]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/server/t_items.qc
Fix an epic failure in a recent commit. Digestion damage working properly again
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Remove(entity e, float regurgitate);\r
225 void Item_Consumable_Think()\r
226 {\r
227         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
228         {\r
229                 self.predator.regurgitate_prepare = 0;\r
230                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
231                 Item_Consumable_Remove(self, TRUE);\r
232                 return;\r
233         }\r
234         if(self.predator.stat_eaten)\r
235         {\r
236                 // prey can't hold consumable items\r
237                 Item_Consumable_Remove(self, TRUE);\r
238                 return;\r
239         }\r
240 \r
241         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
242         self.dmg = self.initdmg * self.scale;\r
243         if(self.health <= 0)\r
244         {\r
245                 // this item is done\r
246                 Item_Consumable_Remove(self, FALSE);\r
247                 return;\r
248         }\r
249 \r
250         if(self.predator.digesting)\r
251         {\r
252                 if(time > self.item_digestion_step)\r
253                 {\r
254                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
255                         float damage, damage_offset;\r
256 \r
257                         damage_offset = 1;\r
258                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
259                                 damage_offset *= self.predator.stomach_load / self.predator.stomach_maxload;\r
260                         damage_offset = ceil(damage_offset);\r
261                         damage = cvar("g_balance_vore_digestion_damage_item") / damage_offset;\r
262 \r
263                         self.health -= damage;\r
264                         if(self.predator.health + damage <= self.max_health)\r
265                                 self.predator.health += damage;\r
266                         else if(self.predator.health < self.max_health)\r
267                                 self.predator.health = self.max_health;\r
268                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
269 \r
270                         self.item_digestion_step = time + vore_steptime;\r
271                 }\r
272 \r
273                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
274                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
275         }\r
276 \r
277         self.nextthink = time;\r
278 }\r
279 \r
280 float Item_Consumable_Customizeentityforclient()\r
281 {\r
282         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
283         {\r
284                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
285                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
286         }\r
287         else\r
288                 self.alpha = -1; // hide item\r
289         return TRUE;\r
290 }\r
291 \r
292 void Item_DroppedConsumable_Spawn(entity e);\r
293 void Item_Consumable_Remove(entity e, float regurgitate)\r
294 {\r
295         if(regurgitate)\r
296         {\r
297                 // predator effects, some common to those in Vore_Regurgitate\r
298                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
299                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
300                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
301                 e.predator.punchangle_x += cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
302                 e.predator.regurgitate_prepare = 0;\r
303                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
304 \r
305                 Item_DroppedConsumable_Spawn(e);\r
306         }\r
307 \r
308         e.nextthink = 0;\r
309         remove(e);\r
310         e = world;\r
311 }\r
312 \r
313 void Item_Consumable_Spawn(entity e, entity pl)\r
314 {\r
315         entity item;\r
316         item = spawn();\r
317         item.owner = e;\r
318         item.classname = "consumable";\r
319         item.movetype = MOVETYPE_FOLLOW;\r
320         item.solid = SOLID_NOT;\r
321         setmodel(item, e.model);\r
322         item.health = e.health;\r
323         if(e.inithealth)\r
324         {\r
325                 item.inithealth = e.inithealth;\r
326                 item.initdmg = e.initdmg;\r
327         }\r
328         else\r
329         {\r
330                 item.inithealth = e.health;\r
331                 item.initdmg = e.dmg;\r
332         }\r
333         item.max_health = e.max_health;\r
334 \r
335         item.predator = pl;\r
336         item.aiment = pl;\r
337         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
338         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
339         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
340         item.angles = randomvec() * 360;\r
341 \r
342         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
343         item.think = Item_Consumable_Think;\r
344         item.nextthink = time;\r
345 \r
346         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
347                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
348 \r
349         // predator effects, some common to those in Vore_Swallow\r
350         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
351         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
352         pl.punchangle_x -= cvar("g_balance_vore_swallow_predator_punchangle_item");\r
353         pl.regurgitate_prepare = 0;\r
354         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
355 }\r
356 \r
357 void Item_DroppedConsumable_Touch()\r
358 {\r
359         if(time < self.cnt)\r
360                 return;\r
361 \r
362         // give the consumable item to the player touching it\r
363         if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
364         {\r
365                 Item_Consumable_Spawn(self, other);\r
366                 remove(self);\r
367                 self = world;\r
368         }\r
369 }\r
370 \r
371 void Item_DroppedConsumable_Spawn(entity e)\r
372 {\r
373         entity item;\r
374         item = spawn();\r
375         item.owner = world;\r
376         item.classname = "droppedconsumable";\r
377         item.movetype = MOVETYPE_TOSS;\r
378         item.solid = SOLID_TRIGGER;\r
379         setmodel(item, e.model);\r
380         item.health = e.health;\r
381         item.inithealth = e.inithealth;\r
382         item.initdmg = e.initdmg;\r
383         item.max_health = e.max_health;\r
384         item.scale = e.scale;\r
385         item.colormod = e.colormod;\r
386 \r
387         setorigin(item, e.predator.origin);\r
388         item.angles_y = e.predator.angles_y;\r
389         makevectors(e.predator.v_angle);\r
390         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force");\r
391         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce");\r
392 \r
393         item.touch = Item_DroppedConsumable_Touch;\r
394         item.cnt = time + 1; // 1 second delay\r
395         SUB_SetFade(item, time + 20, 1);\r
396 }\r
397 \r
398 float Item_GiveTo(entity item, entity player)\r
399 {\r
400         float _switchweapon;\r
401         float pickedup;\r
402         float it;\r
403         float i;\r
404         entity e;\r
405 \r
406         // if nothing happens to player, just return without taking the item\r
407         pickedup = FALSE;\r
408         _switchweapon = FALSE;\r
409 \r
410         if (g_weapon_stay == 1)\r
411         if not(item.flags & FL_NO_WEAPON_STAY)\r
412         if (item.flags & FL_WEAPON)\r
413         {\r
414                 if(item.classname == "droppedweapon")\r
415                 {\r
416                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
417                                 goto skip;\r
418                 }\r
419                 else\r
420                 {\r
421                         if (player.weapons & item.weapons)\r
422                                 goto skip;\r
423                 }\r
424         }\r
425 \r
426         // in case the player has autoswitch enabled do the following:\r
427         // if the player is using their best weapon before items are given, they\r
428         // probably want to switch to an even better weapon after items are given\r
429         if (player.autoswitch)\r
430         if (player.switchweapon == w_getbestweapon(player))\r
431                 _switchweapon = TRUE;\r
432 \r
433         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
434                 _switchweapon = TRUE;\r
435 \r
436         if(item.spawnshieldtime)\r
437         {\r
438                 if (item.ammo_fuel)\r
439                 if (player.ammo_fuel < g_pickup_fuel_max)\r
440                 {\r
441                         pickedup = TRUE;\r
442                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
443                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
444                 }\r
445         }\r
446 \r
447         if (item.flags & FL_WEAPON)\r
448         if ((it = item.weapons - (item.weapons & player.weapons)))\r
449         {\r
450                 pickedup = TRUE;\r
451                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
452                 {\r
453                         e = get_weaponinfo(i);\r
454                         if(it & e.weapons)\r
455                                 W_GiveWeapon (player, e.weapon, item.netname);\r
456                 }\r
457         }\r
458 \r
459         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
460         {\r
461                 pickedup = TRUE;\r
462                 player.items |= it;\r
463                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
464         }\r
465 \r
466         if(item.spawnshieldtime)\r
467         {\r
468                 if (item.strength_finished)\r
469                 {\r
470                         pickedup = TRUE;\r
471                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
472                 }\r
473                 if (item.invincible_finished)\r
474                 {\r
475                         pickedup = TRUE;\r
476                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
477                 }\r
478 \r
479                 if (item.health)\r
480                 {\r
481                         if(item.dmg) // consumable item\r
482                         {\r
483                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
484                                 {\r
485                                         pickedup = TRUE;\r
486                                         Item_Consumable_Spawn(self, player);\r
487                                 }\r
488                         }\r
489                         else if (player.health < item.max_health)\r
490                         {\r
491                                 pickedup = TRUE;\r
492                                 player.health = min(player.health + item.health, item.max_health);\r
493                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
494                         }\r
495                 }\r
496                 if (item.armorvalue)\r
497                 if (player.armorvalue < item.max_armorvalue)\r
498                 {\r
499                         pickedup = TRUE;\r
500                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
501                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
502                 }\r
503         }\r
504 \r
505 :skip\r
506         // always eat teamed entities\r
507         if(item.team)\r
508                 pickedup = TRUE;\r
509 \r
510         if (!pickedup)\r
511                 return 0;\r
512 \r
513         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
514         if (_switchweapon)\r
515                 if (player.switchweapon != w_getbestweapon(player))\r
516                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
517 \r
518         return 1;\r
519 }\r
520 \r
521 void Item_Touch (void)\r
522 {\r
523         entity e, head;\r
524 \r
525         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
526         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
527         {\r
528                 remove(self);\r
529                 return;\r
530         }\r
531         if (other.classname != "player")\r
532                 return;\r
533         if (other.deadflag)\r
534                 return;\r
535         if (self.solid != SOLID_TRIGGER)\r
536                 return;\r
537         if (self.owner == other)\r
538                 return;\r
539 \r
540         if(!Item_GiveTo(self, other))\r
541                 return;\r
542 \r
543         other.last_pickup = time;\r
544 \r
545         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
546 \r
547         if (self.classname == "droppedweapon")\r
548                 remove (self);\r
549         else if not(self.spawnshieldtime)\r
550                 return;\r
551         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
552                 return;\r
553         else\r
554         {\r
555                 if(self.team)\r
556                 {\r
557                         RandomSelection_Init();\r
558                         for(head = world; (head = findfloat(head, team, self.team)); )\r
559                         {\r
560                                 if(head.flags & FL_ITEM)\r
561                                 {\r
562                                         Item_Show(head, -1);\r
563                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
564                                 }\r
565                         }\r
566                         e = RandomSelection_chosen_ent;\r
567                 }\r
568                 else\r
569                         e = self;\r
570                 Item_ScheduleRespawn(e);\r
571         }\r
572 }\r
573 \r
574 void Item_FindTeam()\r
575 {\r
576         entity head, e;\r
577 \r
578         if(self.effects & EF_NODRAW)\r
579         {\r
580                 // marker for item team search\r
581                 dprint("Initializing item team ", ftos(self.team), "\n");\r
582                 RandomSelection_Init();\r
583                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
584                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
585                 e = RandomSelection_chosen_ent;\r
586                 e.state = 0;\r
587                 Item_Show(e, 1);\r
588 \r
589                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
590                 {\r
591                         if(head != e)\r
592                         {\r
593                                 // make it a non-spawned item\r
594                                 Item_Show(head, -1);\r
595                                 head.state = 1; // state 1 = initially hidden item\r
596                         }\r
597                         head.effects &~= EF_NODRAW;\r
598                 }\r
599 \r
600                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
601                         Item_ScheduleInitialRespawn(e);\r
602         }\r
603 }\r
604 \r
605 void Item_Reset()\r
606 {\r
607         Item_Show(self, !self.state);\r
608         setorigin (self, self.origin);\r
609         self.think = SUB_Null;\r
610         self.nextthink = 0;\r
611 \r
612         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
613                 Item_ScheduleInitialRespawn(self);\r
614 }\r
615 \r
616 // Savage: used for item garbage-collection\r
617 // TODO: perhaps nice special effect?\r
618 void RemoveItem(void)\r
619 {\r
620         remove(self);\r
621 }\r
622 \r
623 // pickup evaluation functions\r
624 // these functions decide how desirable an item is to the bots\r
625 \r
626 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
627 \r
628 float weapon_pickupevalfunc(entity player, entity item)\r
629 {\r
630         float c, i, j, position;\r
631 \r
632         // See if I have it already\r
633         if(player.weapons & item.weapons == item.weapons)\r
634         {\r
635                 // If I can pick it up\r
636                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
637                         c = 0;\r
638                 else\r
639                         c = 0;\r
640         }\r
641         else\r
642                 c = 1;\r
643 \r
644         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
645         if( bot_custom_weapon && c )\r
646         {\r
647                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
648                 {\r
649                         // Find weapon\r
650                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
651                                 continue;\r
652 \r
653                         // Find the highest position on any range\r
654                         position = -1;\r
655                         for(j = 0; j < WEP_LAST ; ++j){\r
656                                 if(\r
657                                                 bot_weapons_far[j] == i ||\r
658                                                 bot_weapons_mid[j] == i ||\r
659                                                 bot_weapons_close[j] == i\r
660                                   )\r
661                                 {\r
662                                         position = j;\r
663                                         break;\r
664                                 }\r
665                         }\r
666 \r
667                         // Rate it\r
668                         if (position >= 0 )\r
669                         {\r
670                                 position = WEP_LAST - position;\r
671                                 // item.bot_pickupbasevalue is overwritten here\r
672                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
673                         }\r
674                 }\r
675         }\r
676 \r
677         return item.bot_pickupbasevalue * c;\r
678 };\r
679 \r
680 float commodity_pickupevalfunc(entity player, entity item)\r
681 {\r
682         float c, i;\r
683         entity wi;\r
684         c = 0;\r
685 \r
686         // Detect needed ammo\r
687         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
688         {\r
689                 wi = get_weaponinfo(i);\r
690 \r
691                 if not(wi.weapons & player.weapons)\r
692                         continue;\r
693         }\r
694 \r
695         if (item.armorvalue)\r
696         if (player.armorvalue < item.max_armorvalue)\r
697                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
698         if (item.health)\r
699         if (player.health < item.max_health)\r
700                 c = c + max(0, 1 - player.health / item.max_health);\r
701 \r
702         return item.bot_pickupbasevalue * c;\r
703 };\r
704 \r
705 \r
706 .float is_item;\r
707 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
708 {\r
709         startitem_failed = FALSE;\r
710 \r
711         // is it a dropped weapon?\r
712         if (self.classname == "droppedweapon")\r
713         {\r
714                 self.reset = SUB_Remove;\r
715                 // it's a dropped weapon\r
716                 self.movetype = MOVETYPE_TOSS;\r
717                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
718                 self.think = RemoveItem;\r
719                 self.nextthink = time + 60;\r
720                 // don't drop if in a NODROP zone (such as lava)\r
721                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
722                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
723                 {\r
724                         startitem_failed = TRUE;\r
725                         remove(self);\r
726                         return;\r
727                 }\r
728         }\r
729         else\r
730         {\r
731                 self.reset = Item_Reset;\r
732                 // it's a level item\r
733                 if(self.spawnflags & 1)\r
734                         self.noalign = 1;\r
735                 if (self.noalign)\r
736                         self.movetype = MOVETYPE_NONE;\r
737                 else\r
738                         self.movetype = MOVETYPE_TOSS;\r
739                 // do item filtering according to game mode and other things\r
740                 if (!self.noalign)\r
741                 {\r
742                         // first nudge it off the floor a little bit to avoid math errors\r
743                         setorigin(self, self.origin + '0 0 1');\r
744                         // set item size before we spawn a spawnfunc_waypoint\r
745                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
746                                 setsize (self, '-16 -16 0', '16 16 48');\r
747                         else\r
748                                 setsize (self, '-16 -16 0', '16 16 32');\r
749                         // note droptofloor returns FALSE if stuck/or would fall too far\r
750                         droptofloor();\r
751                         waypoint_spawnforitem(self);\r
752                 }\r
753 \r
754                 if(teams_matter)\r
755                 {\r
756                         if(self.notteam)\r
757                         {\r
758                                 print("removed non-teamplay ", self.classname, "\n");\r
759                                 startitem_failed = TRUE;\r
760                                 remove (self);\r
761                                 return;\r
762                         }\r
763                 }\r
764                 else\r
765                 {\r
766                         if(self.notfree)\r
767                         {\r
768                                 print("removed non-FFA ", self.classname, "\n");\r
769                                 startitem_failed = TRUE;\r
770                                 remove (self);\r
771                                 return;\r
772                         }\r
773                 }\r
774 \r
775                 if(self.notq3a)\r
776                 {\r
777                         // We aren't TA or something like that, so we keep the Q3A entities\r
778                         print("removed non-Q3A ", self.classname, "\n");\r
779                         startitem_failed = TRUE;\r
780                         remove (self);\r
781                         return;\r
782                 }\r
783 \r
784                 /*\r
785                  * can't do it that way, as it would break maps\r
786                  * TODO make a target_give like entity another way, that perhaps has\r
787                  * the weapon name in a key\r
788                 if(self.targetname)\r
789                 {\r
790                         // target_give not yet supported; maybe later\r
791                         print("removed targeted ", self.classname, "\n");\r
792                         startitem_failed = TRUE;\r
793                         remove (self);\r
794                         return;\r
795                 }\r
796                 */\r
797 \r
798                 if(cvar("spawn_debug") >= 2)\r
799                 {\r
800                         entity otheritem;\r
801                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
802                         {\r
803                                 if(otheritem.is_item)\r
804                                 {\r
805                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
806                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
807                                         error("Mapper sucks.");\r
808                                 }\r
809                         }\r
810                         self.is_item = TRUE;\r
811                 }\r
812 \r
813                 weaponsInMap |= weaponid;\r
814 \r
815                 if(g_lms)\r
816                 {\r
817                         startitem_failed = TRUE;\r
818                         remove(self);\r
819                         return;\r
820                 }\r
821                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
822                 {\r
823                         startitem_failed = TRUE;\r
824                         remove (self);\r
825                         return;\r
826                 }\r
827 \r
828                 precache_model (itemmodel);\r
829                 precache_sound (pickupsound);\r
830                 precache_sound ("misc/itemrespawn.wav");\r
831                 precache_sound ("misc/itemrespawncountdown.wav");\r
832 \r
833                 if(itemid == IT_STRENGTH)\r
834                         precache_sound ("misc/strength_respawn.wav");\r
835                 if(itemid == IT_INVINCIBLE)\r
836                         precache_sound ("misc/shield_respawn.wav");\r
837 \r
838                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
839                         self.target = "###item###"; // for finding the nearest item using find()\r
840         }\r
841 \r
842         self.bot_pickup = TRUE;\r
843         self.bot_pickupevalfunc = pickupevalfunc;\r
844         self.bot_pickupbasevalue = pickupbasevalue;\r
845         self.mdl = itemmodel;\r
846         self.item_pickupsound = pickupsound;\r
847         // let mappers override respawntime\r
848         if(!self.respawntime) // both set\r
849         {\r
850                 self.respawntime = defaultrespawntime;\r
851                 self.respawntimejitter = defaultrespawntimejitter;\r
852         }\r
853         self.netname = itemname;\r
854         self.items = itemid;\r
855         self.weapons = weaponid;\r
856         self.flags = FL_ITEM | itemflags;\r
857         self.touch = Item_Touch;\r
858         setmodel (self, self.mdl); // precision set below\r
859         self.effects |= EF_LOWPRECISION;\r
860         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
861                 setsize (self, '-16 -16 0', '16 16 48');\r
862         else\r
863                 setsize (self, '-16 -16 0', '16 16 32');\r
864         if(itemflags & FL_WEAPON)\r
865                 self.modelflags |= MF_ROTATE;\r
866 \r
867         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
868         if (itemflags & FL_WEAPON)\r
869         {\r
870                 // neutral team color for pickup weapons\r
871                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
872         }\r
873 \r
874         Item_Show(self, 1);\r
875         self.state = 0;\r
876         if(self.team)\r
877         {\r
878                 if(!self.cnt)\r
879                         self.cnt = 1; // item probability weight\r
880                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
881                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
882         }\r
883         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
884                 Item_ScheduleInitialRespawn(self);\r
885 }\r
886 \r
887 float minst_no_auto_cells;\r
888 void minst_remove_item (void) {\r
889         if(minst_no_auto_cells)\r
890                 remove(self);\r
891 }\r
892 \r
893 float internalteam;\r
894 \r
895 void weapon_defaultspawnfunc(float wpn)\r
896 {\r
897         entity e;\r
898         float t;\r
899         var .float ammofield;\r
900         string s;\r
901         entity oldself;\r
902         float i, j;\r
903 \r
904         // set the respawntime in advance (so replaced weapons can copy it)\r
905 \r
906         if(!self.respawntime)\r
907         {\r
908                 e = get_weaponinfo(wpn);\r
909                 if(e.items == IT_SUPERWEAPON)\r
910                 {\r
911                         self.respawntime = g_pickup_respawntime_powerup;\r
912                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
913                 }\r
914                 else\r
915                 {\r
916                         self.respawntime = g_pickup_respawntime_weapon;\r
917                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
918                 }\r
919         }\r
920 \r
921         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
922         {\r
923                 e = get_weaponinfo(wpn);\r
924                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
925                 if(s == "0")\r
926                 {\r
927                         remove(self);\r
928                         startitem_failed = TRUE;\r
929                         return;\r
930                 }\r
931                 t = tokenize_console(s);\r
932                 if(t >= 2)\r
933                 {\r
934                         self.team = --internalteam;\r
935                         oldself = self;\r
936                         for(i = 1; i < t; ++i)\r
937                         {\r
938                                 s = argv(i);\r
939                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
940                                 {\r
941                                         e = get_weaponinfo(j);\r
942                                         if(e.netname == s)\r
943                                         {\r
944                                                 self = spawn();\r
945                                                 copyentity(oldself, self);\r
946                                                 self.classname = "replacedweapon";\r
947                                                 weapon_defaultspawnfunc(j);\r
948                                                 break;\r
949                                         }\r
950                                 }\r
951                                 if(j > WEP_LAST)\r
952                                 {\r
953                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
954                                 }\r
955                         }\r
956                         self = oldself;\r
957                 }\r
958                 if(t >= 1)\r
959                 {\r
960                         s = argv(0);\r
961                         wpn = 0;\r
962                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
963                         {\r
964                                 e = get_weaponinfo(j);\r
965                                 if(e.netname == s)\r
966                                 {\r
967                                         wpn = j;\r
968                                         break;\r
969                                 }\r
970                         }\r
971                         if(j > WEP_LAST)\r
972                         {\r
973                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
974                         }\r
975                 }\r
976                 if(wpn == 0)\r
977                 {\r
978                         remove(self);\r
979                         startitem_failed = TRUE;\r
980                         return;\r
981                 }\r
982         }\r
983 \r
984         e = get_weaponinfo(wpn);\r
985 \r
986         if(e.items && e.items != IT_SUPERWEAPON)\r
987         {\r
988                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
989                 {\r
990                         if(e.items & j)\r
991                         {\r
992                                 ammofield = Item_CounterField(j);\r
993                                 if(!self.ammofield)\r
994                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
995                         }\r
996                 }\r
997         }\r
998         else\r
999         {\r
1000                 self.flags |= FL_NO_WEAPON_STAY;\r
1001         }\r
1002 \r
1003         // weapon stay isn't supported for teamed weapons\r
1004         if(self.team)\r
1005                 self.flags |= FL_NO_WEAPON_STAY;\r
1006 \r
1007         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1008         {\r
1009                 self.ammo_fuel = 0;\r
1010                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1011                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1012         }\r
1013 \r
1014         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1015         if (self.modelindex) // don't precache if self was removed\r
1016                 weapon_action(e.weapon, WR_PRECACHE);\r
1017 }\r
1018 \r
1019 void spawnfunc_item_armor_small (void) {\r
1020         if(!self.armorvalue)\r
1021                 self.armorvalue = g_pickup_armorsmall;\r
1022         if(!self.max_armorvalue)\r
1023                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1024         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
1025 }\r
1026 \r
1027 void spawnfunc_item_armor_medium (void) {\r
1028         if(!self.armorvalue)\r
1029                 self.armorvalue = g_pickup_armormedium;\r
1030         if(!self.max_armorvalue)\r
1031                 self.max_armorvalue = g_pickup_armormedium_max;\r
1032         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
1033 }\r
1034 \r
1035 void spawnfunc_item_armor_big (void) {\r
1036         if(!self.armorvalue)\r
1037                 self.armorvalue = g_pickup_armorbig;\r
1038         if(!self.max_armorvalue)\r
1039                 self.max_armorvalue = g_pickup_armorbig_max;\r
1040         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
1041 }\r
1042 \r
1043 void spawnfunc_item_armor_large (void) {\r
1044         if(!self.armorvalue)\r
1045                 self.armorvalue = g_pickup_armorlarge;\r
1046         if(!self.max_armorvalue)\r
1047                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1048         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
1049 }\r
1050 \r
1051 void spawnfunc_item_health_small (void) {\r
1052         if(!self.max_health)\r
1053                 self.max_health = g_pickup_healthsmall_max;\r
1054         if(!self.health)\r
1055                 self.health = g_pickup_healthsmall;\r
1056         self.dmg = g_pickup_healthsmall_consumable;\r
1057         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
1058 }\r
1059 \r
1060 void spawnfunc_item_health_medium (void) {\r
1061         if(!self.max_health)\r
1062                 self.max_health = g_pickup_healthmedium_max;\r
1063         if(!self.health)\r
1064                 self.health = g_pickup_healthmedium;\r
1065         self.dmg = g_pickup_healthmedium_consumable;\r
1066         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
1067 }\r
1068 \r
1069 void spawnfunc_item_health_large (void) {\r
1070         if(!self.max_health)\r
1071                 self.max_health = g_pickup_healthlarge_max;\r
1072         if(!self.health)\r
1073                 self.health = g_pickup_healthlarge;\r
1074         self.dmg = g_pickup_healthlarge_consumable;\r
1075         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
1076 }\r
1077 \r
1078 void spawnfunc_item_health_mega (void) {\r
1079         if(!cvar("g_powerup_superhealth"))\r
1080                 return;\r
1081 \r
1082         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1083                 return;\r
1084 \r
1085         if(!self.max_health)\r
1086                 self.max_health = g_pickup_healthmega_max;\r
1087         if(!self.health)\r
1088                 self.health = g_pickup_healthmega;\r
1089         self.dmg = g_pickup_healthmega_consumable;\r
1090         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
1091 }\r
1092 \r
1093 // support old misnamed entities\r
1094 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1095 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1096 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1097 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1098 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1099 \r
1100 void spawnfunc_item_strength (void) {\r
1101         if(!cvar("g_powerup_strength"))\r
1102                 return;\r
1103 \r
1104         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1105                 return;\r
1106 \r
1107         precache_sound("weapons/strength_fire.wav");\r
1108         self.strength_finished = 30;\r
1109         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
1110 }\r
1111 \r
1112 void spawnfunc_item_invincible (void) {\r
1113         if(!cvar("g_powerup_shield"))\r
1114                 return;\r
1115 \r
1116         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1117                 return;\r
1118 \r
1119         self.invincible_finished = 30;\r
1120         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
1121 }\r
1122 \r
1123 // compatibility:\r
1124 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1125 \r
1126 float GiveItems(entity e, float beginarg, float endarg);\r
1127 void target_items_use (void)\r
1128 {\r
1129         if(activator.classname == "droppedweapon")\r
1130         {\r
1131                 EXACTTRIGGER_TOUCH;\r
1132                 remove(activator);\r
1133                 return;\r
1134         }\r
1135 \r
1136         if(activator.classname != "player")\r
1137                 return;\r
1138         if(activator.deadflag != DEAD_NO)\r
1139                 return;\r
1140         EXACTTRIGGER_TOUCH;\r
1141 \r
1142         entity e;\r
1143         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1144                 if(e.enemy == activator)\r
1145                         remove(e);\r
1146 \r
1147         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1148                 centerprint(activator, self.message);\r
1149 }\r
1150 \r
1151 void spawnfunc_target_items (void)\r
1152 {\r
1153         float n, i, j;\r
1154         entity e;\r
1155 \r
1156         self.use = target_items_use;\r
1157         if(!self.strength_finished)\r
1158                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1159         if(!self.invincible_finished)\r
1160                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1161 \r
1162         precache_sound("misc/itempickup.wav");\r
1163         precache_sound("misc/itempickup.wav");\r
1164         precache_sound("misc/itempickup.wav");\r
1165         precache_sound("misc/itempickup.wav");\r
1166         precache_sound("misc/megahealth.wav");\r
1167         precache_sound("misc/armor25.wav");\r
1168         precache_sound("misc/powerup.wav");\r
1169         precache_sound("misc/poweroff.wav");\r
1170         precache_sound("weapons/weaponpickup.wav");\r
1171 \r
1172         n = tokenize_console(self.netname);\r
1173         if(argv(0) == "give")\r
1174         {\r
1175                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1176         }\r
1177         else\r
1178         {\r
1179                 for(i = 0; i < n; ++i)\r
1180                 {\r
1181                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1182                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1183                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1184                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1185                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1186                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1187                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1188                         else\r
1189                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1190                         {\r
1191                                 e = get_weaponinfo(j);\r
1192                                 if(argv(i) == e.netname)\r
1193                                 {\r
1194                                         self.weapons |= e.weapons;\r
1195                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1196                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1197                                         break;\r
1198                                 }\r
1199                         }\r
1200                         if(j > WEP_LAST)\r
1201                                 print("target_items: invalid item ", argv(i), "\n");\r
1202                 }\r
1203 \r
1204                 string itemprefix, valueprefix;\r
1205                 if(self.spawnflags == 0)\r
1206                 {\r
1207                         itemprefix = "";\r
1208                         valueprefix = "";\r
1209                 }\r
1210                 else if(self.spawnflags == 1)\r
1211                 {\r
1212                         itemprefix = "max ";\r
1213                         valueprefix = "max ";\r
1214                 }\r
1215                 else if(self.spawnflags == 2)\r
1216                 {\r
1217                         itemprefix = "min ";\r
1218                         valueprefix = "min ";\r
1219                 }\r
1220                 else if(self.spawnflags == 4)\r
1221                 {\r
1222                         itemprefix = "minus ";\r
1223                         valueprefix = "max ";\r
1224                 }\r
1225                 else\r
1226                         error("invalid spawnflags");\r
1227 \r
1228                 self.netname = "";\r
1229                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1230                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1231                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1232                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1233                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1234                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1235                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1236                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1237                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1238                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1239                 {\r
1240                         e = get_weaponinfo(j);\r
1241                         if(e.weapons)\r
1242                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1243                 }\r
1244         }\r
1245         self.netname = strzone(self.netname);\r
1246         //print(self.netname, "\n");\r
1247 \r
1248         n = tokenize_console(self.netname);\r
1249         for(i = 0; i < n; ++i)\r
1250         {\r
1251                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1252                 {\r
1253                         e = get_weaponinfo(j);\r
1254                         if(argv(i) == e.netname)\r
1255                         {\r
1256                                 weapon_action(e.weapon, WR_PRECACHE);\r
1257                                 break;\r
1258                         }\r
1259                 }\r
1260         }\r
1261 }\r
1262 \r
1263 void spawnfunc_item_fuel(void)\r
1264 {\r
1265         if(!self.ammo_fuel)\r
1266                 self.ammo_fuel = g_pickup_fuel;\r
1267         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
1268 }\r
1269 \r
1270 void spawnfunc_item_fuel_regen(void)\r
1271 {\r
1272         if(start_items & IT_FUEL_REGEN)\r
1273         {\r
1274                 spawnfunc_item_fuel();\r
1275                 return;\r
1276         }\r
1277         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
1278 }\r
1279 \r
1280 void spawnfunc_item_jetpack(void)\r
1281 {\r
1282         if(!self.ammo_fuel)\r
1283                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1284         if(start_items & IT_JETPACK)\r
1285         {\r
1286                 spawnfunc_item_fuel();\r
1287                 return;\r
1288         }\r
1289         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
1290 }\r
1291 \r
1292 #define OP_SET 0\r
1293 #define OP_MIN 1\r
1294 #define OP_MAX 2\r
1295 #define OP_PLUS 3\r
1296 #define OP_MINUS 4\r
1297 \r
1298 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1299 {\r
1300         float v0, v1;\r
1301         v0 = (e.fld & bit);\r
1302         switch(op)\r
1303         {\r
1304                 case OP_SET:\r
1305                         if(val > 0)\r
1306                                 e.fld |= bit;\r
1307                         else\r
1308                                 e.fld &~= bit;\r
1309                         break;\r
1310                 case OP_MIN:\r
1311                 case OP_PLUS:\r
1312                         if(val > 0)\r
1313                                 e.fld |= bit;\r
1314                         break;\r
1315                 case OP_MAX:\r
1316                         if(val <= 0)\r
1317                                 e.fld &~= bit;\r
1318                         break;\r
1319                 case OP_MINUS:\r
1320                         if(val > 0)\r
1321                                 e.fld &~= bit;\r
1322                         break;\r
1323         }\r
1324         v1 = (e.fld & bit);\r
1325         return (v0 != v1);\r
1326 }\r
1327 \r
1328 float GiveValue(entity e, .float fld, float op, float val)\r
1329 {\r
1330         float v0, v1;\r
1331         v0 = e.fld;\r
1332         switch(op)\r
1333         {\r
1334                 case OP_SET:\r
1335                         e.fld = val;\r
1336                         break;\r
1337                 case OP_MIN:\r
1338                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1339                         break;\r
1340                 case OP_MAX:\r
1341                         e.fld = min(e.fld, val);\r
1342                         break;\r
1343                 case OP_PLUS:\r
1344                         e.fld += val;\r
1345                         break;\r
1346                 case OP_MINUS:\r
1347                         e.fld -= val;\r
1348                         break;\r
1349         }\r
1350         v1 = e.fld;\r
1351         return (v0 != v1);\r
1352 }\r
1353 \r
1354 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1355 {\r
1356         if(v1 == v0)\r
1357                 return;\r
1358         if(v1 <= v0 - t)\r
1359         {\r
1360                 if(snd_decr != "")\r
1361                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1362         }\r
1363         else if(v0 >= v0 + t)\r
1364         {\r
1365                 if(snd_incr != "")\r
1366                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1367         }\r
1368 }\r
1369 \r
1370 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1371 {\r
1372         if(v0 < v1)\r
1373                 e.rotfield = max(e.rotfield, time + rottime);\r
1374         else if(v0 > v1)\r
1375                 e.regenfield = max(e.regenfield, time + regentime);\r
1376 }\r
1377 \r
1378 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1379 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1380 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1381 #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
1382 \r
1383 float GiveItems(entity e, float beginarg, float endarg)\r
1384 {\r
1385         float got, i, j, val, op;\r
1386         float _switchweapon;\r
1387         entity wi;\r
1388         string cmd;\r
1389 \r
1390         val = 999;\r
1391         op = OP_SET;\r
1392 \r
1393         got = 0;\r
1394 \r
1395         _switchweapon = FALSE;\r
1396         if (e.autoswitch)\r
1397                 if (e.switchweapon == w_getbestweapon(e))\r
1398                         _switchweapon = TRUE;\r
1399 \r
1400         e.strength_finished = max(0, e.strength_finished - time);\r
1401         e.invincible_finished = max(0, e.invincible_finished - time);\r
1402         \r
1403         PREGIVE(e, items);\r
1404         PREGIVE(e, weapons);\r
1405         PREGIVE(e, strength_finished);\r
1406         PREGIVE(e, invincible_finished);\r
1407         PREGIVE(e, ammo_fuel);\r
1408         PREGIVE(e, armorvalue);\r
1409         PREGIVE(e, health);\r
1410 \r
1411         for(i = beginarg; i < endarg; ++i)\r
1412         {\r
1413                 cmd = argv(i);\r
1414 \r
1415                 if(cmd == "0" || stof(cmd))\r
1416                 {\r
1417                         val = stof(cmd);\r
1418                         continue;\r
1419                 }\r
1420                 switch(cmd)\r
1421                 {\r
1422                         case "no":\r
1423                                 op = OP_MAX;\r
1424                                 val = 0;\r
1425                                 continue;\r
1426                         case "max":\r
1427                                 op = OP_MAX;\r
1428                                 continue;\r
1429                         case "min":\r
1430                                 op = OP_MIN;\r
1431                                 continue;\r
1432                         case "plus":\r
1433                                 op = OP_PLUS;\r
1434                                 continue;\r
1435                         case "minus":\r
1436                                 op = OP_MINUS;\r
1437                                 continue;\r
1438                         case "ALL":\r
1439                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1440                                 got += GiveValue(e, strength_finished, op, time + val);\r
1441                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1442                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1443                         case "all":\r
1444                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1445                                 got += GiveValue(e, health, op, val);\r
1446                                 got += GiveValue(e, armorvalue, op, val);\r
1447                         case "allweapons":\r
1448                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1449                                 {\r
1450                                         wi = get_weaponinfo(j);\r
1451                                         if(wi.weapons)\r
1452                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1453                                 }\r
1454                         case "allammo":\r
1455                                 got += GiveValue(e, ammo_fuel, op, val);\r
1456                                 break;\r
1457                         case "unlimited_ammo":\r
1458                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1459                                 break;\r
1460                         case "unlimited_weapon_ammo":\r
1461                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1462                                 break;\r
1463                         case "unlimited_superweapons":\r
1464                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1465                                 break;\r
1466                         case "jetpack":\r
1467                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1468                                 break;\r
1469                         case "fuel_regen":\r
1470                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1471                                 break;\r
1472                         case "strength":\r
1473                                 got += GiveValue(e, strength_finished, op, val);\r
1474                                 break;\r
1475                         case "invincible":\r
1476                                 got += GiveValue(e, invincible_finished, op, val);\r
1477                                 break;\r
1478                         case "health":\r
1479                                 got += GiveValue(e, health, op, val);\r
1480                                 break;\r
1481                         case "armor":\r
1482                                 got += GiveValue(e, armorvalue, op, val);\r
1483                                 break;\r
1484                         case "fuel":\r
1485                                 got += GiveValue(e, ammo_fuel, op, val);\r
1486                                 break;\r
1487                         default:\r
1488                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1489                                 {\r
1490                                         wi = get_weaponinfo(j);\r
1491                                         if(cmd == wi.netname)\r
1492                                         {\r
1493                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1494                                                 break;\r
1495                                         }\r
1496                                 }\r
1497                                 if(j > WEP_LAST)\r
1498                                         print("give: invalid item ", cmd, "\n");\r
1499                                 break;\r
1500                 }\r
1501                 val = 999;\r
1502                 op = OP_SET;\r
1503         }\r
1504 \r
1505         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1506         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1507         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1508         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1509         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1510         {\r
1511                 wi = get_weaponinfo(j);\r
1512                 if(wi.weapons)\r
1513                 {\r
1514                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1515                         if not(save_weapons & wi.weapons)\r
1516                                 if(e.weapons & wi.weapons)\r
1517                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1518                 }\r
1519         }\r
1520         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1521         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1522         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
1523         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
1524         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
1525 \r
1526         if(e.strength_finished <= 0)\r
1527                 e.strength_finished = 0;\r
1528         else\r
1529                 e.strength_finished += time;\r
1530         if(e.invincible_finished <= 0)\r
1531                 e.invincible_finished = 0;\r
1532         else\r
1533                 e.invincible_finished += time;\r
1534 \r
1535         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1536                 _switchweapon = TRUE;\r
1537         if(_switchweapon)\r
1538                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1539 \r
1540         return got;\r
1541 }\r