]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/t_items.qc
Don't allow one grabber firing button to block the other off
[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 + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);\r
148         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
149 }\r
150 \r
151 void Item_RespawnCountdown (void)\r
152 {\r
153         if(self.count >= ITEM_RESPAWN_TICKS)\r
154         {\r
155                 if(self.waypointsprite_attached)\r
156                         WaypointSprite_Kill(self.waypointsprite_attached);\r
157                 Item_Respawn();\r
158         }\r
159         else\r
160         {\r
161                 self.nextthink = time + 1;\r
162                 self.count += 1;\r
163                 if(self.count == 1)\r
164                 {\r
165                         string name;\r
166                         vector rgb;\r
167                         name = string_null;\r
168                         switch(self.items)\r
169                         {\r
170                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
171                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
172                         }\r
173                         if(name)\r
174                         {\r
175                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
176                                 if(self.waypointsprite_attached)\r
177                                 {\r
178                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
179                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
180                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
181                                 }\r
182                         }\r
183                 }\r
184                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
185                 if(self.waypointsprite_attached)\r
186                 {\r
187                         WaypointSprite_Ping(self.waypointsprite_attached);\r
188                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
189                 }\r
190         }\r
191 }\r
192 \r
193 void Item_ScheduleRespawnIn(entity e, float t)\r
194 {\r
195         if(e.flags & FL_POWERUP)\r
196         {\r
197                 e.think = Item_RespawnCountdown;\r
198                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
199                 e.count = 0;\r
200         }\r
201         else\r
202         {\r
203                 e.think = Item_Respawn;\r
204                 e.nextthink = time + t;\r
205         }\r
206 }\r
207 \r
208 void Item_ScheduleRespawn(entity e)\r
209 {\r
210         Item_Show(e, 0);\r
211         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
212                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
213         else\r
214                 remove(e);\r
215 }\r
216 \r
217 void Item_ScheduleInitialRespawn(entity e)\r
218 {\r
219         Item_Show(e, 0);\r
220         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
221 }\r
222 \r
223 float Item_GiveTo(entity item, entity player)\r
224 {\r
225         float _switchweapon;\r
226         float pickedup;\r
227         float it;\r
228         float i;\r
229         entity e;\r
230 \r
231         // if nothing happens to player, just return without taking the item\r
232         pickedup = FALSE;\r
233         _switchweapon = FALSE;\r
234 \r
235         if (g_weapon_stay == 1)\r
236         if not(item.flags & FL_NO_WEAPON_STAY)\r
237         if (item.flags & FL_WEAPON)\r
238         {\r
239                 if(item.classname == "droppedweapon")\r
240                 {\r
241                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
242                                 goto skip;\r
243                 }\r
244                 else\r
245                 {\r
246                         if (player.weapons & item.weapons)\r
247                                 goto skip;\r
248                 }\r
249         }\r
250 \r
251         // in case the player has autoswitch enabled do the following:\r
252         // if the player is using their best weapon before items are given, they\r
253         // probably want to switch to an even better weapon after items are given\r
254         if (player.autoswitch)\r
255         if (player.switchweapon == w_getbestweapon(player))\r
256                 _switchweapon = TRUE;\r
257 \r
258         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
259                 _switchweapon = TRUE;\r
260 \r
261         if(item.spawnshieldtime)\r
262         {\r
263                 if (item.ammo_fuel)\r
264                 if (player.ammo_fuel < g_pickup_fuel_max)\r
265                 {\r
266                         pickedup = TRUE;\r
267                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
268                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
269                 }\r
270         }\r
271 \r
272         if (item.flags & FL_WEAPON)\r
273         if ((it = item.weapons - (item.weapons & player.weapons)))\r
274         {\r
275                 pickedup = TRUE;\r
276                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
277                 {\r
278                         e = get_weaponinfo(i);\r
279                         if(it & e.weapons)\r
280                                 W_GiveWeapon (player, e.weapon, item.netname);\r
281                 }\r
282         }\r
283 \r
284         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
285         {\r
286                 pickedup = TRUE;\r
287                 player.items |= it;\r
288                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
289         }\r
290 \r
291         if(item.spawnshieldtime)\r
292         {\r
293                 if (item.strength_finished)\r
294                 {\r
295                         pickedup = TRUE;\r
296                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
297                 }\r
298                 if (item.invincible_finished)\r
299                 {\r
300                         pickedup = TRUE;\r
301                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
302                 }\r
303 \r
304                 if (item.health)\r
305                 if (player.health < item.max_health)\r
306                 {\r
307                         pickedup = TRUE;\r
308                         player.health = min(player.health + item.health, item.max_health);\r
309                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
310                 }\r
311                 if (item.armorvalue)\r
312                 if (player.armorvalue < item.max_armorvalue)\r
313                 {\r
314                         pickedup = TRUE;\r
315                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
316                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
317                 }\r
318         }\r
319 \r
320 :skip\r
321         // always eat teamed entities\r
322         if(item.team)\r
323                 pickedup = TRUE;\r
324 \r
325         if (!pickedup)\r
326                 return 0;\r
327 \r
328         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
329         if (_switchweapon)\r
330                 if (player.switchweapon != w_getbestweapon(player))\r
331                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
332 \r
333         return 1;\r
334 }\r
335 \r
336 void Item_Touch (void)\r
337 {\r
338         entity e, head;\r
339 \r
340         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
341         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
342         {\r
343                 remove(self);\r
344                 return;\r
345         }\r
346         if (other.classname != "player")\r
347                 return;\r
348         if (other.deadflag)\r
349                 return;\r
350         if (self.solid != SOLID_TRIGGER)\r
351                 return;\r
352         if (self.owner == other)\r
353                 return;\r
354 \r
355         if(!Item_GiveTo(self, other))\r
356                 return;\r
357 \r
358         other.last_pickup = time;\r
359 \r
360         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
361 \r
362         if (self.classname == "droppedweapon")\r
363                 remove (self);\r
364         else if not(self.spawnshieldtime)\r
365                 return;\r
366         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
367                 return;\r
368         else\r
369         {\r
370                 if(self.team)\r
371                 {\r
372                         RandomSelection_Init();\r
373                         for(head = world; (head = findfloat(head, team, self.team)); )\r
374                         {\r
375                                 if(head.flags & FL_ITEM)\r
376                                 {\r
377                                         Item_Show(head, -1);\r
378                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
379                                 }\r
380                         }\r
381                         e = RandomSelection_chosen_ent;\r
382                 }\r
383                 else\r
384                         e = self;\r
385                 Item_ScheduleRespawn(e);\r
386         }\r
387 }\r
388 \r
389 void Item_FindTeam()\r
390 {\r
391         entity head, e;\r
392 \r
393         if(self.effects & EF_NODRAW)\r
394         {\r
395                 // marker for item team search\r
396                 dprint("Initializing item team ", ftos(self.team), "\n");\r
397                 RandomSelection_Init();\r
398                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
399                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
400                 e = RandomSelection_chosen_ent;\r
401                 e.state = 0;\r
402                 Item_Show(e, 1);\r
403 \r
404                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
405                 {\r
406                         if(head != e)\r
407                         {\r
408                                 // make it a non-spawned item\r
409                                 Item_Show(head, -1);\r
410                                 head.state = 1; // state 1 = initially hidden item\r
411                         }\r
412                         head.effects &~= EF_NODRAW;\r
413                 }\r
414 \r
415                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
416                         Item_ScheduleInitialRespawn(e);\r
417         }\r
418 }\r
419 \r
420 void Item_Reset()\r
421 {\r
422         Item_Show(self, !self.state);\r
423         setorigin (self, self.origin);\r
424         self.think = SUB_Null;\r
425         self.nextthink = 0;\r
426 \r
427         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
428                 Item_ScheduleInitialRespawn(self);\r
429 }\r
430 \r
431 // Savage: used for item garbage-collection\r
432 // TODO: perhaps nice special effect?\r
433 void RemoveItem(void)\r
434 {\r
435         remove(self);\r
436 }\r
437 \r
438 // pickup evaluation functions\r
439 // these functions decide how desirable an item is to the bots\r
440 \r
441 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
442 \r
443 float weapon_pickupevalfunc(entity player, entity item)\r
444 {\r
445         float c, i, j, position;\r
446 \r
447         // See if I have it already\r
448         if(player.weapons & item.weapons == item.weapons)\r
449         {\r
450                 // If I can pick it up\r
451                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
452                         c = 0;\r
453                 else\r
454                         c = 0;\r
455         }\r
456         else\r
457                 c = 1;\r
458 \r
459         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
460         if( bot_custom_weapon && c )\r
461         {\r
462                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
463                 {\r
464                         // Find weapon\r
465                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
466                                 continue;\r
467 \r
468                         // Find the highest position on any range\r
469                         position = -1;\r
470                         for(j = 0; j < WEP_LAST ; ++j){\r
471                                 if(\r
472                                                 bot_weapons_far[j] == i ||\r
473                                                 bot_weapons_mid[j] == i ||\r
474                                                 bot_weapons_close[j] == i\r
475                                   )\r
476                                 {\r
477                                         position = j;\r
478                                         break;\r
479                                 }\r
480                         }\r
481 \r
482                         // Rate it\r
483                         if (position >= 0 )\r
484                         {\r
485                                 position = WEP_LAST - position;\r
486                                 // item.bot_pickupbasevalue is overwritten here\r
487                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
488                         }\r
489                 }\r
490         }\r
491 \r
492         return item.bot_pickupbasevalue * c;\r
493 };\r
494 \r
495 float commodity_pickupevalfunc(entity player, entity item)\r
496 {\r
497         float c, i;\r
498         entity wi;\r
499         c = 0;\r
500 \r
501         // Detect needed ammo\r
502         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
503         {\r
504                 wi = get_weaponinfo(i);\r
505 \r
506                 if not(wi.weapons & player.weapons)\r
507                         continue;\r
508         }\r
509 \r
510         if (item.armorvalue)\r
511         if (player.armorvalue < item.max_armorvalue)\r
512                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
513         if (item.health)\r
514         if (player.health < item.max_health)\r
515                 c = c + max(0, 1 - player.health / item.max_health);\r
516 \r
517         return item.bot_pickupbasevalue * c;\r
518 };\r
519 \r
520 \r
521 .float is_item;\r
522 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
523 {\r
524         startitem_failed = FALSE;\r
525 \r
526         // is it a dropped weapon?\r
527         if (self.classname == "droppedweapon")\r
528         {\r
529                 self.reset = SUB_Remove;\r
530                 // it's a dropped weapon\r
531                 self.movetype = MOVETYPE_TOSS;\r
532                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
533                 self.think = RemoveItem;\r
534                 self.nextthink = time + 60;\r
535                 // don't drop if in a NODROP zone (such as lava)\r
536                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
537                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
538                 {\r
539                         startitem_failed = TRUE;\r
540                         remove(self);\r
541                         return;\r
542                 }\r
543         }\r
544         else\r
545         {\r
546                 self.reset = Item_Reset;\r
547                 // it's a level item\r
548                 if(self.spawnflags & 1)\r
549                         self.noalign = 1;\r
550                 if (self.noalign)\r
551                         self.movetype = MOVETYPE_NONE;\r
552                 else\r
553                         self.movetype = MOVETYPE_TOSS;\r
554                 // do item filtering according to game mode and other things\r
555                 if (!self.noalign)\r
556                 {\r
557                         // first nudge it off the floor a little bit to avoid math errors\r
558                         setorigin(self, self.origin + '0 0 1');\r
559                         // set item size before we spawn a spawnfunc_waypoint\r
560                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
561                                 setsize (self, '-16 -16 0', '16 16 48');\r
562                         else\r
563                                 setsize (self, '-16 -16 0', '16 16 32');\r
564                         // note droptofloor returns FALSE if stuck/or would fall too far\r
565                         droptofloor();\r
566                         waypoint_spawnforitem(self);\r
567                 }\r
568 \r
569                 if(teams_matter)\r
570                 {\r
571                         if(self.notteam)\r
572                         {\r
573                                 print("removed non-teamplay ", self.classname, "\n");\r
574                                 startitem_failed = TRUE;\r
575                                 remove (self);\r
576                                 return;\r
577                         }\r
578                 }\r
579                 else\r
580                 {\r
581                         if(self.notfree)\r
582                         {\r
583                                 print("removed non-FFA ", self.classname, "\n");\r
584                                 startitem_failed = TRUE;\r
585                                 remove (self);\r
586                                 return;\r
587                         }\r
588                 }\r
589 \r
590                 if(self.notq3a)\r
591                 {\r
592                         // We aren't TA or something like that, so we keep the Q3A entities\r
593                         print("removed non-Q3A ", self.classname, "\n");\r
594                         startitem_failed = TRUE;\r
595                         remove (self);\r
596                         return;\r
597                 }\r
598 \r
599                 /*\r
600                  * can't do it that way, as it would break maps\r
601                  * TODO make a target_give like entity another way, that perhaps has\r
602                  * the weapon name in a key\r
603                 if(self.targetname)\r
604                 {\r
605                         // target_give not yet supported; maybe later\r
606                         print("removed targeted ", self.classname, "\n");\r
607                         startitem_failed = TRUE;\r
608                         remove (self);\r
609                         return;\r
610                 }\r
611                 */\r
612 \r
613                 if(cvar("spawn_debug") >= 2)\r
614                 {\r
615                         entity otheritem;\r
616                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
617                         {\r
618                                 if(otheritem.is_item)\r
619                                 {\r
620                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
621                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
622                                         error("Mapper sucks.");\r
623                                 }\r
624                         }\r
625                         self.is_item = TRUE;\r
626                 }\r
627 \r
628                 weaponsInMap |= weaponid;\r
629 \r
630                 if(g_lms)\r
631                 {\r
632                         startitem_failed = TRUE;\r
633                         remove(self);\r
634                         return;\r
635                 }\r
636                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
637                 {\r
638                         startitem_failed = TRUE;\r
639                         remove (self);\r
640                         return;\r
641                 }\r
642 \r
643                 precache_model (itemmodel);\r
644                 precache_sound (pickupsound);\r
645                 precache_sound ("misc/itemrespawn.wav");\r
646                 precache_sound ("misc/itemrespawncountdown.wav");\r
647 \r
648                 if(itemid == IT_STRENGTH)\r
649                         precache_sound ("misc/strength_respawn.wav");\r
650                 if(itemid == IT_INVINCIBLE)\r
651                         precache_sound ("misc/shield_respawn.wav");\r
652 \r
653                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
654                         self.target = "###item###"; // for finding the nearest item using find()\r
655         }\r
656 \r
657         self.bot_pickup = TRUE;\r
658         self.bot_pickupevalfunc = pickupevalfunc;\r
659         self.bot_pickupbasevalue = pickupbasevalue;\r
660         self.mdl = itemmodel;\r
661         self.item_pickupsound = pickupsound;\r
662         // let mappers override respawntime\r
663         if(!self.respawntime) // both set\r
664         {\r
665                 self.respawntime = defaultrespawntime;\r
666                 self.respawntimejitter = defaultrespawntimejitter;\r
667         }\r
668         self.netname = itemname;\r
669         self.items = itemid;\r
670         self.weapons = weaponid;\r
671         self.flags = FL_ITEM | itemflags;\r
672         self.touch = Item_Touch;\r
673         setmodel (self, self.mdl); // precision set below\r
674         self.effects |= EF_LOWPRECISION;\r
675         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
676                 setsize (self, '-16 -16 0', '16 16 48');\r
677         else\r
678                 setsize (self, '-16 -16 0', '16 16 32');\r
679         if(itemflags & FL_WEAPON)\r
680                 self.modelflags |= MF_ROTATE;\r
681 \r
682         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
683         if (itemflags & FL_WEAPON)\r
684         {\r
685                 // neutral team color for pickup weapons\r
686                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
687         }\r
688 \r
689         Item_Show(self, 1);\r
690         self.state = 0;\r
691         if(self.team)\r
692         {\r
693                 if(!self.cnt)\r
694                         self.cnt = 1; // item probability weight\r
695                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
696                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
697         }\r
698         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
699                 Item_ScheduleInitialRespawn(self);\r
700 }\r
701 \r
702 float minst_no_auto_cells;\r
703 void minst_remove_item (void) {\r
704         if(minst_no_auto_cells)\r
705                 remove(self);\r
706 }\r
707 \r
708 float internalteam;\r
709 \r
710 void weapon_defaultspawnfunc(float wpn)\r
711 {\r
712         entity e;\r
713         float t;\r
714         var .float ammofield;\r
715         string s;\r
716         entity oldself;\r
717         float i, j;\r
718 \r
719         // set the respawntime in advance (so replaced weapons can copy it)\r
720 \r
721         if(!self.respawntime)\r
722         {\r
723                 e = get_weaponinfo(wpn);\r
724                 if(e.items == IT_SUPERWEAPON)\r
725                 {\r
726                         self.respawntime = g_pickup_respawntime_powerup;\r
727                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
728                 }\r
729                 else\r
730                 {\r
731                         self.respawntime = g_pickup_respawntime_weapon;\r
732                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
733                 }\r
734         }\r
735 \r
736         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
737         {\r
738                 e = get_weaponinfo(wpn);\r
739                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
740                 if(s == "0")\r
741                 {\r
742                         remove(self);\r
743                         startitem_failed = TRUE;\r
744                         return;\r
745                 }\r
746                 t = tokenize_console(s);\r
747                 if(t >= 2)\r
748                 {\r
749                         self.team = --internalteam;\r
750                         oldself = self;\r
751                         for(i = 1; i < t; ++i)\r
752                         {\r
753                                 s = argv(i);\r
754                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
755                                 {\r
756                                         e = get_weaponinfo(j);\r
757                                         if(e.netname == s)\r
758                                         {\r
759                                                 self = spawn();\r
760                                                 copyentity(oldself, self);\r
761                                                 self.classname = "replacedweapon";\r
762                                                 weapon_defaultspawnfunc(j);\r
763                                                 break;\r
764                                         }\r
765                                 }\r
766                                 if(j > WEP_LAST)\r
767                                 {\r
768                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
769                                 }\r
770                         }\r
771                         self = oldself;\r
772                 }\r
773                 if(t >= 1)\r
774                 {\r
775                         s = argv(0);\r
776                         wpn = 0;\r
777                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
778                         {\r
779                                 e = get_weaponinfo(j);\r
780                                 if(e.netname == s)\r
781                                 {\r
782                                         wpn = j;\r
783                                         break;\r
784                                 }\r
785                         }\r
786                         if(j > WEP_LAST)\r
787                         {\r
788                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
789                         }\r
790                 }\r
791                 if(wpn == 0)\r
792                 {\r
793                         remove(self);\r
794                         startitem_failed = TRUE;\r
795                         return;\r
796                 }\r
797         }\r
798 \r
799         e = get_weaponinfo(wpn);\r
800 \r
801         if(e.items && e.items != IT_SUPERWEAPON)\r
802         {\r
803                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
804                 {\r
805                         if(e.items & j)\r
806                         {\r
807                                 ammofield = Item_CounterField(j);\r
808                                 if(!self.ammofield)\r
809                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
810                         }\r
811                 }\r
812         }\r
813         else\r
814         {\r
815                 self.flags |= FL_NO_WEAPON_STAY;\r
816         }\r
817 \r
818         // weapon stay isn't supported for teamed weapons\r
819         if(self.team)\r
820                 self.flags |= FL_NO_WEAPON_STAY;\r
821 \r
822         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
823         {\r
824                 self.ammo_fuel = 0;\r
825                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
826                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
827         }\r
828 \r
829         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
830         if (self.modelindex) // don't precache if self was removed\r
831                 weapon_action(e.weapon, WR_PRECACHE);\r
832 }\r
833 \r
834 void spawnfunc_item_armor_small (void) {\r
835         if(!self.armorvalue)\r
836                 self.armorvalue = g_pickup_armorsmall;\r
837         if(!self.max_armorvalue)\r
838                 self.max_armorvalue = g_pickup_armorsmall_max;\r
839         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
840 }\r
841 \r
842 void spawnfunc_item_armor_medium (void) {\r
843         if(!self.armorvalue)\r
844                 self.armorvalue = g_pickup_armormedium;\r
845         if(!self.max_armorvalue)\r
846                 self.max_armorvalue = g_pickup_armormedium_max;\r
847         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
848 }\r
849 \r
850 void spawnfunc_item_armor_big (void) {\r
851         if(!self.armorvalue)\r
852                 self.armorvalue = g_pickup_armorbig;\r
853         if(!self.max_armorvalue)\r
854                 self.max_armorvalue = g_pickup_armorbig_max;\r
855         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
856 }\r
857 \r
858 void spawnfunc_item_armor_large (void) {\r
859         if(!self.armorvalue)\r
860                 self.armorvalue = g_pickup_armorlarge;\r
861         if(!self.max_armorvalue)\r
862                 self.max_armorvalue = g_pickup_armorlarge_max;\r
863         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
864 }\r
865 \r
866 void spawnfunc_item_health_small (void) {\r
867         if(!self.max_health)\r
868                 self.max_health = g_pickup_healthsmall_max;\r
869         if(!self.health)\r
870                 self.health = g_pickup_healthsmall;\r
871         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
872 }\r
873 \r
874 void spawnfunc_item_health_medium (void) {\r
875         if(!self.max_health)\r
876                 self.max_health = g_pickup_healthmedium_max;\r
877         if(!self.health)\r
878                 self.health = g_pickup_healthmedium;\r
879         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
880 }\r
881 \r
882 void spawnfunc_item_health_large (void) {\r
883         if(!self.max_health)\r
884                 self.max_health = g_pickup_healthlarge_max;\r
885         if(!self.health)\r
886                 self.health = g_pickup_healthlarge;\r
887         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
888 }\r
889 \r
890 void spawnfunc_item_health_mega (void) {\r
891         if(!cvar("g_powerup_superhealth"))\r
892                 return;\r
893 \r
894         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
895                 return;\r
896 \r
897         if(!self.max_health)\r
898                 self.max_health = g_pickup_healthmega_max;\r
899         if(!self.health)\r
900                 self.health = g_pickup_healthmega;\r
901         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
902 }\r
903 \r
904 // support old misnamed entities\r
905 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
906 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
907 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
908 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
909 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
910 \r
911 void spawnfunc_item_strength (void) {\r
912         if(!cvar("g_powerup_strength"))\r
913                 return;\r
914 \r
915         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
916                 return;\r
917 \r
918         precache_sound("weapons/strength_fire.wav");\r
919         self.strength_finished = 30;\r
920         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
921 }\r
922 \r
923 void spawnfunc_item_invincible (void) {\r
924         if(!cvar("g_powerup_shield"))\r
925                 return;\r
926 \r
927         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
928                 return;\r
929 \r
930         self.invincible_finished = 30;\r
931         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
932 }\r
933 \r
934 // compatibility:\r
935 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
936 \r
937 float GiveItems(entity e, float beginarg, float endarg);\r
938 void target_items_use (void)\r
939 {\r
940         if(activator.classname == "droppedweapon")\r
941         {\r
942                 EXACTTRIGGER_TOUCH;\r
943                 remove(activator);\r
944                 return;\r
945         }\r
946 \r
947         if(activator.classname != "player")\r
948                 return;\r
949         if(activator.deadflag != DEAD_NO)\r
950                 return;\r
951         EXACTTRIGGER_TOUCH;\r
952 \r
953         entity e;\r
954         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
955                 if(e.enemy == activator)\r
956                         remove(e);\r
957 \r
958         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
959                 centerprint(activator, self.message);\r
960 }\r
961 \r
962 void spawnfunc_target_items (void)\r
963 {\r
964         float n, i, j;\r
965         entity e;\r
966 \r
967         self.use = target_items_use;\r
968         if(!self.strength_finished)\r
969                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
970         if(!self.invincible_finished)\r
971                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
972 \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/itempickup.wav");\r
977         precache_sound("misc/megahealth.wav");\r
978         precache_sound("misc/armor25.wav");\r
979         precache_sound("misc/powerup.wav");\r
980         precache_sound("misc/poweroff.wav");\r
981         precache_sound("weapons/weaponpickup.wav");\r
982 \r
983         n = tokenize_console(self.netname);\r
984         if(argv(0) == "give")\r
985         {\r
986                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
987         }\r
988         else\r
989         {\r
990                 for(i = 0; i < n; ++i)\r
991                 {\r
992                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
993                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
994                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
995                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
996                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
997                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
998                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
999                         else\r
1000                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1001                         {\r
1002                                 e = get_weaponinfo(j);\r
1003                                 if(argv(i) == e.netname)\r
1004                                 {\r
1005                                         self.weapons |= e.weapons;\r
1006                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1007                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1008                                         break;\r
1009                                 }\r
1010                         }\r
1011                         if(j > WEP_LAST)\r
1012                                 print("target_items: invalid item ", argv(i), "\n");\r
1013                 }\r
1014 \r
1015                 string itemprefix, valueprefix;\r
1016                 if(self.spawnflags == 0)\r
1017                 {\r
1018                         itemprefix = "";\r
1019                         valueprefix = "";\r
1020                 }\r
1021                 else if(self.spawnflags == 1)\r
1022                 {\r
1023                         itemprefix = "max ";\r
1024                         valueprefix = "max ";\r
1025                 }\r
1026                 else if(self.spawnflags == 2)\r
1027                 {\r
1028                         itemprefix = "min ";\r
1029                         valueprefix = "min ";\r
1030                 }\r
1031                 else if(self.spawnflags == 4)\r
1032                 {\r
1033                         itemprefix = "minus ";\r
1034                         valueprefix = "max ";\r
1035                 }\r
1036                 else\r
1037                         error("invalid spawnflags");\r
1038 \r
1039                 self.netname = "";\r
1040                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1041                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1042                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1043                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1044                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1045                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1046                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1047                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1048                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1049                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1050                 {\r
1051                         e = get_weaponinfo(j);\r
1052                         if(e.weapons)\r
1053                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1054                 }\r
1055         }\r
1056         self.netname = strzone(self.netname);\r
1057         //print(self.netname, "\n");\r
1058 \r
1059         n = tokenize_console(self.netname);\r
1060         for(i = 0; i < n; ++i)\r
1061         {\r
1062                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1063                 {\r
1064                         e = get_weaponinfo(j);\r
1065                         if(argv(i) == e.netname)\r
1066                         {\r
1067                                 weapon_action(e.weapon, WR_PRECACHE);\r
1068                                 break;\r
1069                         }\r
1070                 }\r
1071         }\r
1072 }\r
1073 \r
1074 void spawnfunc_item_fuel(void)\r
1075 {\r
1076         if(!self.ammo_fuel)\r
1077                 self.ammo_fuel = g_pickup_fuel;\r
1078         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
1079 }\r
1080 \r
1081 void spawnfunc_item_fuel_regen(void)\r
1082 {\r
1083         if(start_items & IT_FUEL_REGEN)\r
1084         {\r
1085                 spawnfunc_item_fuel();\r
1086                 return;\r
1087         }\r
1088         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
1089 }\r
1090 \r
1091 void spawnfunc_item_jetpack(void)\r
1092 {\r
1093         if(!self.ammo_fuel)\r
1094                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1095         if(start_items & IT_JETPACK)\r
1096         {\r
1097                 spawnfunc_item_fuel();\r
1098                 return;\r
1099         }\r
1100         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
1101 }\r
1102 \r
1103 #define OP_SET 0\r
1104 #define OP_MIN 1\r
1105 #define OP_MAX 2\r
1106 #define OP_PLUS 3\r
1107 #define OP_MINUS 4\r
1108 \r
1109 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1110 {\r
1111         float v0, v1;\r
1112         v0 = (e.fld & bit);\r
1113         switch(op)\r
1114         {\r
1115                 case OP_SET:\r
1116                         if(val > 0)\r
1117                                 e.fld |= bit;\r
1118                         else\r
1119                                 e.fld &~= bit;\r
1120                         break;\r
1121                 case OP_MIN:\r
1122                 case OP_PLUS:\r
1123                         if(val > 0)\r
1124                                 e.fld |= bit;\r
1125                         break;\r
1126                 case OP_MAX:\r
1127                         if(val <= 0)\r
1128                                 e.fld &~= bit;\r
1129                         break;\r
1130                 case OP_MINUS:\r
1131                         if(val > 0)\r
1132                                 e.fld &~= bit;\r
1133                         break;\r
1134         }\r
1135         v1 = (e.fld & bit);\r
1136         return (v0 != v1);\r
1137 }\r
1138 \r
1139 float GiveValue(entity e, .float fld, float op, float val)\r
1140 {\r
1141         float v0, v1;\r
1142         v0 = e.fld;\r
1143         switch(op)\r
1144         {\r
1145                 case OP_SET:\r
1146                         e.fld = val;\r
1147                         break;\r
1148                 case OP_MIN:\r
1149                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1150                         break;\r
1151                 case OP_MAX:\r
1152                         e.fld = min(e.fld, val);\r
1153                         break;\r
1154                 case OP_PLUS:\r
1155                         e.fld += val;\r
1156                         break;\r
1157                 case OP_MINUS:\r
1158                         e.fld -= val;\r
1159                         break;\r
1160         }\r
1161         v1 = e.fld;\r
1162         return (v0 != v1);\r
1163 }\r
1164 \r
1165 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1166 {\r
1167         if(v1 == v0)\r
1168                 return;\r
1169         if(v1 <= v0 - t)\r
1170         {\r
1171                 if(snd_decr != "")\r
1172                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1173         }\r
1174         else if(v0 >= v0 + t)\r
1175         {\r
1176                 if(snd_incr != "")\r
1177                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1178         }\r
1179 }\r
1180 \r
1181 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1182 {\r
1183         if(v0 < v1)\r
1184                 e.rotfield = max(e.rotfield, time + rottime);\r
1185         else if(v0 > v1)\r
1186                 e.regenfield = max(e.regenfield, time + regentime);\r
1187 }\r
1188 \r
1189 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1190 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1191 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1192 #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
1193 \r
1194 float GiveItems(entity e, float beginarg, float endarg)\r
1195 {\r
1196         float got, i, j, val, op;\r
1197         float _switchweapon;\r
1198         entity wi;\r
1199         string cmd;\r
1200 \r
1201         val = 999;\r
1202         op = OP_SET;\r
1203 \r
1204         got = 0;\r
1205 \r
1206         _switchweapon = FALSE;\r
1207         if (e.autoswitch)\r
1208                 if (e.switchweapon == w_getbestweapon(e))\r
1209                         _switchweapon = TRUE;\r
1210 \r
1211         e.strength_finished = max(0, e.strength_finished - time);\r
1212         e.invincible_finished = max(0, e.invincible_finished - time);\r
1213         \r
1214         PREGIVE(e, items);\r
1215         PREGIVE(e, weapons);\r
1216         PREGIVE(e, strength_finished);\r
1217         PREGIVE(e, invincible_finished);\r
1218         PREGIVE(e, ammo_fuel);\r
1219         PREGIVE(e, armorvalue);\r
1220         PREGIVE(e, health);\r
1221 \r
1222         for(i = beginarg; i < endarg; ++i)\r
1223         {\r
1224                 cmd = argv(i);\r
1225 \r
1226                 if(cmd == "0" || stof(cmd))\r
1227                 {\r
1228                         val = stof(cmd);\r
1229                         continue;\r
1230                 }\r
1231                 switch(cmd)\r
1232                 {\r
1233                         case "no":\r
1234                                 op = OP_MAX;\r
1235                                 val = 0;\r
1236                                 continue;\r
1237                         case "max":\r
1238                                 op = OP_MAX;\r
1239                                 continue;\r
1240                         case "min":\r
1241                                 op = OP_MIN;\r
1242                                 continue;\r
1243                         case "plus":\r
1244                                 op = OP_PLUS;\r
1245                                 continue;\r
1246                         case "minus":\r
1247                                 op = OP_MINUS;\r
1248                                 continue;\r
1249                         case "ALL":\r
1250                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1251                                 got += GiveValue(e, strength_finished, op, time + val);\r
1252                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1253                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1254                         case "all":\r
1255                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1256                                 got += GiveValue(e, health, op, val);\r
1257                                 got += GiveValue(e, armorvalue, op, val);\r
1258                         case "allweapons":\r
1259                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1260                                 {\r
1261                                         wi = get_weaponinfo(j);\r
1262                                         if(wi.weapons)\r
1263                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1264                                 }\r
1265                         case "allammo":\r
1266                                 got += GiveValue(e, ammo_fuel, op, val);\r
1267                                 break;\r
1268                         case "unlimited_ammo":\r
1269                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1270                                 break;\r
1271                         case "unlimited_weapon_ammo":\r
1272                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1273                                 break;\r
1274                         case "unlimited_superweapons":\r
1275                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1276                                 break;\r
1277                         case "jetpack":\r
1278                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1279                                 break;\r
1280                         case "fuel_regen":\r
1281                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1282                                 break;\r
1283                         case "strength":\r
1284                                 got += GiveValue(e, strength_finished, op, val);\r
1285                                 break;\r
1286                         case "invincible":\r
1287                                 got += GiveValue(e, invincible_finished, op, val);\r
1288                                 break;\r
1289                         case "health":\r
1290                                 got += GiveValue(e, health, op, val);\r
1291                                 break;\r
1292                         case "armor":\r
1293                                 got += GiveValue(e, armorvalue, op, val);\r
1294                                 break;\r
1295                         case "fuel":\r
1296                                 got += GiveValue(e, ammo_fuel, op, val);\r
1297                                 break;\r
1298                         default:\r
1299                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1300                                 {\r
1301                                         wi = get_weaponinfo(j);\r
1302                                         if(cmd == wi.netname)\r
1303                                         {\r
1304                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1305                                                 break;\r
1306                                         }\r
1307                                 }\r
1308                                 if(j > WEP_LAST)\r
1309                                         print("give: invalid item ", cmd, "\n");\r
1310                                 break;\r
1311                 }\r
1312                 val = 999;\r
1313                 op = OP_SET;\r
1314         }\r
1315 \r
1316         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1317         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1318         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1319         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1320         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1321         {\r
1322                 wi = get_weaponinfo(j);\r
1323                 if(wi.weapons)\r
1324                 {\r
1325                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1326                         if not(save_weapons & wi.weapons)\r
1327                                 if(e.weapons & wi.weapons)\r
1328                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1329                 }\r
1330         }\r
1331         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1332         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1333         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
1334         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
1335         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
1336 \r
1337         if(e.strength_finished <= 0)\r
1338                 e.strength_finished = 0;\r
1339         else\r
1340                 e.strength_finished += time;\r
1341         if(e.invincible_finished <= 0)\r
1342                 e.invincible_finished = 0;\r
1343         else\r
1344                 e.invincible_finished += time;\r
1345 \r
1346         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1347                 _switchweapon = TRUE;\r
1348         if(_switchweapon)\r
1349                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1350 \r
1351         return got;\r
1352 }\r