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