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