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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 && self.respawntime > 0) // if respawntime is -1, this item does not respawn\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 && self.respawntime > 0) // if respawntime is -1, this item does not respawn\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);\r
148         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
149 }\r
150 \r
151 void Item_RespawnCountdown (void)\r
152 {\r
153         if(self.count >= ITEM_RESPAWN_TICKS)\r
154         {\r
155                 if(self.waypointsprite_attached)\r
156                         WaypointSprite_Kill(self.waypointsprite_attached);\r
157                 Item_Respawn();\r
158         }\r
159         else\r
160         {\r
161                 self.nextthink = time + 1;\r
162                 self.count += 1;\r
163                 if(self.count == 1)\r
164                 {\r
165                         string name;\r
166                         vector rgb;\r
167                         name = string_null;\r
168                         switch(self.items)\r
169                         {\r
170                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
171                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
172                         }\r
173                         if(name)\r
174                         {\r
175                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
176                                 if(self.waypointsprite_attached)\r
177                                 {\r
178                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
179                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
180                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
181                                 }\r
182                         }\r
183                 }\r
184                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
185                 if(self.waypointsprite_attached)\r
186                 {\r
187                         WaypointSprite_Ping(self.waypointsprite_attached);\r
188                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
189                 }\r
190         }\r
191 }\r
192 \r
193 void Item_ScheduleRespawnIn(entity e, float t)\r
194 {\r
195         if(e.flags & FL_POWERUP)\r
196         {\r
197                 e.think = Item_RespawnCountdown;\r
198                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
199                 e.count = 0;\r
200         }\r
201         else\r
202         {\r
203                 e.think = Item_Respawn;\r
204                 e.nextthink = time + t;\r
205         }\r
206 }\r
207 \r
208 void Item_ScheduleRespawn(entity e)\r
209 {\r
210         Item_Show(e, 0);\r
211         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
212                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
213 }\r
214 \r
215 void Item_ScheduleInitialRespawn(entity e)\r
216 {\r
217         Item_Show(e, 0);\r
218         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
219 }\r
220 \r
221 float Item_GiveTo(entity item, entity player)\r
222 {\r
223         float _switchweapon;\r
224         float pickedup;\r
225         float it;\r
226         float i;\r
227         entity e;\r
228 \r
229         // if nothing happens to player, just return without taking the item\r
230         pickedup = FALSE;\r
231         _switchweapon = FALSE;\r
232 \r
233         if (g_weapon_stay == 1)\r
234         if not(item.flags & FL_NO_WEAPON_STAY)\r
235         if (item.flags & FL_WEAPON)\r
236         {\r
237                 if(item.classname == "droppedweapon")\r
238                 {\r
239                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
240                                 goto skip;\r
241                 }\r
242                 else\r
243                 {\r
244                         if (player.weapons & item.weapons)\r
245                                 goto skip;\r
246                 }\r
247         }\r
248 \r
249         // in case the player has autoswitch enabled do the following:\r
250         // if the player is using their best weapon before items are given, they\r
251         // probably want to switch to an even better weapon after items are given\r
252         if (player.autoswitch)\r
253         if (player.switchweapon == w_getbestweapon(player))\r
254                 _switchweapon = TRUE;\r
255 \r
256         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
257                 _switchweapon = TRUE;\r
258 \r
259         if(item.spawnshieldtime)\r
260         {\r
261                 if (item.ammo_fuel)\r
262                 if (player.ammo_fuel < g_pickup_fuel_max)\r
263                 {\r
264                         pickedup = TRUE;\r
265                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
266                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
267                 }\r
268         }\r
269 \r
270         if (item.flags & FL_WEAPON)\r
271         if ((it = item.weapons - (item.weapons & player.weapons)))\r
272         {\r
273                 pickedup = TRUE;\r
274                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
275                 {\r
276                         e = get_weaponinfo(i);\r
277                         if(it & e.weapons)\r
278                                 W_GiveWeapon (player, e.weapon, item.netname);\r
279                 }\r
280         }\r
281 \r
282         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
283         {\r
284                 pickedup = TRUE;\r
285                 player.items |= it;\r
286                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
287         }\r
288 \r
289         if(item.spawnshieldtime)\r
290         {\r
291                 if (item.strength_finished)\r
292                 {\r
293                         pickedup = TRUE;\r
294                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
295                 }\r
296                 if (item.invincible_finished)\r
297                 {\r
298                         pickedup = TRUE;\r
299                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
300                 }\r
301 \r
302                 if (item.health)\r
303                 if (player.health < item.max_health)\r
304                 {\r
305                         pickedup = TRUE;\r
306                         player.health = min(player.health + item.health, item.max_health);\r
307                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
308                 }\r
309                 if (item.armorvalue)\r
310                 if (player.armorvalue < item.max_armorvalue)\r
311                 {\r
312                         pickedup = TRUE;\r
313                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
314                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
315                 }\r
316         }\r
317 \r
318 :skip\r
319         // always eat teamed entities\r
320         if(item.team)\r
321                 pickedup = TRUE;\r
322 \r
323         if (!pickedup)\r
324                 return 0;\r
325 \r
326         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
327         if (_switchweapon)\r
328                 if (player.switchweapon != w_getbestweapon(player))\r
329                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
330 \r
331         return 1;\r
332 }\r
333 \r
334 void Item_Touch (void)\r
335 {\r
336         entity e, head;\r
337 \r
338         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
339         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
340         {\r
341                 remove(self);\r
342                 return;\r
343         }\r
344         if (other.classname != "player")\r
345                 return;\r
346         if (other.deadflag)\r
347                 return;\r
348         if (self.solid != SOLID_TRIGGER)\r
349                 return;\r
350         if (self.owner == other)\r
351                 return;\r
352 \r
353         if(!Item_GiveTo(self, other))\r
354                 return;\r
355 \r
356         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
357 \r
358         if (self.classname == "droppedweapon")\r
359                 remove (self);\r
360         else if not(self.spawnshieldtime)\r
361                 return;\r
362         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
363                 return;\r
364         else\r
365         {\r
366                 if(self.team)\r
367                 {\r
368                         RandomSelection_Init();\r
369                         for(head = world; (head = findfloat(head, team, self.team)); )\r
370                         {\r
371                                 if(head.flags & FL_ITEM)\r
372                                 {\r
373                                         Item_Show(head, -1);\r
374                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
375                                 }\r
376                         }\r
377                         e = RandomSelection_chosen_ent;\r
378                 }\r
379                 else\r
380                         e = self;\r
381                 Item_ScheduleRespawn(e);\r
382         }\r
383 }\r
384 \r
385 void Item_FindTeam()\r
386 {\r
387         entity head, e;\r
388 \r
389         if(self.effects & EF_NODRAW)\r
390         {\r
391                 // marker for item team search\r
392                 dprint("Initializing item team ", ftos(self.team), "\n");\r
393                 RandomSelection_Init();\r
394                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
395                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
396                 e = RandomSelection_chosen_ent;\r
397                 e.state = 0;\r
398                 Item_Show(e, 1);\r
399 \r
400                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
401                 {\r
402                         if(head != e)\r
403                         {\r
404                                 // make it a non-spawned item\r
405                                 Item_Show(head, -1);\r
406                                 head.state = 1; // state 1 = initially hidden item\r
407                         }\r
408                         head.effects &~= EF_NODRAW;\r
409                 }\r
410 \r
411                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
412                         Item_ScheduleInitialRespawn(e);\r
413         }\r
414 }\r
415 \r
416 void Item_Reset()\r
417 {\r
418         Item_Show(self, !self.state);\r
419         setorigin (self, self.origin);\r
420         self.think = SUB_Null;\r
421         self.nextthink = 0;\r
422 \r
423         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
424                 Item_ScheduleInitialRespawn(self);\r
425 }\r
426 \r
427 // Savage: used for item garbage-collection\r
428 // TODO: perhaps nice special effect?\r
429 void RemoveItem(void)\r
430 {\r
431         remove(self);\r
432 }\r
433 \r
434 // pickup evaluation functions\r
435 // these functions decide how desirable an item is to the bots\r
436 \r
437 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
438 \r
439 float weapon_pickupevalfunc(entity player, entity item)\r
440 {\r
441         float c, i, j, position;\r
442 \r
443         // See if I have it already\r
444         if(player.weapons & item.weapons == item.weapons)\r
445         {\r
446                 // If I can pick it up\r
447                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
448                         c = 0;\r
449                 else\r
450                         c = 0;\r
451         }\r
452         else\r
453                 c = 1;\r
454 \r
455         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
456         if( bot_custom_weapon && c )\r
457         {\r
458                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
459                 {\r
460                         // Find weapon\r
461                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
462                                 continue;\r
463 \r
464                         // Find the highest position on any range\r
465                         position = -1;\r
466                         for(j = 0; j < WEP_LAST ; ++j){\r
467                                 if(\r
468                                                 bot_weapons_far[j] == i ||\r
469                                                 bot_weapons_mid[j] == i ||\r
470                                                 bot_weapons_close[j] == i\r
471                                   )\r
472                                 {\r
473                                         position = j;\r
474                                         break;\r
475                                 }\r
476                         }\r
477 \r
478                         // Rate it\r
479                         if (position >= 0 )\r
480                         {\r
481                                 position = WEP_LAST - position;\r
482                                 // item.bot_pickupbasevalue is overwritten here\r
483                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
484                         }\r
485                 }\r
486         }\r
487 \r
488         return item.bot_pickupbasevalue * c;\r
489 };\r
490 \r
491 float commodity_pickupevalfunc(entity player, entity item)\r
492 {\r
493         float c, i;\r
494         entity wi;\r
495         c = 0;\r
496 \r
497         // Detect needed ammo\r
498         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
499         {\r
500                 wi = get_weaponinfo(i);\r
501 \r
502                 if not(wi.weapons & player.weapons)\r
503                         continue;\r
504         }\r
505 \r
506         if (item.armorvalue)\r
507         if (player.armorvalue < item.max_armorvalue)\r
508                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
509         if (item.health)\r
510         if (player.health < item.max_health)\r
511                 c = c + max(0, 1 - player.health / item.max_health);\r
512 \r
513         return item.bot_pickupbasevalue * c;\r
514 };\r
515 \r
516 \r
517 .float is_item;\r
518 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
519 {\r
520         startitem_failed = FALSE;\r
521 \r
522         // is it a dropped weapon?\r
523         if (self.classname == "droppedweapon")\r
524         {\r
525                 self.reset = SUB_Remove;\r
526                 // it's a dropped weapon\r
527                 self.movetype = MOVETYPE_TOSS;\r
528                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
529                 self.think = RemoveItem;\r
530                 self.nextthink = time + 60;\r
531                 // don't drop if in a NODROP zone (such as lava)\r
532                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
533                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
534                 {\r
535                         startitem_failed = TRUE;\r
536                         remove(self);\r
537                         return;\r
538                 }\r
539         }\r
540         else\r
541         {\r
542                 self.reset = Item_Reset;\r
543                 // it's a level item\r
544                 if(self.spawnflags & 1)\r
545                         self.noalign = 1;\r
546                 if (self.noalign)\r
547                         self.movetype = MOVETYPE_NONE;\r
548                 else\r
549                         self.movetype = MOVETYPE_TOSS;\r
550                 // do item filtering according to game mode and other things\r
551                 if (!self.noalign)\r
552                 {\r
553                         // first nudge it off the floor a little bit to avoid math errors\r
554                         setorigin(self, self.origin + '0 0 1');\r
555                         // set item size before we spawn a spawnfunc_waypoint\r
556                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
557                                 setsize (self, '-16 -16 0', '16 16 48');\r
558                         else\r
559                                 setsize (self, '-16 -16 0', '16 16 32');\r
560                         // note droptofloor returns FALSE if stuck/or would fall too far\r
561                         droptofloor();\r
562                         waypoint_spawnforitem(self);\r
563                 }\r
564 \r
565                 if(teams_matter)\r
566                 {\r
567                         if(self.notteam)\r
568                         {\r
569                                 print("removed non-teamplay ", self.classname, "\n");\r
570                                 startitem_failed = TRUE;\r
571                                 remove (self);\r
572                                 return;\r
573                         }\r
574                 }\r
575                 else\r
576                 {\r
577                         if(self.notfree)\r
578                         {\r
579                                 print("removed non-FFA ", self.classname, "\n");\r
580                                 startitem_failed = TRUE;\r
581                                 remove (self);\r
582                                 return;\r
583                         }\r
584                 }\r
585 \r
586                 if(self.notq3a)\r
587                 {\r
588                         // We aren't TA or something like that, so we keep the Q3A entities\r
589                         print("removed non-Q3A ", self.classname, "\n");\r
590                         startitem_failed = TRUE;\r
591                         remove (self);\r
592                         return;\r
593                 }\r
594 \r
595                 /*\r
596                  * can't do it that way, as it would break maps\r
597                  * TODO make a target_give like entity another way, that perhaps has\r
598                  * the weapon name in a key\r
599                 if(self.targetname)\r
600                 {\r
601                         // target_give not yet supported; maybe later\r
602                         print("removed targeted ", self.classname, "\n");\r
603                         startitem_failed = TRUE;\r
604                         remove (self);\r
605                         return;\r
606                 }\r
607                 */\r
608 \r
609                 if(cvar("spawn_debug") >= 2)\r
610                 {\r
611                         entity otheritem;\r
612                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
613                         {\r
614                                 if(otheritem.is_item)\r
615                                 {\r
616                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
617                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
618                                         error("Mapper sucks.");\r
619                                 }\r
620                         }\r
621                         self.is_item = TRUE;\r
622                 }\r
623 \r
624                 weaponsInMap |= weaponid;\r
625 \r
626                 if(g_lms || g_ca)\r
627                 {\r
628                         startitem_failed = TRUE;\r
629                         remove(self);\r
630                         return;\r
631                 }\r
632                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
633                 {\r
634                         startitem_failed = TRUE;\r
635                         remove (self);\r
636                         return;\r
637                 }\r
638 \r
639                 precache_model (itemmodel);\r
640                 precache_sound (pickupsound);\r
641                 precache_sound ("misc/itemrespawn.wav");\r
642                 precache_sound ("misc/itemrespawncountdown.wav");\r
643 \r
644                 if(itemid == IT_STRENGTH)\r
645                         precache_sound ("misc/strength_respawn.wav");\r
646                 if(itemid == IT_INVINCIBLE)\r
647                         precache_sound ("misc/shield_respawn.wav");\r
648 \r
649                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
650                         self.target = "###item###"; // for finding the nearest item using find()\r
651         }\r
652 \r
653         self.bot_pickup = TRUE;\r
654         self.bot_pickupevalfunc = pickupevalfunc;\r
655         self.bot_pickupbasevalue = pickupbasevalue;\r
656         self.mdl = itemmodel;\r
657         self.item_pickupsound = pickupsound;\r
658         // let mappers override respawntime\r
659         if(!self.respawntime) // both set\r
660         {\r
661                 self.respawntime = defaultrespawntime;\r
662                 self.respawntimejitter = defaultrespawntimejitter;\r
663         }\r
664         self.netname = itemname;\r
665         self.items = itemid;\r
666         self.weapons = weaponid;\r
667         self.flags = FL_ITEM | itemflags;\r
668         self.touch = Item_Touch;\r
669         setmodel (self, self.mdl); // precision set below\r
670         self.effects |= EF_LOWPRECISION;\r
671         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
672                 setsize (self, '-16 -16 0', '16 16 48');\r
673         else\r
674                 setsize (self, '-16 -16 0', '16 16 32');\r
675         if(itemflags & FL_WEAPON)\r
676                 self.modelflags |= MF_ROTATE;\r
677 \r
678         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
679         if (itemflags & FL_WEAPON)\r
680         {\r
681                 // neutral team color for pickup weapons\r
682                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
683         }\r
684 \r
685         Item_Show(self, 1);\r
686         self.state = 0;\r
687         if(self.team)\r
688         {\r
689                 if(!self.cnt)\r
690                         self.cnt = 1; // item probability weight\r
691                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
692                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
693         }\r
694         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
695                 Item_ScheduleInitialRespawn(self);\r
696 }\r
697 \r
698 float minst_no_auto_cells;\r
699 void minst_remove_item (void) {\r
700         if(minst_no_auto_cells)\r
701                 remove(self);\r
702 }\r
703 \r
704 float internalteam;\r
705 \r
706 void weapon_defaultspawnfunc(float wpn)\r
707 {\r
708         entity e;\r
709         float t;\r
710         var .float ammofield;\r
711         string s;\r
712         entity oldself;\r
713         float i, j;\r
714 \r
715         // set the respawntime in advance (so replaced weapons can copy it)\r
716 \r
717         if(!self.respawntime)\r
718         {\r
719                 e = get_weaponinfo(wpn);\r
720                 if(e.items == IT_SUPERWEAPON)\r
721                 {\r
722                         self.respawntime = g_pickup_respawntime_powerup;\r
723                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
724                 }\r
725                 else\r
726                 {\r
727                         self.respawntime = g_pickup_respawntime_weapon;\r
728                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
729                 }\r
730         }\r
731 \r
732         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
733         {\r
734                 e = get_weaponinfo(wpn);\r
735                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
736                 if(s == "0")\r
737                 {\r
738                         remove(self);\r
739                         startitem_failed = TRUE;\r
740                         return;\r
741                 }\r
742                 t = tokenize_console(s);\r
743                 if(t >= 2)\r
744                 {\r
745                         self.team = --internalteam;\r
746                         oldself = self;\r
747                         for(i = 1; i < t; ++i)\r
748                         {\r
749                                 s = argv(i);\r
750                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
751                                 {\r
752                                         e = get_weaponinfo(j);\r
753                                         if(e.netname == s)\r
754                                         {\r
755                                                 self = spawn();\r
756                                                 copyentity(oldself, self);\r
757                                                 self.classname = "replacedweapon";\r
758                                                 weapon_defaultspawnfunc(j);\r
759                                                 break;\r
760                                         }\r
761                                 }\r
762                                 if(j > WEP_LAST)\r
763                                 {\r
764                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
765                                 }\r
766                         }\r
767                         self = oldself;\r
768                 }\r
769                 if(t >= 1)\r
770                 {\r
771                         s = argv(0);\r
772                         wpn = 0;\r
773                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
774                         {\r
775                                 e = get_weaponinfo(j);\r
776                                 if(e.netname == s)\r
777                                 {\r
778                                         wpn = j;\r
779                                         break;\r
780                                 }\r
781                         }\r
782                         if(j > WEP_LAST)\r
783                         {\r
784                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
785                         }\r
786                 }\r
787                 if(wpn == 0)\r
788                 {\r
789                         remove(self);\r
790                         startitem_failed = TRUE;\r
791                         return;\r
792                 }\r
793         }\r
794 \r
795         e = get_weaponinfo(wpn);\r
796 \r
797         if(e.items && e.items != IT_SUPERWEAPON)\r
798         {\r
799                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
800                 {\r
801                         if(e.items & j)\r
802                         {\r
803                                 ammofield = Item_CounterField(j);\r
804                                 if(!self.ammofield)\r
805                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
806                         }\r
807                 }\r
808         }\r
809         else\r
810         {\r
811                 self.flags |= FL_NO_WEAPON_STAY;\r
812         }\r
813 \r
814         // weapon stay isn't supported for teamed weapons\r
815         if(self.team)\r
816                 self.flags |= FL_NO_WEAPON_STAY;\r
817 \r
818         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
819         {\r
820                 self.ammo_fuel = 0;\r
821                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
822                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
823         }\r
824 \r
825         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
826         if (self.modelindex) // don't precache if self was removed\r
827                 weapon_action(e.weapon, WR_PRECACHE);\r
828 }\r
829 \r
830 void spawnfunc_item_armor_small (void) {\r
831         if(!self.armorvalue)\r
832                 self.armorvalue = g_pickup_armorsmall;\r
833         if(!self.max_armorvalue)\r
834                 self.max_armorvalue = g_pickup_armorsmall_max;\r
835         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
836 }\r
837 \r
838 void spawnfunc_item_armor_medium (void) {\r
839         if(!self.armorvalue)\r
840                 self.armorvalue = g_pickup_armormedium;\r
841         if(!self.max_armorvalue)\r
842                 self.max_armorvalue = g_pickup_armormedium_max;\r
843         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
844 }\r
845 \r
846 void spawnfunc_item_armor_big (void) {\r
847         if(!self.armorvalue)\r
848                 self.armorvalue = g_pickup_armorbig;\r
849         if(!self.max_armorvalue)\r
850                 self.max_armorvalue = g_pickup_armorbig_max;\r
851         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
852 }\r
853 \r
854 void spawnfunc_item_armor_large (void) {\r
855         if(!self.armorvalue)\r
856                 self.armorvalue = g_pickup_armorlarge;\r
857         if(!self.max_armorvalue)\r
858                 self.max_armorvalue = g_pickup_armorlarge_max;\r
859         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
860 }\r
861 \r
862 void spawnfunc_item_health_small (void) {\r
863         if(!self.max_health)\r
864                 self.max_health = g_pickup_healthsmall_max;\r
865         if(!self.health)\r
866                 self.health = g_pickup_healthsmall;\r
867         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
868 }\r
869 \r
870 void spawnfunc_item_health_medium (void) {\r
871         if(!self.max_health)\r
872                 self.max_health = g_pickup_healthmedium_max;\r
873         if(!self.health)\r
874                 self.health = g_pickup_healthmedium;\r
875         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
876 }\r
877 \r
878 void spawnfunc_item_health_large (void) {\r
879         if(!self.max_health)\r
880                 self.max_health = g_pickup_healthlarge_max;\r
881         if(!self.health)\r
882                 self.health = g_pickup_healthlarge;\r
883         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
884 }\r
885 \r
886 void spawnfunc_item_health_mega (void) {\r
887         if(!cvar("g_powerup_superhealth"))\r
888                 return;\r
889 \r
890         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
891                 return;\r
892 \r
893         if(!self.max_health)\r
894                 self.max_health = g_pickup_healthmega_max;\r
895         if(!self.health)\r
896                 self.health = g_pickup_healthmega;\r
897         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
898 }\r
899 \r
900 // support old misnamed entities\r
901 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
902 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
903 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
904 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
905 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
906 \r
907 void spawnfunc_item_strength (void) {\r
908         if(!cvar("g_powerup_strength"))\r
909                 return;\r
910 \r
911         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
912                 return;\r
913 \r
914         precache_sound("weapons/strength_fire.wav");\r
915         self.strength_finished = 30;\r
916         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
917 }\r
918 \r
919 void spawnfunc_item_invincible (void) {\r
920         if(!cvar("g_powerup_shield"))\r
921                 return;\r
922 \r
923         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
924                 return;\r
925 \r
926         self.invincible_finished = 30;\r
927         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
928 }\r
929 \r
930 // compatibility:\r
931 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
932 \r
933 float GiveItems(entity e, float beginarg, float endarg);\r
934 void target_items_use (void)\r
935 {\r
936         if(activator.classname == "droppedweapon")\r
937         {\r
938                 EXACTTRIGGER_TOUCH;\r
939                 remove(activator);\r
940                 return;\r
941         }\r
942 \r
943         if(activator.classname != "player")\r
944                 return;\r
945         if(activator.deadflag != DEAD_NO)\r
946                 return;\r
947         EXACTTRIGGER_TOUCH;\r
948 \r
949         entity e;\r
950         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
951                 if(e.enemy == activator)\r
952                         remove(e);\r
953 \r
954         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
955                 centerprint(activator, self.message);\r
956 }\r
957 \r
958 void spawnfunc_target_items (void)\r
959 {\r
960         float n, i, j;\r
961         entity e;\r
962 \r
963         self.use = target_items_use;\r
964         if(!self.strength_finished)\r
965                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
966         if(!self.invincible_finished)\r
967                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
968 \r
969         precache_sound("misc/itempickup.wav");\r
970         precache_sound("misc/itempickup.wav");\r
971         precache_sound("misc/itempickup.wav");\r
972         precache_sound("misc/itempickup.wav");\r
973         precache_sound("misc/megahealth.wav");\r
974         precache_sound("misc/armor25.wav");\r
975         precache_sound("misc/powerup.wav");\r
976         precache_sound("misc/poweroff.wav");\r
977         precache_sound("weapons/weaponpickup.wav");\r
978 \r
979         n = tokenize_console(self.netname);\r
980         if(argv(0) == "give")\r
981         {\r
982                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
983         }\r
984         else\r
985         {\r
986                 for(i = 0; i < n; ++i)\r
987                 {\r
988                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
989                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
990                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
991                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
992                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
993                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
994                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
995                         else\r
996                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
997                         {\r
998                                 e = get_weaponinfo(j);\r
999                                 if(argv(i) == e.netname)\r
1000                                 {\r
1001                                         self.weapons |= e.weapons;\r
1002                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1003                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1004                                         break;\r
1005                                 }\r
1006                         }\r
1007                         if(j > WEP_LAST)\r
1008                                 print("target_items: invalid item ", argv(i), "\n");\r
1009                 }\r
1010 \r
1011                 string itemprefix, valueprefix;\r
1012                 if(self.spawnflags == 0)\r
1013                 {\r
1014                         itemprefix = "";\r
1015                         valueprefix = "";\r
1016                 }\r
1017                 else if(self.spawnflags == 1)\r
1018                 {\r
1019                         itemprefix = "max ";\r
1020                         valueprefix = "max ";\r
1021                 }\r
1022                 else if(self.spawnflags == 2)\r
1023                 {\r
1024                         itemprefix = "min ";\r
1025                         valueprefix = "min ";\r
1026                 }\r
1027                 else if(self.spawnflags == 4)\r
1028                 {\r
1029                         itemprefix = "minus ";\r
1030                         valueprefix = "max ";\r
1031                 }\r
1032                 else\r
1033                         error("invalid spawnflags");\r
1034 \r
1035                 self.netname = "";\r
1036                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1037                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1038                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1039                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1040                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1041                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1042                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1043                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1044                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1045                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1046                 {\r
1047                         e = get_weaponinfo(j);\r
1048                         if(e.weapons)\r
1049                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1050                 }\r
1051         }\r
1052         self.netname = strzone(self.netname);\r
1053         //print(self.netname, "\n");\r
1054 \r
1055         n = tokenize_console(self.netname);\r
1056         for(i = 0; i < n; ++i)\r
1057         {\r
1058                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1059                 {\r
1060                         e = get_weaponinfo(j);\r
1061                         if(argv(i) == e.netname)\r
1062                         {\r
1063                                 weapon_action(e.weapon, WR_PRECACHE);\r
1064                                 break;\r
1065                         }\r
1066                 }\r
1067         }\r
1068 }\r
1069 \r
1070 void spawnfunc_item_fuel(void)\r
1071 {\r
1072         if(!self.ammo_fuel)\r
1073                 self.ammo_fuel = g_pickup_fuel;\r
1074         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
1075 }\r
1076 \r
1077 void spawnfunc_item_fuel_regen(void)\r
1078 {\r
1079         if(start_items & IT_FUEL_REGEN)\r
1080         {\r
1081                 spawnfunc_item_fuel();\r
1082                 return;\r
1083         }\r
1084         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
1085 }\r
1086 \r
1087 void spawnfunc_item_jetpack(void)\r
1088 {\r
1089         if(!self.ammo_fuel)\r
1090                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1091         if(start_items & IT_JETPACK)\r
1092         {\r
1093                 spawnfunc_item_fuel();\r
1094                 return;\r
1095         }\r
1096         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
1097 }\r
1098 \r
1099 #define OP_SET 0\r
1100 #define OP_MIN 1\r
1101 #define OP_MAX 2\r
1102 #define OP_PLUS 3\r
1103 #define OP_MINUS 4\r
1104 \r
1105 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1106 {\r
1107         float v0, v1;\r
1108         v0 = (e.fld & bit);\r
1109         switch(op)\r
1110         {\r
1111                 case OP_SET:\r
1112                         if(val > 0)\r
1113                                 e.fld |= bit;\r
1114                         else\r
1115                                 e.fld &~= bit;\r
1116                         break;\r
1117                 case OP_MIN:\r
1118                 case OP_PLUS:\r
1119                         if(val > 0)\r
1120                                 e.fld |= bit;\r
1121                         break;\r
1122                 case OP_MAX:\r
1123                         if(val <= 0)\r
1124                                 e.fld &~= bit;\r
1125                         break;\r
1126                 case OP_MINUS:\r
1127                         if(val > 0)\r
1128                                 e.fld &~= bit;\r
1129                         break;\r
1130         }\r
1131         v1 = (e.fld & bit);\r
1132         return (v0 != v1);\r
1133 }\r
1134 \r
1135 float GiveValue(entity e, .float fld, float op, float val)\r
1136 {\r
1137         float v0, v1;\r
1138         v0 = e.fld;\r
1139         switch(op)\r
1140         {\r
1141                 case OP_SET:\r
1142                         e.fld = val;\r
1143                         break;\r
1144                 case OP_MIN:\r
1145                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1146                         break;\r
1147                 case OP_MAX:\r
1148                         e.fld = min(e.fld, val);\r
1149                         break;\r
1150                 case OP_PLUS:\r
1151                         e.fld += val;\r
1152                         break;\r
1153                 case OP_MINUS:\r
1154                         e.fld -= val;\r
1155                         break;\r
1156         }\r
1157         v1 = e.fld;\r
1158         return (v0 != v1);\r
1159 }\r
1160 \r
1161 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1162 {\r
1163         if(v1 == v0)\r
1164                 return;\r
1165         if(v1 <= v0 - t)\r
1166         {\r
1167                 if(snd_decr != "")\r
1168                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1169         }\r
1170         else if(v0 >= v0 + t)\r
1171         {\r
1172                 if(snd_incr != "")\r
1173                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1174         }\r
1175 }\r
1176 \r
1177 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1178 {\r
1179         if(v0 < v1)\r
1180                 e.rotfield = max(e.rotfield, time + rottime);\r
1181         else if(v0 > v1)\r
1182                 e.regenfield = max(e.regenfield, time + regentime);\r
1183 }\r
1184 \r
1185 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1186 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1187 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1188 #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
1189 \r
1190 float GiveItems(entity e, float beginarg, float endarg)\r
1191 {\r
1192         float got, i, j, val, op;\r
1193         float _switchweapon;\r
1194         entity wi;\r
1195         string cmd;\r
1196 \r
1197         val = 999;\r
1198         op = OP_SET;\r
1199 \r
1200         got = 0;\r
1201 \r
1202         _switchweapon = FALSE;\r
1203         if (e.autoswitch)\r
1204                 if (e.switchweapon == w_getbestweapon(e))\r
1205                         _switchweapon = TRUE;\r
1206 \r
1207         e.strength_finished = max(0, e.strength_finished - time);\r
1208         e.invincible_finished = max(0, e.invincible_finished - time);\r
1209         \r
1210         PREGIVE(e, items);\r
1211         PREGIVE(e, weapons);\r
1212         PREGIVE(e, strength_finished);\r
1213         PREGIVE(e, invincible_finished);\r
1214         PREGIVE(e, ammo_fuel);\r
1215         PREGIVE(e, armorvalue);\r
1216         PREGIVE(e, health);\r
1217 \r
1218         for(i = beginarg; i < endarg; ++i)\r
1219         {\r
1220                 cmd = argv(i);\r
1221 \r
1222                 if(cmd == "0" || stof(cmd))\r
1223                 {\r
1224                         val = stof(cmd);\r
1225                         continue;\r
1226                 }\r
1227                 switch(cmd)\r
1228                 {\r
1229                         case "no":\r
1230                                 op = OP_MAX;\r
1231                                 val = 0;\r
1232                                 continue;\r
1233                         case "max":\r
1234                                 op = OP_MAX;\r
1235                                 continue;\r
1236                         case "min":\r
1237                                 op = OP_MIN;\r
1238                                 continue;\r
1239                         case "plus":\r
1240                                 op = OP_PLUS;\r
1241                                 continue;\r
1242                         case "minus":\r
1243                                 op = OP_MINUS;\r
1244                                 continue;\r
1245                         case "ALL":\r
1246                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1247                                 got += GiveValue(e, strength_finished, op, time + val);\r
1248                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1249                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1250                         case "all":\r
1251                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1252                                 got += GiveValue(e, health, op, val);\r
1253                                 got += GiveValue(e, armorvalue, op, val);\r
1254                         case "allweapons":\r
1255                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1256                                 {\r
1257                                         wi = get_weaponinfo(j);\r
1258                                         if(wi.weapons)\r
1259                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1260                                 }\r
1261                         case "allammo":\r
1262                                 got += GiveValue(e, ammo_fuel, op, val);\r
1263                                 break;\r
1264                         case "unlimited_ammo":\r
1265                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1266                                 break;\r
1267                         case "unlimited_weapon_ammo":\r
1268                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1269                                 break;\r
1270                         case "unlimited_superweapons":\r
1271                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1272                                 break;\r
1273                         case "jetpack":\r
1274                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1275                                 break;\r
1276                         case "fuel_regen":\r
1277                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1278                                 break;\r
1279                         case "strength":\r
1280                                 got += GiveValue(e, strength_finished, op, val);\r
1281                                 break;\r
1282                         case "invincible":\r
1283                                 got += GiveValue(e, invincible_finished, op, val);\r
1284                                 break;\r
1285                         case "health":\r
1286                                 got += GiveValue(e, health, op, val);\r
1287                                 break;\r
1288                         case "armor":\r
1289                                 got += GiveValue(e, armorvalue, op, val);\r
1290                                 break;\r
1291                         case "fuel":\r
1292                                 got += GiveValue(e, ammo_fuel, op, val);\r
1293                                 break;\r
1294                         default:\r
1295                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1296                                 {\r
1297                                         wi = get_weaponinfo(j);\r
1298                                         if(cmd == wi.netname)\r
1299                                         {\r
1300                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1301                                                 break;\r
1302                                         }\r
1303                                 }\r
1304                                 if(j > WEP_LAST)\r
1305                                         print("give: invalid item ", cmd, "\n");\r
1306                                 break;\r
1307                 }\r
1308                 val = 999;\r
1309                 op = OP_SET;\r
1310         }\r
1311 \r
1312         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1313         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1314         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1315         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1316         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1317         {\r
1318                 wi = get_weaponinfo(j);\r
1319                 if(wi.weapons)\r
1320                 {\r
1321                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1322                         if not(save_weapons & wi.weapons)\r
1323                                 if(e.weapons & wi.weapons)\r
1324                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1325                 }\r
1326         }\r
1327         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1328         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1329         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
1330         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);\r
1331         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
1332 \r
1333         if(e.strength_finished <= 0)\r
1334                 e.strength_finished = 0;\r
1335         else\r
1336                 e.strength_finished += time;\r
1337         if(e.invincible_finished <= 0)\r
1338                 e.invincible_finished = 0;\r
1339         else\r
1340                 e.invincible_finished += time;\r
1341 \r
1342         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1343                 _switchweapon = TRUE;\r
1344         if(_switchweapon)\r
1345                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1346 \r
1347         return got;\r
1348 }\r