSimple)
- self.mdl = strzone(_fn);
-
-
- if(self.mdl == "")
- dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
-
- precache_model(self.mdl);
- setmodel(self, self.mdl);
- }
-
- if(sf & ISF_COLORMAP)
- self.colormap = ReadShort();
-
- if(sf & ISF_DROP)
- {
- self.gravity = 1;
- //self.move_angles = '0 0 0';
- self.move_movetype = MOVETYPE_TOSS;
- self.move_velocity_x = ReadCoord();
- self.move_velocity_y = ReadCoord();
- self.move_velocity_z = ReadCoord();
- self.velocity = self.move_velocity;
- self.move_origin = self.oldorigin;
-
- if(!self.move_time)
- {
- self.move_time = time;
- self.spawntime = time;
- }
- else
- self.move_time = max(self.move_time, time);
- }
-
- if(autocvar_cl_animate_items)
- {
- if(self.ItemStatus & ITS_ANIMATE1)
- self.move_avelocity = '0 180 0';
-
- if(self.ItemStatus & ITS_ANIMATE2)
- self.move_avelocity = '0 -90 0';
- }
-}
-
-#endif
-
-#ifdef SVQC
-float ItemSend(entity to, float sf)
-{
- if(self.gravity)
- sf |= ISF_DROP;
- else
- sf &= ~ISF_DROP;
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
- WriteByte(MSG_ENTITY, sf);
-
- //WriteByte(MSG_ENTITY, self.cnt);
- if(sf & ISF_LOCATION)
- {
- WriteCoord(MSG_ENTITY, self.origin.x);
- WriteCoord(MSG_ENTITY, self.origin.y);
- WriteCoord(MSG_ENTITY, self.origin.z);
- }
-
- if(sf & ISF_ANGLES)
- {
- WriteCoord(MSG_ENTITY, self.angles.x);
- WriteCoord(MSG_ENTITY, self.angles.y);
- WriteCoord(MSG_ENTITY, self.angles.z);
- }
-
- if(sf & ISF_SIZE)
- {
- WriteCoord(MSG_ENTITY, self.mins.x);
- WriteCoord(MSG_ENTITY, self.mins.y);
- WriteCoord(MSG_ENTITY, self.mins.z);
- WriteCoord(MSG_ENTITY, self.maxs.x);
- WriteCoord(MSG_ENTITY, self.maxs.y);
- WriteCoord(MSG_ENTITY, self.maxs.z);
- }
-
- if(sf & ISF_STATUS)
- WriteByte(MSG_ENTITY, self.ItemStatus);
-
- if(sf & ISF_MODEL)
- {
-
- if(self.mdl == "")
- dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
-
- WriteString(MSG_ENTITY, self.mdl);
- }
-
-
- if(sf & ISF_COLORMAP)
- WriteShort(MSG_ENTITY, self.colormap);
-
- if(sf & ISF_DROP)
- {
- WriteCoord(MSG_ENTITY, self.velocity.x);
- WriteCoord(MSG_ENTITY, self.velocity.y);
- WriteCoord(MSG_ENTITY, self.velocity.z);
- }
-
- return true;
-}
-
-void ItemUpdate(entity item)
-{
- item.SendFlags |= ISF_LOCATION;
-}
-
-float have_pickup_item(void)
-{
- if(self.flags & FL_POWERUP)
- {
- if(autocvar_g_powerups > 0)
- return true;
- if(autocvar_g_powerups == 0)
- return false;
- }
- else
- {
- if(autocvar_g_pickup_items > 0)
- return true;
- if(autocvar_g_pickup_items == 0)
- return false;
- if(g_weaponarena)
- if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
- return false;
- }
- return true;
-}
-
-/*
-float Item_Customize()
-{
- if(self.spawnshieldtime)
- return true;
- if(self.weapons & ~other.weapons)
- {
- self.colormod = '0 0 0';
- self.glowmod = self.colormod;
- self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
- return true;
- }
- else
- {
- if(g_ghost_items)
- {
- self.colormod = stov(autocvar_g_ghost_items_color);
- self.glowmod = self.colormod;
- self.alpha = g_ghost_items;
- return true;
- }
- else
- return false;
- }
-}
-*/
-
-void Item_Show (entity e, float mode)
-{
- e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
- e.ItemStatus &= ~ITS_STAYWEP;
- if (mode > 0)
- {
- // make the item look normal, and be touchable
- e.model = e.mdl;
- e.solid = SOLID_TRIGGER;
- e.spawnshieldtime = 1;
- e.ItemStatus |= ITS_AVAILABLE;
- }
- else if (mode < 0)
- {
- // hide the item completely
- e.model = string_null;
- e.solid = SOLID_NOT;
- e.spawnshieldtime = 1;
- e.ItemStatus &= ~ITS_AVAILABLE;
- }
- else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
- {
- // make the item translucent and not touchable
- e.model = e.mdl;
- e.solid = SOLID_TRIGGER; // can STILL be picked up!
- e.effects |= EF_STARDUST;
- e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
- e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
- }
- else
- {
- //setmodel(e, "null");
- e.solid = SOLID_NOT;
- e.colormod = '0 0 0';
- e.glowmod = e.colormod;
- e.spawnshieldtime = 1;
- e.ItemStatus &= ~ITS_AVAILABLE;
- }
-
- if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
- e.ItemStatus |= ITS_POWERUP;
-
- if (autocvar_g_nodepthtestitems)
- e.effects |= EF_NODEPTHTEST;
-
-
- if (autocvar_g_fullbrightitems)
- e.ItemStatus |= ITS_ALLOWFB;
-
- if (autocvar_sv_simple_items)
- e.ItemStatus |= ITS_ALLOWSI;
-
- // relink entity (because solid may have changed)
- setorigin(e, e.origin);
- e.SendFlags |= ISF_STATUS;
-}
-
-void Item_Think()
-{
- self.nextthink = time;
- if(self.origin != self.oldorigin)
- {
- self.oldorigin = self.origin;
- ItemUpdate(self);
- }
-}
-
-void Item_Respawn (void)
-{
- Item_Show(self, 1);
- // this is ugly...
- if(self.items == IT_STRENGTH)
- sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
- else if(self.items == IT_INVINCIBLE)
- sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
- else
- sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
- setorigin (self, self.origin);
-
- self.think = Item_Think;
- self.nextthink = time;
-
- //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
- pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
-}
-
-void Item_RespawnCountdown (void)
-{
- if(self.count >= ITEM_RESPAWN_TICKS)
- {
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
- Item_Respawn();
- }
- else
- {
- self.nextthink = time + 1;
- self.count += 1;
- if(self.count == 1)
- {
- string name;
- vector rgb = '1 0 1';
- name = string_null;
- switch(self.items)
- {
- case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
- case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
- case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
- case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
- }
- item_name = name;
- item_color = rgb;
- MUTATOR_CALLHOOK(Item_RespawnCountdown);
- name = item_name;
- rgb = item_color;
- if(self.flags & FL_WEAPON)
- {
- entity wi = get_weaponinfo(self.weapon);
- if(wi)
- {
- name = wi.wpmodel;
- rgb = '1 0 0';
- }
- }
- if(name)
- {
- WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
- if(self.waypointsprite_attached)
- WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
- }
- else
- {
- print("Unknown powerup-marked item is wanting to respawn\n");
- localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
- }
- }
- sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
- if(self.waypointsprite_attached)
- {
- WaypointSprite_Ping(self.waypointsprite_attached);
- //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
- }
- }
-}
-
-void Item_RespawnThink()
-{
- self.nextthink = time;
- if(self.origin != self.oldorigin)
- {
- self.oldorigin = self.origin;
- ItemUpdate(self);
- }
-
- if(time >= self.wait)
- Item_Respawn();
-}
-
-void Item_ScheduleRespawnIn(entity e, float t)
-{
- if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
- {
- e.think = Item_RespawnCountdown;
- e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
- e.count = 0;
- }
- else
- {
- e.think = Item_RespawnThink;
- e.nextthink = time;
- e.wait = time + t;
- }
-}
-
-void Item_ScheduleRespawn(entity e)
-{
- if(e.respawntime > 0)
- {
- Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
- }
- else // if respawntime is -1, this item does not respawn
- Item_Show(e, -1);
-}
-
-void Item_ScheduleInitialRespawn(entity e)
-{
- Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
-}
-
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
-{
- if (!item.ammotype)
- return false;
-
- if (item.spawnshieldtime)
- {
- if ((player.ammotype < ammomax) || item.pickup_anyway)
- {
- player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
- goto YEAH;
- }
- }
- else if(g_weapon_stay == 2)
- {
- float mi = min(item.ammotype, ammomax);
- if (player.ammotype < mi)
- {
- player.ammotype = mi;
- goto YEAH;
- }
- }
-
- return false;
-
-:YEAH
- switch(mode)
- {
- case ITEM_MODE_FUEL:
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
- break;
- case ITEM_MODE_HEALTH:
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- break;
- case ITEM_MODE_ARMOR:
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
- break;
- default:
- break;
- }
- return true;
-}
-
-float Item_GiveTo(entity item, entity player)
-{
- float _switchweapon;
- float pickedup;
- float it;
- float i;
-
- // if nothing happens to player, just return without taking the item
- pickedup = false;
- _switchweapon = false;
- // in case the player has autoswitch enabled do the following:
- // if the player is using their best weapon before items are given, they
- // probably want to switch to an even better weapon after items are given
- if (player.autoswitch)
- if (player.switchweapon == w_getbestweapon(player))
- _switchweapon = true;
-
- if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
- _switchweapon = true;
-
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
- pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
- if (item.flags & FL_WEAPON)
- {
- WepSet it;
- it = item.weapons;
- it &= ~player.weapons;
-
- if (it || (item.spawnshieldtime && item.pickup_anyway))
- {
- pickedup = true;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(it & WepSet_FromWeapon(i))
- {
- W_DropEvent(WR_PICKUP, player, i, item);
- W_GiveWeapon(player, i);
- }
- }
- }
-
- if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
- {
- pickedup = true;
- player.items |= it;
- Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
- }
-
- if (item.strength_finished)
- {
- pickedup = true;
- player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
- }
- if (item.invincible_finished)
- {
- pickedup = true;
- player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
- }
- if (item.superweapons_finished)
- {
- pickedup = true;
- player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
- }
-
-:skip
-
- // always eat teamed entities
- if(item.team)
- pickedup = true;
-
- if (!pickedup)
- return 0;
-
- if (_switchweapon)
- if (player.switchweapon != w_getbestweapon(player))
- W_SwitchWeapon_Force(player, w_getbestweapon(player));
-
- return 1;
-}
-
-void Item_Touch (void)
-{
- entity e, head;
-
- // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
- if(self.classname == "droppedweapon")
- {
- if (ITEM_TOUCH_NEEDKILL())
- {
- remove(self);
- return;
- }
- }
-
- if (!IS_PLAYER(other))
- return;
- if (other.frozen)
- return;
- if (other.deadflag)
- return;
- if (self.solid != SOLID_TRIGGER)
- return;
- if (self.owner == other)
- return;
- if (time < self.item_spawnshieldtime)
- return;
-
- switch(MUTATOR_CALLHOOK(ItemTouch))
- {
- case MUT_ITEMTOUCH_RETURN: { return; }
- case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
- }
-
- if (self.classname == "droppedweapon")
- {
- self.strength_finished = max(0, self.strength_finished - time);
- self.invincible_finished = max(0, self.invincible_finished - time);
- self.superweapons_finished = max(0, self.superweapons_finished - time);
- }
-
- if(!Item_GiveTo(self, other))
- {
- if (self.classname == "droppedweapon")
- {
- // undo what we did above
- self.strength_finished += time;
- self.invincible_finished += time;
- self.superweapons_finished += time;
- }
- return;
- }
-
- :pickup
-
- other.last_pickup = time;
-
- pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
- sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
-
- if (self.classname == "droppedweapon")
- remove (self);
- else if (!self.spawnshieldtime)
- return;
- else
- {
- if(self.team)
- {
- RandomSelection_Init();
- for(head = world; (head = findfloat(head, team, self.team)); )
- {
- if(head.flags & FL_ITEM)
- {
- Item_Show(head, -1);
- RandomSelection_Add(head, 0, string_null, head.cnt, 0);
- }
- }
- e = RandomSelection_chosen_ent;
-
- }
- else
- e = self;
- Item_ScheduleRespawn(e);
- }
-}
-
-void Item_Reset()
-{
- Item_Show(self, !self.state);
- setorigin (self, self.origin);
-
- if(self.classname != "droppedweapon")
- {
- self.think = Item_Think;
- self.nextthink = time;
-
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
-
- if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
- }
-}
-
-void Item_FindTeam()
-{
- entity head, e;
-
- if(self.effects & EF_NODRAW)
- {
- // marker for item team search
- dprint("Initializing item team ", ftos(self.team), "\n");
- RandomSelection_Init();
- for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
- RandomSelection_Add(head, 0, string_null, head.cnt, 0);
- e = RandomSelection_chosen_ent;
- e.state = 0;
- Item_Show(e, 1);
-
- for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
- {
- if(head != e)
- {
- // make it a non-spawned item
- Item_Show(head, -1);
- head.state = 1; // state 1 = initially hidden item
- }
- head.effects &= ~EF_NODRAW;
- }
-
- Item_Reset();
- }
-}
-
-// Savage: used for item garbage-collection
-// TODO: perhaps nice special effect?
-void RemoveItem(void)
-{
- remove(self);
-}
-
-// pickup evaluation functions
-// these functions decide how desirable an item is to the bots
-
-float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
-
-float weapon_pickupevalfunc(entity player, entity item)
-{
- float c, j, position;
-
- // See if I have it already
- if(item.weapons & ~player.weapons)
- {
- // If I can pick it up
- if(!item.spawnshieldtime)
- c = 0;
- else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
- {
- // Skilled bots will grab more
- c = bound(0, skill / 10, 1) * 0.5;
- }
- else
- c = 0;
- }
- else
- c = 1;
-
- // If custom weapon priorities for bots is enabled rate most wanted weapons higher
- if( bot_custom_weapon && c )
- {
- // Find the highest position on any range
- position = -1;
- for(j = 0; j < WEP_LAST ; ++j){
- if(
- bot_weapons_far[j] == item.weapon ||
- bot_weapons_mid[j] == item.weapon ||
- bot_weapons_close[j] == item.weapon
- )
- {
- position = j;
- break;
- }
- }
-
- // Rate it
- if (position >= 0 )
- {
- position = WEP_LAST - position;
- // item.bot_pickupbasevalue is overwritten here
- return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
- }
- }
-
- return item.bot_pickupbasevalue * c;
-}
-
-float commodity_pickupevalfunc(entity player, entity item)
-{
- float c, i;
- float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
- entity wi;
- c = 0;
-
- // Detect needed ammo
- for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
- {
- wi = get_weaponinfo(i);
-
- if (!(player.weapons & WepSet_FromWeapon(i)))
- continue;
-
- if(wi.items & IT_SHELLS)
- need_shells = true;
- else if(wi.items & IT_NAILS)
- need_nails = true;
- else if(wi.items & IT_ROCKETS)
- need_rockets = true;
- else if(wi.items & IT_CELLS)
- need_cells = true;
- else if(wi.items & IT_PLASMA)
- need_plasma = true;
- else if(wi.items & IT_FUEL)
- need_fuel = true;
- }
-
- // TODO: figure out if the player even has the weapon this ammo is for?
- // may not affect strategy much though...
- // find out how much more ammo/armor/health the player can hold
- if (need_shells)
- if (item.ammo_shells)
- if (player.ammo_shells < g_pickup_shells_max)
- c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
- if (need_nails)
- if (item.ammo_nails)
- if (player.ammo_nails < g_pickup_nails_max)
- c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
- if (need_rockets)
- if (item.ammo_rockets)
- if (player.ammo_rockets < g_pickup_rockets_max)
- c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
- if (need_cells)
- if (item.ammo_cells)
- if (player.ammo_cells < g_pickup_cells_max)
- c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
- if (need_plasma)
- if (item.ammo_plasma)
- if (player.ammo_plasma < g_pickup_plasma_max)
- c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
- if (need_fuel)
- if (item.ammo_fuel)
- if (player.ammo_fuel < g_pickup_fuel_max)
- c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
- if (item.armorvalue)
- if (player.armorvalue < item.max_armorvalue)
- c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
- if (item.health)
- if (player.health < item.max_health)
- c = c + max(0, 1 - player.health / item.max_health);
-
- return item.bot_pickupbasevalue * c;
-}
-
-void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if(ITEM_DAMAGE_NEEDKILL(deathtype))
- RemoveItem();
-}
-
-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)
-{
- startitem_failed = false;
-
- if(self.model == "")
- self.model = itemmodel;
-
- if(self.model == "")
- {
- error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
- return;
- }
-
- if(self.item_pickupsound == "")
- self.item_pickupsound = pickupsound;
-
- if(!self.respawntime) // both need to be set
- {
- self.respawntime = defaultrespawntime;
- self.respawntimejitter = defaultrespawntimejitter;
- }
-
- self.items = itemid;
- self.weapon = weaponid;
-
- if(weaponid)
- self.weapons = WepSet_FromWeapon(weaponid);
-
- self.flags = FL_ITEM | itemflags;
-
- if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
- {
- startitem_failed = true;
- remove(self);
- return;
- }
-
- // is it a dropped weapon?
- if (self.classname == "droppedweapon")
- {
- self.reset = SUB_Remove;
- // it's a dropped weapon
- self.movetype = MOVETYPE_TOSS;
-
- // Savage: remove thrown items after a certain period of time ("garbage collection")
- self.think = RemoveItem;
- self.nextthink = time + 20;
-
- self.takedamage = DAMAGE_YES;
- self.event_damage = Item_Damage;
-
- if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
- /*
- if(self.items == 0)
- if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
- if(self.ammo_nails == 0)
- if(self.ammo_cells == 0)
- if(self.ammo_rockets == 0)
- if(self.ammo_shells == 0)
- if(self.ammo_fuel == 0)
- if(self.health == 0)
- if(self.armorvalue == 0)
- */
- {
- // if item is worthless after a timer, have it expire then
- self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
- }
-
- // don't drop if in a NODROP zone (such as lava)
- traceline(self.origin, self.origin, MOVE_NORMAL, self);
- if (trace_dpstartcontents & DPCONTENTS_NODROP)
- {
- startitem_failed = true;
- remove(self);
- return;
- }
- }
- else
- {
- if(!have_pickup_item())
- {
- startitem_failed = true;
- remove (self);
- return;
- }
-
- self.reset = Item_Reset;
- // it's a level item
- if(self.spawnflags & 1)
- self.noalign = 1;
- if (self.noalign)
- self.movetype = MOVETYPE_NONE;
- else
- self.movetype = MOVETYPE_TOSS;
- // do item filtering according to game mode and other things
- if (!self.noalign)
- {
- // first nudge it off the floor a little bit to avoid math errors
- setorigin(self, self.origin + '0 0 1');
- // set item size before we spawn a spawnfunc_waypoint
- if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
- setsize (self, '-16 -16 0', '16 16 48');
- else
- setsize (self, '-16 -16 0', '16 16 32');
-
- // note droptofloor returns false if stuck/or would fall too far
- droptofloor();
- waypoint_spawnforitem(self);
- }
-
- /*
- * can't do it that way, as it would break maps
- * TODO make a target_give like entity another way, that perhaps has
- * the weapon name in a key
- if(self.targetname)
- {
- // target_give not yet supported; maybe later
- print("removed targeted ", self.classname, "\n");
- startitem_failed = true;
- remove (self);
- return;
- }
- */
-
- if(autocvar_spawn_debug >= 2)
- {
- entity otheritem;
- for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
- {
- // why not flags & fl_item?
- if(otheritem.is_item)
- {
- dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
- dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
- error("Mapper sucks.");
- }
- }
- self.is_item = true;
- }
-
- weaponsInMap |= WepSet_FromWeapon(weaponid);
-
- precache_model (self.model);
- precache_sound (self.item_pickupsound);
-
- precache_sound ("misc/itemrespawncountdown.wav");
- if(itemid == IT_STRENGTH)
- precache_sound ("misc/strength_respawn.wav");
- else if(itemid == IT_INVINCIBLE)
- precache_sound ("misc/shield_respawn.wav");
- else
- precache_sound ("misc/itemrespawn.wav");
-
- if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
- self.target = "###item###"; // for finding the nearest item using find()
- }
-
- self.bot_pickup = true;
- self.bot_pickupevalfunc = pickupevalfunc;
- self.bot_pickupbasevalue = pickupbasevalue;
- self.mdl = self.model;
- self.netname = itemname;
- self.touch = Item_Touch;
- setmodel(self, "null"); // precision set below
- //self.effects |= EF_LOWPRECISION;
-
- if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
- {
- self.pos1 = '-16 -16 0';
- self.pos2 = '16 16 48';
- }
- else
- {
- self.pos1 = '-16 -16 0';
- self.pos2 = '16 16 32';
- }
- setsize (self, self.pos1, self.pos2);
-
- if(itemflags & FL_POWERUP)
- self.ItemStatus |= ITS_ANIMATE1;
-
- if(self.armorvalue || self.health)
- self.ItemStatus |= ITS_ANIMATE2;
-
- if(itemflags & FL_WEAPON)
- {
- if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
- self.colormap = 1024; // color shirt=0 pants=0 grey
- else
- self.gravity = 1;
-
- self.ItemStatus |= ITS_ANIMATE1;
- self.ItemStatus |= ISF_COLORMAP;
- }
-
- self.state = 0;
- if(self.team) // broken, no idea why.
- {
- if(!self.cnt)
- self.cnt = 1; // item probability weight
-
- self.effects |= EF_NODRAW; // marker for item team search
- InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
- }
- else
- Item_Reset();
-
- Net_LinkEntity(self, false, 0, ItemSend);
-
- self.SendFlags |= ISF_SIZE;
- if(self.angles)
- self.SendFlags |= ISF_ANGLES;
-
- // call this hook after everything else has been done
- if(MUTATOR_CALLHOOK(Item_Spawn))
- {
- startitem_failed = true;
- remove(self);
- return;
- }
-}
-void spawnfunc_item_rockets (void) {
- if(!self.ammo_rockets)
- self.ammo_rockets = g_pickup_rockets;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- 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);
-}
-
-void spawnfunc_item_shells (void);
-void spawnfunc_item_bullets (void) {
- if(!weaponswapping)
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weaponswapping = true;
- spawnfunc_item_shells();
- weaponswapping = false;
- return;
- }
-
- if(!self.ammo_nails)
- self.ammo_nails = g_pickup_nails;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- 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);
-}
-
-void spawnfunc_item_cells (void) {
- if(!self.ammo_cells)
- self.ammo_cells = g_pickup_cells;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- 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);
-}
-
-void spawnfunc_item_plasma()
-{
- if(!self.ammo_plasma)
- self.ammo_plasma = g_pickup_plasma;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
-}
-
-void spawnfunc_item_shells (void) {
- if(!weaponswapping)
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weaponswapping = true;
- spawnfunc_item_bullets();
- weaponswapping = false;
- return;
- }
-
- if(!self.ammo_shells)
- self.ammo_shells = g_pickup_shells;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- 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);
-}
-
-void spawnfunc_item_armor_small (void) {
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorsmall;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorsmall_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorsmall_anyway;
- 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);
-}
-
-void spawnfunc_item_armor_medium (void) {
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armormedium;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armormedium_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armormedium_anyway;
- 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);
-}
-
-void spawnfunc_item_armor_big (void) {
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorbig;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorbig_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorbig_anyway;
- 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);
-}
-
-void spawnfunc_item_armor_large (void) {
- if(!self.armorvalue)
- self.armorvalue = g_pickup_armorlarge;
- if(!self.max_armorvalue)
- self.max_armorvalue = g_pickup_armorlarge_max;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_armorlarge_anyway;
- 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);
-}
-
-void spawnfunc_item_health_small (void) {
- if(!self.max_health)
- self.max_health = g_pickup_healthsmall_max;
- if(!self.health)
- self.health = g_pickup_healthsmall;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthsmall_anyway;
- 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);
-}
-
-void spawnfunc_item_health_medium (void) {
- if(!self.max_health)
- self.max_health = g_pickup_healthmedium_max;
- if(!self.health)
- self.health = g_pickup_healthmedium;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthmedium_anyway;
- 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);
-}
-
-void spawnfunc_item_health_large (void) {
- if(!self.max_health)
- self.max_health = g_pickup_healthlarge_max;
- if(!self.health)
- self.health = g_pickup_healthlarge;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthlarge_anyway;
- 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);
-}
-
-void spawnfunc_item_health_mega (void) {
- if(!self.max_health)
- self.max_health = g_pickup_healthmega_max;
- if(!self.health)
- self.health = g_pickup_healthmega;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_healthmega_anyway;
- 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);
-}
-
-// support old misnamed entities
-void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
-void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
-void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
-void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
-
-void spawnfunc_item_strength (void) {
- precache_sound("weapons/strength_fire.wav");
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
- StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
-}
-
-void spawnfunc_item_invincible (void) {
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
- StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
-}
-
-// compatibility:
-void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
-
-void target_items_use (void)
-{
- if(activator.classname == "droppedweapon")
- {
- EXACTTRIGGER_TOUCH;
- remove(activator);
- return;
- }
-
- if (!IS_PLAYER(activator))
- return;
- if(activator.deadflag != DEAD_NO)
- return;
- EXACTTRIGGER_TOUCH;
-
- entity e;
- for(e = world; (e = find(e, classname, "droppedweapon")); )
- if(e.enemy == activator)
- remove(e);
-
- if(GiveItems(activator, 0, tokenize_console(self.netname)))
- centerprint(activator, self.message);
-}
-
-void spawnfunc_target_items (void)
-{
- float n, i, j;
- entity e;
- string s;
-
- self.use = target_items_use;
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- precache_sound("misc/itempickup.wav");
- precache_sound("misc/megahealth.wav");
- precache_sound("misc/armor25.wav");
- precache_sound("misc/powerup.wav");
- precache_sound("misc/poweroff.wav");
- precache_sound("weapons/weaponpickup.wav");
-
- n = tokenize_console(self.netname);
- if(argv(0) == "give")
- {
- self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
- }
- else
- {
- for(i = 0; i < n; ++i)
- {
- if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
- else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
- else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
- else if(argv(i) == "strength") self.items |= IT_STRENGTH;
- else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
- else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
- else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
- else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
- else
- {
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- s = W_UndeprecateName(argv(i));
- if(s == e.netname)
- {
- self.weapons |= WepSet_FromWeapon(j);
- if(self.spawnflags == 0 || self.spawnflags == 2)
- WEP_ACTION(e.weapon, WR_INIT);
- break;
- }
- }
- if(j > WEP_LAST)
- print("target_items: invalid item ", argv(i), "\n");
- }
- }
-
- string itemprefix, valueprefix;
- if(self.spawnflags == 0)
- {
- itemprefix = "";
- valueprefix = "";
- }
- else if(self.spawnflags == 1)
- {
- itemprefix = "max ";
- valueprefix = "max ";
- }
- else if(self.spawnflags == 2)
- {
- itemprefix = "min ";
- valueprefix = "min ";
- }
- else if(self.spawnflags == 4)
- {
- itemprefix = "minus ";
- valueprefix = "max ";
- }
- else
- {
- error("invalid spawnflags");
- itemprefix = valueprefix = string_null;
- }
-
- self.netname = "";
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
- if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
- if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
- if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
- if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
- if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
- if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
- if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
- if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.weapon)
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
- }
- }
- self.netname = strzone(self.netname);
- //print(self.netname, "\n");
-
- n = tokenize_console(self.netname);
- for(i = 0; i < n; ++i)
- {
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(argv(i) == e.netname)
- {
- WEP_ACTION(e.weapon, WR_INIT);
- break;
- }
- }
- }
-}
-
-void spawnfunc_item_fuel(void)
-{
- if(!self.ammo_fuel)
- self.ammo_fuel = g_pickup_fuel;
- if(!self.pickup_anyway)
- self.pickup_anyway = g_pickup_ammo_anyway;
- 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);
-}
-
-void spawnfunc_item_fuel_regen(void)
-{
- if(start_items & IT_FUEL_REGEN)
- {
- spawnfunc_item_fuel();
- return;
- }
- 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);
-}
-
-void spawnfunc_item_jetpack(void)
-{
- if(!self.ammo_fuel)
- self.ammo_fuel = g_pickup_fuel_jetpack;
- if(start_items & IT_JETPACK)
- {
- spawnfunc_item_fuel();
- return;
- }
- 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);
-}
-
-float GiveWeapon(entity e, float wpn, float op, float val)
-{
- WepSet v0, v1;
- v0 = (e.weapons & WepSet_FromWeapon(wpn));
- switch(op)
- {
- case OP_SET:
- if(val > 0)
- e.weapons |= WepSet_FromWeapon(wpn);
- else
- e.weapons &= ~WepSet_FromWeapon(wpn);
- break;
- case OP_MIN:
- case OP_PLUS:
- if(val > 0)
- e.weapons |= WepSet_FromWeapon(wpn);
- break;
- case OP_MAX:
- if(val <= 0)
- e.weapons &= ~WepSet_FromWeapon(wpn);
- break;
- case OP_MINUS:
- if(val > 0)
- e.weapons &= ~WepSet_FromWeapon(wpn);
- break;
- }
- v1 = (e.weapons & WepSet_FromWeapon(wpn));
- return (v0 != v1);
-}
-
-float GiveBit(entity e, .float fld, float bit, float op, float val)
-{
- float v0, v1;
- v0 = (e.fld & bit);
- switch(op)
- {
- case OP_SET:
- if(val > 0)
- e.fld |= bit;
- else
- e.fld &= ~bit;
- break;
- case OP_MIN:
- case OP_PLUS:
- if(val > 0)
- e.fld |= bit;
- break;
- case OP_MAX:
- if(val <= 0)
- e.fld &= ~bit;
- break;
- case OP_MINUS:
- if(val > 0)
- e.fld &= ~bit;
- break;
- }
- v1 = (e.fld & bit);
- return (v0 != v1);
-}
-
-float GiveValue(entity e, .float fld, float op, float val)
-{
- float v0, v1;
- v0 = e.fld;
- switch(op)
- {
- case OP_SET:
- e.fld = val;
- break;
- case OP_MIN:
- e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
- break;
- case OP_MAX:
- e.fld = min(e.fld, val);
- break;
- case OP_PLUS:
- e.fld += val;
- break;
- case OP_MINUS:
- e.fld -= val;
- break;
- }
- v1 = e.fld;
- return (v0 != v1);
-}
-
-void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
-{
- if(v1 == v0)
- return;
- if(v1 <= v0 - t)
- {
- if(snd_decr != "")
- sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
- }
- else if(v0 >= v0 + t)
- {
- if(snd_incr != "")
- sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
- }
-}
-
-void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
-{
- if(v0 < v1)
- e.rotfield = max(e.rotfield, time + rottime);
- else if(v0 > v1)
- e.regenfield = max(e.regenfield, time + regentime);
-}
-float GiveItems(entity e, float beginarg, float endarg)
-{
- float got, i, j, val, op;
- float _switchweapon;
- entity wi;
- string cmd;
-
- val = 999;
- op = OP_SET;
-
- got = 0;
-
- _switchweapon = false;
- if (e.autoswitch)
- if (e.switchweapon == w_getbestweapon(e))
- _switchweapon = true;
-
- e.strength_finished = max(0, e.strength_finished - time);
- e.invincible_finished = max(0, e.invincible_finished - time);
- e.superweapons_finished = max(0, e.superweapons_finished - time);
-
- PREGIVE(e, items);
- PREGIVE_WEAPONS(e);
- PREGIVE(e, strength_finished);
- PREGIVE(e, invincible_finished);
- PREGIVE(e, superweapons_finished);
- PREGIVE(e, ammo_nails);
- PREGIVE(e, ammo_cells);
- PREGIVE(e, ammo_plasma);
- PREGIVE(e, ammo_shells);
- PREGIVE(e, ammo_rockets);
- PREGIVE(e, ammo_fuel);
- PREGIVE(e, armorvalue);
- PREGIVE(e, health);
-
- for(i = beginarg; i < endarg; ++i)
- {
- cmd = argv(i);
-
- if(cmd == "0" || stof(cmd))
- {
- val = stof(cmd);
- continue;
- }
- switch(cmd)
- {
- case "no":
- op = OP_MAX;
- val = 0;
- continue;
- case "max":
- op = OP_MAX;
- continue;
- case "min":
- op = OP_MIN;
- continue;
- case "plus":
- op = OP_PLUS;
- continue;
- case "minus":
- op = OP_MINUS;
- continue;
- case "ALL":
- got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
- got += GiveValue(e, strength_finished, op, val);
- got += GiveValue(e, invincible_finished, op, val);
- got += GiveValue(e, superweapons_finished, op, val);
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
- case "all":
- got += GiveBit(e, items, IT_JETPACK, op, val);
- got += GiveValue(e, health, op, val);
- got += GiveValue(e, armorvalue, op, val);
- case "allweapons":
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- wi = get_weaponinfo(j);
- if(wi.weapon)
- if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
- got += GiveWeapon(e, j, op, val);
- }
- case "allammo":
- got += GiveValue(e, ammo_cells, op, val);
- got += GiveValue(e, ammo_plasma, op, val);
- got += GiveValue(e, ammo_shells, op, val);
- got += GiveValue(e, ammo_nails, op, val);
- got += GiveValue(e, ammo_rockets, op, val);
- got += GiveValue(e, ammo_fuel, op, val);
- break;
- case "unlimited_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
- break;
- case "unlimited_weapon_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
- break;
- case "unlimited_superweapons":
- got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
- break;
- case "jetpack":
- got += GiveBit(e, items, IT_JETPACK, op, val);
- break;
- case "fuel_regen":
- got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
- break;
- case "strength":
- got += GiveValue(e, strength_finished, op, val);
- break;
- case "invincible":
- got += GiveValue(e, invincible_finished, op, val);
- break;
- case "superweapons":
- got += GiveValue(e, superweapons_finished, op, val);
- break;
- case "cells":
- got += GiveValue(e, ammo_cells, op, val);
- break;
- case "plasma":
- got += GiveValue(e, ammo_plasma, op, val);
- break;
- case "shells":
- got += GiveValue(e, ammo_shells, op, val);
- break;
- case "nails":
- case "bullets":
- got += GiveValue(e, ammo_nails, op, val);
- break;
- case "rockets":
- got += GiveValue(e, ammo_rockets, op, val);
- break;
- case "health":
- got += GiveValue(e, health, op, val);
- break;
- case "armor":
- got += GiveValue(e, armorvalue, op, val);
- break;
- case "fuel":
- got += GiveValue(e, ammo_fuel, op, val);
- break;
- default:
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- wi = get_weaponinfo(j);
- if(cmd == wi.netname)
- {
- got += GiveWeapon(e, j, op, val);
- break;
- }
- }
- if(j > WEP_LAST)
- print("give: invalid item ", cmd, "\n");
- break;
- }
- val = 999;
- op = OP_SET;
- }
-
- POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
- POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
- POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
- POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- wi = get_weaponinfo(j);
- if(wi.weapon)
- {
- POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
- if (!(save_weapons & WepSet_FromWeapon(j)))
- if(e.weapons & WepSet_FromWeapon(j))
- WEP_ACTION(wi.weapon, WR_INIT);
- }
- }
- POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
- POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
- POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
- POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
- 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);
- POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
- POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
-
- if(e.superweapons_finished <= 0)
- if(self.weapons & WEPSET_SUPERWEAPONS)
- e.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- if(e.strength_finished <= 0)
- e.strength_finished = 0;
- else
- e.strength_finished += time;
- if(e.invincible_finished <= 0)
- e.invincible_finished = 0;
- else
- e.invincible_finished += time;
- if(e.superweapons_finished <= 0)
- e.superweapons_finished = 0;
- else
- e.superweapons_finished += time;
-
- if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
- _switchweapon = true;
- if(_switchweapon)
- W_SwitchWeapon_Force(e, w_getbestweapon(e));
-
- return got;
-}
-#endif