]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/t_items.qc
First attempt to make health possible to swallow slowly. Incomplete and still buggy...
[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_UpdateRadar(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                 float scalediff, sz;\r
296                 sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
297                 scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
298 \r
299                 // predator effects, some common to those in Vore_Regurgitate\r
300                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
301                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
302                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
303                 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
304                 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
305                 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
306                 e.predator.regurgitate_prepare = 0;\r
307                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
308 \r
309                 Item_DroppedConsumable_Spawn(e);\r
310         }\r
311 \r
312         e.nextthink = 0;\r
313         remove(e);\r
314         e = world;\r
315 }\r
316 \r
317 void Item_Consumable_Spawn(entity e, entity pl)\r
318 {\r
319         entity item;\r
320 \r
321         item = spawn();\r
322         item.owner = e;\r
323         item.classname = "consumable";\r
324         item.movetype = MOVETYPE_FOLLOW;\r
325         item.solid = SOLID_NOT;\r
326         setmodel(item, e.model);\r
327         item.health = e.health;\r
328         if(e.inithealth)\r
329         {\r
330                 item.inithealth = e.inithealth;\r
331                 item.initdmg = e.initdmg;\r
332         }\r
333         else\r
334         {\r
335                 item.inithealth = e.health;\r
336                 item.initdmg = e.dmg;\r
337         }\r
338         item.max_health = e.max_health;\r
339 \r
340         item.predator = pl;\r
341         item.aiment = pl;\r
342         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
343         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
344         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
345         item.angles = randomvec() * 360;\r
346 \r
347         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
348         item.think = Item_Consumable_Think;\r
349         item.nextthink = time;\r
350 \r
351         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
352                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
353 \r
354         float scalediff, sz;\r
355         sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
356         scalediff = cvar("g_healthsize") ? sz / pl.scale : sz; // the tighter the gut, the greater the velocity\r
357 \r
358         // predator effects, some common to those in Vore_Swallow\r
359         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
360         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
361         pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
362         pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
363         pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
364         pl.regurgitate_prepare = 0;\r
365         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
366         pl.last_pickup = time;\r
367 }\r
368 \r
369 void Item_DroppedConsumable_Touch()\r
370 {\r
371         if(time < self.cnt)\r
372                 return;\r
373 \r
374         // give the consumable item to the player touching it\r
375         if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
376         if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
377         {\r
378                 Item_Consumable_Spawn(self, other);\r
379                 remove(self);\r
380                 self = world;\r
381         }\r
382 }\r
383 \r
384 void Item_DroppedConsumable_Spawn(entity e)\r
385 {\r
386         entity item;\r
387         item = spawn();\r
388         item.owner = world;\r
389         item.classname = "droppedconsumable";\r
390         item.movetype = MOVETYPE_TOSS;\r
391         item.solid = SOLID_TRIGGER;\r
392         setmodel(item, e.model);\r
393         item.health = e.health;\r
394         item.inithealth = e.inithealth;\r
395         item.initdmg = e.initdmg;\r
396         item.max_health = e.max_health;\r
397         item.scale = e.scale;\r
398         item.colormod = e.colormod;\r
399 \r
400         if(cvar("g_nodepthtestitems"))\r
401                 item.effects |= EF_NODEPTHTEST;\r
402 \r
403         float scalediff, sz;\r
404         sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
405         scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
406 \r
407         setorigin(item, e.predator.origin);\r
408         item.angles_y = e.predator.angles_y;\r
409         makevectors(e.predator.v_angle);\r
410         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
411         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
412         item.touch = Item_DroppedConsumable_Touch;\r
413         item.cnt = time + 1; // 1 second delay\r
414         SUB_SetFade(item, time + 20, 1);\r
415 }\r
416 \r
417 float Item_Swallow(entity item, entity player)\r
418 {\r
419         float pickedup;\r
420         pickedup = FALSE;\r
421 \r
422         item.swallow_progress_prey = min(item.swallow_progress_prey + 0.02, 1);\r
423         if(item.swallow_progress_prey < 1)\r
424                 return FALSE; // item not eaten yet\r
425 \r
426         if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\r
427         {\r
428                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
429                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
430                 {\r
431                         pickedup = TRUE;\r
432                         item.swallow_progress_prey = 0;\r
433                         Item_Consumable_Spawn(item, player);\r
434                 }\r
435         }\r
436         else if (player.health < item.max_health)\r
437         {\r
438                 pickedup = TRUE;\r
439                 item.swallow_progress_prey = 0;\r
440                 player.health = min(player.health + item.health, item.max_health);\r
441                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
442         }\r
443 \r
444         player.swallow_progress_pred = item.swallow_progress_prey;\r
445         return pickedup;\r
446 }\r
447 \r
448 float Item_GiveTo(entity item, entity player)\r
449 {\r
450         float _switchweapon;\r
451         float pickedup;\r
452         float it;\r
453         float i;\r
454         entity e;\r
455 \r
456         // if nothing happens to player, just return without taking the item\r
457         pickedup = FALSE;\r
458         _switchweapon = FALSE;\r
459 \r
460         if (g_weapon_stay == 1)\r
461         if not(item.flags & FL_NO_WEAPON_STAY)\r
462         if (item.flags & FL_WEAPON)\r
463         {\r
464                 if(item.classname == "droppedweapon")\r
465                 {\r
466                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
467                                 goto skip;\r
468                 }\r
469                 else\r
470                 {\r
471                         if (player.weapons & item.weapons)\r
472                                 goto skip;\r
473                 }\r
474         }\r
475 \r
476         // in case the player has autoswitch enabled do the following:\r
477         // if the player is using their best weapon before items are given, they\r
478         // probably want to switch to an even better weapon after items are given\r
479         if (player.autoswitch)\r
480         if (player.switchweapon == w_getbestweapon(player))\r
481                 _switchweapon = TRUE;\r
482 \r
483         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
484                 _switchweapon = TRUE;\r
485 \r
486         if(item.spawnshieldtime)\r
487         {\r
488                 if (item.ammo_fuel)\r
489                 if (player.ammo_fuel < g_pickup_fuel_max)\r
490                 {\r
491                         pickedup = TRUE;\r
492                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
493                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
494                 }\r
495         }\r
496 \r
497         if (item.flags & FL_WEAPON)\r
498         if ((it = item.weapons - (item.weapons & player.weapons)))\r
499         {\r
500                 pickedup = TRUE;\r
501                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
502                 {\r
503                         e = get_weaponinfo(i);\r
504                         if(it & e.weapons)\r
505                                 W_GiveWeapon (player, e.weapon, item.netname);\r
506                 }\r
507         }\r
508 \r
509         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
510         {\r
511                 pickedup = TRUE;\r
512                 player.items |= it;\r
513                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
514         }\r
515 \r
516         if(item.spawnshieldtime)\r
517         {\r
518                 if (item.strength_finished)\r
519                 {\r
520                         pickedup = TRUE;\r
521                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
522                 }\r
523                 if (item.invincible_finished)\r
524                 {\r
525                         pickedup = TRUE;\r
526                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
527                 }\r
528 \r
529                 if (item.health)\r
530                         pickedup = Item_Swallow(item, player);\r
531                 if (item.armorvalue)\r
532                 if (player.armorvalue < item.max_armorvalue)\r
533                 {\r
534                         pickedup = TRUE;\r
535                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
536                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
537                 }\r
538         }\r
539 \r
540 :skip\r
541         // always eat teamed entities\r
542         if(item.team)\r
543                 pickedup = TRUE;\r
544 \r
545         if (!pickedup)\r
546                 return 0;\r
547 \r
548         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
549         if (_switchweapon)\r
550                 if (player.switchweapon != w_getbestweapon(player))\r
551                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
552 \r
553         return 1;\r
554 }\r
555 \r
556 void Item_Think()\r
557 {\r
558         self.nextthink = time;\r
559 \r
560         if(!self.swallow_progress_prey)\r
561                 return;\r
562 \r
563         self.swallow_progress_prey = max(0, self.swallow_progress_prey - 0.01);\r
564         self.alpha = 1 / self.swallow_progress_prey;\r
565 }\r
566 \r
567 void Item_Touch (void)\r
568 {\r
569         entity e, head;\r
570 \r
571         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
572         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
573         {\r
574                 remove(self);\r
575                 return;\r
576         }\r
577         if (other.classname != "player")\r
578                 return;\r
579         if (other.deadflag)\r
580                 return;\r
581         if (self.solid != SOLID_TRIGGER)\r
582                 return;\r
583         if (self.owner == other)\r
584                 return;\r
585 \r
586         if(!Item_GiveTo(self, other))\r
587                 return;\r
588 \r
589         other.last_pickup = time;\r
590 \r
591         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
592 \r
593         if (self.classname == "droppedweapon")\r
594                 remove (self);\r
595         else if not(self.spawnshieldtime)\r
596                 return;\r
597         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
598                 return;\r
599         else\r
600         {\r
601                 if(self.team)\r
602                 {\r
603                         RandomSelection_Init();\r
604                         for(head = world; (head = findfloat(head, team, self.team)); )\r
605                         {\r
606                                 if(head.flags & FL_ITEM)\r
607                                 {\r
608                                         Item_Show(head, -1);\r
609                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
610                                 }\r
611                         }\r
612                         e = RandomSelection_chosen_ent;\r
613                 }\r
614                 else\r
615                         e = self;\r
616                 Item_ScheduleRespawn(e);\r
617         }\r
618 }\r
619 \r
620 void Item_FindTeam()\r
621 {\r
622         entity head, e;\r
623 \r
624         if(self.effects & EF_NODRAW)\r
625         {\r
626                 // marker for item team search\r
627                 dprint("Initializing item team ", ftos(self.team), "\n");\r
628                 RandomSelection_Init();\r
629                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
630                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
631                 e = RandomSelection_chosen_ent;\r
632                 e.state = 0;\r
633                 Item_Show(e, 1);\r
634 \r
635                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
636                 {\r
637                         if(head != e)\r
638                         {\r
639                                 // make it a non-spawned item\r
640                                 Item_Show(head, -1);\r
641                                 head.state = 1; // state 1 = initially hidden item\r
642                         }\r
643                         head.effects &~= EF_NODRAW;\r
644                 }\r
645 \r
646                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
647                         Item_ScheduleInitialRespawn(e);\r
648         }\r
649 }\r
650 \r
651 void Item_Reset()\r
652 {\r
653         Item_Show(self, !self.state);\r
654         setorigin (self, self.origin);\r
655         self.think = SUB_Null;\r
656         self.nextthink = 0;\r
657 \r
658         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
659                 Item_ScheduleInitialRespawn(self);\r
660 }\r
661 \r
662 // Savage: used for item garbage-collection\r
663 // TODO: perhaps nice special effect?\r
664 void RemoveItem(void)\r
665 {\r
666         remove(self);\r
667 }\r
668 \r
669 // pickup evaluation functions\r
670 // these functions decide how desirable an item is to the bots\r
671 \r
672 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
673 \r
674 float weapon_pickupevalfunc(entity player, entity item)\r
675 {\r
676         float c, i, j, position;\r
677 \r
678         // See if I have it already\r
679         if(player.weapons & item.weapons == item.weapons)\r
680         {\r
681                 // If I can pick it up\r
682                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
683                         c = 0;\r
684                 else\r
685                         c = 0;\r
686         }\r
687         else\r
688                 c = 1;\r
689 \r
690         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
691         if( bot_custom_weapon && c )\r
692         {\r
693                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
694                 {\r
695                         // Find weapon\r
696                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
697                                 continue;\r
698 \r
699                         // Find the highest position on any range\r
700                         position = -1;\r
701                         for(j = 0; j < WEP_LAST ; ++j){\r
702                                 if(\r
703                                                 bot_weapons_far[j] == i ||\r
704                                                 bot_weapons_mid[j] == i ||\r
705                                                 bot_weapons_close[j] == i\r
706                                   )\r
707                                 {\r
708                                         position = j;\r
709                                         break;\r
710                                 }\r
711                         }\r
712 \r
713                         // Rate it\r
714                         if (position >= 0 )\r
715                         {\r
716                                 position = WEP_LAST - position;\r
717                                 // item.bot_pickupbasevalue is overwritten here\r
718                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
719                         }\r
720                 }\r
721         }\r
722 \r
723         return item.bot_pickupbasevalue * c;\r
724 };\r
725 \r
726 float commodity_pickupevalfunc(entity player, entity item)\r
727 {\r
728         float c, i;\r
729         entity wi;\r
730         c = 0;\r
731 \r
732         // Detect needed ammo\r
733         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
734         {\r
735                 wi = get_weaponinfo(i);\r
736 \r
737                 if not(wi.weapons & player.weapons)\r
738                         continue;\r
739         }\r
740 \r
741         if (item.armorvalue)\r
742         if (player.armorvalue < item.max_armorvalue)\r
743                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
744         if (item.health)\r
745         if (player.health < item.max_health)\r
746                 c = c + max(0, 1 - player.health / item.max_health);\r
747 \r
748         return item.bot_pickupbasevalue * c;\r
749 };\r
750 \r
751 .float is_item;\r
752 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
753 {\r
754         startitem_failed = FALSE;\r
755 \r
756         // is it a dropped weapon?\r
757         if (self.classname == "droppedweapon")\r
758         {\r
759                 self.reset = SUB_Remove;\r
760                 // it's a dropped weapon\r
761                 self.movetype = MOVETYPE_TOSS;\r
762                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
763                 self.think = RemoveItem;\r
764                 self.nextthink = time + 60;\r
765                 // don't drop if in a NODROP zone (such as lava)\r
766                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
767                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
768                 {\r
769                         startitem_failed = TRUE;\r
770                         remove(self);\r
771                         return;\r
772                 }\r
773         }\r
774         else\r
775         {\r
776                 self.reset = Item_Reset;\r
777                 // it's a level item\r
778                 if(self.spawnflags & 1)\r
779                         self.noalign = 1;\r
780                 if (self.noalign)\r
781                         self.movetype = MOVETYPE_NONE;\r
782                 else\r
783                         self.movetype = MOVETYPE_TOSS;\r
784                 // do item filtering according to game mode and other things\r
785                 if (!self.noalign)\r
786                 {\r
787                         // first nudge it off the floor a little bit to avoid math errors\r
788                         setorigin(self, self.origin + '0 0 1');\r
789                         // set item size before we spawn a spawnfunc_waypoint\r
790                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
791                                 setsize (self, '-16 -16 0', '16 16 48');\r
792                         else\r
793                                 setsize (self, '-16 -16 0', '16 16 32');\r
794                         // note droptofloor returns FALSE if stuck/or would fall too far\r
795                         droptofloor();\r
796                         waypoint_spawnforitem(self);\r
797                 }\r
798 \r
799                 if(teams_matter)\r
800                 {\r
801                         if(self.notteam)\r
802                         {\r
803                                 print("removed non-teamplay ", self.classname, "\n");\r
804                                 startitem_failed = TRUE;\r
805                                 remove (self);\r
806                                 return;\r
807                         }\r
808                 }\r
809                 else\r
810                 {\r
811                         if(self.notfree)\r
812                         {\r
813                                 print("removed non-FFA ", self.classname, "\n");\r
814                                 startitem_failed = TRUE;\r
815                                 remove (self);\r
816                                 return;\r
817                         }\r
818                 }\r
819 \r
820                 if(self.notq3a)\r
821                 {\r
822                         // We aren't TA or something like that, so we keep the Q3A entities\r
823                         print("removed non-Q3A ", self.classname, "\n");\r
824                         startitem_failed = TRUE;\r
825                         remove (self);\r
826                         return;\r
827                 }\r
828 \r
829                 /*\r
830                  * can't do it that way, as it would break maps\r
831                  * TODO make a target_give like entity another way, that perhaps has\r
832                  * the weapon name in a key\r
833                 if(self.targetname)\r
834                 {\r
835                         // target_give not yet supported; maybe later\r
836                         print("removed targeted ", self.classname, "\n");\r
837                         startitem_failed = TRUE;\r
838                         remove (self);\r
839                         return;\r
840                 }\r
841                 */\r
842 \r
843                 if(cvar("spawn_debug") >= 2)\r
844                 {\r
845                         entity otheritem;\r
846                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
847                         {\r
848                                 if(otheritem.is_item)\r
849                                 {\r
850                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
851                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
852                                         error("Mapper sucks.");\r
853                                 }\r
854                         }\r
855                         self.is_item = TRUE;\r
856                 }\r
857 \r
858                 weaponsInMap |= weaponid;\r
859 \r
860                 if(g_lms)\r
861                 {\r
862                         startitem_failed = TRUE;\r
863                         remove(self);\r
864                         return;\r
865                 }\r
866                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
867                 {\r
868                         startitem_failed = TRUE;\r
869                         remove (self);\r
870                         return;\r
871                 }\r
872 \r
873                 precache_model (itemmodel);\r
874                 precache_sound (pickupsound);\r
875                 precache_sound ("misc/itemrespawn.wav");\r
876                 precache_sound ("misc/itemrespawncountdown.wav");\r
877 \r
878                 if(itemid == IT_STRENGTH)\r
879                         precache_sound ("misc/strength_respawn.wav");\r
880                 if(itemid == IT_INVINCIBLE)\r
881                         precache_sound ("misc/shield_respawn.wav");\r
882 \r
883                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
884                         self.target = "###item###"; // for finding the nearest item using find()\r
885         }\r
886 \r
887         self.bot_pickup = TRUE;\r
888         self.bot_pickupevalfunc = pickupevalfunc;\r
889         self.bot_pickupbasevalue = pickupbasevalue;\r
890         self.mdl = itemmodel;\r
891         self.item_pickupsound = pickupsound;\r
892         // let mappers override respawntime\r
893         if(!self.respawntime) // both set\r
894         {\r
895                 self.respawntime = defaultrespawntime;\r
896                 self.respawntimejitter = defaultrespawntimejitter;\r
897         }\r
898         self.netname = itemname;\r
899         self.items = itemid;\r
900         self.weapons = weaponid;\r
901         self.flags = FL_ITEM | itemflags;\r
902         self.touch = Item_Touch;\r
903         self.think = Item_Think;\r
904         self.nextthink = time;\r
905         setmodel (self, self.mdl); // precision set below\r
906         self.effects |= EF_LOWPRECISION;\r
907         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
908                 setsize (self, '-16 -16 0', '16 16 48');\r
909         else\r
910                 setsize (self, '-16 -16 0', '16 16 32');\r
911         if(itemflags & FL_WEAPON)\r
912                 self.modelflags |= MF_ROTATE;\r
913 \r
914         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
915         if (itemflags & FL_WEAPON)\r
916         {\r
917                 // neutral team color for pickup weapons\r
918                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
919         }\r
920 \r
921         Item_Show(self, 1);\r
922         self.state = 0;\r
923         if(self.team)\r
924         {\r
925                 if(!self.cnt)\r
926                         self.cnt = 1; // item probability weight\r
927                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
928                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
929         }\r
930         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
931                 Item_ScheduleInitialRespawn(self);\r
932 }\r
933 \r
934 float minst_no_auto_cells;\r
935 void minst_remove_item (void) {\r
936         if(minst_no_auto_cells)\r
937                 remove(self);\r
938 }\r
939 \r
940 float internalteam;\r
941 \r
942 void weapon_defaultspawnfunc(float wpn)\r
943 {\r
944         entity e;\r
945         float t;\r
946         var .float ammofield;\r
947         string s;\r
948         entity oldself;\r
949         float i, j;\r
950 \r
951         // set the respawntime in advance (so replaced weapons can copy it)\r
952 \r
953         if(!self.respawntime)\r
954         {\r
955                 e = get_weaponinfo(wpn);\r
956                 if(e.items == IT_SUPERWEAPON)\r
957                 {\r
958                         self.respawntime = g_pickup_respawntime_powerup;\r
959                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
960                 }\r
961                 else\r
962                 {\r
963                         self.respawntime = g_pickup_respawntime_weapon;\r
964                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
965                 }\r
966         }\r
967 \r
968         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
969         {\r
970                 e = get_weaponinfo(wpn);\r
971                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
972                 if(s == "0")\r
973                 {\r
974                         remove(self);\r
975                         startitem_failed = TRUE;\r
976                         return;\r
977                 }\r
978                 t = tokenize_console(s);\r
979                 if(t >= 2)\r
980                 {\r
981                         self.team = --internalteam;\r
982                         oldself = self;\r
983                         for(i = 1; i < t; ++i)\r
984                         {\r
985                                 s = argv(i);\r
986                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
987                                 {\r
988                                         e = get_weaponinfo(j);\r
989                                         if(e.netname == s)\r
990                                         {\r
991                                                 self = spawn();\r
992                                                 copyentity(oldself, self);\r
993                                                 self.classname = "replacedweapon";\r
994                                                 weapon_defaultspawnfunc(j);\r
995                                                 break;\r
996                                         }\r
997                                 }\r
998                                 if(j > WEP_LAST)\r
999                                 {\r
1000                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
1001                                 }\r
1002                         }\r
1003                         self = oldself;\r
1004                 }\r
1005                 if(t >= 1)\r
1006                 {\r
1007                         s = argv(0);\r
1008                         wpn = 0;\r
1009                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1010                         {\r
1011                                 e = get_weaponinfo(j);\r
1012                                 if(e.netname == s)\r
1013                                 {\r
1014                                         wpn = j;\r
1015                                         break;\r
1016                                 }\r
1017                         }\r
1018                         if(j > WEP_LAST)\r
1019                         {\r
1020                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
1021                         }\r
1022                 }\r
1023                 if(wpn == 0)\r
1024                 {\r
1025                         remove(self);\r
1026                         startitem_failed = TRUE;\r
1027                         return;\r
1028                 }\r
1029         }\r
1030 \r
1031         e = get_weaponinfo(wpn);\r
1032 \r
1033         if(e.items && e.items != IT_SUPERWEAPON)\r
1034         {\r
1035                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
1036                 {\r
1037                         if(e.items & j)\r
1038                         {\r
1039                                 ammofield = Item_CounterField(j);\r
1040                                 if(!self.ammofield)\r
1041                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1042                         }\r
1043                 }\r
1044         }\r
1045         else\r
1046         {\r
1047                 self.flags |= FL_NO_WEAPON_STAY;\r
1048         }\r
1049 \r
1050         // weapon stay isn't supported for teamed weapons\r
1051         if(self.team)\r
1052                 self.flags |= FL_NO_WEAPON_STAY;\r
1053 \r
1054         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1055         {\r
1056                 self.ammo_fuel = 0;\r
1057                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1058                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1059         }\r
1060 \r
1061         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1062         if (self.modelindex) // don't precache if self was removed\r
1063                 weapon_action(e.weapon, WR_PRECACHE);\r
1064 }\r
1065 \r
1066 void spawnfunc_item_armor_small (void) {\r
1067         if(!self.armorvalue)\r
1068                 self.armorvalue = g_pickup_armorsmall;\r
1069         if(!self.max_armorvalue)\r
1070                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1071         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
1072 }\r
1073 \r
1074 void spawnfunc_item_armor_medium (void) {\r
1075         if(!self.armorvalue)\r
1076                 self.armorvalue = g_pickup_armormedium;\r
1077         if(!self.max_armorvalue)\r
1078                 self.max_armorvalue = g_pickup_armormedium_max;\r
1079         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
1080 }\r
1081 \r
1082 void spawnfunc_item_armor_big (void) {\r
1083         if(!self.armorvalue)\r
1084                 self.armorvalue = g_pickup_armorbig;\r
1085         if(!self.max_armorvalue)\r
1086                 self.max_armorvalue = g_pickup_armorbig_max;\r
1087         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
1088 }\r
1089 \r
1090 void spawnfunc_item_armor_large (void) {\r
1091         if(!self.armorvalue)\r
1092                 self.armorvalue = g_pickup_armorlarge;\r
1093         if(!self.max_armorvalue)\r
1094                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1095         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
1096 }\r
1097 \r
1098 void spawnfunc_item_health_small (void) {\r
1099         if(!self.max_health)\r
1100                 self.max_health = g_pickup_healthsmall_max;\r
1101         if(!self.health)\r
1102                 self.health = g_pickup_healthsmall;\r
1103         self.dmg = g_pickup_healthsmall_consumable;\r
1104         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
1105 }\r
1106 \r
1107 void spawnfunc_item_health_medium (void) {\r
1108         if(!self.max_health)\r
1109                 self.max_health = g_pickup_healthmedium_max;\r
1110         if(!self.health)\r
1111                 self.health = g_pickup_healthmedium;\r
1112         self.dmg = g_pickup_healthmedium_consumable;\r
1113         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
1114 }\r
1115 \r
1116 void spawnfunc_item_health_large (void) {\r
1117         if(!self.max_health)\r
1118                 self.max_health = g_pickup_healthlarge_max;\r
1119         if(!self.health)\r
1120                 self.health = g_pickup_healthlarge;\r
1121         self.dmg = g_pickup_healthlarge_consumable;\r
1122         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
1123 }\r
1124 \r
1125 void spawnfunc_item_health_mega (void) {\r
1126         if(!self.max_health)\r
1127                 self.max_health = g_pickup_healthmega_max;\r
1128         if(!self.health)\r
1129                 self.health = g_pickup_healthmega;\r
1130         self.dmg = g_pickup_healthmega_consumable;\r
1131         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
1132 }\r
1133 \r
1134 // support old misnamed entities\r
1135 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1136 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1137 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1138 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1139 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1140 \r
1141 void spawnfunc_item_strength (void) {\r
1142         if(!cvar("g_powerup_strength"))\r
1143                 return;\r
1144 \r
1145         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1146                 return;\r
1147 \r
1148         precache_sound("weapons/strength_fire.wav");\r
1149         self.strength_finished = 30;\r
1150         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
1151 }\r
1152 \r
1153 void spawnfunc_item_invincible (void) {\r
1154         if(!cvar("g_powerup_shield"))\r
1155                 return;\r
1156 \r
1157         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1158                 return;\r
1159 \r
1160         self.invincible_finished = 30;\r
1161         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
1162 }\r
1163 \r
1164 // compatibility:\r
1165 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1166 \r
1167 float GiveItems(entity e, float beginarg, float endarg);\r
1168 void target_items_use (void)\r
1169 {\r
1170         if(activator.classname == "droppedweapon")\r
1171         {\r
1172                 EXACTTRIGGER_TOUCH;\r
1173                 remove(activator);\r
1174                 return;\r
1175         }\r
1176 \r
1177         if(activator.classname != "player")\r
1178                 return;\r
1179         if(activator.deadflag != DEAD_NO)\r
1180                 return;\r
1181         EXACTTRIGGER_TOUCH;\r
1182 \r
1183         entity e;\r
1184         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1185                 if(e.enemy == activator)\r
1186                         remove(e);\r
1187 \r
1188         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1189                 centerprint(activator, self.message);\r
1190 }\r
1191 \r
1192 void spawnfunc_target_items (void)\r
1193 {\r
1194         float n, i, j;\r
1195         entity e;\r
1196 \r
1197         self.use = target_items_use;\r
1198         if(!self.strength_finished)\r
1199                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1200         if(!self.invincible_finished)\r
1201                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1202 \r
1203         precache_sound("misc/itempickup.wav");\r
1204         precache_sound("misc/itempickup.wav");\r
1205         precache_sound("misc/itempickup.wav");\r
1206         precache_sound("misc/itempickup.wav");\r
1207         precache_sound("misc/megahealth.wav");\r
1208         precache_sound("misc/armor25.wav");\r
1209         precache_sound("misc/powerup.wav");\r
1210         precache_sound("misc/poweroff.wav");\r
1211         precache_sound("weapons/weaponpickup.wav");\r
1212 \r
1213         n = tokenize_console(self.netname);\r
1214         if(argv(0) == "give")\r
1215         {\r
1216                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1217         }\r
1218         else\r
1219         {\r
1220                 for(i = 0; i < n; ++i)\r
1221                 {\r
1222                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1223                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1224                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1225                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1226                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1227                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1228                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1229                         else\r
1230                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1231                         {\r
1232                                 e = get_weaponinfo(j);\r
1233                                 if(argv(i) == e.netname)\r
1234                                 {\r
1235                                         self.weapons |= e.weapons;\r
1236                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1237                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1238                                         break;\r
1239                                 }\r
1240                         }\r
1241                         if(j > WEP_LAST)\r
1242                                 print("target_items: invalid item ", argv(i), "\n");\r
1243                 }\r
1244 \r
1245                 string itemprefix, valueprefix;\r
1246                 if(self.spawnflags == 0)\r
1247                 {\r
1248                         itemprefix = "";\r
1249                         valueprefix = "";\r
1250                 }\r
1251                 else if(self.spawnflags == 1)\r
1252                 {\r
1253                         itemprefix = "max ";\r
1254                         valueprefix = "max ";\r
1255                 }\r
1256                 else if(self.spawnflags == 2)\r
1257                 {\r
1258                         itemprefix = "min ";\r
1259                         valueprefix = "min ";\r
1260                 }\r
1261                 else if(self.spawnflags == 4)\r
1262                 {\r
1263                         itemprefix = "minus ";\r
1264                         valueprefix = "max ";\r
1265                 }\r
1266                 else\r
1267                         error("invalid spawnflags");\r
1268 \r
1269                 self.netname = "";\r
1270                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1271                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1272                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1273                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1274                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1275                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1276                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1277                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1278                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1279                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1280                 {\r
1281                         e = get_weaponinfo(j);\r
1282                         if(e.weapons)\r
1283                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1284                 }\r
1285         }\r
1286         self.netname = strzone(self.netname);\r
1287         //print(self.netname, "\n");\r
1288 \r
1289         n = tokenize_console(self.netname);\r
1290         for(i = 0; i < n; ++i)\r
1291         {\r
1292                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1293                 {\r
1294                         e = get_weaponinfo(j);\r
1295                         if(argv(i) == e.netname)\r
1296                         {\r
1297                                 weapon_action(e.weapon, WR_PRECACHE);\r
1298                                 break;\r
1299                         }\r
1300                 }\r
1301         }\r
1302 }\r
1303 \r
1304 void spawnfunc_item_fuel(void)\r
1305 {\r
1306         if(!self.ammo_fuel)\r
1307                 self.ammo_fuel = g_pickup_fuel;\r
1308         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
1309 }\r
1310 \r
1311 void spawnfunc_item_fuel_regen(void)\r
1312 {\r
1313         if(start_items & IT_FUEL_REGEN)\r
1314         {\r
1315                 spawnfunc_item_fuel();\r
1316                 return;\r
1317         }\r
1318         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
1319 }\r
1320 \r
1321 void spawnfunc_item_jetpack(void)\r
1322 {\r
1323         if(!self.ammo_fuel)\r
1324                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1325         if(start_items & IT_JETPACK)\r
1326         {\r
1327                 spawnfunc_item_fuel();\r
1328                 return;\r
1329         }\r
1330         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
1331 }\r
1332 \r
1333 #define OP_SET 0\r
1334 #define OP_MIN 1\r
1335 #define OP_MAX 2\r
1336 #define OP_PLUS 3\r
1337 #define OP_MINUS 4\r
1338 \r
1339 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1340 {\r
1341         float v0, v1;\r
1342         v0 = (e.fld & bit);\r
1343         switch(op)\r
1344         {\r
1345                 case OP_SET:\r
1346                         if(val > 0)\r
1347                                 e.fld |= bit;\r
1348                         else\r
1349                                 e.fld &~= bit;\r
1350                         break;\r
1351                 case OP_MIN:\r
1352                 case OP_PLUS:\r
1353                         if(val > 0)\r
1354                                 e.fld |= bit;\r
1355                         break;\r
1356                 case OP_MAX:\r
1357                         if(val <= 0)\r
1358                                 e.fld &~= bit;\r
1359                         break;\r
1360                 case OP_MINUS:\r
1361                         if(val > 0)\r
1362                                 e.fld &~= bit;\r
1363                         break;\r
1364         }\r
1365         v1 = (e.fld & bit);\r
1366         return (v0 != v1);\r
1367 }\r
1368 \r
1369 float GiveValue(entity e, .float fld, float op, float val)\r
1370 {\r
1371         float v0, v1;\r
1372         v0 = e.fld;\r
1373         switch(op)\r
1374         {\r
1375                 case OP_SET:\r
1376                         e.fld = val;\r
1377                         break;\r
1378                 case OP_MIN:\r
1379                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1380                         break;\r
1381                 case OP_MAX:\r
1382                         e.fld = min(e.fld, val);\r
1383                         break;\r
1384                 case OP_PLUS:\r
1385                         e.fld += val;\r
1386                         break;\r
1387                 case OP_MINUS:\r
1388                         e.fld -= val;\r
1389                         break;\r
1390         }\r
1391         v1 = e.fld;\r
1392         return (v0 != v1);\r
1393 }\r
1394 \r
1395 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1396 {\r
1397         if(v1 == v0)\r
1398                 return;\r
1399         if(v1 <= v0 - t)\r
1400         {\r
1401                 if(snd_decr != "")\r
1402                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1403         }\r
1404         else if(v0 >= v0 + t)\r
1405         {\r
1406                 if(snd_incr != "")\r
1407                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1408         }\r
1409 }\r
1410 \r
1411 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1412 {\r
1413         if(v0 < v1)\r
1414                 e.rotfield = max(e.rotfield, time + rottime);\r
1415         else if(v0 > v1)\r
1416                 e.regenfield = max(e.regenfield, time + regentime);\r
1417 }\r
1418 \r
1419 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1420 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1421 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1422 #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
1423 \r
1424 float GiveItems(entity e, float beginarg, float endarg)\r
1425 {\r
1426         float got, i, j, val, op;\r
1427         float _switchweapon;\r
1428         entity wi;\r
1429         string cmd;\r
1430 \r
1431         val = 999;\r
1432         op = OP_SET;\r
1433 \r
1434         got = 0;\r
1435 \r
1436         _switchweapon = FALSE;\r
1437         if (e.autoswitch)\r
1438                 if (e.switchweapon == w_getbestweapon(e))\r
1439                         _switchweapon = TRUE;\r
1440 \r
1441         e.strength_finished = max(0, e.strength_finished - time);\r
1442         e.invincible_finished = max(0, e.invincible_finished - time);\r
1443         \r
1444         PREGIVE(e, items);\r
1445         PREGIVE(e, weapons);\r
1446         PREGIVE(e, strength_finished);\r
1447         PREGIVE(e, invincible_finished);\r
1448         PREGIVE(e, ammo_fuel);\r
1449         PREGIVE(e, armorvalue);\r
1450         PREGIVE(e, health);\r
1451 \r
1452         for(i = beginarg; i < endarg; ++i)\r
1453         {\r
1454                 cmd = argv(i);\r
1455 \r
1456                 if(cmd == "0" || stof(cmd))\r
1457                 {\r
1458                         val = stof(cmd);\r
1459                         continue;\r
1460                 }\r
1461                 switch(cmd)\r
1462                 {\r
1463                         case "no":\r
1464                                 op = OP_MAX;\r
1465                                 val = 0;\r
1466                                 continue;\r
1467                         case "max":\r
1468                                 op = OP_MAX;\r
1469                                 continue;\r
1470                         case "min":\r
1471                                 op = OP_MIN;\r
1472                                 continue;\r
1473                         case "plus":\r
1474                                 op = OP_PLUS;\r
1475                                 continue;\r
1476                         case "minus":\r
1477                                 op = OP_MINUS;\r
1478                                 continue;\r
1479                         case "ALL":\r
1480                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1481                                 got += GiveValue(e, strength_finished, op, time + val);\r
1482                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1483                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1484                         case "all":\r
1485                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1486                                 got += GiveValue(e, health, op, val);\r
1487                                 got += GiveValue(e, armorvalue, op, val);\r
1488                         case "allweapons":\r
1489                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1490                                 {\r
1491                                         wi = get_weaponinfo(j);\r
1492                                         if(wi.weapons)\r
1493                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1494                                 }\r
1495                         case "allammo":\r
1496                                 got += GiveValue(e, ammo_fuel, op, val);\r
1497                                 break;\r
1498                         case "unlimited_ammo":\r
1499                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1500                                 break;\r
1501                         case "unlimited_weapon_ammo":\r
1502                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1503                                 break;\r
1504                         case "unlimited_superweapons":\r
1505                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1506                                 break;\r
1507                         case "jetpack":\r
1508                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1509                                 break;\r
1510                         case "fuel_regen":\r
1511                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1512                                 break;\r
1513                         case "strength":\r
1514                                 got += GiveValue(e, strength_finished, op, val);\r
1515                                 break;\r
1516                         case "invincible":\r
1517                                 got += GiveValue(e, invincible_finished, op, val);\r
1518                                 break;\r
1519                         case "health":\r
1520                                 got += GiveValue(e, health, op, val);\r
1521                                 break;\r
1522                         case "armor":\r
1523                                 got += GiveValue(e, armorvalue, op, val);\r
1524                                 break;\r
1525                         case "fuel":\r
1526                                 got += GiveValue(e, ammo_fuel, op, val);\r
1527                                 break;\r
1528                         default:\r
1529                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1530                                 {\r
1531                                         wi = get_weaponinfo(j);\r
1532                                         if(cmd == wi.netname)\r
1533                                         {\r
1534                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1535                                                 break;\r
1536                                         }\r
1537                                 }\r
1538                                 if(j > WEP_LAST)\r
1539                                         print("give: invalid item ", cmd, "\n");\r
1540                                 break;\r
1541                 }\r
1542                 val = 999;\r
1543                 op = OP_SET;\r
1544         }\r
1545 \r
1546         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1547         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1548         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1549         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1550         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1551         {\r
1552                 wi = get_weaponinfo(j);\r
1553                 if(wi.weapons)\r
1554                 {\r
1555                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1556                         if not(save_weapons & wi.weapons)\r
1557                                 if(e.weapons & wi.weapons)\r
1558                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1559                 }\r
1560         }\r
1561         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1562         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1563         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
1564         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
1565         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
1566 \r
1567         if(e.strength_finished <= 0)\r
1568                 e.strength_finished = 0;\r
1569         else\r
1570                 e.strength_finished += time;\r
1571         if(e.invincible_finished <= 0)\r
1572                 e.invincible_finished = 0;\r
1573         else\r
1574                 e.invincible_finished += time;\r
1575 \r
1576         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1577                 _switchweapon = TRUE;\r
1578         if(_switchweapon)\r
1579                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1580 \r
1581         return got;\r
1582 }\r