]> git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/t_items.qc
Make dropped consumables work with g_nodepthtestitems
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .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         if(cvar("g_nodepthtestitems"))\r
391                 item.effects |= EF_NODEPTHTEST;\r
392 \r
393         float scalediff;\r
394         scalediff = cvar("g_healthsize") ? e.scale / e.predator.scale : e.scale; // the tighter the gut, the greater the velocity\r
395         setorigin(item, e.predator.origin);\r
396         item.angles_y = e.predator.angles_y;\r
397         makevectors(e.predator.v_angle);\r
398         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
399         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
400 \r
401         item.touch = Item_DroppedConsumable_Touch;\r
402         item.cnt = time + 1; // 1 second delay\r
403         SUB_SetFade(item, time + 20, 1);\r
404 }\r
405 \r
406 float Item_GiveTo(entity item, entity player)\r
407 {\r
408         float _switchweapon;\r
409         float pickedup;\r
410         float it;\r
411         float i;\r
412         entity e;\r
413 \r
414         // if nothing happens to player, just return without taking the item\r
415         pickedup = FALSE;\r
416         _switchweapon = FALSE;\r
417 \r
418         if (g_weapon_stay == 1)\r
419         if not(item.flags & FL_NO_WEAPON_STAY)\r
420         if (item.flags & FL_WEAPON)\r
421         {\r
422                 if(item.classname == "droppedweapon")\r
423                 {\r
424                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
425                                 goto skip;\r
426                 }\r
427                 else\r
428                 {\r
429                         if (player.weapons & item.weapons)\r
430                                 goto skip;\r
431                 }\r
432         }\r
433 \r
434         // in case the player has autoswitch enabled do the following:\r
435         // if the player is using their best weapon before items are given, they\r
436         // probably want to switch to an even better weapon after items are given\r
437         if (player.autoswitch)\r
438         if (player.switchweapon == w_getbestweapon(player))\r
439                 _switchweapon = TRUE;\r
440 \r
441         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
442                 _switchweapon = TRUE;\r
443 \r
444         if(item.spawnshieldtime)\r
445         {\r
446                 if (item.ammo_fuel)\r
447                 if (player.ammo_fuel < g_pickup_fuel_max)\r
448                 {\r
449                         pickedup = TRUE;\r
450                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
451                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
452                 }\r
453         }\r
454 \r
455         if (item.flags & FL_WEAPON)\r
456         if ((it = item.weapons - (item.weapons & player.weapons)))\r
457         {\r
458                 pickedup = TRUE;\r
459                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
460                 {\r
461                         e = get_weaponinfo(i);\r
462                         if(it & e.weapons)\r
463                                 W_GiveWeapon (player, e.weapon, item.netname);\r
464                 }\r
465         }\r
466 \r
467         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
468         {\r
469                 pickedup = TRUE;\r
470                 player.items |= it;\r
471                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
472         }\r
473 \r
474         if(item.spawnshieldtime)\r
475         {\r
476                 if (item.strength_finished)\r
477                 {\r
478                         pickedup = TRUE;\r
479                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
480                 }\r
481                 if (item.invincible_finished)\r
482                 {\r
483                         pickedup = TRUE;\r
484                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
485                 }\r
486 \r
487                 if (item.health)\r
488                 {\r
489                         if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\r
490                         {\r
491                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
492                                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
493                                 {\r
494                                         pickedup = TRUE;\r
495                                         Item_Consumable_Spawn(self, player);\r
496                                 }\r
497                         }\r
498                         else if (player.health < item.max_health)\r
499                         {\r
500                                 pickedup = TRUE;\r
501                                 player.health = min(player.health + item.health, item.max_health);\r
502                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
503                         }\r
504                 }\r
505                 if (item.armorvalue)\r
506                 if (player.armorvalue < item.max_armorvalue)\r
507                 {\r
508                         pickedup = TRUE;\r
509                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
510                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
511                 }\r
512         }\r
513 \r
514 :skip\r
515         // always eat teamed entities\r
516         if(item.team)\r
517                 pickedup = TRUE;\r
518 \r
519         if (!pickedup)\r
520                 return 0;\r
521 \r
522         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
523         if (_switchweapon)\r
524                 if (player.switchweapon != w_getbestweapon(player))\r
525                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
526 \r
527         return 1;\r
528 }\r
529 \r
530 void Item_Touch (void)\r
531 {\r
532         entity e, head;\r
533 \r
534         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
535         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
536         {\r
537                 remove(self);\r
538                 return;\r
539         }\r
540         if (other.classname != "player")\r
541                 return;\r
542         if (other.deadflag)\r
543                 return;\r
544         if (self.solid != SOLID_TRIGGER)\r
545                 return;\r
546         if (self.owner == other)\r
547                 return;\r
548 \r
549         if(!Item_GiveTo(self, other))\r
550                 return;\r
551 \r
552         other.last_pickup = time;\r
553 \r
554         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
555 \r
556         if (self.classname == "droppedweapon")\r
557                 remove (self);\r
558         else if not(self.spawnshieldtime)\r
559                 return;\r
560         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
561                 return;\r
562         else\r
563         {\r
564                 if(self.team)\r
565                 {\r
566                         RandomSelection_Init();\r
567                         for(head = world; (head = findfloat(head, team, self.team)); )\r
568                         {\r
569                                 if(head.flags & FL_ITEM)\r
570                                 {\r
571                                         Item_Show(head, -1);\r
572                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
573                                 }\r
574                         }\r
575                         e = RandomSelection_chosen_ent;\r
576                 }\r
577                 else\r
578                         e = self;\r
579                 Item_ScheduleRespawn(e);\r
580         }\r
581 }\r
582 \r
583 void Item_FindTeam()\r
584 {\r
585         entity head, e;\r
586 \r
587         if(self.effects & EF_NODRAW)\r
588         {\r
589                 // marker for item team search\r
590                 dprint("Initializing item team ", ftos(self.team), "\n");\r
591                 RandomSelection_Init();\r
592                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
593                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
594                 e = RandomSelection_chosen_ent;\r
595                 e.state = 0;\r
596                 Item_Show(e, 1);\r
597 \r
598                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
599                 {\r
600                         if(head != e)\r
601                         {\r
602                                 // make it a non-spawned item\r
603                                 Item_Show(head, -1);\r
604                                 head.state = 1; // state 1 = initially hidden item\r
605                         }\r
606                         head.effects &~= EF_NODRAW;\r
607                 }\r
608 \r
609                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
610                         Item_ScheduleInitialRespawn(e);\r
611         }\r
612 }\r
613 \r
614 void Item_Reset()\r
615 {\r
616         Item_Show(self, !self.state);\r
617         setorigin (self, self.origin);\r
618         self.think = SUB_Null;\r
619         self.nextthink = 0;\r
620 \r
621         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
622                 Item_ScheduleInitialRespawn(self);\r
623 }\r
624 \r
625 // Savage: used for item garbage-collection\r
626 // TODO: perhaps nice special effect?\r
627 void RemoveItem(void)\r
628 {\r
629         remove(self);\r
630 }\r
631 \r
632 // pickup evaluation functions\r
633 // these functions decide how desirable an item is to the bots\r
634 \r
635 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
636 \r
637 float weapon_pickupevalfunc(entity player, entity item)\r
638 {\r
639         float c, i, j, position;\r
640 \r
641         // See if I have it already\r
642         if(player.weapons & item.weapons == item.weapons)\r
643         {\r
644                 // If I can pick it up\r
645                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
646                         c = 0;\r
647                 else\r
648                         c = 0;\r
649         }\r
650         else\r
651                 c = 1;\r
652 \r
653         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
654         if( bot_custom_weapon && c )\r
655         {\r
656                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
657                 {\r
658                         // Find weapon\r
659                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
660                                 continue;\r
661 \r
662                         // Find the highest position on any range\r
663                         position = -1;\r
664                         for(j = 0; j < WEP_LAST ; ++j){\r
665                                 if(\r
666                                                 bot_weapons_far[j] == i ||\r
667                                                 bot_weapons_mid[j] == i ||\r
668                                                 bot_weapons_close[j] == i\r
669                                   )\r
670                                 {\r
671                                         position = j;\r
672                                         break;\r
673                                 }\r
674                         }\r
675 \r
676                         // Rate it\r
677                         if (position >= 0 )\r
678                         {\r
679                                 position = WEP_LAST - position;\r
680                                 // item.bot_pickupbasevalue is overwritten here\r
681                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
682                         }\r
683                 }\r
684         }\r
685 \r
686         return item.bot_pickupbasevalue * c;\r
687 };\r
688 \r
689 float commodity_pickupevalfunc(entity player, entity item)\r
690 {\r
691         float c, i;\r
692         entity wi;\r
693         c = 0;\r
694 \r
695         // Detect needed ammo\r
696         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
697         {\r
698                 wi = get_weaponinfo(i);\r
699 \r
700                 if not(wi.weapons & player.weapons)\r
701                         continue;\r
702         }\r
703 \r
704         if (item.armorvalue)\r
705         if (player.armorvalue < item.max_armorvalue)\r
706                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
707         if (item.health)\r
708         if (player.health < item.max_health)\r
709                 c = c + max(0, 1 - player.health / item.max_health);\r
710 \r
711         return item.bot_pickupbasevalue * c;\r
712 };\r
713 \r
714 \r
715 .float is_item;\r
716 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
717 {\r
718         startitem_failed = FALSE;\r
719 \r
720         // is it a dropped weapon?\r
721         if (self.classname == "droppedweapon")\r
722         {\r
723                 self.reset = SUB_Remove;\r
724                 // it's a dropped weapon\r
725                 self.movetype = MOVETYPE_TOSS;\r
726                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
727                 self.think = RemoveItem;\r
728                 self.nextthink = time + 60;\r
729                 // don't drop if in a NODROP zone (such as lava)\r
730                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
731                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
732                 {\r
733                         startitem_failed = TRUE;\r
734                         remove(self);\r
735                         return;\r
736                 }\r
737         }\r
738         else\r
739         {\r
740                 self.reset = Item_Reset;\r
741                 // it's a level item\r
742                 if(self.spawnflags & 1)\r
743                         self.noalign = 1;\r
744                 if (self.noalign)\r
745                         self.movetype = MOVETYPE_NONE;\r
746                 else\r
747                         self.movetype = MOVETYPE_TOSS;\r
748                 // do item filtering according to game mode and other things\r
749                 if (!self.noalign)\r
750                 {\r
751                         // first nudge it off the floor a little bit to avoid math errors\r
752                         setorigin(self, self.origin + '0 0 1');\r
753                         // set item size before we spawn a spawnfunc_waypoint\r
754                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
755                                 setsize (self, '-16 -16 0', '16 16 48');\r
756                         else\r
757                                 setsize (self, '-16 -16 0', '16 16 32');\r
758                         // note droptofloor returns FALSE if stuck/or would fall too far\r
759                         droptofloor();\r
760                         waypoint_spawnforitem(self);\r
761                 }\r
762 \r
763                 if(teams_matter)\r
764                 {\r
765                         if(self.notteam)\r
766                         {\r
767                                 print("removed non-teamplay ", self.classname, "\n");\r
768                                 startitem_failed = TRUE;\r
769                                 remove (self);\r
770                                 return;\r
771                         }\r
772                 }\r
773                 else\r
774                 {\r
775                         if(self.notfree)\r
776                         {\r
777                                 print("removed non-FFA ", self.classname, "\n");\r
778                                 startitem_failed = TRUE;\r
779                                 remove (self);\r
780                                 return;\r
781                         }\r
782                 }\r
783 \r
784                 if(self.notq3a)\r
785                 {\r
786                         // We aren't TA or something like that, so we keep the Q3A entities\r
787                         print("removed non-Q3A ", self.classname, "\n");\r
788                         startitem_failed = TRUE;\r
789                         remove (self);\r
790                         return;\r
791                 }\r
792 \r
793                 /*\r
794                  * can't do it that way, as it would break maps\r
795                  * TODO make a target_give like entity another way, that perhaps has\r
796                  * the weapon name in a key\r
797                 if(self.targetname)\r
798                 {\r
799                         // target_give not yet supported; maybe later\r
800                         print("removed targeted ", self.classname, "\n");\r
801                         startitem_failed = TRUE;\r
802                         remove (self);\r
803                         return;\r
804                 }\r
805                 */\r
806 \r
807                 if(cvar("spawn_debug") >= 2)\r
808                 {\r
809                         entity otheritem;\r
810                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
811                         {\r
812                                 if(otheritem.is_item)\r
813                                 {\r
814                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
815                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
816                                         error("Mapper sucks.");\r
817                                 }\r
818                         }\r
819                         self.is_item = TRUE;\r
820                 }\r
821 \r
822                 weaponsInMap |= weaponid;\r
823 \r
824                 if(g_lms)\r
825                 {\r
826                         startitem_failed = TRUE;\r
827                         remove(self);\r
828                         return;\r
829                 }\r
830                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
831                 {\r
832                         startitem_failed = TRUE;\r
833                         remove (self);\r
834                         return;\r
835                 }\r
836 \r
837                 precache_model (itemmodel);\r
838                 precache_sound (pickupsound);\r
839                 precache_sound ("misc/itemrespawn.wav");\r
840                 precache_sound ("misc/itemrespawncountdown.wav");\r
841 \r
842                 if(itemid == IT_STRENGTH)\r
843                         precache_sound ("misc/strength_respawn.wav");\r
844                 if(itemid == IT_INVINCIBLE)\r
845                         precache_sound ("misc/shield_respawn.wav");\r
846 \r
847                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
848                         self.target = "###item###"; // for finding the nearest item using find()\r
849         }\r
850 \r
851         self.bot_pickup = TRUE;\r
852         self.bot_pickupevalfunc = pickupevalfunc;\r
853         self.bot_pickupbasevalue = pickupbasevalue;\r
854         self.mdl = itemmodel;\r
855         self.item_pickupsound = pickupsound;\r
856         // let mappers override respawntime\r
857         if(!self.respawntime) // both set\r
858         {\r
859                 self.respawntime = defaultrespawntime;\r
860                 self.respawntimejitter = defaultrespawntimejitter;\r
861         }\r
862         self.netname = itemname;\r
863         self.items = itemid;\r
864         self.weapons = weaponid;\r
865         self.flags = FL_ITEM | itemflags;\r
866         self.touch = Item_Touch;\r
867         setmodel (self, self.mdl); // precision set below\r
868         self.effects |= EF_LOWPRECISION;\r
869         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
870                 setsize (self, '-16 -16 0', '16 16 48');\r
871         else\r
872                 setsize (self, '-16 -16 0', '16 16 32');\r
873         if(itemflags & FL_WEAPON)\r
874                 self.modelflags |= MF_ROTATE;\r
875 \r
876         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
877         if (itemflags & FL_WEAPON)\r
878         {\r
879                 // neutral team color for pickup weapons\r
880                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
881         }\r
882 \r
883         Item_Show(self, 1);\r
884         self.state = 0;\r
885         if(self.team)\r
886         {\r
887                 if(!self.cnt)\r
888                         self.cnt = 1; // item probability weight\r
889                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
890                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
891         }\r
892         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
893                 Item_ScheduleInitialRespawn(self);\r
894 }\r
895 \r
896 float minst_no_auto_cells;\r
897 void minst_remove_item (void) {\r
898         if(minst_no_auto_cells)\r
899                 remove(self);\r
900 }\r
901 \r
902 float internalteam;\r
903 \r
904 void weapon_defaultspawnfunc(float wpn)\r
905 {\r
906         entity e;\r
907         float t;\r
908         var .float ammofield;\r
909         string s;\r
910         entity oldself;\r
911         float i, j;\r
912 \r
913         // set the respawntime in advance (so replaced weapons can copy it)\r
914 \r
915         if(!self.respawntime)\r
916         {\r
917                 e = get_weaponinfo(wpn);\r
918                 if(e.items == IT_SUPERWEAPON)\r
919                 {\r
920                         self.respawntime = g_pickup_respawntime_powerup;\r
921                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
922                 }\r
923                 else\r
924                 {\r
925                         self.respawntime = g_pickup_respawntime_weapon;\r
926                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
927                 }\r
928         }\r
929 \r
930         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
931         {\r
932                 e = get_weaponinfo(wpn);\r
933                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
934                 if(s == "0")\r
935                 {\r
936                         remove(self);\r
937                         startitem_failed = TRUE;\r
938                         return;\r
939                 }\r
940                 t = tokenize_console(s);\r
941                 if(t >= 2)\r
942                 {\r
943                         self.team = --internalteam;\r
944                         oldself = self;\r
945                         for(i = 1; i < t; ++i)\r
946                         {\r
947                                 s = argv(i);\r
948                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
949                                 {\r
950                                         e = get_weaponinfo(j);\r
951                                         if(e.netname == s)\r
952                                         {\r
953                                                 self = spawn();\r
954                                                 copyentity(oldself, self);\r
955                                                 self.classname = "replacedweapon";\r
956                                                 weapon_defaultspawnfunc(j);\r
957                                                 break;\r
958                                         }\r
959                                 }\r
960                                 if(j > WEP_LAST)\r
961                                 {\r
962                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
963                                 }\r
964                         }\r
965                         self = oldself;\r
966                 }\r
967                 if(t >= 1)\r
968                 {\r
969                         s = argv(0);\r
970                         wpn = 0;\r
971                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
972                         {\r
973                                 e = get_weaponinfo(j);\r
974                                 if(e.netname == s)\r
975                                 {\r
976                                         wpn = j;\r
977                                         break;\r
978                                 }\r
979                         }\r
980                         if(j > WEP_LAST)\r
981                         {\r
982                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
983                         }\r
984                 }\r
985                 if(wpn == 0)\r
986                 {\r
987                         remove(self);\r
988                         startitem_failed = TRUE;\r
989                         return;\r
990                 }\r
991         }\r
992 \r
993         e = get_weaponinfo(wpn);\r
994 \r
995         if(e.items && e.items != IT_SUPERWEAPON)\r
996         {\r
997                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
998                 {\r
999                         if(e.items & j)\r
1000                         {\r
1001                                 ammofield = Item_CounterField(j);\r
1002                                 if(!self.ammofield)\r
1003                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1004                         }\r
1005                 }\r
1006         }\r
1007         else\r
1008         {\r
1009                 self.flags |= FL_NO_WEAPON_STAY;\r
1010         }\r
1011 \r
1012         // weapon stay isn't supported for teamed weapons\r
1013         if(self.team)\r
1014                 self.flags |= FL_NO_WEAPON_STAY;\r
1015 \r
1016         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1017         {\r
1018                 self.ammo_fuel = 0;\r
1019                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1020                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1021         }\r
1022 \r
1023         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1024         if (self.modelindex) // don't precache if self was removed\r
1025                 weapon_action(e.weapon, WR_PRECACHE);\r
1026 }\r
1027 \r
1028 void spawnfunc_item_armor_small (void) {\r
1029         if(!self.armorvalue)\r
1030                 self.armorvalue = g_pickup_armorsmall;\r
1031         if(!self.max_armorvalue)\r
1032                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1033         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
1034 }\r
1035 \r
1036 void spawnfunc_item_armor_medium (void) {\r
1037         if(!self.armorvalue)\r
1038                 self.armorvalue = g_pickup_armormedium;\r
1039         if(!self.max_armorvalue)\r
1040                 self.max_armorvalue = g_pickup_armormedium_max;\r
1041         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
1042 }\r
1043 \r
1044 void spawnfunc_item_armor_big (void) {\r
1045         if(!self.armorvalue)\r
1046                 self.armorvalue = g_pickup_armorbig;\r
1047         if(!self.max_armorvalue)\r
1048                 self.max_armorvalue = g_pickup_armorbig_max;\r
1049         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
1050 }\r
1051 \r
1052 void spawnfunc_item_armor_large (void) {\r
1053         if(!self.armorvalue)\r
1054                 self.armorvalue = g_pickup_armorlarge;\r
1055         if(!self.max_armorvalue)\r
1056                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1057         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
1058 }\r
1059 \r
1060 void spawnfunc_item_health_small (void) {\r
1061         if(!self.max_health)\r
1062                 self.max_health = g_pickup_healthsmall_max;\r
1063         if(!self.health)\r
1064                 self.health = g_pickup_healthsmall;\r
1065         self.dmg = g_pickup_healthsmall_consumable;\r
1066         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
1067 }\r
1068 \r
1069 void spawnfunc_item_health_medium (void) {\r
1070         if(!self.max_health)\r
1071                 self.max_health = g_pickup_healthmedium_max;\r
1072         if(!self.health)\r
1073                 self.health = g_pickup_healthmedium;\r
1074         self.dmg = g_pickup_healthmedium_consumable;\r
1075         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
1076 }\r
1077 \r
1078 void spawnfunc_item_health_large (void) {\r
1079         if(!self.max_health)\r
1080                 self.max_health = g_pickup_healthlarge_max;\r
1081         if(!self.health)\r
1082                 self.health = g_pickup_healthlarge;\r
1083         self.dmg = g_pickup_healthlarge_consumable;\r
1084         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
1085 }\r
1086 \r
1087 void spawnfunc_item_health_mega (void) {\r
1088         if(!cvar("g_powerup_superhealth"))\r
1089                 return;\r
1090 \r
1091         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1092                 return;\r
1093 \r
1094         if(!self.max_health)\r
1095                 self.max_health = g_pickup_healthmega_max;\r
1096         if(!self.health)\r
1097                 self.health = g_pickup_healthmega;\r
1098         self.dmg = g_pickup_healthmega_consumable;\r
1099         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
1100 }\r
1101 \r
1102 // support old misnamed entities\r
1103 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1104 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1105 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1106 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1107 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1108 \r
1109 void spawnfunc_item_strength (void) {\r
1110         if(!cvar("g_powerup_strength"))\r
1111                 return;\r
1112 \r
1113         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1114                 return;\r
1115 \r
1116         precache_sound("weapons/strength_fire.wav");\r
1117         self.strength_finished = 30;\r
1118         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
1119 }\r
1120 \r
1121 void spawnfunc_item_invincible (void) {\r
1122         if(!cvar("g_powerup_shield"))\r
1123                 return;\r
1124 \r
1125         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1126                 return;\r
1127 \r
1128         self.invincible_finished = 30;\r
1129         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
1130 }\r
1131 \r
1132 // compatibility:\r
1133 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1134 \r
1135 float GiveItems(entity e, float beginarg, float endarg);\r
1136 void target_items_use (void)\r
1137 {\r
1138         if(activator.classname == "droppedweapon")\r
1139         {\r
1140                 EXACTTRIGGER_TOUCH;\r
1141                 remove(activator);\r
1142                 return;\r
1143         }\r
1144 \r
1145         if(activator.classname != "player")\r
1146                 return;\r
1147         if(activator.deadflag != DEAD_NO)\r
1148                 return;\r
1149         EXACTTRIGGER_TOUCH;\r
1150 \r
1151         entity e;\r
1152         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1153                 if(e.enemy == activator)\r
1154                         remove(e);\r
1155 \r
1156         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1157                 centerprint(activator, self.message);\r
1158 }\r
1159 \r
1160 void spawnfunc_target_items (void)\r
1161 {\r
1162         float n, i, j;\r
1163         entity e;\r
1164 \r
1165         self.use = target_items_use;\r
1166         if(!self.strength_finished)\r
1167                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1168         if(!self.invincible_finished)\r
1169                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1170 \r
1171         precache_sound("misc/itempickup.wav");\r
1172         precache_sound("misc/itempickup.wav");\r
1173         precache_sound("misc/itempickup.wav");\r
1174         precache_sound("misc/itempickup.wav");\r
1175         precache_sound("misc/megahealth.wav");\r
1176         precache_sound("misc/armor25.wav");\r
1177         precache_sound("misc/powerup.wav");\r
1178         precache_sound("misc/poweroff.wav");\r
1179         precache_sound("weapons/weaponpickup.wav");\r
1180 \r
1181         n = tokenize_console(self.netname);\r
1182         if(argv(0) == "give")\r
1183         {\r
1184                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1185         }\r
1186         else\r
1187         {\r
1188                 for(i = 0; i < n; ++i)\r
1189                 {\r
1190                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1191                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1192                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1193                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1194                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1195                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1196                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1197                         else\r
1198                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1199                         {\r
1200                                 e = get_weaponinfo(j);\r
1201                                 if(argv(i) == e.netname)\r
1202                                 {\r
1203                                         self.weapons |= e.weapons;\r
1204                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1205                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1206                                         break;\r
1207                                 }\r
1208                         }\r
1209                         if(j > WEP_LAST)\r
1210                                 print("target_items: invalid item ", argv(i), "\n");\r
1211                 }\r
1212 \r
1213                 string itemprefix, valueprefix;\r
1214                 if(self.spawnflags == 0)\r
1215                 {\r
1216                         itemprefix = "";\r
1217                         valueprefix = "";\r
1218                 }\r
1219                 else if(self.spawnflags == 1)\r
1220                 {\r
1221                         itemprefix = "max ";\r
1222                         valueprefix = "max ";\r
1223                 }\r
1224                 else if(self.spawnflags == 2)\r
1225                 {\r
1226                         itemprefix = "min ";\r
1227                         valueprefix = "min ";\r
1228                 }\r
1229                 else if(self.spawnflags == 4)\r
1230                 {\r
1231                         itemprefix = "minus ";\r
1232                         valueprefix = "max ";\r
1233                 }\r
1234                 else\r
1235                         error("invalid spawnflags");\r
1236 \r
1237                 self.netname = "";\r
1238                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1239                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1240                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1241                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1242                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1243                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1244                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1245                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1246                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1247                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1248                 {\r
1249                         e = get_weaponinfo(j);\r
1250                         if(e.weapons)\r
1251                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1252                 }\r
1253         }\r
1254         self.netname = strzone(self.netname);\r
1255         //print(self.netname, "\n");\r
1256 \r
1257         n = tokenize_console(self.netname);\r
1258         for(i = 0; i < n; ++i)\r
1259         {\r
1260                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1261                 {\r
1262                         e = get_weaponinfo(j);\r
1263                         if(argv(i) == e.netname)\r
1264                         {\r
1265                                 weapon_action(e.weapon, WR_PRECACHE);\r
1266                                 break;\r
1267                         }\r
1268                 }\r
1269         }\r
1270 }\r
1271 \r
1272 void spawnfunc_item_fuel(void)\r
1273 {\r
1274         if(!self.ammo_fuel)\r
1275                 self.ammo_fuel = g_pickup_fuel;\r
1276         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
1277 }\r
1278 \r
1279 void spawnfunc_item_fuel_regen(void)\r
1280 {\r
1281         if(start_items & IT_FUEL_REGEN)\r
1282         {\r
1283                 spawnfunc_item_fuel();\r
1284                 return;\r
1285         }\r
1286         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
1287 }\r
1288 \r
1289 void spawnfunc_item_jetpack(void)\r
1290 {\r
1291         if(!self.ammo_fuel)\r
1292                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1293         if(start_items & IT_JETPACK)\r
1294         {\r
1295                 spawnfunc_item_fuel();\r
1296                 return;\r
1297         }\r
1298         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
1299 }\r
1300 \r
1301 #define OP_SET 0\r
1302 #define OP_MIN 1\r
1303 #define OP_MAX 2\r
1304 #define OP_PLUS 3\r
1305 #define OP_MINUS 4\r
1306 \r
1307 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1308 {\r
1309         float v0, v1;\r
1310         v0 = (e.fld & bit);\r
1311         switch(op)\r
1312         {\r
1313                 case OP_SET:\r
1314                         if(val > 0)\r
1315                                 e.fld |= bit;\r
1316                         else\r
1317                                 e.fld &~= bit;\r
1318                         break;\r
1319                 case OP_MIN:\r
1320                 case OP_PLUS:\r
1321                         if(val > 0)\r
1322                                 e.fld |= bit;\r
1323                         break;\r
1324                 case OP_MAX:\r
1325                         if(val <= 0)\r
1326                                 e.fld &~= bit;\r
1327                         break;\r
1328                 case OP_MINUS:\r
1329                         if(val > 0)\r
1330                                 e.fld &~= bit;\r
1331                         break;\r
1332         }\r
1333         v1 = (e.fld & bit);\r
1334         return (v0 != v1);\r
1335 }\r
1336 \r
1337 float GiveValue(entity e, .float fld, float op, float val)\r
1338 {\r
1339         float v0, v1;\r
1340         v0 = e.fld;\r
1341         switch(op)\r
1342         {\r
1343                 case OP_SET:\r
1344                         e.fld = val;\r
1345                         break;\r
1346                 case OP_MIN:\r
1347                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1348                         break;\r
1349                 case OP_MAX:\r
1350                         e.fld = min(e.fld, val);\r
1351                         break;\r
1352                 case OP_PLUS:\r
1353                         e.fld += val;\r
1354                         break;\r
1355                 case OP_MINUS:\r
1356                         e.fld -= val;\r
1357                         break;\r
1358         }\r
1359         v1 = e.fld;\r
1360         return (v0 != v1);\r
1361 }\r
1362 \r
1363 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1364 {\r
1365         if(v1 == v0)\r
1366                 return;\r
1367         if(v1 <= v0 - t)\r
1368         {\r
1369                 if(snd_decr != "")\r
1370                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1371         }\r
1372         else if(v0 >= v0 + t)\r
1373         {\r
1374                 if(snd_incr != "")\r
1375                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1376         }\r
1377 }\r
1378 \r
1379 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1380 {\r
1381         if(v0 < v1)\r
1382                 e.rotfield = max(e.rotfield, time + rottime);\r
1383         else if(v0 > v1)\r
1384                 e.regenfield = max(e.regenfield, time + regentime);\r
1385 }\r
1386 \r
1387 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1388 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1389 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1390 #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
1391 \r
1392 float GiveItems(entity e, float beginarg, float endarg)\r
1393 {\r
1394         float got, i, j, val, op;\r
1395         float _switchweapon;\r
1396         entity wi;\r
1397         string cmd;\r
1398 \r
1399         val = 999;\r
1400         op = OP_SET;\r
1401 \r
1402         got = 0;\r
1403 \r
1404         _switchweapon = FALSE;\r
1405         if (e.autoswitch)\r
1406                 if (e.switchweapon == w_getbestweapon(e))\r
1407                         _switchweapon = TRUE;\r
1408 \r
1409         e.strength_finished = max(0, e.strength_finished - time);\r
1410         e.invincible_finished = max(0, e.invincible_finished - time);\r
1411         \r
1412         PREGIVE(e, items);\r
1413         PREGIVE(e, weapons);\r
1414         PREGIVE(e, strength_finished);\r
1415         PREGIVE(e, invincible_finished);\r
1416         PREGIVE(e, ammo_fuel);\r
1417         PREGIVE(e, armorvalue);\r
1418         PREGIVE(e, health);\r
1419 \r
1420         for(i = beginarg; i < endarg; ++i)\r
1421         {\r
1422                 cmd = argv(i);\r
1423 \r
1424                 if(cmd == "0" || stof(cmd))\r
1425                 {\r
1426                         val = stof(cmd);\r
1427                         continue;\r
1428                 }\r
1429                 switch(cmd)\r
1430                 {\r
1431                         case "no":\r
1432                                 op = OP_MAX;\r
1433                                 val = 0;\r
1434                                 continue;\r
1435                         case "max":\r
1436                                 op = OP_MAX;\r
1437                                 continue;\r
1438                         case "min":\r
1439                                 op = OP_MIN;\r
1440                                 continue;\r
1441                         case "plus":\r
1442                                 op = OP_PLUS;\r
1443                                 continue;\r
1444                         case "minus":\r
1445                                 op = OP_MINUS;\r
1446                                 continue;\r
1447                         case "ALL":\r
1448                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1449                                 got += GiveValue(e, strength_finished, op, time + val);\r
1450                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1451                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1452                         case "all":\r
1453                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1454                                 got += GiveValue(e, health, op, val);\r
1455                                 got += GiveValue(e, armorvalue, op, val);\r
1456                         case "allweapons":\r
1457                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1458                                 {\r
1459                                         wi = get_weaponinfo(j);\r
1460                                         if(wi.weapons)\r
1461                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1462                                 }\r
1463                         case "allammo":\r
1464                                 got += GiveValue(e, ammo_fuel, op, val);\r
1465                                 break;\r
1466                         case "unlimited_ammo":\r
1467                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1468                                 break;\r
1469                         case "unlimited_weapon_ammo":\r
1470                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1471                                 break;\r
1472                         case "unlimited_superweapons":\r
1473                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1474                                 break;\r
1475                         case "jetpack":\r
1476                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1477                                 break;\r
1478                         case "fuel_regen":\r
1479                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1480                                 break;\r
1481                         case "strength":\r
1482                                 got += GiveValue(e, strength_finished, op, val);\r
1483                                 break;\r
1484                         case "invincible":\r
1485                                 got += GiveValue(e, invincible_finished, op, val);\r
1486                                 break;\r
1487                         case "health":\r
1488                                 got += GiveValue(e, health, op, val);\r
1489                                 break;\r
1490                         case "armor":\r
1491                                 got += GiveValue(e, armorvalue, op, val);\r
1492                                 break;\r
1493                         case "fuel":\r
1494                                 got += GiveValue(e, ammo_fuel, op, val);\r
1495                                 break;\r
1496                         default:\r
1497                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1498                                 {\r
1499                                         wi = get_weaponinfo(j);\r
1500                                         if(cmd == wi.netname)\r
1501                                         {\r
1502                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1503                                                 break;\r
1504                                         }\r
1505                                 }\r
1506                                 if(j > WEP_LAST)\r
1507                                         print("give: invalid item ", cmd, "\n");\r
1508                                 break;\r
1509                 }\r
1510                 val = 999;\r
1511                 op = OP_SET;\r
1512         }\r
1513 \r
1514         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1515         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1516         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1517         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1518         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1519         {\r
1520                 wi = get_weaponinfo(j);\r
1521                 if(wi.weapons)\r
1522                 {\r
1523                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1524                         if not(save_weapons & wi.weapons)\r
1525                                 if(e.weapons & wi.weapons)\r
1526                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1527                 }\r
1528         }\r
1529         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1530         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1531         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
1532         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
1533         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
1534 \r
1535         if(e.strength_finished <= 0)\r
1536                 e.strength_finished = 0;\r
1537         else\r
1538                 e.strength_finished += time;\r
1539         if(e.invincible_finished <= 0)\r
1540                 e.invincible_finished = 0;\r
1541         else\r
1542                 e.invincible_finished += time;\r
1543 \r
1544         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1545                 _switchweapon = TRUE;\r
1546         if(_switchweapon)\r
1547                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1548 \r
1549         return got;\r
1550 }\r