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