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