1 #define ITEM_RESPAWN_TICKS 10
\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
8 floatfield Item_CounterField(float it)
\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
23 string Item_CounterFieldName(float it)
\r
27 case IT_FUEL: return "fuel";
\r
29 // add more things here (health, armor)
\r
30 default: error("requested item has no counter field name");
\r
34 .float max_armorvalue;
\r
36 float Item_Customize()
\r
38 if(self.spawnshieldtime)
\r
40 if(self.weapons != (self.weapons & other.weapons))
\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
51 self.colormod = stov(cvar_string("g_ghost_items_color"));
\r
52 self.glowmod = self.colormod;
\r
53 self.alpha = g_ghost_items;
\r
61 void Item_Show (entity e, float mode)
\r
63 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
\r
66 // make the item look normal, and be touchable
\r
68 e.solid = SOLID_TRIGGER;
\r
69 e.colormod = '0 0 0';
\r
70 e.glowmod = e.colormod;
\r
72 e.customizeentityforclient = func_null;
\r
74 e.spawnshieldtime = 1;
\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
84 e.customizeentityforclient = func_null;
\r
86 e.spawnshieldtime = 1;
\r
88 else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
\r
90 // make the item translucent green and not touchable
\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
98 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
\r
100 else if(g_ghost_items)
\r
102 // make the item translucent green and not touchable
\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
110 e.spawnshieldtime = 1;
\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
120 e.customizeentityforclient = func_null;
\r
122 e.spawnshieldtime = 1;
\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
132 // relink entity (because solid may have changed)
\r
133 setorigin(e, e.origin);
\r
136 void Item_Respawn (void)
\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
144 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
\r
145 setorigin (self, self.origin);
\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
151 void Item_RespawnCountdown (void)
\r
153 if(self.count >= ITEM_RESPAWN_TICKS)
\r
155 if(self.waypointsprite_attached)
\r
156 WaypointSprite_Kill(self.waypointsprite_attached);
\r
161 self.nextthink = time + 1;
\r
163 if(self.count == 1)
\r
167 name = string_null;
\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
175 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
\r
176 if(self.waypointsprite_attached)
\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
184 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
\r
185 if(self.waypointsprite_attached)
\r
187 WaypointSprite_Ping(self.waypointsprite_attached);
\r
188 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
\r
193 void Item_ScheduleRespawnIn(entity e, float t)
\r
195 if(e.flags & FL_POWERUP)
\r
197 e.think = Item_RespawnCountdown;
\r
198 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
\r
203 e.think = Item_Respawn;
\r
204 e.nextthink = time + t;
\r
208 void Item_ScheduleRespawn(entity e)
\r
211 if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
\r
212 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
\r
217 void Item_ScheduleInitialRespawn(entity e)
\r
220 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
\r
223 float Item_GiveTo(entity item, entity player)
\r
225 float _switchweapon;
\r
231 // if nothing happens to player, just return without taking the item
\r
233 _switchweapon = FALSE;
\r
235 if (g_weapon_stay == 1)
\r
236 if not(item.flags & FL_NO_WEAPON_STAY)
\r
237 if (item.flags & FL_WEAPON)
\r
239 if(item.classname == "droppedweapon")
\r
241 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
\r
246 if (player.weapons & item.weapons)
\r
251 // in case the player has autoswitch enabled do the following:
\r
252 // if the player is using their best weapon before items are given, they
\r
253 // probably want to switch to an even better weapon after items are given
\r
254 if (player.autoswitch)
\r
255 if (player.switchweapon == w_getbestweapon(player))
\r
256 _switchweapon = TRUE;
\r
258 if not(player.weapons & W_WeaponBit(player.switchweapon))
\r
259 _switchweapon = TRUE;
\r
261 if(item.spawnshieldtime)
\r
263 if (item.ammo_fuel)
\r
264 if (player.ammo_fuel < g_pickup_fuel_max)
\r
267 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
\r
268 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
\r
272 if (item.flags & FL_WEAPON)
\r
273 if ((it = item.weapons - (item.weapons & player.weapons)))
\r
276 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
\r
278 e = get_weaponinfo(i);
\r
280 W_GiveWeapon (player, e.weapon, item.netname);
\r
284 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
\r
287 player.items |= it;
\r
288 sprint (player, strcat("You got the ^2", item.netname, "\n"));
\r
291 if(item.spawnshieldtime)
\r
293 if (item.strength_finished)
\r
296 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
\r
298 if (item.invincible_finished)
\r
301 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
\r
305 if (player.health < item.max_health)
\r
308 player.health = min(player.health + item.health, item.max_health);
\r
309 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
\r
311 if (item.armorvalue)
\r
312 if (player.armorvalue < item.max_armorvalue)
\r
315 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
\r
316 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
\r
321 // always eat teamed entities
\r
328 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
\r
330 if (player.switchweapon != w_getbestweapon(player))
\r
331 W_SwitchWeapon_Force(player, w_getbestweapon(player));
\r
336 void Item_Touch (void)
\r
340 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
\r
341 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
\r
346 if (other.classname != "player")
\r
348 if (other.deadflag)
\r
350 if (self.solid != SOLID_TRIGGER)
\r
352 if (self.owner == other)
\r
355 if(!Item_GiveTo(self, other))
\r
358 other.last_pickup = time;
\r
360 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
\r
362 if (self.classname == "droppedweapon")
\r
364 else if not(self.spawnshieldtime)
\r
366 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
\r
372 RandomSelection_Init();
\r
373 for(head = world; (head = findfloat(head, team, self.team)); )
\r
375 if(head.flags & FL_ITEM)
\r
377 Item_Show(head, -1);
\r
378 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
\r
381 e = RandomSelection_chosen_ent;
\r
385 Item_ScheduleRespawn(e);
\r
389 void Item_FindTeam()
\r
393 if(self.effects & EF_NODRAW)
\r
395 // marker for item team search
\r
396 dprint("Initializing item team ", ftos(self.team), "\n");
\r
397 RandomSelection_Init();
\r
398 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
\r
399 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
\r
400 e = RandomSelection_chosen_ent;
\r
404 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
\r
408 // make it a non-spawned item
\r
409 Item_Show(head, -1);
\r
410 head.state = 1; // state 1 = initially hidden item
\r
412 head.effects &~= EF_NODRAW;
\r
415 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
\r
416 Item_ScheduleInitialRespawn(e);
\r
422 Item_Show(self, !self.state);
\r
423 setorigin (self, self.origin);
\r
424 self.think = SUB_Null;
\r
425 self.nextthink = 0;
\r
427 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
428 Item_ScheduleInitialRespawn(self);
\r
431 // Savage: used for item garbage-collection
\r
432 // TODO: perhaps nice special effect?
\r
433 void RemoveItem(void)
\r
438 // pickup evaluation functions
\r
439 // these functions decide how desirable an item is to the bots
\r
441 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
\r
443 float weapon_pickupevalfunc(entity player, entity item)
\r
445 float c, i, j, position;
\r
447 // See if I have it already
\r
448 if(player.weapons & item.weapons == item.weapons)
\r
450 // If I can pick it up
\r
451 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
\r
459 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
\r
460 if( bot_custom_weapon && c )
\r
462 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
\r
465 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
\r
468 // Find the highest position on any range
\r
470 for(j = 0; j < WEP_LAST ; ++j){
\r
472 bot_weapons_far[j] == i ||
\r
473 bot_weapons_mid[j] == i ||
\r
474 bot_weapons_close[j] == i
\r
483 if (position >= 0 )
\r
485 position = WEP_LAST - position;
\r
486 // item.bot_pickupbasevalue is overwritten here
\r
487 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
\r
492 return item.bot_pickupbasevalue * c;
\r
495 float commodity_pickupevalfunc(entity player, entity item)
\r
501 // Detect needed ammo
\r
502 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
\r
504 wi = get_weaponinfo(i);
\r
506 if not(wi.weapons & player.weapons)
\r
510 if (item.armorvalue)
\r
511 if (player.armorvalue < item.max_armorvalue)
\r
512 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
\r
514 if (player.health < item.max_health)
\r
515 c = c + max(0, 1 - player.health / item.max_health);
\r
517 return item.bot_pickupbasevalue * c;
\r
522 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
\r
524 startitem_failed = FALSE;
\r
526 // is it a dropped weapon?
\r
527 if (self.classname == "droppedweapon")
\r
529 self.reset = SUB_Remove;
\r
530 // it's a dropped weapon
\r
531 self.movetype = MOVETYPE_TOSS;
\r
532 // Savage: remove thrown items after a certain period of time ("garbage collection")
\r
533 self.think = RemoveItem;
\r
534 self.nextthink = time + 60;
\r
535 // don't drop if in a NODROP zone (such as lava)
\r
536 traceline(self.origin, self.origin, MOVE_NORMAL, self);
\r
537 if (trace_dpstartcontents & DPCONTENTS_NODROP)
\r
539 startitem_failed = TRUE;
\r
546 self.reset = Item_Reset;
\r
547 // it's a level item
\r
548 if(self.spawnflags & 1)
\r
551 self.movetype = MOVETYPE_NONE;
\r
553 self.movetype = MOVETYPE_TOSS;
\r
554 // do item filtering according to game mode and other things
\r
557 // first nudge it off the floor a little bit to avoid math errors
\r
558 setorigin(self, self.origin + '0 0 1');
\r
559 // set item size before we spawn a spawnfunc_waypoint
\r
560 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
561 setsize (self, '-16 -16 0', '16 16 48');
\r
563 setsize (self, '-16 -16 0', '16 16 32');
\r
564 // note droptofloor returns FALSE if stuck/or would fall too far
\r
566 waypoint_spawnforitem(self);
\r
573 print("removed non-teamplay ", self.classname, "\n");
\r
574 startitem_failed = TRUE;
\r
583 print("removed non-FFA ", self.classname, "\n");
\r
584 startitem_failed = TRUE;
\r
592 // We aren't TA or something like that, so we keep the Q3A entities
\r
593 print("removed non-Q3A ", self.classname, "\n");
\r
594 startitem_failed = TRUE;
\r
600 * can't do it that way, as it would break maps
\r
601 * TODO make a target_give like entity another way, that perhaps has
\r
602 * the weapon name in a key
\r
603 if(self.targetname)
\r
605 // target_give not yet supported; maybe later
\r
606 print("removed targeted ", self.classname, "\n");
\r
607 startitem_failed = TRUE;
\r
613 if(cvar("spawn_debug") >= 2)
\r
616 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
\r
618 if(otheritem.is_item)
\r
620 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
\r
621 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
\r
622 error("Mapper sucks.");
\r
625 self.is_item = TRUE;
\r
628 weaponsInMap |= weaponid;
\r
632 startitem_failed = TRUE;
\r
636 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
\r
638 startitem_failed = TRUE;
\r
643 precache_model (itemmodel);
\r
644 precache_sound (pickupsound);
\r
645 precache_sound ("misc/itemrespawn.wav");
\r
646 precache_sound ("misc/itemrespawncountdown.wav");
\r
648 if(itemid == IT_STRENGTH)
\r
649 precache_sound ("misc/strength_respawn.wav");
\r
650 if(itemid == IT_INVINCIBLE)
\r
651 precache_sound ("misc/shield_respawn.wav");
\r
653 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
\r
654 self.target = "###item###"; // for finding the nearest item using find()
\r
657 self.bot_pickup = TRUE;
\r
658 self.bot_pickupevalfunc = pickupevalfunc;
\r
659 self.bot_pickupbasevalue = pickupbasevalue;
\r
660 self.mdl = itemmodel;
\r
661 self.item_pickupsound = pickupsound;
\r
662 // let mappers override respawntime
\r
663 if(!self.respawntime) // both set
\r
665 self.respawntime = defaultrespawntime;
\r
666 self.respawntimejitter = defaultrespawntimejitter;
\r
668 self.netname = itemname;
\r
669 self.items = itemid;
\r
670 self.weapons = weaponid;
\r
671 self.flags = FL_ITEM | itemflags;
\r
672 self.touch = Item_Touch;
\r
673 setmodel (self, self.mdl); // precision set below
\r
674 self.effects |= EF_LOWPRECISION;
\r
675 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
\r
676 setsize (self, '-16 -16 0', '16 16 48');
\r
678 setsize (self, '-16 -16 0', '16 16 32');
\r
679 if(itemflags & FL_WEAPON)
\r
680 self.modelflags |= MF_ROTATE;
\r
682 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
\r
683 if (itemflags & FL_WEAPON)
\r
685 // neutral team color for pickup weapons
\r
686 self.colormap = 1024; // color shirt=0 pants=0 grey
\r
689 Item_Show(self, 1);
\r
694 self.cnt = 1; // item probability weight
\r
695 self.effects = self.effects | EF_NODRAW; // marker for item team search
\r
696 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
\r
698 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
\r
699 Item_ScheduleInitialRespawn(self);
\r
702 float minst_no_auto_cells;
\r
703 void minst_remove_item (void) {
\r
704 if(minst_no_auto_cells)
\r
708 float internalteam;
\r
710 void weapon_defaultspawnfunc(float wpn)
\r
714 var .float ammofield;
\r
719 // set the respawntime in advance (so replaced weapons can copy it)
\r
721 if(!self.respawntime)
\r
723 e = get_weaponinfo(wpn);
\r
724 if(e.items == IT_SUPERWEAPON)
\r
726 self.respawntime = g_pickup_respawntime_powerup;
\r
727 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
\r
731 self.respawntime = g_pickup_respawntime_weapon;
\r
732 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
\r
736 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
\r
738 e = get_weaponinfo(wpn);
\r
739 s = cvar_string(strcat("g_weaponreplace_", e.netname));
\r
743 startitem_failed = TRUE;
\r
746 t = tokenize_console(s);
\r
749 self.team = --internalteam;
\r
751 for(i = 1; i < t; ++i)
\r
754 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
756 e = get_weaponinfo(j);
\r
760 copyentity(oldself, self);
\r
761 self.classname = "replacedweapon";
\r
762 weapon_defaultspawnfunc(j);
\r
768 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
777 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
779 e = get_weaponinfo(j);
\r
788 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
\r
794 startitem_failed = TRUE;
\r
799 e = get_weaponinfo(wpn);
\r
801 if(e.items && e.items != IT_SUPERWEAPON)
\r
803 for(i = 0, j = 1; i < 24; ++i, j *= 2)
\r
807 ammofield = Item_CounterField(j);
\r
808 if(!self.ammofield)
\r
809 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
\r
815 self.flags |= FL_NO_WEAPON_STAY;
\r
818 // weapon stay isn't supported for teamed weapons
\r
820 self.flags |= FL_NO_WEAPON_STAY;
\r
822 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
\r
824 self.ammo_fuel = 0;
\r
825 // weapon stay 2: don't use ammo on weapon pickups; instead
\r
826 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
\r
829 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
\r
830 if (self.modelindex) // don't precache if self was removed
\r
831 weapon_action(e.weapon, WR_PRECACHE);
\r
834 void spawnfunc_item_armor_small (void) {
\r
835 if(!self.armorvalue)
\r
836 self.armorvalue = g_pickup_armorsmall;
\r
837 if(!self.max_armorvalue)
\r
838 self.max_armorvalue = g_pickup_armorsmall_max;
\r
839 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
842 void spawnfunc_item_armor_medium (void) {
\r
843 if(!self.armorvalue)
\r
844 self.armorvalue = g_pickup_armormedium;
\r
845 if(!self.max_armorvalue)
\r
846 self.max_armorvalue = g_pickup_armormedium_max;
\r
847 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
850 void spawnfunc_item_armor_big (void) {
\r
851 if(!self.armorvalue)
\r
852 self.armorvalue = g_pickup_armorbig;
\r
853 if(!self.max_armorvalue)
\r
854 self.max_armorvalue = g_pickup_armorbig_max;
\r
855 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
\r
858 void spawnfunc_item_armor_large (void) {
\r
859 if(!self.armorvalue)
\r
860 self.armorvalue = g_pickup_armorlarge;
\r
861 if(!self.max_armorvalue)
\r
862 self.max_armorvalue = g_pickup_armorlarge_max;
\r
863 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
\r
866 void spawnfunc_item_health_small (void) {
\r
867 if(!self.max_health)
\r
868 self.max_health = g_pickup_healthsmall_max;
\r
870 self.health = g_pickup_healthsmall;
\r
871 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
874 void spawnfunc_item_health_medium (void) {
\r
875 if(!self.max_health)
\r
876 self.max_health = g_pickup_healthmedium_max;
\r
878 self.health = g_pickup_healthmedium;
\r
879 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
882 void spawnfunc_item_health_large (void) {
\r
883 if(!self.max_health)
\r
884 self.max_health = g_pickup_healthlarge_max;
\r
886 self.health = g_pickup_healthlarge;
\r
887 StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
\r
890 void spawnfunc_item_health_mega (void) {
\r
891 if(!cvar("g_powerup_superhealth"))
\r
894 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
897 if(!self.max_health)
\r
898 self.max_health = g_pickup_healthmega_max;
\r
900 self.health = g_pickup_healthmega;
\r
901 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
\r
904 // support old misnamed entities
\r
905 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard
\r
906 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
\r
907 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
\r
908 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
\r
909 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
\r
911 void spawnfunc_item_strength (void) {
\r
912 if(!cvar("g_powerup_strength"))
\r
915 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
918 precache_sound("weapons/strength_fire.wav");
\r
919 self.strength_finished = 30;
\r
920 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
\r
923 void spawnfunc_item_invincible (void) {
\r
924 if(!cvar("g_powerup_shield"))
\r
927 if((g_arena || g_ca) && !cvar("g_arena_powerups"))
\r
930 self.invincible_finished = 30;
\r
931 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
\r
935 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
\r
937 float GiveItems(entity e, float beginarg, float endarg);
\r
938 void target_items_use (void)
\r
940 if(activator.classname == "droppedweapon")
\r
942 EXACTTRIGGER_TOUCH;
\r
947 if(activator.classname != "player")
\r
949 if(activator.deadflag != DEAD_NO)
\r
951 EXACTTRIGGER_TOUCH;
\r
954 for(e = world; (e = find(e, classname, "droppedweapon")); )
\r
955 if(e.enemy == activator)
\r
958 if(GiveItems(activator, 0, tokenize_console(self.netname)))
\r
959 centerprint(activator, self.message);
\r
962 void spawnfunc_target_items (void)
\r
967 self.use = target_items_use;
\r
968 if(!self.strength_finished)
\r
969 self.strength_finished = cvar("g_balance_powerup_strength_time");
\r
970 if(!self.invincible_finished)
\r
971 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
\r
973 precache_sound("misc/itempickup.wav");
\r
974 precache_sound("misc/itempickup.wav");
\r
975 precache_sound("misc/itempickup.wav");
\r
976 precache_sound("misc/itempickup.wav");
\r
977 precache_sound("misc/megahealth.wav");
\r
978 precache_sound("misc/armor25.wav");
\r
979 precache_sound("misc/powerup.wav");
\r
980 precache_sound("misc/poweroff.wav");
\r
981 precache_sound("weapons/weaponpickup.wav");
\r
983 n = tokenize_console(self.netname);
\r
984 if(argv(0) == "give")
\r
986 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
\r
990 for(i = 0; i < n; ++i)
\r
992 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
\r
993 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
\r
994 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
\r
995 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
\r
996 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
\r
997 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
\r
998 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
\r
1000 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1002 e = get_weaponinfo(j);
\r
1003 if(argv(i) == e.netname)
\r
1005 self.weapons |= e.weapons;
\r
1006 if(self.spawnflags == 0 || self.spawnflags == 2)
\r
1007 weapon_action(e.weapon, WR_PRECACHE);
\r
1012 print("target_items: invalid item ", argv(i), "\n");
\r
1015 string itemprefix, valueprefix;
\r
1016 if(self.spawnflags == 0)
\r
1021 else if(self.spawnflags == 1)
\r
1023 itemprefix = "max ";
\r
1024 valueprefix = "max ";
\r
1026 else if(self.spawnflags == 2)
\r
1028 itemprefix = "min ";
\r
1029 valueprefix = "min ";
\r
1031 else if(self.spawnflags == 4)
\r
1033 itemprefix = "minus ";
\r
1034 valueprefix = "max ";
\r
1037 error("invalid spawnflags");
\r
1039 self.netname = "";
\r
1040 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
\r
1041 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
\r
1042 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
\r
1043 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
\r
1044 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
\r
1045 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
\r
1046 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
\r
1047 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
\r
1048 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
\r
1049 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1051 e = get_weaponinfo(j);
\r
1053 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
\r
1056 self.netname = strzone(self.netname);
\r
1057 //print(self.netname, "\n");
\r
1059 n = tokenize_console(self.netname);
\r
1060 for(i = 0; i < n; ++i)
\r
1062 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1064 e = get_weaponinfo(j);
\r
1065 if(argv(i) == e.netname)
\r
1067 weapon_action(e.weapon, WR_PRECACHE);
\r
1074 void spawnfunc_item_fuel(void)
\r
1076 if(!self.ammo_fuel)
\r
1077 self.ammo_fuel = g_pickup_fuel;
\r
1078 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1081 void spawnfunc_item_fuel_regen(void)
\r
1083 if(start_items & IT_FUEL_REGEN)
\r
1085 spawnfunc_item_fuel();
\r
1088 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1091 void spawnfunc_item_jetpack(void)
\r
1093 if(!self.ammo_fuel)
\r
1094 self.ammo_fuel = g_pickup_fuel_jetpack;
\r
1095 if(start_items & IT_JETPACK)
\r
1097 spawnfunc_item_fuel();
\r
1100 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
\r
1107 #define OP_MINUS 4
\r
1109 float GiveBit(entity e, .float fld, float bit, float op, float val)
\r
1112 v0 = (e.fld & bit);
\r
1135 v1 = (e.fld & bit);
\r
1136 return (v0 != v1);
\r
1139 float GiveValue(entity e, .float fld, float op, float val)
\r
1149 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
\r
1152 e.fld = min(e.fld, val);
\r
1162 return (v0 != v1);
\r
1165 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
\r
1171 if(snd_decr != "")
\r
1172 sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
\r
1174 else if(v0 >= v0 + t)
\r
1176 if(snd_incr != "")
\r
1177 sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
\r
1181 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
\r
1184 e.rotfield = max(e.rotfield, time + rottime);
\r
1186 e.regenfield = max(e.regenfield, time + regentime);
\r
1189 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
\r
1190 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
\r
1191 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1192 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
\r
1194 float GiveItems(entity e, float beginarg, float endarg)
\r
1196 float got, i, j, val, op;
\r
1197 float _switchweapon;
\r
1206 _switchweapon = FALSE;
\r
1208 if (e.switchweapon == w_getbestweapon(e))
\r
1209 _switchweapon = TRUE;
\r
1211 e.strength_finished = max(0, e.strength_finished - time);
\r
1212 e.invincible_finished = max(0, e.invincible_finished - time);
\r
1214 PREGIVE(e, items);
\r
1215 PREGIVE(e, weapons);
\r
1216 PREGIVE(e, strength_finished);
\r
1217 PREGIVE(e, invincible_finished);
\r
1218 PREGIVE(e, ammo_fuel);
\r
1219 PREGIVE(e, armorvalue);
\r
1220 PREGIVE(e, health);
\r
1222 for(i = beginarg; i < endarg; ++i)
\r
1226 if(cmd == "0" || stof(cmd))
\r
1250 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1251 got += GiveValue(e, strength_finished, op, time + val);
\r
1252 got += GiveValue(e, invincible_finished, op, time + val);
\r
1253 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1255 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1256 got += GiveValue(e, health, op, val);
\r
1257 got += GiveValue(e, armorvalue, op, val);
\r
1258 case "allweapons":
\r
1259 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1261 wi = get_weaponinfo(j);
\r
1263 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1266 got += GiveValue(e, ammo_fuel, op, val);
\r
1268 case "unlimited_ammo":
\r
1269 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
\r
1271 case "unlimited_weapon_ammo":
\r
1272 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
\r
1274 case "unlimited_superweapons":
\r
1275 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
\r
1278 got += GiveBit(e, items, IT_JETPACK, op, val);
\r
1280 case "fuel_regen":
\r
1281 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
\r
1284 got += GiveValue(e, strength_finished, op, val);
\r
1286 case "invincible":
\r
1287 got += GiveValue(e, invincible_finished, op, val);
\r
1290 got += GiveValue(e, health, op, val);
\r
1293 got += GiveValue(e, armorvalue, op, val);
\r
1296 got += GiveValue(e, ammo_fuel, op, val);
\r
1299 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1301 wi = get_weaponinfo(j);
\r
1302 if(cmd == wi.netname)
\r
1304 got += GiveBit(e, weapons, wi.weapons, op, val);
\r
1309 print("give: invalid item ", cmd, "\n");
\r
1316 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
\r
1317 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
\r
1318 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
\r
1319 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
\r
1320 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
1322 wi = get_weaponinfo(j);
\r
1325 POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
\r
1326 if not(save_weapons & wi.weapons)
\r
1327 if(e.weapons & wi.weapons)
\r
1328 weapon_action(wi.weapon, WR_PRECACHE);
\r
1331 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
\r
1332 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
\r
1333 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
\r
1334 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);
\r
1335 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
\r
1337 if(e.strength_finished <= 0)
\r
1338 e.strength_finished = 0;
\r
1340 e.strength_finished += time;
\r
1341 if(e.invincible_finished <= 0)
\r
1342 e.invincible_finished = 0;
\r
1344 e.invincible_finished += time;
\r
1346 if not(e.weapons & W_WeaponBit(e.switchweapon))
\r
1347 _switchweapon = TRUE;
\r
1349 W_SwitchWeapon_Force(e, w_getbestweapon(e));
\r