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1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Think()\r
225 {\r
226         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
227         {\r
228                 self.predator.regurgitate_prepare = 0;\r
229                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
230                 Item_Consumable_Remove(self, TRUE);\r
231                 return;\r
232         }\r
233         if(self.predator.stat_eaten)\r
234         {\r
235                 // prey can't hold consumable items\r
236                 Item_Consumable_Remove(self, TRUE);\r
237                 return;\r
238         }\r
239 \r
240         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
241         self.dmg = self.initdmg * self.scale;\r
242         if(self.health <= 0)\r
243         {\r
244                 // this item is done\r
245                 Item_Consumable_Remove(self, FALSE);\r
246                 return;\r
247         }\r
248 \r
249         if(self.predator.digesting)\r
250         {\r
251                 if(time > self.item_digestion_step)\r
252                 {\r
253                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
254                         float damage, damage_offset;\r
255 \r
256                         damage_offset = 1;\r
257                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
258                                 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
259                         damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
260 \r
261                         self.health -= damage;\r
262                         if(self.predator.health + damage <= self.max_health)\r
263                                 self.predator.health += damage;\r
264                         else if(self.predator.health < self.max_health)\r
265                                 self.predator.health = self.max_health;\r
266                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
267 \r
268                         self.item_digestion_step = time + vore_steptime;\r
269                 }\r
270 \r
271                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
272                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
273         }\r
274 \r
275         self.nextthink = time;\r
276 }\r
277 \r
278 float Item_Consumable_Customizeentityforclient()\r
279 {\r
280         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
281         {\r
282                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
283                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
284         }\r
285         else\r
286                 self.alpha = -1; // hide item\r
287         return TRUE;\r
288 }\r
289 \r
290 void Item_DroppedConsumable_Spawn(entity e);\r
291 void Item_Consumable_Remove(entity e, float regurgitate)\r
292 {\r
293         if(regurgitate)\r
294         {\r
295                 // predator effects, some common to those in Vore_Regurgitate\r
296                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
297                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
298                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
299                 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
300                 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
301                 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
302                 e.predator.regurgitate_prepare = 0;\r
303                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
304 \r
305                 Item_DroppedConsumable_Spawn(e);\r
306         }\r
307 \r
308         e.nextthink = 0;\r
309         remove(e);\r
310         e = world;\r
311 }\r
312 \r
313 void Item_Consumable_Spawn(entity e, entity pl)\r
314 {\r
315         entity item;\r
316         item = spawn();\r
317         item.owner = e;\r
318         item.classname = "consumable";\r
319         item.movetype = MOVETYPE_FOLLOW;\r
320         item.solid = SOLID_NOT;\r
321         setmodel(item, e.model);\r
322         item.health = e.health;\r
323         if(e.inithealth)\r
324         {\r
325                 item.inithealth = e.inithealth;\r
326                 item.initdmg = e.initdmg;\r
327         }\r
328         else\r
329         {\r
330                 item.inithealth = e.health;\r
331                 item.initdmg = e.dmg;\r
332         }\r
333         item.max_health = e.max_health;\r
334 \r
335         item.predator = pl;\r
336         item.aiment = pl;\r
337         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
338         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
339         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
340         item.angles = randomvec() * 360;\r
341 \r
342         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
343         item.think = Item_Consumable_Think;\r
344         item.nextthink = time;\r
345 \r
346         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
347                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
348 \r
349         // predator effects, some common to those in Vore_Swallow\r
350         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
351         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
352         pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
353         pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
354         pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
355         pl.regurgitate_prepare = 0;\r
356         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
357 }\r
358 \r
359 void Item_DroppedConsumable_Touch()\r
360 {\r
361         if(time < self.cnt)\r
362                 return;\r
363 \r
364         // give the consumable item to the player touching it\r
365         if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
366         if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
367         {\r
368                 Item_Consumable_Spawn(self, other);\r
369                 remove(self);\r
370                 self = world;\r
371         }\r
372 }\r
373 \r
374 void Item_DroppedConsumable_Spawn(entity e)\r
375 {\r
376         entity item;\r
377         item = spawn();\r
378         item.owner = world;\r
379         item.classname = "droppedconsumable";\r
380         item.movetype = MOVETYPE_TOSS;\r
381         item.solid = SOLID_TRIGGER;\r
382         setmodel(item, e.model);\r
383         item.health = e.health;\r
384         item.inithealth = e.inithealth;\r
385         item.initdmg = e.initdmg;\r
386         item.max_health = e.max_health;\r
387         item.scale = e.scale;\r
388         item.colormod = e.colormod;\r
389 \r
390         float scalediff;\r
391         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : e.scale; // the tighter the gut, the greater the velocity\r
392         setorigin(item, e.predator.origin);\r
393         item.angles_y = e.predator.angles_y;\r
394         makevectors(e.predator.v_angle);\r
395         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
396         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
397 \r
398         item.touch = Item_DroppedConsumable_Touch;\r
399         item.cnt = time + 1; // 1 second delay\r
400         SUB_SetFade(item, time + 20, 1);\r
401 }\r
402 \r
403 float Item_GiveTo(entity item, entity player)\r
404 {\r
405         float _switchweapon;\r
406         float pickedup;\r
407         float it;\r
408         float i;\r
409         entity e;\r
410 \r
411         // if nothing happens to player, just return without taking the item\r
412         pickedup = FALSE;\r
413         _switchweapon = FALSE;\r
414 \r
415         if (g_weapon_stay == 1)\r
416         if not(item.flags & FL_NO_WEAPON_STAY)\r
417         if (item.flags & FL_WEAPON)\r
418         {\r
419                 if(item.classname == "droppedweapon")\r
420                 {\r
421                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
422                                 goto skip;\r
423                 }\r
424                 else\r
425                 {\r
426                         if (player.weapons & item.weapons)\r
427                                 goto skip;\r
428                 }\r
429         }\r
430 \r
431         // in case the player has autoswitch enabled do the following:\r
432         // if the player is using their best weapon before items are given, they\r
433         // probably want to switch to an even better weapon after items are given\r
434         if (player.autoswitch)\r
435         if (player.switchweapon == w_getbestweapon(player))\r
436                 _switchweapon = TRUE;\r
437 \r
438         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
439                 _switchweapon = TRUE;\r
440 \r
441         if(item.spawnshieldtime)\r
442         {\r
443                 if (item.ammo_fuel)\r
444                 if (player.ammo_fuel < g_pickup_fuel_max)\r
445                 {\r
446                         pickedup = TRUE;\r
447                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
448                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
449                 }\r
450         }\r
451 \r
452         if (item.flags & FL_WEAPON)\r
453         if ((it = item.weapons - (item.weapons & player.weapons)))\r
454         {\r
455                 pickedup = TRUE;\r
456                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
457                 {\r
458                         e = get_weaponinfo(i);\r
459                         if(it & e.weapons)\r
460                                 W_GiveWeapon (player, e.weapon, item.netname);\r
461                 }\r
462         }\r
463 \r
464         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
465         {\r
466                 pickedup = TRUE;\r
467                 player.items |= it;\r
468                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
469         }\r
470 \r
471         if(item.spawnshieldtime)\r
472         {\r
473                 if (item.strength_finished)\r
474                 {\r
475                         pickedup = TRUE;\r
476                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
477                 }\r
478                 if (item.invincible_finished)\r
479                 {\r
480                         pickedup = TRUE;\r
481                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
482                 }\r
483 \r
484                 if (item.health)\r
485                 {\r
486                         if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\r
487                         {\r
488                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
489                                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
490                                 {\r
491                                         pickedup = TRUE;\r
492                                         Item_Consumable_Spawn(self, player);\r
493                                 }\r
494                         }\r
495                         else if (player.health < item.max_health)\r
496                         {\r
497                                 pickedup = TRUE;\r
498                                 player.health = min(player.health + item.health, item.max_health);\r
499                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
500                         }\r
501                 }\r
502                 if (item.armorvalue)\r
503                 if (player.armorvalue < item.max_armorvalue)\r
504                 {\r
505                         pickedup = TRUE;\r
506                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
507                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
508                 }\r
509         }\r
510 \r
511 :skip\r
512         // always eat teamed entities\r
513         if(item.team)\r
514                 pickedup = TRUE;\r
515 \r
516         if (!pickedup)\r
517                 return 0;\r
518 \r
519         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
520         if (_switchweapon)\r
521                 if (player.switchweapon != w_getbestweapon(player))\r
522                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
523 \r
524         return 1;\r
525 }\r
526 \r
527 void Item_Touch (void)\r
528 {\r
529         entity e, head;\r
530 \r
531         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
532         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
533         {\r
534                 remove(self);\r
535                 return;\r
536         }\r
537         if (other.classname != "player")\r
538                 return;\r
539         if (other.deadflag)\r
540                 return;\r
541         if (self.solid != SOLID_TRIGGER)\r
542                 return;\r
543         if (self.owner == other)\r
544                 return;\r
545 \r
546         if(!Item_GiveTo(self, other))\r
547                 return;\r
548 \r
549         other.last_pickup = time;\r
550 \r
551         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
552 \r
553         if (self.classname == "droppedweapon")\r
554                 remove (self);\r
555         else if not(self.spawnshieldtime)\r
556                 return;\r
557         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
558                 return;\r
559         else\r
560         {\r
561                 if(self.team)\r
562                 {\r
563                         RandomSelection_Init();\r
564                         for(head = world; (head = findfloat(head, team, self.team)); )\r
565                         {\r
566                                 if(head.flags & FL_ITEM)\r
567                                 {\r
568                                         Item_Show(head, -1);\r
569                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
570                                 }\r
571                         }\r
572                         e = RandomSelection_chosen_ent;\r
573                 }\r
574                 else\r
575                         e = self;\r
576                 Item_ScheduleRespawn(e);\r
577         }\r
578 }\r
579 \r
580 void Item_FindTeam()\r
581 {\r
582         entity head, e;\r
583 \r
584         if(self.effects & EF_NODRAW)\r
585         {\r
586                 // marker for item team search\r
587                 dprint("Initializing item team ", ftos(self.team), "\n");\r
588                 RandomSelection_Init();\r
589                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
590                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
591                 e = RandomSelection_chosen_ent;\r
592                 e.state = 0;\r
593                 Item_Show(e, 1);\r
594 \r
595                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
596                 {\r
597                         if(head != e)\r
598                         {\r
599                                 // make it a non-spawned item\r
600                                 Item_Show(head, -1);\r
601                                 head.state = 1; // state 1 = initially hidden item\r
602                         }\r
603                         head.effects &~= EF_NODRAW;\r
604                 }\r
605 \r
606                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
607                         Item_ScheduleInitialRespawn(e);\r
608         }\r
609 }\r
610 \r
611 void Item_Reset()\r
612 {\r
613         Item_Show(self, !self.state);\r
614         setorigin (self, self.origin);\r
615         self.think = SUB_Null;\r
616         self.nextthink = 0;\r
617 \r
618         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
619                 Item_ScheduleInitialRespawn(self);\r
620 }\r
621 \r
622 // Savage: used for item garbage-collection\r
623 // TODO: perhaps nice special effect?\r
624 void RemoveItem(void)\r
625 {\r
626         remove(self);\r
627 }\r
628 \r
629 // pickup evaluation functions\r
630 // these functions decide how desirable an item is to the bots\r
631 \r
632 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
633 \r
634 float weapon_pickupevalfunc(entity player, entity item)\r
635 {\r
636         float c, i, j, position;\r
637 \r
638         // See if I have it already\r
639         if(player.weapons & item.weapons == item.weapons)\r
640         {\r
641                 // If I can pick it up\r
642                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
643                         c = 0;\r
644                 else\r
645                         c = 0;\r
646         }\r
647         else\r
648                 c = 1;\r
649 \r
650         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
651         if( bot_custom_weapon && c )\r
652         {\r
653                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
654                 {\r
655                         // Find weapon\r
656                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
657                                 continue;\r
658 \r
659                         // Find the highest position on any range\r
660                         position = -1;\r
661                         for(j = 0; j < WEP_LAST ; ++j){\r
662                                 if(\r
663                                                 bot_weapons_far[j] == i ||\r
664                                                 bot_weapons_mid[j] == i ||\r
665                                                 bot_weapons_close[j] == i\r
666                                   )\r
667                                 {\r
668                                         position = j;\r
669                                         break;\r
670                                 }\r
671                         }\r
672 \r
673                         // Rate it\r
674                         if (position >= 0 )\r
675                         {\r
676                                 position = WEP_LAST - position;\r
677                                 // item.bot_pickupbasevalue is overwritten here\r
678                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
679                         }\r
680                 }\r
681         }\r
682 \r
683         return item.bot_pickupbasevalue * c;\r
684 };\r
685 \r
686 float commodity_pickupevalfunc(entity player, entity item)\r
687 {\r
688         float c, i;\r
689         entity wi;\r
690         c = 0;\r
691 \r
692         // Detect needed ammo\r
693         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
694         {\r
695                 wi = get_weaponinfo(i);\r
696 \r
697                 if not(wi.weapons & player.weapons)\r
698                         continue;\r
699         }\r
700 \r
701         if (item.armorvalue)\r
702         if (player.armorvalue < item.max_armorvalue)\r
703                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
704         if (item.health)\r
705         if (player.health < item.max_health)\r
706                 c = c + max(0, 1 - player.health / item.max_health);\r
707 \r
708         return item.bot_pickupbasevalue * c;\r
709 };\r
710 \r
711 \r
712 .float is_item;\r
713 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
714 {\r
715         startitem_failed = FALSE;\r
716 \r
717         // is it a dropped weapon?\r
718         if (self.classname == "droppedweapon")\r
719         {\r
720                 self.reset = SUB_Remove;\r
721                 // it's a dropped weapon\r
722                 self.movetype = MOVETYPE_TOSS;\r
723                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
724                 self.think = RemoveItem;\r
725                 self.nextthink = time + 60;\r
726                 // don't drop if in a NODROP zone (such as lava)\r
727                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
728                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
729                 {\r
730                         startitem_failed = TRUE;\r
731                         remove(self);\r
732                         return;\r
733                 }\r
734         }\r
735         else\r
736         {\r
737                 self.reset = Item_Reset;\r
738                 // it's a level item\r
739                 if(self.spawnflags & 1)\r
740                         self.noalign = 1;\r
741                 if (self.noalign)\r
742                         self.movetype = MOVETYPE_NONE;\r
743                 else\r
744                         self.movetype = MOVETYPE_TOSS;\r
745                 // do item filtering according to game mode and other things\r
746                 if (!self.noalign)\r
747                 {\r
748                         // first nudge it off the floor a little bit to avoid math errors\r
749                         setorigin(self, self.origin + '0 0 1');\r
750                         // set item size before we spawn a spawnfunc_waypoint\r
751                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
752                                 setsize (self, '-16 -16 0', '16 16 48');\r
753                         else\r
754                                 setsize (self, '-16 -16 0', '16 16 32');\r
755                         // note droptofloor returns FALSE if stuck/or would fall too far\r
756                         droptofloor();\r
757                         waypoint_spawnforitem(self);\r
758                 }\r
759 \r
760                 if(teams_matter)\r
761                 {\r
762                         if(self.notteam)\r
763                         {\r
764                                 print("removed non-teamplay ", self.classname, "\n");\r
765                                 startitem_failed = TRUE;\r
766                                 remove (self);\r
767                                 return;\r
768                         }\r
769                 }\r
770                 else\r
771                 {\r
772                         if(self.notfree)\r
773                         {\r
774                                 print("removed non-FFA ", self.classname, "\n");\r
775                                 startitem_failed = TRUE;\r
776                                 remove (self);\r
777                                 return;\r
778                         }\r
779                 }\r
780 \r
781                 if(self.notq3a)\r
782                 {\r
783                         // We aren't TA or something like that, so we keep the Q3A entities\r
784                         print("removed non-Q3A ", self.classname, "\n");\r
785                         startitem_failed = TRUE;\r
786                         remove (self);\r
787                         return;\r
788                 }\r
789 \r
790                 /*\r
791                  * can't do it that way, as it would break maps\r
792                  * TODO make a target_give like entity another way, that perhaps has\r
793                  * the weapon name in a key\r
794                 if(self.targetname)\r
795                 {\r
796                         // target_give not yet supported; maybe later\r
797                         print("removed targeted ", self.classname, "\n");\r
798                         startitem_failed = TRUE;\r
799                         remove (self);\r
800                         return;\r
801                 }\r
802                 */\r
803 \r
804                 if(cvar("spawn_debug") >= 2)\r
805                 {\r
806                         entity otheritem;\r
807                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
808                         {\r
809                                 if(otheritem.is_item)\r
810                                 {\r
811                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
812                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
813                                         error("Mapper sucks.");\r
814                                 }\r
815                         }\r
816                         self.is_item = TRUE;\r
817                 }\r
818 \r
819                 weaponsInMap |= weaponid;\r
820 \r
821                 if(g_lms)\r
822                 {\r
823                         startitem_failed = TRUE;\r
824                         remove(self);\r
825                         return;\r
826                 }\r
827                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
828                 {\r
829                         startitem_failed = TRUE;\r
830                         remove (self);\r
831                         return;\r
832                 }\r
833 \r
834                 precache_model (itemmodel);\r
835                 precache_sound (pickupsound);\r
836                 precache_sound ("misc/itemrespawn.wav");\r
837                 precache_sound ("misc/itemrespawncountdown.wav");\r
838 \r
839                 if(itemid == IT_STRENGTH)\r
840                         precache_sound ("misc/strength_respawn.wav");\r
841                 if(itemid == IT_INVINCIBLE)\r
842                         precache_sound ("misc/shield_respawn.wav");\r
843 \r
844                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
845                         self.target = "###item###"; // for finding the nearest item using find()\r
846         }\r
847 \r
848         self.bot_pickup = TRUE;\r
849         self.bot_pickupevalfunc = pickupevalfunc;\r
850         self.bot_pickupbasevalue = pickupbasevalue;\r
851         self.mdl = itemmodel;\r
852         self.item_pickupsound = pickupsound;\r
853         // let mappers override respawntime\r
854         if(!self.respawntime) // both set\r
855         {\r
856                 self.respawntime = defaultrespawntime;\r
857                 self.respawntimejitter = defaultrespawntimejitter;\r
858         }\r
859         self.netname = itemname;\r
860         self.items = itemid;\r
861         self.weapons = weaponid;\r
862         self.flags = FL_ITEM | itemflags;\r
863         self.touch = Item_Touch;\r
864         setmodel (self, self.mdl); // precision set below\r
865         self.effects |= EF_LOWPRECISION;\r
866         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
867                 setsize (self, '-16 -16 0', '16 16 48');\r
868         else\r
869                 setsize (self, '-16 -16 0', '16 16 32');\r
870         if(itemflags & FL_WEAPON)\r
871                 self.modelflags |= MF_ROTATE;\r
872 \r
873         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
874         if (itemflags & FL_WEAPON)\r
875         {\r
876                 // neutral team color for pickup weapons\r
877                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
878         }\r
879 \r
880         Item_Show(self, 1);\r
881         self.state = 0;\r
882         if(self.team)\r
883         {\r
884                 if(!self.cnt)\r
885                         self.cnt = 1; // item probability weight\r
886                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
887                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
888         }\r
889         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
890                 Item_ScheduleInitialRespawn(self);\r
891 }\r
892 \r
893 float minst_no_auto_cells;\r
894 void minst_remove_item (void) {\r
895         if(minst_no_auto_cells)\r
896                 remove(self);\r
897 }\r
898 \r
899 float internalteam;\r
900 \r
901 void weapon_defaultspawnfunc(float wpn)\r
902 {\r
903         entity e;\r
904         float t;\r
905         var .float ammofield;\r
906         string s;\r
907         entity oldself;\r
908         float i, j;\r
909 \r
910         // set the respawntime in advance (so replaced weapons can copy it)\r
911 \r
912         if(!self.respawntime)\r
913         {\r
914                 e = get_weaponinfo(wpn);\r
915                 if(e.items == IT_SUPERWEAPON)\r
916                 {\r
917                         self.respawntime = g_pickup_respawntime_powerup;\r
918                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
919                 }\r
920                 else\r
921                 {\r
922                         self.respawntime = g_pickup_respawntime_weapon;\r
923                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
924                 }\r
925         }\r
926 \r
927         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
928         {\r
929                 e = get_weaponinfo(wpn);\r
930                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
931                 if(s == "0")\r
932                 {\r
933                         remove(self);\r
934                         startitem_failed = TRUE;\r
935                         return;\r
936                 }\r
937                 t = tokenize_console(s);\r
938                 if(t >= 2)\r
939                 {\r
940                         self.team = --internalteam;\r
941                         oldself = self;\r
942                         for(i = 1; i < t; ++i)\r
943                         {\r
944                                 s = argv(i);\r
945                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
946                                 {\r
947                                         e = get_weaponinfo(j);\r
948                                         if(e.netname == s)\r
949                                         {\r
950                                                 self = spawn();\r
951                                                 copyentity(oldself, self);\r
952                                                 self.classname = "replacedweapon";\r
953                                                 weapon_defaultspawnfunc(j);\r
954                                                 break;\r
955                                         }\r
956                                 }\r
957                                 if(j > WEP_LAST)\r
958                                 {\r
959                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
960                                 }\r
961                         }\r
962                         self = oldself;\r
963                 }\r
964                 if(t >= 1)\r
965                 {\r
966                         s = argv(0);\r
967                         wpn = 0;\r
968                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
969                         {\r
970                                 e = get_weaponinfo(j);\r
971                                 if(e.netname == s)\r
972                                 {\r
973                                         wpn = j;\r
974                                         break;\r
975                                 }\r
976                         }\r
977                         if(j > WEP_LAST)\r
978                         {\r
979                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
980                         }\r
981                 }\r
982                 if(wpn == 0)\r
983                 {\r
984                         remove(self);\r
985                         startitem_failed = TRUE;\r
986                         return;\r
987                 }\r
988         }\r
989 \r
990         e = get_weaponinfo(wpn);\r
991 \r
992         if(e.items && e.items != IT_SUPERWEAPON)\r
993         {\r
994                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
995                 {\r
996                         if(e.items & j)\r
997                         {\r
998                                 ammofield = Item_CounterField(j);\r
999                                 if(!self.ammofield)\r
1000                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1001                         }\r
1002                 }\r
1003         }\r
1004         else\r
1005         {\r
1006                 self.flags |= FL_NO_WEAPON_STAY;\r
1007         }\r
1008 \r
1009         // weapon stay isn't supported for teamed weapons\r
1010         if(self.team)\r
1011                 self.flags |= FL_NO_WEAPON_STAY;\r
1012 \r
1013         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1014         {\r
1015                 self.ammo_fuel = 0;\r
1016                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1017                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1018         }\r
1019 \r
1020         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1021         if (self.modelindex) // don't precache if self was removed\r
1022                 weapon_action(e.weapon, WR_PRECACHE);\r
1023 }\r
1024 \r
1025 void spawnfunc_item_armor_small (void) {\r
1026         if(!self.armorvalue)\r
1027                 self.armorvalue = g_pickup_armorsmall;\r
1028         if(!self.max_armorvalue)\r
1029                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1030         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1031 }\r
1032 \r
1033 void spawnfunc_item_armor_medium (void) {\r
1034         if(!self.armorvalue)\r
1035                 self.armorvalue = g_pickup_armormedium;\r
1036         if(!self.max_armorvalue)\r
1037                 self.max_armorvalue = g_pickup_armormedium_max;\r
1038         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1039 }\r
1040 \r
1041 void spawnfunc_item_armor_big (void) {\r
1042         if(!self.armorvalue)\r
1043                 self.armorvalue = g_pickup_armorbig;\r
1044         if(!self.max_armorvalue)\r
1045                 self.max_armorvalue = g_pickup_armorbig_max;\r
1046         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);\r
1047 }\r
1048 \r
1049 void spawnfunc_item_armor_large (void) {\r
1050         if(!self.armorvalue)\r
1051                 self.armorvalue = g_pickup_armorlarge;\r
1052         if(!self.max_armorvalue)\r
1053                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1054         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1055 }\r
1056 \r
1057 void spawnfunc_item_health_small (void) {\r
1058         if(!self.max_health)\r
1059                 self.max_health = g_pickup_healthsmall_max;\r
1060         if(!self.health)\r
1061                 self.health = g_pickup_healthsmall;\r
1062         self.dmg = g_pickup_healthsmall_consumable;\r
1063         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1064 }\r
1065 \r
1066 void spawnfunc_item_health_medium (void) {\r
1067         if(!self.max_health)\r
1068                 self.max_health = g_pickup_healthmedium_max;\r
1069         if(!self.health)\r
1070                 self.health = g_pickup_healthmedium;\r
1071         self.dmg = g_pickup_healthmedium_consumable;\r
1072         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1073 }\r
1074 \r
1075 void spawnfunc_item_health_large (void) {\r
1076         if(!self.max_health)\r
1077                 self.max_health = g_pickup_healthlarge_max;\r
1078         if(!self.health)\r
1079                 self.health = g_pickup_healthlarge;\r
1080         self.dmg = g_pickup_healthlarge_consumable;\r
1081         StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1082 }\r
1083 \r
1084 void spawnfunc_item_health_mega (void) {\r
1085         if(!cvar("g_powerup_superhealth"))\r
1086                 return;\r
1087 \r
1088         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1089                 return;\r
1090 \r
1091         if(!self.max_health)\r
1092                 self.max_health = g_pickup_healthmega_max;\r
1093         if(!self.health)\r
1094                 self.health = g_pickup_healthmega;\r
1095         self.dmg = g_pickup_healthmega_consumable;\r
1096         StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1097 }\r
1098 \r
1099 // support old misnamed entities\r
1100 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1101 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1102 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1103 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1104 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1105 \r
1106 void spawnfunc_item_strength (void) {\r
1107         if(!cvar("g_powerup_strength"))\r
1108                 return;\r
1109 \r
1110         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1111                 return;\r
1112 \r
1113         precache_sound("weapons/strength_fire.wav");\r
1114         self.strength_finished = 30;\r
1115         StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1116 }\r
1117 \r
1118 void spawnfunc_item_invincible (void) {\r
1119         if(!cvar("g_powerup_shield"))\r
1120                 return;\r
1121 \r
1122         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1123                 return;\r
1124 \r
1125         self.invincible_finished = 30;\r
1126         StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1127 }\r
1128 \r
1129 // compatibility:\r
1130 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1131 \r
1132 float GiveItems(entity e, float beginarg, float endarg);\r
1133 void target_items_use (void)\r
1134 {\r
1135         if(activator.classname == "droppedweapon")\r
1136         {\r
1137                 EXACTTRIGGER_TOUCH;\r
1138                 remove(activator);\r
1139                 return;\r
1140         }\r
1141 \r
1142         if(activator.classname != "player")\r
1143                 return;\r
1144         if(activator.deadflag != DEAD_NO)\r
1145                 return;\r
1146         EXACTTRIGGER_TOUCH;\r
1147 \r
1148         entity e;\r
1149         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1150                 if(e.enemy == activator)\r
1151                         remove(e);\r
1152 \r
1153         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1154                 centerprint(activator, self.message);\r
1155 }\r
1156 \r
1157 void spawnfunc_target_items (void)\r
1158 {\r
1159         float n, i, j;\r
1160         entity e;\r
1161 \r
1162         self.use = target_items_use;\r
1163         if(!self.strength_finished)\r
1164                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1165         if(!self.invincible_finished)\r
1166                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1167 \r
1168         precache_sound("misc/itempickup.wav");\r
1169         precache_sound("misc/itempickup.wav");\r
1170         precache_sound("misc/itempickup.wav");\r
1171         precache_sound("misc/itempickup.wav");\r
1172         precache_sound("misc/megahealth.wav");\r
1173         precache_sound("misc/armor25.wav");\r
1174         precache_sound("misc/powerup.wav");\r
1175         precache_sound("misc/poweroff.wav");\r
1176         precache_sound("weapons/weaponpickup.wav");\r
1177 \r
1178         n = tokenize_console(self.netname);\r
1179         if(argv(0) == "give")\r
1180         {\r
1181                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1182         }\r
1183         else\r
1184         {\r
1185                 for(i = 0; i < n; ++i)\r
1186                 {\r
1187                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1188                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1189                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1190                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1191                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1192                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1193                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1194                         else\r
1195                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1196                         {\r
1197                                 e = get_weaponinfo(j);\r
1198                                 if(argv(i) == e.netname)\r
1199                                 {\r
1200                                         self.weapons |= e.weapons;\r
1201                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1202                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1203                                         break;\r
1204                                 }\r
1205                         }\r
1206                         if(j > WEP_LAST)\r
1207                                 print("target_items: invalid item ", argv(i), "\n");\r
1208                 }\r
1209 \r
1210                 string itemprefix, valueprefix;\r
1211                 if(self.spawnflags == 0)\r
1212                 {\r
1213                         itemprefix = "";\r
1214                         valueprefix = "";\r
1215                 }\r
1216                 else if(self.spawnflags == 1)\r
1217                 {\r
1218                         itemprefix = "max ";\r
1219                         valueprefix = "max ";\r
1220                 }\r
1221                 else if(self.spawnflags == 2)\r
1222                 {\r
1223                         itemprefix = "min ";\r
1224                         valueprefix = "min ";\r
1225                 }\r
1226                 else if(self.spawnflags == 4)\r
1227                 {\r
1228                         itemprefix = "minus ";\r
1229                         valueprefix = "max ";\r
1230                 }\r
1231                 else\r
1232                         error("invalid spawnflags");\r
1233 \r
1234                 self.netname = "";\r
1235                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1236                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1237                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1238                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1239                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1240                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1241                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1242                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1243                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1244                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1245                 {\r
1246                         e = get_weaponinfo(j);\r
1247                         if(e.weapons)\r
1248                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1249                 }\r
1250         }\r
1251         self.netname = strzone(self.netname);\r
1252         //print(self.netname, "\n");\r
1253 \r
1254         n = tokenize_console(self.netname);\r
1255         for(i = 0; i < n; ++i)\r
1256         {\r
1257                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1258                 {\r
1259                         e = get_weaponinfo(j);\r
1260                         if(argv(i) == e.netname)\r
1261                         {\r
1262                                 weapon_action(e.weapon, WR_PRECACHE);\r
1263                                 break;\r
1264                         }\r
1265                 }\r
1266         }\r
1267 }\r
1268 \r
1269 void spawnfunc_item_fuel(void)\r
1270 {\r
1271         if(!self.ammo_fuel)\r
1272                 self.ammo_fuel = g_pickup_fuel;\r
1273         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1274 }\r
1275 \r
1276 void spawnfunc_item_fuel_regen(void)\r
1277 {\r
1278         if(start_items & IT_FUEL_REGEN)\r
1279         {\r
1280                 spawnfunc_item_fuel();\r
1281                 return;\r
1282         }\r
1283         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1284 }\r
1285 \r
1286 void spawnfunc_item_jetpack(void)\r
1287 {\r
1288         if(!self.ammo_fuel)\r
1289                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1290         if(start_items & IT_JETPACK)\r
1291         {\r
1292                 spawnfunc_item_fuel();\r
1293                 return;\r
1294         }\r
1295         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1296 }\r
1297 \r
1298 #define OP_SET 0\r
1299 #define OP_MIN 1\r
1300 #define OP_MAX 2\r
1301 #define OP_PLUS 3\r
1302 #define OP_MINUS 4\r
1303 \r
1304 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1305 {\r
1306         float v0, v1;\r
1307         v0 = (e.fld & bit);\r
1308         switch(op)\r
1309         {\r
1310                 case OP_SET:\r
1311                         if(val > 0)\r
1312                                 e.fld |= bit;\r
1313                         else\r
1314                                 e.fld &~= bit;\r
1315                         break;\r
1316                 case OP_MIN:\r
1317                 case OP_PLUS:\r
1318                         if(val > 0)\r
1319                                 e.fld |= bit;\r
1320                         break;\r
1321                 case OP_MAX:\r
1322                         if(val <= 0)\r
1323                                 e.fld &~= bit;\r
1324                         break;\r
1325                 case OP_MINUS:\r
1326                         if(val > 0)\r
1327                                 e.fld &~= bit;\r
1328                         break;\r
1329         }\r
1330         v1 = (e.fld & bit);\r
1331         return (v0 != v1);\r
1332 }\r
1333 \r
1334 float GiveValue(entity e, .float fld, float op, float val)\r
1335 {\r
1336         float v0, v1;\r
1337         v0 = e.fld;\r
1338         switch(op)\r
1339         {\r
1340                 case OP_SET:\r
1341                         e.fld = val;\r
1342                         break;\r
1343                 case OP_MIN:\r
1344                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1345                         break;\r
1346                 case OP_MAX:\r
1347                         e.fld = min(e.fld, val);\r
1348                         break;\r
1349                 case OP_PLUS:\r
1350                         e.fld += val;\r
1351                         break;\r
1352                 case OP_MINUS:\r
1353                         e.fld -= val;\r
1354                         break;\r
1355         }\r
1356         v1 = e.fld;\r
1357         return (v0 != v1);\r
1358 }\r
1359 \r
1360 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1361 {\r
1362         if(v1 == v0)\r
1363                 return;\r
1364         if(v1 <= v0 - t)\r
1365         {\r
1366                 if(snd_decr != "")\r
1367                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1368         }\r
1369         else if(v0 >= v0 + t)\r
1370         {\r
1371                 if(snd_incr != "")\r
1372                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1373         }\r
1374 }\r
1375 \r
1376 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1377 {\r
1378         if(v0 < v1)\r
1379                 e.rotfield = max(e.rotfield, time + rottime);\r
1380         else if(v0 > v1)\r
1381                 e.regenfield = max(e.regenfield, time + regentime);\r
1382 }\r
1383 \r
1384 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1385 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1386 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1387 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1388 \r
1389 float GiveItems(entity e, float beginarg, float endarg)\r
1390 {\r
1391         float got, i, j, val, op;\r
1392         float _switchweapon;\r
1393         entity wi;\r
1394         string cmd;\r
1395 \r
1396         val = 999;\r
1397         op = OP_SET;\r
1398 \r
1399         got = 0;\r
1400 \r
1401         _switchweapon = FALSE;\r
1402         if (e.autoswitch)\r
1403                 if (e.switchweapon == w_getbestweapon(e))\r
1404                         _switchweapon = TRUE;\r
1405 \r
1406         e.strength_finished = max(0, e.strength_finished - time);\r
1407         e.invincible_finished = max(0, e.invincible_finished - time);\r
1408         \r
1409         PREGIVE(e, items);\r
1410         PREGIVE(e, weapons);\r
1411         PREGIVE(e, strength_finished);\r
1412         PREGIVE(e, invincible_finished);\r
1413         PREGIVE(e, ammo_fuel);\r
1414         PREGIVE(e, armorvalue);\r
1415         PREGIVE(e, health);\r
1416 \r
1417         for(i = beginarg; i < endarg; ++i)\r
1418         {\r
1419                 cmd = argv(i);\r
1420 \r
1421                 if(cmd == "0" || stof(cmd))\r
1422                 {\r
1423                         val = stof(cmd);\r
1424                         continue;\r
1425                 }\r
1426                 switch(cmd)\r
1427                 {\r
1428                         case "no":\r
1429                                 op = OP_MAX;\r
1430                                 val = 0;\r
1431                                 continue;\r
1432                         case "max":\r
1433                                 op = OP_MAX;\r
1434                                 continue;\r
1435                         case "min":\r
1436                                 op = OP_MIN;\r
1437                                 continue;\r
1438                         case "plus":\r
1439                                 op = OP_PLUS;\r
1440                                 continue;\r
1441                         case "minus":\r
1442                                 op = OP_MINUS;\r
1443                                 continue;\r
1444                         case "ALL":\r
1445                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1446                                 got += GiveValue(e, strength_finished, op, time + val);\r
1447                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1448                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1449                         case "all":\r
1450                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1451                                 got += GiveValue(e, health, op, val);\r
1452                                 got += GiveValue(e, armorvalue, op, val);\r
1453                         case "allweapons":\r
1454                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1455                                 {\r
1456                                         wi = get_weaponinfo(j);\r
1457                                         if(wi.weapons)\r
1458                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1459                                 }\r
1460                         case "allammo":\r
1461                                 got += GiveValue(e, ammo_fuel, op, val);\r
1462                                 break;\r
1463                         case "unlimited_ammo":\r
1464                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1465                                 break;\r
1466                         case "unlimited_weapon_ammo":\r
1467                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1468                                 break;\r
1469                         case "unlimited_superweapons":\r
1470                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1471                                 break;\r
1472                         case "jetpack":\r
1473                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1474                                 break;\r
1475                         case "fuel_regen":\r
1476                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1477                                 break;\r
1478                         case "strength":\r
1479                                 got += GiveValue(e, strength_finished, op, val);\r
1480                                 break;\r
1481                         case "invincible":\r
1482                                 got += GiveValue(e, invincible_finished, op, val);\r
1483                                 break;\r
1484                         case "health":\r
1485                                 got += GiveValue(e, health, op, val);\r
1486                                 break;\r
1487                         case "armor":\r
1488                                 got += GiveValue(e, armorvalue, op, val);\r
1489                                 break;\r
1490                         case "fuel":\r
1491                                 got += GiveValue(e, ammo_fuel, op, val);\r
1492                                 break;\r
1493                         default:\r
1494                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1495                                 {\r
1496                                         wi = get_weaponinfo(j);\r
1497                                         if(cmd == wi.netname)\r
1498                                         {\r
1499                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1500                                                 break;\r
1501                                         }\r
1502                                 }\r
1503                                 if(j > WEP_LAST)\r
1504                                         print("give: invalid item ", cmd, "\n");\r
1505                                 break;\r
1506                 }\r
1507                 val = 999;\r
1508                 op = OP_SET;\r
1509         }\r
1510 \r
1511         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1512         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1513         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1514         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1515         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1516         {\r
1517                 wi = get_weaponinfo(j);\r
1518                 if(wi.weapons)\r
1519                 {\r
1520                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1521                         if not(save_weapons & wi.weapons)\r
1522                                 if(e.weapons & wi.weapons)\r
1523                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1524                 }\r
1525         }\r
1526         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1527         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1528         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
1529         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);\r
1530         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
1531 \r
1532         if(e.strength_finished <= 0)\r
1533                 e.strength_finished = 0;\r
1534         else\r
1535                 e.strength_finished += time;\r
1536         if(e.invincible_finished <= 0)\r
1537                 e.invincible_finished = 0;\r
1538         else\r
1539                 e.invincible_finished += time;\r
1540 \r
1541         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1542                 _switchweapon = TRUE;\r
1543         if(_switchweapon)\r
1544                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1545 \r
1546         return got;\r
1547 }\r