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Slow swallowing of items: Require g_vore too!
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Think()\r
225 {\r
226         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
227         {\r
228                 self.predator.regurgitate_prepare = 0;\r
229                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
230                 Item_Consumable_Remove(self, TRUE);\r
231                 return;\r
232         }\r
233         if(self.predator.stat_eaten)\r
234         {\r
235                 // prey can't hold consumable items\r
236                 Item_Consumable_Remove(self, TRUE);\r
237                 return;\r
238         }\r
239 \r
240         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
241         self.dmg = self.initdmg * self.scale;\r
242         if(self.health <= 0)\r
243         {\r
244                 // this item is done\r
245                 Item_Consumable_Remove(self, FALSE);\r
246                 return;\r
247         }\r
248 \r
249         if(self.predator.digesting)\r
250         {\r
251                 if(time > self.item_digestion_step)\r
252                 {\r
253                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
254                         float damage, damage_offset;\r
255 \r
256                         damage_offset = 1;\r
257                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
258                                 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
259                         damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
260 \r
261                         self.health -= damage;\r
262                         if(self.predator.health + damage <= self.max_health)\r
263                                 self.predator.health += damage;\r
264                         else if(self.predator.health < self.max_health)\r
265                                 self.predator.health = self.max_health;\r
266                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
267 \r
268                         self.item_digestion_step = time + vore_steptime;\r
269                 }\r
270 \r
271                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
272                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
273         }\r
274 \r
275         self.nextthink = time;\r
276 }\r
277 \r
278 float Item_Consumable_Customizeentityforclient()\r
279 {\r
280         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
281         {\r
282                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
283                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
284         }\r
285         else\r
286                 self.alpha = -1; // hide item\r
287         return TRUE;\r
288 }\r
289 \r
290 void Item_DroppedConsumable_Spawn(entity e);\r
291 void Item_Consumable_Remove(entity e, float regurgitate)\r
292 {\r
293         if(regurgitate)\r
294         {\r
295                 float scalediff, sz;\r
296                 sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
297                 scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
298 \r
299                 // predator effects, some common to those in Vore_Regurgitate\r
300                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
301                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
302                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', floor(scalediff * PARTICLE_MULTIPLIER));\r
303                 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
304                 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
305                 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item") * scalediff;\r
306                 e.predator.regurgitate_prepare = 0;\r
307                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
308 \r
309                 Item_DroppedConsumable_Spawn(e);\r
310         }\r
311 \r
312         e.nextthink = 0;\r
313         remove(e);\r
314         e = world;\r
315 }\r
316 \r
317 void Item_Consumable_Spawn(entity e, entity pl)\r
318 {\r
319         entity item;\r
320 \r
321         item = spawn();\r
322         item.owner = e;\r
323         item.classname = "consumable";\r
324         item.movetype = MOVETYPE_FOLLOW;\r
325         item.solid = SOLID_NOT;\r
326         setmodel(item, e.model);\r
327         item.health = e.health;\r
328         if(e.inithealth)\r
329         {\r
330                 item.inithealth = e.inithealth;\r
331                 item.initdmg = e.initdmg;\r
332         }\r
333         else\r
334         {\r
335                 item.inithealth = e.health;\r
336                 item.initdmg = e.dmg;\r
337         }\r
338         item.max_health = e.max_health;\r
339 \r
340         item.predator = pl;\r
341         item.aiment = pl;\r
342         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
343         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
344         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
345         item.angles = randomvec() * 360;\r
346 \r
347         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
348         item.think = Item_Consumable_Think;\r
349         item.nextthink = time;\r
350 \r
351         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
352                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
353 \r
354         float scalediff, sz;\r
355         sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
356         scalediff = cvar("g_healthsize") ? sz / pl.scale : sz; // the tighter the gut, the greater the velocity\r
357 \r
358         // predator effects, some common to those in Vore_Swallow\r
359         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
360         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
361         pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
362         pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
363         pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item") * scalediff;\r
364         pl.regurgitate_prepare = 0;\r
365         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
366         pl.last_pickup = time;\r
367 }\r
368 \r
369 float Item_Swallow(entity item, entity player);\r
370 void Item_DroppedConsumable_Touch()\r
371 {\r
372         if(time < self.cnt)\r
373                 return;\r
374 \r
375         // give the consumable item to the player touching it\r
376         if(Item_Swallow(self, other))\r
377         {\r
378                 remove(self);\r
379                 self = world;\r
380         }\r
381 }\r
382 \r
383 void Item_DroppedConsumable_Spawn(entity e)\r
384 {\r
385         entity item;\r
386         item = spawn();\r
387         item.owner = world;\r
388         item.classname = "droppedconsumable";\r
389         item.movetype = MOVETYPE_TOSS;\r
390         item.solid = SOLID_TRIGGER;\r
391         setmodel(item, e.model);\r
392         item.health = e.health;\r
393         item.inithealth = e.inithealth;\r
394         item.dmg = e.dmg;\r
395         item.initdmg = e.initdmg;\r
396         item.max_health = e.max_health;\r
397         item.scale = e.scale;\r
398         item.colormod = e.colormod;\r
399 \r
400         if(cvar("g_nodepthtestitems"))\r
401                 item.effects |= EF_NODEPTHTEST;\r
402 \r
403         float scalediff, sz;\r
404         sz = e.scale ? e.scale : 1; // the line below does not work if I define this directly (fteqcc bug?)\r
405         scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
406 \r
407         setorigin(item, e.predator.origin);\r
408         item.angles_y = e.predator.angles_y;\r
409         makevectors(e.predator.v_angle);\r
410         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
411         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
412         item.touch = Item_DroppedConsumable_Touch;\r
413         item.cnt = time + 1; // 1 second delay\r
414         SUB_SetFade(item, time + 20, 1);\r
415 }\r
416 \r
417 float Item_Swallow(entity item, entity player)\r
418 {\r
419         float pickedup, usage;\r
420         if(item.dmg && cvar("g_vore"))\r
421         {\r
422                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
423                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
424                         usage = 2; // consumable item, only if the vore system is enabled\r
425         }\r
426         else if (player.health < item.max_health)\r
427                 usage = 1; // normal item\r
428         if(!usage)\r
429                 return FALSE;\r
430 \r
431         // since map items don't have a scale, calculate one based on player size center and the item's health, in order to determine swallowing speed\r
432         float scalediff;\r
433         scalediff = pow((item.health / cvar("g_healthsize_center")) / player.scale, cvar("g_balance_vore_swallow_speed_fill_scalediff_item"));\r
434 \r
435         item.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill_item") / scalediff;\r
436         player.swallow_progress_pred = item.swallow_progress_prey;\r
437         if(item.swallow_progress_prey < 1 && cvar("g_balance_vore_swallow_speed_fill_item") && cvar("g_vore"))\r
438                 return FALSE; // swallow progress not full yet, or slow swallowing of items is disabled\r
439 \r
440         if(usage > 1)\r
441         {\r
442                 pickedup = TRUE;\r
443                 item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
444                 Item_Consumable_Spawn(item, player);\r
445         }\r
446         else\r
447         {\r
448                 pickedup = TRUE;\r
449                 item.swallow_progress_prey = player.swallow_progress_pred = 0;\r
450                 player.health = min(player.health + item.health, item.max_health);\r
451                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
452         }\r
453 \r
454         return pickedup;\r
455 }\r
456 \r
457 float Item_GiveTo(entity item, entity player)\r
458 {\r
459         float _switchweapon;\r
460         float pickedup;\r
461         float it;\r
462         float i;\r
463         entity e;\r
464 \r
465         // if nothing happens to player, just return without taking the item\r
466         pickedup = FALSE;\r
467         _switchweapon = FALSE;\r
468 \r
469         if (g_weapon_stay == 1)\r
470         if not(item.flags & FL_NO_WEAPON_STAY)\r
471         if (item.flags & FL_WEAPON)\r
472         {\r
473                 if(item.classname == "droppedweapon")\r
474                 {\r
475                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
476                                 goto skip;\r
477                 }\r
478                 else\r
479                 {\r
480                         if (player.weapons & item.weapons)\r
481                                 goto skip;\r
482                 }\r
483         }\r
484 \r
485         // in case the player has autoswitch enabled do the following:\r
486         // if the player is using their best weapon before items are given, they\r
487         // probably want to switch to an even better weapon after items are given\r
488         if (player.autoswitch)\r
489         if (player.switchweapon == w_getbestweapon(player))\r
490                 _switchweapon = TRUE;\r
491 \r
492         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
493                 _switchweapon = TRUE;\r
494 \r
495         if(item.spawnshieldtime)\r
496         {\r
497                 if (item.ammo_fuel)\r
498                 if (player.ammo_fuel < g_pickup_fuel_max)\r
499                 {\r
500                         pickedup = TRUE;\r
501                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
502                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
503                 }\r
504         }\r
505 \r
506         if (item.flags & FL_WEAPON)\r
507         if ((it = item.weapons - (item.weapons & player.weapons)))\r
508         {\r
509                 pickedup = TRUE;\r
510                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
511                 {\r
512                         e = get_weaponinfo(i);\r
513                         if(it & e.weapons)\r
514                                 W_GiveWeapon (player, e.weapon, item.netname);\r
515                 }\r
516         }\r
517 \r
518         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
519         {\r
520                 pickedup = TRUE;\r
521                 player.items |= it;\r
522                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
523         }\r
524 \r
525         if(item.spawnshieldtime)\r
526         {\r
527                 if (item.strength_finished)\r
528                 {\r
529                         pickedup = TRUE;\r
530                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
531                 }\r
532                 if (item.invincible_finished)\r
533                 {\r
534                         pickedup = TRUE;\r
535                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
536                 }\r
537 \r
538                 if (item.health)\r
539                         pickedup = Item_Swallow(item, player);\r
540                 if (item.armorvalue)\r
541                 if (player.armorvalue < item.max_armorvalue)\r
542                 {\r
543                         pickedup = TRUE;\r
544                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
545                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
546                 }\r
547         }\r
548 \r
549 :skip\r
550         // always eat teamed entities\r
551         if(item.team)\r
552                 pickedup = TRUE;\r
553 \r
554         if (!pickedup)\r
555                 return 0;\r
556 \r
557         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
558         if (_switchweapon)\r
559                 if (player.switchweapon != w_getbestweapon(player))\r
560                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
561 \r
562         return 1;\r
563 }\r
564 \r
565 void Item_Think()\r
566 {\r
567         self.nextthink = time;\r
568 \r
569         if(!self.swallow_progress_prey)\r
570                 return;\r
571 \r
572         self.swallow_progress_prey = max(0, self.swallow_progress_prey - 0.01);\r
573         self.alpha = 1 - self.swallow_progress_prey;\r
574 }\r
575 \r
576 void Item_Touch (void)\r
577 {\r
578         entity e, head;\r
579 \r
580         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
581         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
582         {\r
583                 remove(self);\r
584                 return;\r
585         }\r
586         if (other.classname != "player")\r
587                 return;\r
588         if (other.deadflag)\r
589                 return;\r
590         if (self.solid != SOLID_TRIGGER)\r
591                 return;\r
592         if (self.owner == other)\r
593                 return;\r
594 \r
595         if(!Item_GiveTo(self, other))\r
596                 return;\r
597 \r
598         other.last_pickup = time;\r
599 \r
600         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
601 \r
602         if (self.classname == "droppedweapon")\r
603                 remove (self);\r
604         else if not(self.spawnshieldtime)\r
605                 return;\r
606         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
607                 return;\r
608         else\r
609         {\r
610                 if(self.team)\r
611                 {\r
612                         RandomSelection_Init();\r
613                         for(head = world; (head = findfloat(head, team, self.team)); )\r
614                         {\r
615                                 if(head.flags & FL_ITEM)\r
616                                 {\r
617                                         Item_Show(head, -1);\r
618                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
619                                 }\r
620                         }\r
621                         e = RandomSelection_chosen_ent;\r
622                 }\r
623                 else\r
624                         e = self;\r
625                 Item_ScheduleRespawn(e);\r
626         }\r
627 }\r
628 \r
629 void Item_FindTeam()\r
630 {\r
631         entity head, e;\r
632 \r
633         if(self.effects & EF_NODRAW)\r
634         {\r
635                 // marker for item team search\r
636                 dprint("Initializing item team ", ftos(self.team), "\n");\r
637                 RandomSelection_Init();\r
638                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
639                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
640                 e = RandomSelection_chosen_ent;\r
641                 e.state = 0;\r
642                 Item_Show(e, 1);\r
643 \r
644                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
645                 {\r
646                         if(head != e)\r
647                         {\r
648                                 // make it a non-spawned item\r
649                                 Item_Show(head, -1);\r
650                                 head.state = 1; // state 1 = initially hidden item\r
651                         }\r
652                         head.effects &~= EF_NODRAW;\r
653                 }\r
654 \r
655                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
656                         Item_ScheduleInitialRespawn(e);\r
657         }\r
658 }\r
659 \r
660 void Item_Reset()\r
661 {\r
662         Item_Show(self, !self.state);\r
663         setorigin (self, self.origin);\r
664         self.think = SUB_Null;\r
665         self.nextthink = 0;\r
666 \r
667         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
668                 Item_ScheduleInitialRespawn(self);\r
669 }\r
670 \r
671 // Savage: used for item garbage-collection\r
672 // TODO: perhaps nice special effect?\r
673 void RemoveItem(void)\r
674 {\r
675         remove(self);\r
676 }\r
677 \r
678 // pickup evaluation functions\r
679 // these functions decide how desirable an item is to the bots\r
680 \r
681 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
682 \r
683 float weapon_pickupevalfunc(entity player, entity item)\r
684 {\r
685         float c, i, j, position;\r
686 \r
687         // See if I have it already\r
688         if(player.weapons & item.weapons == item.weapons)\r
689         {\r
690                 // If I can pick it up\r
691                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
692                         c = 0;\r
693                 else\r
694                         c = 0;\r
695         }\r
696         else\r
697                 c = 1;\r
698 \r
699         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
700         if( bot_custom_weapon && c )\r
701         {\r
702                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
703                 {\r
704                         // Find weapon\r
705                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
706                                 continue;\r
707 \r
708                         // Find the highest position on any range\r
709                         position = -1;\r
710                         for(j = 0; j < WEP_LAST ; ++j){\r
711                                 if(\r
712                                                 bot_weapons_far[j] == i ||\r
713                                                 bot_weapons_mid[j] == i ||\r
714                                                 bot_weapons_close[j] == i\r
715                                   )\r
716                                 {\r
717                                         position = j;\r
718                                         break;\r
719                                 }\r
720                         }\r
721 \r
722                         // Rate it\r
723                         if (position >= 0 )\r
724                         {\r
725                                 position = WEP_LAST - position;\r
726                                 // item.bot_pickupbasevalue is overwritten here\r
727                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
728                         }\r
729                 }\r
730         }\r
731 \r
732         return item.bot_pickupbasevalue * c;\r
733 };\r
734 \r
735 float commodity_pickupevalfunc(entity player, entity item)\r
736 {\r
737         float c, i;\r
738         entity wi;\r
739         c = 0;\r
740 \r
741         // Detect needed ammo\r
742         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
743         {\r
744                 wi = get_weaponinfo(i);\r
745 \r
746                 if not(wi.weapons & player.weapons)\r
747                         continue;\r
748         }\r
749 \r
750         if (item.armorvalue)\r
751         if (player.armorvalue < item.max_armorvalue)\r
752                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
753         if (item.health)\r
754         if (player.health < item.max_health)\r
755                 c = c + max(0, 1 - player.health / item.max_health);\r
756 \r
757         return item.bot_pickupbasevalue * c;\r
758 };\r
759 \r
760 .float is_item;\r
761 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
762 {\r
763         startitem_failed = FALSE;\r
764 \r
765         // is it a dropped weapon?\r
766         if (self.classname == "droppedweapon")\r
767         {\r
768                 self.reset = SUB_Remove;\r
769                 // it's a dropped weapon\r
770                 self.movetype = MOVETYPE_TOSS;\r
771                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
772                 self.think = RemoveItem;\r
773                 self.nextthink = time + 60;\r
774                 // don't drop if in a NODROP zone (such as lava)\r
775                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
776                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
777                 {\r
778                         startitem_failed = TRUE;\r
779                         remove(self);\r
780                         return;\r
781                 }\r
782         }\r
783         else\r
784         {\r
785                 self.reset = Item_Reset;\r
786                 // it's a level item\r
787                 if(self.spawnflags & 1)\r
788                         self.noalign = 1;\r
789                 if (self.noalign)\r
790                         self.movetype = MOVETYPE_NONE;\r
791                 else\r
792                         self.movetype = MOVETYPE_TOSS;\r
793                 // do item filtering according to game mode and other things\r
794                 if (!self.noalign)\r
795                 {\r
796                         // first nudge it off the floor a little bit to avoid math errors\r
797                         setorigin(self, self.origin + '0 0 1');\r
798                         // set item size before we spawn a spawnfunc_waypoint\r
799                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
800                                 setsize (self, '-16 -16 0', '16 16 48');\r
801                         else\r
802                                 setsize (self, '-16 -16 0', '16 16 32');\r
803                         // note droptofloor returns FALSE if stuck/or would fall too far\r
804                         droptofloor();\r
805                         waypoint_spawnforitem(self);\r
806                 }\r
807 \r
808                 if(teams_matter)\r
809                 {\r
810                         if(self.notteam)\r
811                         {\r
812                                 print("removed non-teamplay ", self.classname, "\n");\r
813                                 startitem_failed = TRUE;\r
814                                 remove (self);\r
815                                 return;\r
816                         }\r
817                 }\r
818                 else\r
819                 {\r
820                         if(self.notfree)\r
821                         {\r
822                                 print("removed non-FFA ", self.classname, "\n");\r
823                                 startitem_failed = TRUE;\r
824                                 remove (self);\r
825                                 return;\r
826                         }\r
827                 }\r
828 \r
829                 if(self.notq3a)\r
830                 {\r
831                         // We aren't TA or something like that, so we keep the Q3A entities\r
832                         print("removed non-Q3A ", self.classname, "\n");\r
833                         startitem_failed = TRUE;\r
834                         remove (self);\r
835                         return;\r
836                 }\r
837 \r
838                 /*\r
839                  * can't do it that way, as it would break maps\r
840                  * TODO make a target_give like entity another way, that perhaps has\r
841                  * the weapon name in a key\r
842                 if(self.targetname)\r
843                 {\r
844                         // target_give not yet supported; maybe later\r
845                         print("removed targeted ", self.classname, "\n");\r
846                         startitem_failed = TRUE;\r
847                         remove (self);\r
848                         return;\r
849                 }\r
850                 */\r
851 \r
852                 if(cvar("spawn_debug") >= 2)\r
853                 {\r
854                         entity otheritem;\r
855                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
856                         {\r
857                                 if(otheritem.is_item)\r
858                                 {\r
859                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
860                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
861                                         error("Mapper sucks.");\r
862                                 }\r
863                         }\r
864                         self.is_item = TRUE;\r
865                 }\r
866 \r
867                 weaponsInMap |= weaponid;\r
868 \r
869                 if(g_lms)\r
870                 {\r
871                         startitem_failed = TRUE;\r
872                         remove(self);\r
873                         return;\r
874                 }\r
875                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
876                 {\r
877                         startitem_failed = TRUE;\r
878                         remove (self);\r
879                         return;\r
880                 }\r
881 \r
882                 precache_model (itemmodel);\r
883                 precache_sound (pickupsound);\r
884                 precache_sound ("misc/itemrespawn.wav");\r
885                 precache_sound ("misc/itemrespawncountdown.wav");\r
886 \r
887                 if(itemid == IT_STRENGTH)\r
888                         precache_sound ("misc/strength_respawn.wav");\r
889                 if(itemid == IT_INVINCIBLE)\r
890                         precache_sound ("misc/shield_respawn.wav");\r
891 \r
892                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
893                         self.target = "###item###"; // for finding the nearest item using find()\r
894         }\r
895 \r
896         self.bot_pickup = TRUE;\r
897         self.bot_pickupevalfunc = pickupevalfunc;\r
898         self.bot_pickupbasevalue = pickupbasevalue;\r
899         self.mdl = itemmodel;\r
900         self.item_pickupsound = pickupsound;\r
901         // let mappers override respawntime\r
902         if(!self.respawntime) // both set\r
903         {\r
904                 self.respawntime = defaultrespawntime;\r
905                 self.respawntimejitter = defaultrespawntimejitter;\r
906         }\r
907         self.netname = itemname;\r
908         self.items = itemid;\r
909         self.weapons = weaponid;\r
910         self.flags = FL_ITEM | itemflags;\r
911         self.touch = Item_Touch;\r
912         self.think = Item_Think;\r
913         self.nextthink = time;\r
914         setmodel (self, self.mdl); // precision set below\r
915         self.effects |= EF_LOWPRECISION;\r
916         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
917                 setsize (self, '-16 -16 0', '16 16 48');\r
918         else\r
919                 setsize (self, '-16 -16 0', '16 16 32');\r
920         if(itemflags & FL_WEAPON)\r
921                 self.modelflags |= MF_ROTATE;\r
922 \r
923         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
924         if (itemflags & FL_WEAPON)\r
925         {\r
926                 // neutral team color for pickup weapons\r
927                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
928         }\r
929 \r
930         Item_Show(self, 1);\r
931         self.state = 0;\r
932         if(self.team)\r
933         {\r
934                 if(!self.cnt)\r
935                         self.cnt = 1; // item probability weight\r
936                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
937                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
938         }\r
939         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
940                 Item_ScheduleInitialRespawn(self);\r
941 }\r
942 \r
943 float minst_no_auto_cells;\r
944 void minst_remove_item (void) {\r
945         if(minst_no_auto_cells)\r
946                 remove(self);\r
947 }\r
948 \r
949 float internalteam;\r
950 \r
951 void weapon_defaultspawnfunc(float wpn)\r
952 {\r
953         entity e;\r
954         float t;\r
955         var .float ammofield;\r
956         string s;\r
957         entity oldself;\r
958         float i, j;\r
959 \r
960         // set the respawntime in advance (so replaced weapons can copy it)\r
961 \r
962         if(!self.respawntime)\r
963         {\r
964                 e = get_weaponinfo(wpn);\r
965                 if(e.items == IT_SUPERWEAPON)\r
966                 {\r
967                         self.respawntime = g_pickup_respawntime_powerup;\r
968                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
969                 }\r
970                 else\r
971                 {\r
972                         self.respawntime = g_pickup_respawntime_weapon;\r
973                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
974                 }\r
975         }\r
976 \r
977         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
978         {\r
979                 e = get_weaponinfo(wpn);\r
980                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
981                 if(s == "0")\r
982                 {\r
983                         remove(self);\r
984                         startitem_failed = TRUE;\r
985                         return;\r
986                 }\r
987                 t = tokenize_console(s);\r
988                 if(t >= 2)\r
989                 {\r
990                         self.team = --internalteam;\r
991                         oldself = self;\r
992                         for(i = 1; i < t; ++i)\r
993                         {\r
994                                 s = argv(i);\r
995                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
996                                 {\r
997                                         e = get_weaponinfo(j);\r
998                                         if(e.netname == s)\r
999                                         {\r
1000                                                 self = spawn();\r
1001                                                 copyentity(oldself, self);\r
1002                                                 self.classname = "replacedweapon";\r
1003                                                 weapon_defaultspawnfunc(j);\r
1004                                                 break;\r
1005                                         }\r
1006                                 }\r
1007                                 if(j > WEP_LAST)\r
1008                                 {\r
1009                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
1010                                 }\r
1011                         }\r
1012                         self = oldself;\r
1013                 }\r
1014                 if(t >= 1)\r
1015                 {\r
1016                         s = argv(0);\r
1017                         wpn = 0;\r
1018                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1019                         {\r
1020                                 e = get_weaponinfo(j);\r
1021                                 if(e.netname == s)\r
1022                                 {\r
1023                                         wpn = j;\r
1024                                         break;\r
1025                                 }\r
1026                         }\r
1027                         if(j > WEP_LAST)\r
1028                         {\r
1029                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
1030                         }\r
1031                 }\r
1032                 if(wpn == 0)\r
1033                 {\r
1034                         remove(self);\r
1035                         startitem_failed = TRUE;\r
1036                         return;\r
1037                 }\r
1038         }\r
1039 \r
1040         e = get_weaponinfo(wpn);\r
1041 \r
1042         if(e.items && e.items != IT_SUPERWEAPON)\r
1043         {\r
1044                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
1045                 {\r
1046                         if(e.items & j)\r
1047                         {\r
1048                                 ammofield = Item_CounterField(j);\r
1049                                 if(!self.ammofield)\r
1050                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1051                         }\r
1052                 }\r
1053         }\r
1054         else\r
1055         {\r
1056                 self.flags |= FL_NO_WEAPON_STAY;\r
1057         }\r
1058 \r
1059         // weapon stay isn't supported for teamed weapons\r
1060         if(self.team)\r
1061                 self.flags |= FL_NO_WEAPON_STAY;\r
1062 \r
1063         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1064         {\r
1065                 self.ammo_fuel = 0;\r
1066                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1067                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1068         }\r
1069 \r
1070         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1071         if (self.modelindex) // don't precache if self was removed\r
1072                 weapon_action(e.weapon, WR_PRECACHE);\r
1073 }\r
1074 \r
1075 void spawnfunc_item_armor_small (void) {\r
1076         if(!self.armorvalue)\r
1077                 self.armorvalue = g_pickup_armorsmall;\r
1078         if(!self.max_armorvalue)\r
1079                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1080         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
1081 }\r
1082 \r
1083 void spawnfunc_item_armor_medium (void) {\r
1084         if(!self.armorvalue)\r
1085                 self.armorvalue = g_pickup_armormedium;\r
1086         if(!self.max_armorvalue)\r
1087                 self.max_armorvalue = g_pickup_armormedium_max;\r
1088         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
1089 }\r
1090 \r
1091 void spawnfunc_item_armor_big (void) {\r
1092         if(!self.armorvalue)\r
1093                 self.armorvalue = g_pickup_armorbig;\r
1094         if(!self.max_armorvalue)\r
1095                 self.max_armorvalue = g_pickup_armorbig_max;\r
1096         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
1097 }\r
1098 \r
1099 void spawnfunc_item_armor_large (void) {\r
1100         if(!self.armorvalue)\r
1101                 self.armorvalue = g_pickup_armorlarge;\r
1102         if(!self.max_armorvalue)\r
1103                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1104         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
1105 }\r
1106 \r
1107 void spawnfunc_item_health_small (void) {\r
1108         if(!self.max_health)\r
1109                 self.max_health = g_pickup_healthsmall_max;\r
1110         if(!self.health)\r
1111                 self.health = g_pickup_healthsmall;\r
1112         self.dmg = g_pickup_healthsmall_consumable;\r
1113         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
1114 }\r
1115 \r
1116 void spawnfunc_item_health_medium (void) {\r
1117         if(!self.max_health)\r
1118                 self.max_health = g_pickup_healthmedium_max;\r
1119         if(!self.health)\r
1120                 self.health = g_pickup_healthmedium;\r
1121         self.dmg = g_pickup_healthmedium_consumable;\r
1122         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
1123 }\r
1124 \r
1125 void spawnfunc_item_health_large (void) {\r
1126         if(!self.max_health)\r
1127                 self.max_health = g_pickup_healthlarge_max;\r
1128         if(!self.health)\r
1129                 self.health = g_pickup_healthlarge;\r
1130         self.dmg = g_pickup_healthlarge_consumable;\r
1131         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
1132 }\r
1133 \r
1134 void spawnfunc_item_health_mega (void) {\r
1135         if(!self.max_health)\r
1136                 self.max_health = g_pickup_healthmega_max;\r
1137         if(!self.health)\r
1138                 self.health = g_pickup_healthmega;\r
1139         self.dmg = g_pickup_healthmega_consumable;\r
1140         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
1141 }\r
1142 \r
1143 // support old misnamed entities\r
1144 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1145 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1146 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1147 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1148 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1149 \r
1150 void spawnfunc_item_strength (void) {\r
1151         if(!cvar("g_powerup_strength"))\r
1152                 return;\r
1153 \r
1154         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1155                 return;\r
1156 \r
1157         precache_sound("weapons/strength_fire.wav");\r
1158         self.strength_finished = 30;\r
1159         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
1160 }\r
1161 \r
1162 void spawnfunc_item_invincible (void) {\r
1163         if(!cvar("g_powerup_shield"))\r
1164                 return;\r
1165 \r
1166         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1167                 return;\r
1168 \r
1169         self.invincible_finished = 30;\r
1170         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
1171 }\r
1172 \r
1173 // compatibility:\r
1174 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1175 \r
1176 float GiveItems(entity e, float beginarg, float endarg);\r
1177 void target_items_use (void)\r
1178 {\r
1179         if(activator.classname == "droppedweapon")\r
1180         {\r
1181                 EXACTTRIGGER_TOUCH;\r
1182                 remove(activator);\r
1183                 return;\r
1184         }\r
1185 \r
1186         if(activator.classname != "player")\r
1187                 return;\r
1188         if(activator.deadflag != DEAD_NO)\r
1189                 return;\r
1190         EXACTTRIGGER_TOUCH;\r
1191 \r
1192         entity e;\r
1193         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1194                 if(e.enemy == activator)\r
1195                         remove(e);\r
1196 \r
1197         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1198                 centerprint(activator, self.message);\r
1199 }\r
1200 \r
1201 void spawnfunc_target_items (void)\r
1202 {\r
1203         float n, i, j;\r
1204         entity e;\r
1205 \r
1206         self.use = target_items_use;\r
1207         if(!self.strength_finished)\r
1208                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1209         if(!self.invincible_finished)\r
1210                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1211 \r
1212         precache_sound("misc/itempickup.wav");\r
1213         precache_sound("misc/itempickup.wav");\r
1214         precache_sound("misc/itempickup.wav");\r
1215         precache_sound("misc/itempickup.wav");\r
1216         precache_sound("misc/megahealth.wav");\r
1217         precache_sound("misc/armor25.wav");\r
1218         precache_sound("misc/powerup.wav");\r
1219         precache_sound("misc/poweroff.wav");\r
1220         precache_sound("weapons/weaponpickup.wav");\r
1221 \r
1222         n = tokenize_console(self.netname);\r
1223         if(argv(0) == "give")\r
1224         {\r
1225                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1226         }\r
1227         else\r
1228         {\r
1229                 for(i = 0; i < n; ++i)\r
1230                 {\r
1231                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1232                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1233                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1234                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1235                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1236                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1237                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1238                         else\r
1239                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1240                         {\r
1241                                 e = get_weaponinfo(j);\r
1242                                 if(argv(i) == e.netname)\r
1243                                 {\r
1244                                         self.weapons |= e.weapons;\r
1245                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1246                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1247                                         break;\r
1248                                 }\r
1249                         }\r
1250                         if(j > WEP_LAST)\r
1251                                 print("target_items: invalid item ", argv(i), "\n");\r
1252                 }\r
1253 \r
1254                 string itemprefix, valueprefix;\r
1255                 if(self.spawnflags == 0)\r
1256                 {\r
1257                         itemprefix = "";\r
1258                         valueprefix = "";\r
1259                 }\r
1260                 else if(self.spawnflags == 1)\r
1261                 {\r
1262                         itemprefix = "max ";\r
1263                         valueprefix = "max ";\r
1264                 }\r
1265                 else if(self.spawnflags == 2)\r
1266                 {\r
1267                         itemprefix = "min ";\r
1268                         valueprefix = "min ";\r
1269                 }\r
1270                 else if(self.spawnflags == 4)\r
1271                 {\r
1272                         itemprefix = "minus ";\r
1273                         valueprefix = "max ";\r
1274                 }\r
1275                 else\r
1276                         error("invalid spawnflags");\r
1277 \r
1278                 self.netname = "";\r
1279                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1280                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1281                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1282                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1283                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1284                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1285                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1286                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1287                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1288                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1289                 {\r
1290                         e = get_weaponinfo(j);\r
1291                         if(e.weapons)\r
1292                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1293                 }\r
1294         }\r
1295         self.netname = strzone(self.netname);\r
1296         //print(self.netname, "\n");\r
1297 \r
1298         n = tokenize_console(self.netname);\r
1299         for(i = 0; i < n; ++i)\r
1300         {\r
1301                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1302                 {\r
1303                         e = get_weaponinfo(j);\r
1304                         if(argv(i) == e.netname)\r
1305                         {\r
1306                                 weapon_action(e.weapon, WR_PRECACHE);\r
1307                                 break;\r
1308                         }\r
1309                 }\r
1310         }\r
1311 }\r
1312 \r
1313 void spawnfunc_item_fuel(void)\r
1314 {\r
1315         if(!self.ammo_fuel)\r
1316                 self.ammo_fuel = g_pickup_fuel;\r
1317         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
1318 }\r
1319 \r
1320 void spawnfunc_item_fuel_regen(void)\r
1321 {\r
1322         if(start_items & IT_FUEL_REGEN)\r
1323         {\r
1324                 spawnfunc_item_fuel();\r
1325                 return;\r
1326         }\r
1327         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
1328 }\r
1329 \r
1330 void spawnfunc_item_jetpack(void)\r
1331 {\r
1332         if(!self.ammo_fuel)\r
1333                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1334         if(start_items & IT_JETPACK)\r
1335         {\r
1336                 spawnfunc_item_fuel();\r
1337                 return;\r
1338         }\r
1339         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
1340 }\r
1341 \r
1342 #define OP_SET 0\r
1343 #define OP_MIN 1\r
1344 #define OP_MAX 2\r
1345 #define OP_PLUS 3\r
1346 #define OP_MINUS 4\r
1347 \r
1348 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1349 {\r
1350         float v0, v1;\r
1351         v0 = (e.fld & bit);\r
1352         switch(op)\r
1353         {\r
1354                 case OP_SET:\r
1355                         if(val > 0)\r
1356                                 e.fld |= bit;\r
1357                         else\r
1358                                 e.fld &~= bit;\r
1359                         break;\r
1360                 case OP_MIN:\r
1361                 case OP_PLUS:\r
1362                         if(val > 0)\r
1363                                 e.fld |= bit;\r
1364                         break;\r
1365                 case OP_MAX:\r
1366                         if(val <= 0)\r
1367                                 e.fld &~= bit;\r
1368                         break;\r
1369                 case OP_MINUS:\r
1370                         if(val > 0)\r
1371                                 e.fld &~= bit;\r
1372                         break;\r
1373         }\r
1374         v1 = (e.fld & bit);\r
1375         return (v0 != v1);\r
1376 }\r
1377 \r
1378 float GiveValue(entity e, .float fld, float op, float val)\r
1379 {\r
1380         float v0, v1;\r
1381         v0 = e.fld;\r
1382         switch(op)\r
1383         {\r
1384                 case OP_SET:\r
1385                         e.fld = val;\r
1386                         break;\r
1387                 case OP_MIN:\r
1388                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1389                         break;\r
1390                 case OP_MAX:\r
1391                         e.fld = min(e.fld, val);\r
1392                         break;\r
1393                 case OP_PLUS:\r
1394                         e.fld += val;\r
1395                         break;\r
1396                 case OP_MINUS:\r
1397                         e.fld -= val;\r
1398                         break;\r
1399         }\r
1400         v1 = e.fld;\r
1401         return (v0 != v1);\r
1402 }\r
1403 \r
1404 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1405 {\r
1406         if(v1 == v0)\r
1407                 return;\r
1408         if(v1 <= v0 - t)\r
1409         {\r
1410                 if(snd_decr != "")\r
1411                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1412         }\r
1413         else if(v0 >= v0 + t)\r
1414         {\r
1415                 if(snd_incr != "")\r
1416                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1417         }\r
1418 }\r
1419 \r
1420 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1421 {\r
1422         if(v0 < v1)\r
1423                 e.rotfield = max(e.rotfield, time + rottime);\r
1424         else if(v0 > v1)\r
1425                 e.regenfield = max(e.regenfield, time + regentime);\r
1426 }\r
1427 \r
1428 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1429 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1430 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1431 #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
1432 \r
1433 float GiveItems(entity e, float beginarg, float endarg)\r
1434 {\r
1435         float got, i, j, val, op;\r
1436         float _switchweapon;\r
1437         entity wi;\r
1438         string cmd;\r
1439 \r
1440         val = 999;\r
1441         op = OP_SET;\r
1442 \r
1443         got = 0;\r
1444 \r
1445         _switchweapon = FALSE;\r
1446         if (e.autoswitch)\r
1447                 if (e.switchweapon == w_getbestweapon(e))\r
1448                         _switchweapon = TRUE;\r
1449 \r
1450         e.strength_finished = max(0, e.strength_finished - time);\r
1451         e.invincible_finished = max(0, e.invincible_finished - time);\r
1452         \r
1453         PREGIVE(e, items);\r
1454         PREGIVE(e, weapons);\r
1455         PREGIVE(e, strength_finished);\r
1456         PREGIVE(e, invincible_finished);\r
1457         PREGIVE(e, ammo_fuel);\r
1458         PREGIVE(e, armorvalue);\r
1459         PREGIVE(e, health);\r
1460 \r
1461         for(i = beginarg; i < endarg; ++i)\r
1462         {\r
1463                 cmd = argv(i);\r
1464 \r
1465                 if(cmd == "0" || stof(cmd))\r
1466                 {\r
1467                         val = stof(cmd);\r
1468                         continue;\r
1469                 }\r
1470                 switch(cmd)\r
1471                 {\r
1472                         case "no":\r
1473                                 op = OP_MAX;\r
1474                                 val = 0;\r
1475                                 continue;\r
1476                         case "max":\r
1477                                 op = OP_MAX;\r
1478                                 continue;\r
1479                         case "min":\r
1480                                 op = OP_MIN;\r
1481                                 continue;\r
1482                         case "plus":\r
1483                                 op = OP_PLUS;\r
1484                                 continue;\r
1485                         case "minus":\r
1486                                 op = OP_MINUS;\r
1487                                 continue;\r
1488                         case "ALL":\r
1489                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1490                                 got += GiveValue(e, strength_finished, op, time + val);\r
1491                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1492                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1493                         case "all":\r
1494                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1495                                 got += GiveValue(e, health, op, val);\r
1496                                 got += GiveValue(e, armorvalue, op, val);\r
1497                         case "allweapons":\r
1498                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1499                                 {\r
1500                                         wi = get_weaponinfo(j);\r
1501                                         if(wi.weapons)\r
1502                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1503                                 }\r
1504                         case "allammo":\r
1505                                 got += GiveValue(e, ammo_fuel, op, val);\r
1506                                 break;\r
1507                         case "unlimited_ammo":\r
1508                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1509                                 break;\r
1510                         case "unlimited_weapon_ammo":\r
1511                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1512                                 break;\r
1513                         case "unlimited_superweapons":\r
1514                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1515                                 break;\r
1516                         case "jetpack":\r
1517                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1518                                 break;\r
1519                         case "fuel_regen":\r
1520                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1521                                 break;\r
1522                         case "strength":\r
1523                                 got += GiveValue(e, strength_finished, op, val);\r
1524                                 break;\r
1525                         case "invincible":\r
1526                                 got += GiveValue(e, invincible_finished, op, val);\r
1527                                 break;\r
1528                         case "health":\r
1529                                 got += GiveValue(e, health, op, val);\r
1530                                 break;\r
1531                         case "armor":\r
1532                                 got += GiveValue(e, armorvalue, op, val);\r
1533                                 break;\r
1534                         case "fuel":\r
1535                                 got += GiveValue(e, ammo_fuel, op, val);\r
1536                                 break;\r
1537                         default:\r
1538                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1539                                 {\r
1540                                         wi = get_weaponinfo(j);\r
1541                                         if(cmd == wi.netname)\r
1542                                         {\r
1543                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1544                                                 break;\r
1545                                         }\r
1546                                 }\r
1547                                 if(j > WEP_LAST)\r
1548                                         print("give: invalid item ", cmd, "\n");\r
1549                                 break;\r
1550                 }\r
1551                 val = 999;\r
1552                 op = OP_SET;\r
1553         }\r
1554 \r
1555         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1556         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1557         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1558         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1559         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1560         {\r
1561                 wi = get_weaponinfo(j);\r
1562                 if(wi.weapons)\r
1563                 {\r
1564                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1565                         if not(save_weapons & wi.weapons)\r
1566                                 if(e.weapons & wi.weapons)\r
1567                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1568                 }\r
1569         }\r
1570         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1571         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1572         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
1573         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
1574         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
1575 \r
1576         if(e.strength_finished <= 0)\r
1577                 e.strength_finished = 0;\r
1578         else\r
1579                 e.strength_finished += time;\r
1580         if(e.invincible_finished <= 0)\r
1581                 e.invincible_finished = 0;\r
1582         else\r
1583                 e.invincible_finished += time;\r
1584 \r
1585         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1586                 _switchweapon = TRUE;\r
1587         if(_switchweapon)\r
1588                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1589 \r
1590         return got;\r
1591 }\r