7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 // minstagib: only allow filtered items
276 if(self.classname != "minstagib")
279 if(self.flags & FL_POWERUP)
281 if(autocvar_g_powerups > 0)
283 if(autocvar_g_powerups == 0)
294 if(autocvar_g_pickup_items > 0)
296 if(autocvar_g_pickup_items == 0)
303 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
309 #define ITEM_RESPAWN_TICKS 10
311 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
312 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
313 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
314 // range: 10 .. respawntime + respawntimejitter
316 floatfield Item_CounterField(float it)
320 case IT_SHELLS: return ammo_shells;
321 case IT_NAILS: return ammo_nails;
322 case IT_ROCKETS: return ammo_rockets;
323 case IT_CELLS: return ammo_cells;
324 case IT_FUEL: return ammo_fuel;
325 case IT_5HP: return health;
326 case IT_25HP: return health;
327 case IT_HEALTH: return health;
328 case IT_ARMOR_SHARD: return armorvalue;
329 case IT_ARMOR: return armorvalue;
330 // add more things here (health, armor)
331 default: error("requested item has no counter field");
335 string Item_CounterFieldName(float it)
339 case IT_SHELLS: return "shells";
340 case IT_NAILS: return "nails";
341 case IT_ROCKETS: return "rockets";
342 case IT_CELLS: return "cells";
343 case IT_FUEL: return "fuel";
345 // add more things here (health, armor)
346 default: error("requested item has no counter field name");
350 .float max_armorvalue;
351 .float pickup_anyway;
353 float Item_Customize()
355 if(self.spawnshieldtime)
357 if(!WEPSET_CONTAINS_ALL_EE(other, self))
359 self.colormod = '0 0 0';
360 self.glowmod = self.colormod;
361 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
368 self.colormod = stov(autocvar_g_ghost_items_color);
369 self.glowmod = self.colormod;
370 self.alpha = g_ghost_items;
379 void Item_Show (entity e, float mode)
381 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
382 e.ItemStatus &~= ITS_STAYWEP;
385 // make the item look normal, and be touchable
387 e.solid = SOLID_TRIGGER;
388 e.spawnshieldtime = 1;
389 e.ItemStatus |= ITS_AVAILABLE;
393 // hide the item completely
394 e.model = string_null;
396 e.spawnshieldtime = 1;
397 e.ItemStatus &~= ITS_AVAILABLE;
399 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
401 // make the item translucent and not touchable
403 e.solid = SOLID_TRIGGER; // can STILL be picked up!
404 e.effects |= EF_STARDUST;
405 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
406 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
410 //setmodel(e, "null");
412 e.colormod = '0 0 0';
413 e.glowmod = e.colormod;
414 e.spawnshieldtime = 1;
415 e.ItemStatus &~= ITS_AVAILABLE;
418 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
419 e.ItemStatus |= ITS_POWERUP;
421 if (autocvar_g_nodepthtestitems)
422 e.effects |= EF_NODEPTHTEST;
425 if (autocvar_g_fullbrightitems)
426 e.ItemStatus |= ITS_ALLOWFB;
428 if (autocvar_sv_simple_items)
429 e.ItemStatus |= ITS_ALLOWSI;
431 // relink entity (because solid may have changed)
432 setorigin(e, e.origin);
433 e.SendFlags |= ISF_STATUS;
436 void Item_Respawn (void)
439 if(!g_minstagib && self.items == IT_STRENGTH)
440 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
441 else if(!g_minstagib && self.items == IT_INVINCIBLE)
442 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
444 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
445 setorigin (self, self.origin);
447 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
448 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
451 void Item_RespawnCountdown (void)
453 if(self.count >= ITEM_RESPAWN_TICKS)
455 if(self.waypointsprite_attached)
456 WaypointSprite_Kill(self.waypointsprite_attached);
461 self.nextthink = time + 1;
466 vector rgb = '1 0 1';
472 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
473 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
474 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
481 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
482 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
487 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
488 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
490 if(self.flags & FL_WEAPON)
492 entity wi = get_weaponinfo(self.weapon);
501 print("Unknown powerup-marked item is wanting to respawn\n");
502 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
506 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
507 if(self.waypointsprite_attached)
508 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
511 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
512 if(self.waypointsprite_attached)
514 WaypointSprite_Ping(self.waypointsprite_attached);
515 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
520 void Item_ScheduleRespawnIn(entity e, float t)
522 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
524 e.think = Item_RespawnCountdown;
525 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
530 e.think = Item_Respawn;
531 e.nextthink = time + t;
535 void Item_ScheduleRespawn(entity e)
537 if(e.respawntime > 0)
540 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
542 else // if respawntime is -1, this item does not respawn
546 void Item_ScheduleInitialRespawn(entity e)
549 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
552 float ITEM_MODE_NONE = 0;
553 float ITEM_MODE_HEALTH = 1;
554 float ITEM_MODE_ARMOR = 2;
555 float ITEM_MODE_FUEL = 3;
556 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
561 if (item.spawnshieldtime)
563 if ((player.ammofield < ammomax) || item.pickup_anyway)
565 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
569 else if(g_weapon_stay == 2)
571 float mi = min(item.ammofield, ammomax);
572 if (player.ammofield < mi)
574 player.ammofield = mi;
585 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
587 case ITEM_MODE_HEALTH:
588 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
590 case ITEM_MODE_ARMOR:
591 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
599 float Item_GiveTo(entity item, entity player)
606 // if nothing happens to player, just return without taking the item
608 _switchweapon = FALSE;
612 float prevcells = player.ammo_cells;
614 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
615 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
617 if(player.ammo_cells > prevcells)
619 _switchweapon = TRUE;
621 // play some cool sounds ;)
622 if (clienttype(player) == CLIENTTYPE_REAL)
624 if(player.health <= 5)
625 AnnounceTo(player, "lastsecond");
626 else if(player.health < 50)
627 AnnounceTo(player, "narrowly");
629 // sound not available
630 // else if(item.items == IT_CELLS)
631 // AnnounceTo(player, "ammo");
633 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
634 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
638 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
642 sprint (player, strcat("You got the ^2", item.netname, "\n"));
649 // sound not available
650 // AnnounceTo(player, "_lives");
651 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
652 sprint(player, "^3You picked up some extra lives\n");
656 if (item.strength_finished)
659 // sound not available
660 // AnnounceTo(player, "invisible");
661 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
665 if (item.invincible_finished)
668 // sound not available
669 // AnnounceTo(player, "speed");
670 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
675 // in case the player has autoswitch enabled do the following:
676 // if the player is using their best weapon before items are given, they
677 // probably want to switch to an even better weapon after items are given
678 if (player.autoswitch)
679 if (player.switchweapon == w_getbestweapon(player))
680 _switchweapon = TRUE;
682 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
683 _switchweapon = TRUE;
685 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
686 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
687 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
688 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
689 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
690 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
691 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
693 if (item.flags & FL_WEAPON)
695 WEPSET_DECLARE_A(it);
696 WEPSET_COPY_AE(it, item);
697 WEPSET_ANDNOT_AE(it, player);
699 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
702 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
703 if(WEPSET_CONTAINS_AW(it, i))
704 W_GiveWeapon (player, i, item.netname);
708 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
712 sprint (player, strcat("You got the ^2", item.netname, "\n"));
715 if (item.strength_finished)
718 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
720 if (item.invincible_finished)
723 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
725 if (item.superweapons_finished)
728 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
733 // always eat teamed entities
741 if (player.switchweapon != w_getbestweapon(player))
742 W_SwitchWeapon_Force(player, w_getbestweapon(player));
747 void Item_Touch (void)
751 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
752 if(self.classname == "droppedweapon")
754 if (ITEM_TOUCH_NEEDKILL())
761 if (other.classname != "player")
765 if (self.solid != SOLID_TRIGGER)
767 if (self.owner == other)
770 if (self.classname == "droppedweapon")
772 self.strength_finished = max(0, self.strength_finished - time);
773 self.invincible_finished = max(0, self.invincible_finished - time);
774 self.superweapons_finished = max(0, self.superweapons_finished - time);
777 if(!Item_GiveTo(self, other))
779 if (self.classname == "droppedweapon")
781 // undo what we did above
782 self.strength_finished += time;
783 self.invincible_finished += time;
784 self.superweapons_finished += time;
789 other.last_pickup = time;
791 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
792 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
794 if (self.classname == "droppedweapon")
796 else if not(self.spawnshieldtime)
802 RandomSelection_Init();
803 for(head = world; (head = findfloat(head, team, self.team)); )
805 if(head.flags & FL_ITEM)
808 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
811 e = RandomSelection_chosen_ent;
816 Item_ScheduleRespawn(e);
822 Item_Show(self, !self.state);
823 setorigin (self, self.origin);
825 if(self.classname != "droppedweapon")
827 self.think = SUB_Null;
830 if(self.waypointsprite_attached)
831 WaypointSprite_Kill(self.waypointsprite_attached);
833 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
834 Item_ScheduleInitialRespawn(self);
842 if(self.effects & EF_NODRAW)
844 // marker for item team search
845 dprint("Initializing item team ", ftos(self.team), "\n");
846 RandomSelection_Init();
847 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
848 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
849 e = RandomSelection_chosen_ent;
853 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
857 // make it a non-spawned item
859 head.state = 1; // state 1 = initially hidden item
861 head.effects &~= EF_NODRAW;
868 // Savage: used for item garbage-collection
869 // TODO: perhaps nice special effect?
870 void RemoveItem(void)
875 // pickup evaluation functions
876 // these functions decide how desirable an item is to the bots
878 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
880 float weapon_pickupevalfunc(entity player, entity item)
882 float c, j, position;
884 // See if I have it already
885 if(!WEPSET_CONTAINS_ALL_EE(player, item))
887 // If I can pick it up
888 if(!item.spawnshieldtime)
890 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
892 // Skilled bots will grab more
893 c = bound(0, skill / 10, 1) * 0.5;
901 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
902 if( bot_custom_weapon && c )
904 // Find the highest position on any range
906 for(j = 0; j < WEP_LAST ; ++j){
908 bot_weapons_far[j] == item.weapon ||
909 bot_weapons_mid[j] == item.weapon ||
910 bot_weapons_close[j] == item.weapon
921 position = WEP_LAST - position;
922 // item.bot_pickupbasevalue is overwritten here
923 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
927 return item.bot_pickupbasevalue * c;
930 float commodity_pickupevalfunc(entity player, entity item)
933 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
937 // Detect needed ammo
938 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
940 wi = get_weaponinfo(i);
942 if not(WEPSET_CONTAINS_EW(player, i))
945 if(wi.items & IT_SHELLS)
947 else if(wi.items & IT_NAILS)
949 else if(wi.items & IT_ROCKETS)
951 else if(wi.items & IT_CELLS)
953 else if(wi.items & IT_FUEL)
957 // TODO: figure out if the player even has the weapon this ammo is for?
958 // may not affect strategy much though...
959 // find out how much more ammo/armor/health the player can hold
961 if (item.ammo_shells)
962 if (player.ammo_shells < g_pickup_shells_max)
963 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
966 if (player.ammo_nails < g_pickup_nails_max)
967 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
969 if (item.ammo_rockets)
970 if (player.ammo_rockets < g_pickup_rockets_max)
971 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
974 if (player.ammo_cells < g_pickup_cells_max)
975 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
978 if (player.ammo_fuel < g_pickup_fuel_max)
979 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
981 if (player.armorvalue < item.max_armorvalue)
982 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
984 if (player.health < item.max_health)
985 c = c + max(0, 1 - player.health / item.max_health);
987 return item.bot_pickupbasevalue * c;
990 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
992 if(ITEM_DAMAGE_NEEDKILL(deathtype))
997 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)
999 startitem_failed = FALSE;
1001 if(self.model == "")
1002 self.model = itemmodel;
1004 if(self.model == "")
1006 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1010 if(self.item_pickupsound == "")
1011 self.item_pickupsound = pickupsound;
1013 if(!self.respawntime) // both need to be set
1015 self.respawntime = defaultrespawntime;
1016 self.respawntimejitter = defaultrespawntimejitter;
1019 self.items = itemid;
1020 self.weapon = weaponid;
1023 WEPSET_COPY_EW(self, weaponid);
1025 self.flags = FL_ITEM | itemflags;
1027 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1029 startitem_failed = TRUE;
1034 // is it a dropped weapon?
1035 if (self.classname == "droppedweapon")
1037 self.reset = SUB_Remove;
1038 // it's a dropped weapon
1039 self.movetype = MOVETYPE_TOSS;
1041 // Savage: remove thrown items after a certain period of time ("garbage collection")
1042 self.think = RemoveItem;
1043 self.nextthink = time + 20;
1045 self.takedamage = DAMAGE_YES;
1046 self.event_damage = Item_Damage;
1048 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1051 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1052 if(self.ammo_nails == 0)
1053 if(self.ammo_cells == 0)
1054 if(self.ammo_rockets == 0)
1055 if(self.ammo_shells == 0)
1056 if(self.ammo_fuel == 0)
1057 if(self.health == 0)
1058 if(self.armorvalue == 0)
1061 // if item is worthless after a timer, have it expire then
1062 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1065 // don't drop if in a NODROP zone (such as lava)
1066 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1067 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1069 startitem_failed = TRUE;
1076 if(!have_pickup_item())
1078 startitem_failed = TRUE;
1083 if(self.angles != '0 0 0')
1084 self.SendFlags |= ISF_ANGLES;
1086 self.reset = Item_Reset;
1087 // it's a level item
1088 if(self.spawnflags & 1)
1091 self.movetype = MOVETYPE_NONE;
1093 self.movetype = MOVETYPE_TOSS;
1094 // do item filtering according to game mode and other things
1097 // first nudge it off the floor a little bit to avoid math errors
1098 setorigin(self, self.origin + '0 0 1');
1099 // set item size before we spawn a spawnfunc_waypoint
1100 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1101 setsize (self, '-16 -16 0', '16 16 48');
1103 setsize (self, '-16 -16 0', '16 16 32');
1104 // note droptofloor returns FALSE if stuck/or would fall too far
1106 waypoint_spawnforitem(self);
1110 * can't do it that way, as it would break maps
1111 * TODO make a target_give like entity another way, that perhaps has
1112 * the weapon name in a key
1115 // target_give not yet supported; maybe later
1116 print("removed targeted ", self.classname, "\n");
1117 startitem_failed = TRUE;
1123 if(autocvar_spawn_debug >= 2)
1126 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1128 // why not flags & fl_item?
1129 if(otheritem.is_item)
1131 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1132 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1133 error("Mapper sucks.");
1136 self.is_item = TRUE;
1139 WEPSET_OR_AW(weaponsInMap, weaponid);
1141 precache_model (self.model);
1142 precache_sound (self.item_pickupsound);
1144 precache_sound ("misc/itemrespawncountdown.wav");
1145 if(!g_minstagib && itemid == IT_STRENGTH)
1146 precache_sound ("misc/strength_respawn.wav");
1147 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1148 precache_sound ("misc/shield_respawn.wav");
1150 precache_sound ("misc/itemrespawn.wav");
1152 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1153 self.target = "###item###"; // for finding the nearest item using find()
1156 self.bot_pickup = TRUE;
1157 self.bot_pickupevalfunc = pickupevalfunc;
1158 self.bot_pickupbasevalue = pickupbasevalue;
1159 self.mdl = self.model;
1160 self.netname = itemname;
1161 self.touch = Item_Touch;
1162 setmodel(self, "null"); // precision set below
1163 //self.effects |= EF_LOWPRECISION;
1165 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1167 self.pos1 = '-16 -16 0';
1168 self.pos2 = '16 16 48';
1172 self.pos1 = '-16 -16 0';
1173 self.pos2 = '16 16 32';
1175 setsize (self, self.pos1, self.pos2);
1177 if(itemflags & FL_POWERUP)
1178 self.ItemStatus |= ITS_ANIMATE1;
1180 if(self.armorvalue || self.health)
1181 self.ItemStatus |= ITS_ANIMATE2;
1183 if(itemflags & FL_WEAPON)
1185 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1186 self.colormap = 1024; // color shirt=0 pants=0 grey
1190 self.ItemStatus |= ITS_ANIMATE1;
1191 self.ItemStatus |= ISF_COLORMAP;
1195 if(self.team) // broken, no idea why.
1198 self.cnt = 1; // item probability weight
1200 self.effects |= EF_NODRAW; // marker for item team search
1201 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1206 Net_LinkEntity(self, FALSE, 0, ItemSend);
1209 /* replace items in minstagib
1210 * IT_STRENGTH = invisibility
1211 * IT_NAILS = extra lives
1212 * IT_INVINCIBLE = speed
1214 void minstagib_items (float itemid) // will be deleted soon.
1217 self.classname = "minstagib"; // ...?
1219 // replace rocket launchers and nex guns with ammo cells
1220 if (itemid == IT_CELLS)
1222 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1223 StartItem ("models/items/a_cells.md3",
1224 "misc/itempickup.wav", 45, 0,
1225 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1232 itemid = IT_STRENGTH;
1236 itemid = IT_INVINCIBLE;
1238 // replace with invis
1239 if (itemid == IT_STRENGTH)
1241 if(!self.strength_finished)
1242 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1243 StartItem ("models/items/g_strength.md3",
1244 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1245 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1247 // replace with extra lives
1248 if (itemid == IT_NAILS)
1250 self.max_health = 1;
1251 StartItem ("models/items/g_h100.md3",
1252 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1253 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1255 // replace with speed
1256 if (itemid == IT_INVINCIBLE)
1258 if(!self.invincible_finished)
1259 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1260 StartItem ("models/items/g_invincible.md3",
1261 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1262 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1266 float minst_no_auto_cells;
1267 void minst_remove_item (void) {
1268 if(minst_no_auto_cells)
1272 float weaponswapping;
1275 void weapon_defaultspawnfunc(float wpn)
1279 var .float ammofield;
1285 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1287 e = get_weaponinfo(wpn);
1289 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1291 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1293 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1294 startitem_failed = TRUE;
1299 s = W_Apply_Weaponreplace(e.netname);
1302 MUTATOR_CALLHOOK(SetWeaponreplace);
1307 startitem_failed = TRUE;
1310 t = tokenize_console(s);
1313 self.team = --internalteam;
1315 for(i = 1; i < t; ++i)
1318 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1320 e = get_weaponinfo(j);
1324 copyentity(oldself, self);
1325 self.classname = "replacedweapon";
1326 weapon_defaultspawnfunc(j);
1332 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1337 if(t >= 1) // always the case!
1341 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1343 e = get_weaponinfo(j);
1352 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1358 startitem_failed = TRUE;
1363 e = get_weaponinfo(wpn);
1365 if(!self.respawntime)
1367 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1369 self.respawntime = g_pickup_respawntime_superweapon;
1370 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1374 self.respawntime = g_pickup_respawntime_weapon;
1375 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1379 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1380 if(!self.superweapons_finished)
1381 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1385 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1389 ammofield = Item_CounterField(j);
1391 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1397 if(g_pickup_weapons_anyway)
1398 self.pickup_anyway = TRUE;
1402 // no weapon-stay on superweapons
1403 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1404 f |= FL_NO_WEAPON_STAY;
1406 // weapon stay isn't supported for teamed weapons
1408 f |= FL_NO_WEAPON_STAY;
1410 // stupid minstagib hack, don't ask
1413 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1415 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1416 if (self.modelindex) // don't precache if self was removed
1417 weapon_action(e.weapon, WR_PRECACHE);
1420 void spawnfunc_weapon_shotgun (void);
1421 void spawnfunc_weapon_uzi (void) {
1422 if(autocvar_sv_q3acompat_machineshotgunswap)
1423 if(self.classname != "droppedweapon")
1425 weapon_defaultspawnfunc(WEP_SHOTGUN);
1428 weapon_defaultspawnfunc(WEP_UZI);
1431 void spawnfunc_weapon_shotgun (void) {
1432 if(autocvar_sv_q3acompat_machineshotgunswap)
1433 if(self.classname != "droppedweapon")
1435 weapon_defaultspawnfunc(WEP_UZI);
1438 weapon_defaultspawnfunc(WEP_SHOTGUN);
1441 void spawnfunc_weapon_nex (void)
1445 minstagib_items(IT_CELLS);
1446 self.think = minst_remove_item;
1447 self.nextthink = time;
1450 weapon_defaultspawnfunc(WEP_NEX);
1453 void spawnfunc_weapon_minstanex (void)
1457 minstagib_items(IT_CELLS);
1458 self.think = minst_remove_item;
1459 self.nextthink = time;
1462 weapon_defaultspawnfunc(WEP_MINSTANEX);
1465 void spawnfunc_weapon_rocketlauncher (void)
1469 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1470 self.think = minst_remove_item;
1471 self.nextthink = time;
1474 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1477 void spawnfunc_item_rockets (void) {
1478 if(!self.ammo_rockets)
1479 self.ammo_rockets = g_pickup_rockets;
1480 if(!self.pickup_anyway)
1481 self.pickup_anyway = g_pickup_ammo_anyway;
1482 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1485 void spawnfunc_item_shells (void);
1486 void spawnfunc_item_bullets (void) {
1488 if(autocvar_sv_q3acompat_machineshotgunswap)
1489 if(self.classname != "droppedweapon")
1491 weaponswapping = TRUE;
1492 spawnfunc_item_shells();
1493 weaponswapping = FALSE;
1497 if(!self.ammo_nails)
1498 self.ammo_nails = g_pickup_nails;
1499 if(!self.pickup_anyway)
1500 self.pickup_anyway = g_pickup_ammo_anyway;
1501 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1504 void spawnfunc_item_cells (void) {
1505 if(!self.ammo_cells)
1506 self.ammo_cells = g_pickup_cells;
1507 if(!self.pickup_anyway)
1508 self.pickup_anyway = g_pickup_ammo_anyway;
1509 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1512 void spawnfunc_item_shells (void) {
1514 if(autocvar_sv_q3acompat_machineshotgunswap)
1515 if(self.classname != "droppedweapon")
1517 weaponswapping = TRUE;
1518 spawnfunc_item_bullets();
1519 weaponswapping = FALSE;
1523 if(!self.ammo_shells)
1524 self.ammo_shells = g_pickup_shells;
1525 if(!self.pickup_anyway)
1526 self.pickup_anyway = g_pickup_ammo_anyway;
1527 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1530 void spawnfunc_item_armor_small (void) {
1531 if(!self.armorvalue)
1532 self.armorvalue = g_pickup_armorsmall;
1533 if(!self.max_armorvalue)
1534 self.max_armorvalue = g_pickup_armorsmall_max;
1535 if(!self.pickup_anyway)
1536 self.pickup_anyway = g_pickup_armorsmall_anyway;
1537 StartItem ("models/items/item_armor_small.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);
1540 void spawnfunc_item_armor_medium (void) {
1541 if(!self.armorvalue)
1542 self.armorvalue = g_pickup_armormedium;
1543 if(!self.max_armorvalue)
1544 self.max_armorvalue = g_pickup_armormedium_max;
1545 if(!self.pickup_anyway)
1546 self.pickup_anyway = g_pickup_armormedium_anyway;
1547 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1550 void spawnfunc_item_armor_big (void) {
1551 if(!self.armorvalue)
1552 self.armorvalue = g_pickup_armorbig;
1553 if(!self.max_armorvalue)
1554 self.max_armorvalue = g_pickup_armorbig_max;
1555 if(!self.pickup_anyway)
1556 self.pickup_anyway = g_pickup_armorbig_anyway;
1557 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1560 void spawnfunc_item_armor_large (void) {
1561 if(!self.armorvalue)
1562 self.armorvalue = g_pickup_armorlarge;
1563 if(!self.max_armorvalue)
1564 self.max_armorvalue = g_pickup_armorlarge_max;
1565 if(!self.pickup_anyway)
1566 self.pickup_anyway = g_pickup_armorlarge_anyway;
1567 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1570 void spawnfunc_item_health_small (void) {
1571 if(!self.max_health)
1572 self.max_health = g_pickup_healthsmall_max;
1574 self.health = g_pickup_healthsmall;
1575 if(!self.pickup_anyway)
1576 self.pickup_anyway = g_pickup_healthsmall_anyway;
1577 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);
1580 void spawnfunc_item_health_medium (void) {
1581 if(!self.max_health)
1582 self.max_health = g_pickup_healthmedium_max;
1584 self.health = g_pickup_healthmedium;
1585 if(!self.pickup_anyway)
1586 self.pickup_anyway = g_pickup_healthmedium_anyway;
1587 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);
1590 void spawnfunc_item_health_large (void) {
1591 if(!self.max_health)
1592 self.max_health = g_pickup_healthlarge_max;
1594 self.health = g_pickup_healthlarge;
1595 if(!self.pickup_anyway)
1596 self.pickup_anyway = g_pickup_healthlarge_anyway;
1597 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);
1600 void spawnfunc_item_health_mega (void) {
1602 minstagib_items(IT_NAILS);
1604 if(!self.max_health)
1605 self.max_health = g_pickup_healthmega_max;
1607 self.health = g_pickup_healthmega;
1608 if(!self.pickup_anyway)
1609 self.pickup_anyway = g_pickup_healthmega_anyway;
1610 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);
1614 // support old misnamed entities
1615 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1616 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1617 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1618 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1619 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1621 void spawnfunc_item_strength (void) {
1623 minstagib_items(IT_STRENGTH);
1625 precache_sound("weapons/strength_fire.wav");
1626 if(!self.strength_finished)
1627 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1628 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);
1632 void spawnfunc_item_invincible (void) {
1634 minstagib_items(IT_INVINCIBLE);
1636 if(!self.invincible_finished)
1637 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1638 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);
1642 void spawnfunc_item_minst_cells (void) {
1645 minst_no_auto_cells = TRUE;
1646 minstagib_items(IT_CELLS);
1653 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1655 float GiveItems(entity e, float beginarg, float endarg);
1656 void target_items_use (void)
1658 if(activator.classname == "droppedweapon")
1665 if(activator.classname != "player")
1667 if(activator.deadflag != DEAD_NO)
1672 for(e = world; (e = find(e, classname, "droppedweapon")); )
1673 if(e.enemy == activator)
1676 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1677 centerprint(activator, self.message);
1680 void spawnfunc_target_items (void)
1685 self.use = target_items_use;
1686 if(!self.strength_finished)
1687 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1688 if(!self.invincible_finished)
1689 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1690 if(!self.superweapons_finished)
1691 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1693 precache_sound("misc/itempickup.wav");
1694 precache_sound("misc/megahealth.wav");
1695 precache_sound("misc/armor25.wav");
1696 precache_sound("misc/powerup.wav");
1697 precache_sound("misc/poweroff.wav");
1698 precache_sound("weapons/weaponpickup.wav");
1700 n = tokenize_console(self.netname);
1701 if(argv(0) == "give")
1703 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1707 for(i = 0; i < n; ++i)
1709 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1710 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1711 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1712 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1713 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1714 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1715 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1716 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1719 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1721 e = get_weaponinfo(j);
1722 if(argv(i) == e.netname)
1724 WEPSET_OR_EW(self, j);
1725 if(self.spawnflags == 0 || self.spawnflags == 2)
1726 weapon_action(e.weapon, WR_PRECACHE);
1731 print("target_items: invalid item ", argv(i), "\n");
1735 string itemprefix, valueprefix;
1736 if(self.spawnflags == 0)
1741 else if(self.spawnflags == 1)
1743 itemprefix = "max ";
1744 valueprefix = "max ";
1746 else if(self.spawnflags == 2)
1748 itemprefix = "min ";
1749 valueprefix = "min ";
1751 else if(self.spawnflags == 4)
1753 itemprefix = "minus ";
1754 valueprefix = "max ";
1757 error("invalid spawnflags");
1760 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1761 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1762 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1763 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1764 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1765 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1766 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1767 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1768 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1769 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1770 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1771 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1772 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1773 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1774 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1776 e = get_weaponinfo(j);
1778 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1781 self.netname = strzone(self.netname);
1782 //print(self.netname, "\n");
1784 n = tokenize_console(self.netname);
1785 for(i = 0; i < n; ++i)
1787 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1789 e = get_weaponinfo(j);
1790 if(argv(i) == e.netname)
1792 weapon_action(e.weapon, WR_PRECACHE);
1799 void spawnfunc_item_fuel(void)
1802 self.ammo_fuel = g_pickup_fuel;
1803 if(!self.pickup_anyway)
1804 self.pickup_anyway = g_pickup_ammo_anyway;
1805 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);
1808 void spawnfunc_item_fuel_regen(void)
1810 if(start_items & IT_FUEL_REGEN)
1812 spawnfunc_item_fuel();
1815 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1818 void spawnfunc_item_jetpack(void)
1820 if(g_grappling_hook)
1821 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1823 self.ammo_fuel = g_pickup_fuel_jetpack;
1824 if(start_items & IT_JETPACK)
1826 spawnfunc_item_fuel();
1829 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1839 float GiveWeapon(entity e, float wpn, float op, float val)
1842 v0 = WEPSET_CONTAINS_EW(e, wpn);
1847 WEPSET_OR_EW(e, wpn);
1849 WEPSET_ANDNOT_EW(e, wpn);
1854 WEPSET_OR_EW(e, wpn);
1858 WEPSET_ANDNOT_EW(e, wpn);
1862 WEPSET_ANDNOT_EW(e, wpn);
1865 v1 = WEPSET_CONTAINS_EW(e, wpn);
1869 float GiveBit(entity e, .float fld, float bit, float op, float val)
1899 float GiveValue(entity e, .float fld, float op, float val)
1909 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1912 e.fld = min(e.fld, val);
1925 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1932 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1934 else if(v0 >= v0 + t)
1937 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1941 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1944 e.rotfield = max(e.rotfield, time + rottime);
1946 e.regenfield = max(e.regenfield, time + regentime);
1949 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1950 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1951 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1952 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1953 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1954 #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)
1956 float GiveItems(entity e, float beginarg, float endarg)
1958 float got, i, j, val, op;
1959 float _switchweapon;
1968 _switchweapon = FALSE;
1970 if (e.switchweapon == w_getbestweapon(e))
1971 _switchweapon = TRUE;
1973 e.strength_finished = max(0, e.strength_finished - time);
1974 e.invincible_finished = max(0, e.invincible_finished - time);
1975 e.superweapons_finished = max(0, e.superweapons_finished - time);
1979 PREGIVE(e, strength_finished);
1980 PREGIVE(e, invincible_finished);
1981 PREGIVE(e, superweapons_finished);
1982 PREGIVE(e, ammo_nails);
1983 PREGIVE(e, ammo_cells);
1984 PREGIVE(e, ammo_shells);
1985 PREGIVE(e, ammo_rockets);
1986 PREGIVE(e, ammo_fuel);
1987 PREGIVE(e, armorvalue);
1990 for(i = beginarg; i < endarg; ++i)
1994 if(cmd == "0" || stof(cmd))
2018 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2019 got += GiveValue(e, strength_finished, op, val);
2020 got += GiveValue(e, invincible_finished, op, val);
2021 got += GiveValue(e, superweapons_finished, op, val);
2022 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2024 got += GiveBit(e, items, IT_JETPACK, op, val);
2025 got += GiveValue(e, health, op, val);
2026 got += GiveValue(e, armorvalue, op, val);
2028 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2030 wi = get_weaponinfo(j);
2032 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
2033 got += GiveWeapon(e, j, op, val);
2036 got += GiveValue(e, ammo_cells, op, val);
2037 got += GiveValue(e, ammo_shells, op, val);
2038 got += GiveValue(e, ammo_nails, op, val);
2039 got += GiveValue(e, ammo_rockets, op, val);
2040 got += GiveValue(e, ammo_fuel, op, val);
2042 case "unlimited_ammo":
2043 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2045 case "unlimited_weapon_ammo":
2046 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
2048 case "unlimited_superweapons":
2049 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2052 got += GiveBit(e, items, IT_JETPACK, op, val);
2055 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2058 got += GiveValue(e, strength_finished, op, val);
2061 got += GiveValue(e, invincible_finished, op, val);
2063 case "superweapons":
2064 got += GiveValue(e, superweapons_finished, op, val);
2067 got += GiveValue(e, ammo_cells, op, val);
2070 got += GiveValue(e, ammo_shells, op, val);
2074 got += GiveValue(e, ammo_nails, op, val);
2077 got += GiveValue(e, ammo_rockets, op, val);
2080 got += GiveValue(e, health, op, val);
2083 got += GiveValue(e, armorvalue, op, val);
2086 got += GiveValue(e, ammo_fuel, op, val);
2089 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2091 wi = get_weaponinfo(j);
2092 if(cmd == wi.netname)
2094 got += GiveWeapon(e, j, op, val);
2099 print("give: invalid item ", cmd, "\n");
2106 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2107 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2108 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2109 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2110 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2112 wi = get_weaponinfo(j);
2115 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2116 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2117 if(WEPSET_CONTAINS_EW(e, j))
2118 weapon_action(wi.weapon, WR_PRECACHE);
2121 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2122 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2123 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2124 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2125 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2126 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2127 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
2128 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
2129 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
2131 if(e.superweapons_finished <= 0)
2132 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2133 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2137 e.health = bound(0, e.health, 100);
2138 e.armorvalue = bound(0, e.armorvalue, 999);
2141 if(e.strength_finished <= 0)
2142 e.strength_finished = 0;
2144 e.strength_finished += time;
2145 if(e.invincible_finished <= 0)
2146 e.invincible_finished = 0;
2148 e.invincible_finished += time;
2149 if(e.superweapons_finished <= 0)
2150 e.superweapons_finished = 0;
2152 e.superweapons_finished += time;
2154 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2155 _switchweapon = TRUE;
2157 W_SwitchWeapon_Force(e, w_getbestweapon(e));