7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 float autocvar_cl_fullbright_items;
23 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 float autocvar_cl_weapon_stay_alpha = 0.75;
25 float autocvar_cl_simple_items;
26 float cl_simple_items;
27 float cl_ghost_items_alpha;
36 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
37 if(self.move_flags & FL_ONGROUND)
38 { // For some reason move_avelocity gets set to '0 0 0' here ...
39 self.oldorigin = self.origin;
42 if(autocvar_cl_animate_items)
43 { // ... so reset it if animations are requested.
44 if(self.ItemStatus & ITS_ANIMATE1)
45 self.move_avelocity = '0 180 0';
47 if(self.ItemStatus & ITS_ANIMATE2)
48 self.move_avelocity = '0 -90 0';
52 else if (autocvar_cl_animate_items)
54 if(self.ItemStatus & ITS_ANIMATE1)
56 self.angles += self.move_avelocity * frametime;
57 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
60 if(self.ItemStatus & ITS_ANIMATE2)
62 self.angles += self.move_avelocity * frametime;
63 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
72 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74 if(self.move_flags & FL_ONGROUND)
79 float csqcitems_started; // remove this after a release or two
80 void csqcitems_start()
82 if(autocvar_cl_ghost_items == 1)
83 cl_ghost_items_alpha = 0.55;
85 cl_ghost_items_alpha = bound(0, autocvar_cl_ghost_items, 1);
87 csqcitems_started = TRUE;
90 void ItemRead(float _IsNew)
92 if(!csqcitems_started)
95 float sf = ReadByte();
99 self.origin_x = ReadCoord();
100 self.origin_y = ReadCoord();
101 self.origin_z = ReadCoord();
102 setorigin(self, self.origin);
103 self.oldorigin = self.origin;
108 self.angles_x = ReadCoord();
109 self.angles_y = ReadCoord();
110 self.angles_z = ReadCoord();
111 self.move_angles = self.angles;
114 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
116 self.ItemStatus = ReadByte();
118 if(self.ItemStatus & ITS_AVAILABLE)
121 self.colormod = self.glowmod = '1 1 1';
125 if (cl_ghost_items_alpha)
127 self.alpha = autocvar_cl_ghost_items;
128 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
134 if(autocvar_cl_fullbright_items)
135 if(self.ItemStatus & ITS_ALLOWFB)
136 self.effects |= EF_FULLBRIGHT;
138 if(self.ItemStatus & ITS_STAYWEP)
140 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
141 self.alpha = autocvar_cl_weapon_stay_alpha;
145 if(self.ItemStatus & ITS_POWERUP)
147 if(self.ItemStatus & ITS_AVAILABLE)
148 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
150 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
156 self.drawmask = MASK_NORMAL;
157 self.movetype = MOVETYPE_NOCLIP;
158 self.draw = ItemDraw;
164 string _fn = ReadString();
166 if(cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
168 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
169 self.draw = ItemDrawSimple;
171 if(fexists(strcat(_fn2, "_simple.md3")))
172 self.mdl = strzone(strcat(_fn2, "_simple.md3"));
173 else if(fexists(strcat(_fn2, "_simple.dpm")))
174 self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
175 else if(fexists(strcat(_fn2, "_simple.iqm")))
176 self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
177 else if(fexists(strcat(_fn2, "_simple.obj")))
178 self.mdl = strzone(strcat(_fn2, "_simple.obj"));
181 self.draw = ItemDraw;
182 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
186 if(self.draw != ItemDrawSimple)
187 self.mdl = strzone(_fn);
191 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
193 precache_model(self.mdl);
194 setmodel(self, self.mdl);
197 if(sf & ISF_COLORMAP)
198 self.colormap = ReadShort();
203 self.move_angles = '0 0 0';
204 self.move_movetype = MOVETYPE_TOSS;
205 self.move_velocity_x = ReadCoord();
206 self.move_velocity_y = ReadCoord();
207 self.move_velocity_z = ReadCoord();
208 self.velocity = self.move_velocity;
209 self.move_origin = self.oldorigin;
213 self.move_time = time;
214 self.spawntime = time;
217 self.move_time = max(self.move_time, time);
220 if(autocvar_cl_animate_items)
222 if(self.ItemStatus & ITS_ANIMATE1)
223 self.move_avelocity = '0 180 0';
225 if(self.ItemStatus & ITS_ANIMATE2)
226 self.move_avelocity = '0 -90 0';
233 float autocvar_sv_simple_items;
234 float ItemSend(entity to, float sf)
241 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
242 WriteByte(MSG_ENTITY, sf);
244 //WriteByte(MSG_ENTITY, self.cnt);
245 if(sf & ISF_LOCATION)
247 WriteCoord(MSG_ENTITY, self.origin_x);
248 WriteCoord(MSG_ENTITY, self.origin_y);
249 WriteCoord(MSG_ENTITY, self.origin_z);
254 WriteCoord(MSG_ENTITY, self.angles_x);
255 WriteCoord(MSG_ENTITY, self.angles_y);
256 WriteCoord(MSG_ENTITY, self.angles_z);
260 WriteByte(MSG_ENTITY, self.ItemStatus);
266 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
268 WriteString(MSG_ENTITY, self.mdl);
272 if(sf & ISF_COLORMAP)
273 WriteShort(MSG_ENTITY, self.colormap);
277 WriteCoord(MSG_ENTITY, self.velocity_x);
278 WriteCoord(MSG_ENTITY, self.velocity_y);
279 WriteCoord(MSG_ENTITY, self.velocity_z);
286 float have_pickup_item(void)
288 // minstagib: only allow filtered items
290 if(self.classname != "minstagib")
293 if(self.flags & FL_POWERUP)
295 if(autocvar_g_powerups > 0)
297 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
317 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
323 #define ITEM_RESPAWN_TICKS 10
325 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
326 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
327 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
328 // range: 10 .. respawntime + respawntimejitter
330 floatfield Item_CounterField(float it)
334 case IT_SHELLS: return ammo_shells;
335 case IT_NAILS: return ammo_nails;
336 case IT_ROCKETS: return ammo_rockets;
337 case IT_CELLS: return ammo_cells;
338 case IT_FUEL: return ammo_fuel;
339 case IT_5HP: return health;
340 case IT_25HP: return health;
341 case IT_HEALTH: return health;
342 case IT_ARMOR_SHARD: return armorvalue;
343 case IT_ARMOR: return armorvalue;
344 // add more things here (health, armor)
345 default: error("requested item has no counter field");
349 string Item_CounterFieldName(float it)
353 case IT_SHELLS: return "shells";
354 case IT_NAILS: return "nails";
355 case IT_ROCKETS: return "rockets";
356 case IT_CELLS: return "cells";
357 case IT_FUEL: return "fuel";
359 // add more things here (health, armor)
360 default: error("requested item has no counter field name");
364 .float max_armorvalue;
365 .float pickup_anyway;
367 float Item_Customize()
369 if(self.spawnshieldtime)
371 if(!WEPSET_CONTAINS_ALL_EE(other, self))
373 self.colormod = '0 0 0';
374 self.glowmod = self.colormod;
375 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
382 self.colormod = stov(autocvar_g_ghost_items_color);
383 self.glowmod = self.colormod;
384 self.alpha = g_ghost_items;
393 void Item_Show (entity e, float mode)
395 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
396 e.ItemStatus &~= ITS_STAYWEP;
399 // make the item look normal, and be touchable
401 e.solid = SOLID_TRIGGER;
402 e.spawnshieldtime = 1;
403 e.ItemStatus |= ITS_AVAILABLE;
407 // hide the item completely
408 e.model = string_null;
410 e.spawnshieldtime = 1;
411 e.ItemStatus &~= ITS_AVAILABLE;
413 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
415 // make the item translucent and not touchable
417 e.solid = SOLID_TRIGGER; // can STILL be picked up!
418 e.effects |= EF_STARDUST;
419 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
420 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
424 //setmodel(e, "null");
426 e.colormod = '0 0 0';
427 e.glowmod = e.colormod;
428 e.spawnshieldtime = 1;
429 e.ItemStatus &~= ITS_AVAILABLE;
432 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
433 e.ItemStatus |= ITS_POWERUP;
435 if (autocvar_g_nodepthtestitems)
436 e.effects |= EF_NODEPTHTEST;
439 if (autocvar_g_fullbrightitems)
440 e.ItemStatus |= ITS_ALLOWFB;
442 if (autocvar_sv_simple_items)
443 e.ItemStatus |= ITS_ALLOWSI;
445 // relink entity (because solid may have changed)
446 setorigin(e, e.origin);
447 e.SendFlags |= ISF_STATUS;
450 void Item_Respawn (void)
453 if(!g_minstagib && self.items == IT_STRENGTH)
454 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
455 else if(!g_minstagib && self.items == IT_INVINCIBLE)
456 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
458 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
459 setorigin (self, self.origin);
461 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
462 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
465 void Item_RespawnCountdown (void)
467 if(self.count >= ITEM_RESPAWN_TICKS)
469 if(self.waypointsprite_attached)
470 WaypointSprite_Kill(self.waypointsprite_attached);
475 self.nextthink = time + 1;
480 vector rgb = '1 0 1';
486 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
487 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
488 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
495 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
496 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
501 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
502 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
504 if(self.flags & FL_WEAPON)
506 entity wi = get_weaponinfo(self.weapon);
515 print("Unknown powerup-marked item is wanting to respawn\n");
516 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
520 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
521 if(self.waypointsprite_attached)
522 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
525 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
526 if(self.waypointsprite_attached)
528 WaypointSprite_Ping(self.waypointsprite_attached);
529 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
534 void Item_ScheduleRespawnIn(entity e, float t)
536 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
538 e.think = Item_RespawnCountdown;
539 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
544 e.think = Item_Respawn;
545 e.nextthink = time + t;
549 void Item_ScheduleRespawn(entity e)
551 if(e.respawntime > 0)
554 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
556 else // if respawntime is -1, this item does not respawn
560 void Item_ScheduleInitialRespawn(entity e)
563 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
566 float ITEM_MODE_NONE = 0;
567 float ITEM_MODE_HEALTH = 1;
568 float ITEM_MODE_ARMOR = 2;
569 float ITEM_MODE_FUEL = 3;
570 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
575 if (item.spawnshieldtime)
577 if ((player.ammofield < ammomax) || item.pickup_anyway)
579 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
583 else if(g_weapon_stay == 2)
585 float mi = min(item.ammofield, ammomax);
586 if (player.ammofield < mi)
588 player.ammofield = mi;
599 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
601 case ITEM_MODE_HEALTH:
602 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
604 case ITEM_MODE_ARMOR:
605 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
613 float Item_GiveTo(entity item, entity player)
620 // if nothing happens to player, just return without taking the item
622 _switchweapon = FALSE;
626 float prevcells = player.ammo_cells;
628 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
629 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
631 if(player.ammo_cells > prevcells)
633 _switchweapon = TRUE;
635 // play some cool sounds ;)
636 if (clienttype(player) == CLIENTTYPE_REAL)
638 if(player.health <= 5)
639 AnnounceTo(player, "lastsecond");
640 else if(player.health < 50)
641 AnnounceTo(player, "narrowly");
643 // sound not available
644 // else if(item.items == IT_CELLS)
645 // AnnounceTo(player, "ammo");
647 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
648 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
652 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
656 sprint (player, strcat("You got the ^2", item.netname, "\n"));
663 // sound not available
664 // AnnounceTo(player, "_lives");
665 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
666 sprint(player, "^3You picked up some extra lives\n");
670 if (item.strength_finished)
673 // sound not available
674 // AnnounceTo(player, "invisible");
675 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
679 if (item.invincible_finished)
682 // sound not available
683 // AnnounceTo(player, "speed");
684 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
689 // in case the player has autoswitch enabled do the following:
690 // if the player is using their best weapon before items are given, they
691 // probably want to switch to an even better weapon after items are given
692 if (player.autoswitch)
693 if (player.switchweapon == w_getbestweapon(player))
694 _switchweapon = TRUE;
696 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
697 _switchweapon = TRUE;
699 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
700 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
701 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
702 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
703 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
704 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
705 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
707 if (item.flags & FL_WEAPON)
709 WEPSET_DECLARE_A(it);
710 WEPSET_COPY_AE(it, item);
711 WEPSET_ANDNOT_AE(it, player);
713 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
716 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
717 if(WEPSET_CONTAINS_AW(it, i))
718 W_GiveWeapon (player, i, item.netname);
722 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
726 sprint (player, strcat("You got the ^2", item.netname, "\n"));
729 if (item.strength_finished)
732 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
734 if (item.invincible_finished)
737 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
739 if (item.superweapons_finished)
742 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
747 // always eat teamed entities
755 if (player.switchweapon != w_getbestweapon(player))
756 W_SwitchWeapon_Force(player, w_getbestweapon(player));
761 void Item_Touch (void)
765 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
766 if(self.classname == "droppedweapon")
768 if (ITEM_TOUCH_NEEDKILL())
775 if (other.classname != "player")
779 if (self.solid != SOLID_TRIGGER)
781 if (self.owner == other)
784 if (self.classname == "droppedweapon")
786 self.strength_finished = max(0, self.strength_finished - time);
787 self.invincible_finished = max(0, self.invincible_finished - time);
788 self.superweapons_finished = max(0, self.superweapons_finished - time);
791 if(!Item_GiveTo(self, other))
793 if (self.classname == "droppedweapon")
795 // undo what we did above
796 self.strength_finished += time;
797 self.invincible_finished += time;
798 self.superweapons_finished += time;
803 other.last_pickup = time;
805 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
806 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
808 if (self.classname == "droppedweapon")
810 else if not(self.spawnshieldtime)
816 RandomSelection_Init();
817 for(head = world; (head = findfloat(head, team, self.team)); )
819 if(head.flags & FL_ITEM)
822 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
825 e = RandomSelection_chosen_ent;
830 Item_ScheduleRespawn(e);
836 Item_Show(self, !self.state);
837 setorigin (self, self.origin);
839 if(self.classname != "droppedweapon")
841 self.think = SUB_Null;
844 if(self.waypointsprite_attached)
845 WaypointSprite_Kill(self.waypointsprite_attached);
847 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
848 Item_ScheduleInitialRespawn(self);
856 if(self.effects & EF_NODRAW)
858 // marker for item team search
859 dprint("Initializing item team ", ftos(self.team), "\n");
860 RandomSelection_Init();
861 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
862 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
863 e = RandomSelection_chosen_ent;
867 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
871 // make it a non-spawned item
873 head.state = 1; // state 1 = initially hidden item
875 head.effects &~= EF_NODRAW;
882 // Savage: used for item garbage-collection
883 // TODO: perhaps nice special effect?
884 void RemoveItem(void)
889 // pickup evaluation functions
890 // these functions decide how desirable an item is to the bots
892 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
894 float weapon_pickupevalfunc(entity player, entity item)
896 float c, j, position;
898 // See if I have it already
899 if(!WEPSET_CONTAINS_ALL_EE(player, item))
901 // If I can pick it up
902 if(!item.spawnshieldtime)
904 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
906 // Skilled bots will grab more
907 c = bound(0, skill / 10, 1) * 0.5;
915 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
916 if( bot_custom_weapon && c )
918 // Find the highest position on any range
920 for(j = 0; j < WEP_LAST ; ++j){
922 bot_weapons_far[j] == item.weapon ||
923 bot_weapons_mid[j] == item.weapon ||
924 bot_weapons_close[j] == item.weapon
935 position = WEP_LAST - position;
936 // item.bot_pickupbasevalue is overwritten here
937 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
941 return item.bot_pickupbasevalue * c;
944 float commodity_pickupevalfunc(entity player, entity item)
947 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
951 // Detect needed ammo
952 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
954 wi = get_weaponinfo(i);
956 if not(WEPSET_CONTAINS_EW(player, i))
959 if(wi.items & IT_SHELLS)
961 else if(wi.items & IT_NAILS)
963 else if(wi.items & IT_ROCKETS)
965 else if(wi.items & IT_CELLS)
967 else if(wi.items & IT_FUEL)
971 // TODO: figure out if the player even has the weapon this ammo is for?
972 // may not affect strategy much though...
973 // find out how much more ammo/armor/health the player can hold
975 if (item.ammo_shells)
976 if (player.ammo_shells < g_pickup_shells_max)
977 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
980 if (player.ammo_nails < g_pickup_nails_max)
981 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
983 if (item.ammo_rockets)
984 if (player.ammo_rockets < g_pickup_rockets_max)
985 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
988 if (player.ammo_cells < g_pickup_cells_max)
989 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
992 if (player.ammo_fuel < g_pickup_fuel_max)
993 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
995 if (player.armorvalue < item.max_armorvalue)
996 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
998 if (player.health < item.max_health)
999 c = c + max(0, 1 - player.health / item.max_health);
1001 return item.bot_pickupbasevalue * c;
1004 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
1006 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1011 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)
1013 startitem_failed = FALSE;
1015 if(self.model == "")
1016 self.model = itemmodel;
1018 if(self.model == "")
1020 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1024 if(self.item_pickupsound == "")
1025 self.item_pickupsound = pickupsound;
1027 if(!self.respawntime) // both need to be set
1029 self.respawntime = defaultrespawntime;
1030 self.respawntimejitter = defaultrespawntimejitter;
1033 self.items = itemid;
1034 self.weapon = weaponid;
1037 WEPSET_COPY_EW(self, weaponid);
1039 self.flags = FL_ITEM | itemflags;
1041 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1043 startitem_failed = TRUE;
1048 // is it a dropped weapon?
1049 if (self.classname == "droppedweapon")
1051 self.reset = SUB_Remove;
1052 // it's a dropped weapon
1053 self.movetype = MOVETYPE_TOSS;
1055 // Savage: remove thrown items after a certain period of time ("garbage collection")
1056 self.think = RemoveItem;
1057 self.nextthink = time + 20;
1059 self.takedamage = DAMAGE_YES;
1060 self.event_damage = Item_Damage;
1062 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1065 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1066 if(self.ammo_nails == 0)
1067 if(self.ammo_cells == 0)
1068 if(self.ammo_rockets == 0)
1069 if(self.ammo_shells == 0)
1070 if(self.ammo_fuel == 0)
1071 if(self.health == 0)
1072 if(self.armorvalue == 0)
1075 // if item is worthless after a timer, have it expire then
1076 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1079 // don't drop if in a NODROP zone (such as lava)
1080 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1081 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1083 startitem_failed = TRUE;
1090 if(!have_pickup_item())
1092 startitem_failed = TRUE;
1097 if(self.angles != '0 0 0')
1098 self.SendFlags |= ISF_ANGLES;
1100 self.reset = Item_Reset;
1101 // it's a level item
1102 if(self.spawnflags & 1)
1105 self.movetype = MOVETYPE_NONE;
1107 self.movetype = MOVETYPE_TOSS;
1108 // do item filtering according to game mode and other things
1111 // first nudge it off the floor a little bit to avoid math errors
1112 setorigin(self, self.origin + '0 0 1');
1113 // set item size before we spawn a spawnfunc_waypoint
1114 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1115 setsize (self, '-16 -16 0', '16 16 48');
1117 setsize (self, '-16 -16 0', '16 16 32');
1118 // note droptofloor returns FALSE if stuck/or would fall too far
1120 waypoint_spawnforitem(self);
1124 * can't do it that way, as it would break maps
1125 * TODO make a target_give like entity another way, that perhaps has
1126 * the weapon name in a key
1129 // target_give not yet supported; maybe later
1130 print("removed targeted ", self.classname, "\n");
1131 startitem_failed = TRUE;
1137 if(autocvar_spawn_debug >= 2)
1140 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1142 // why not flags & fl_item?
1143 if(otheritem.is_item)
1145 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1146 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1147 error("Mapper sucks.");
1150 self.is_item = TRUE;
1153 WEPSET_OR_AW(weaponsInMap, weaponid);
1155 precache_model (self.model);
1156 precache_sound (self.item_pickupsound);
1158 precache_sound ("misc/itemrespawncountdown.wav");
1159 if(!g_minstagib && itemid == IT_STRENGTH)
1160 precache_sound ("misc/strength_respawn.wav");
1161 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1162 precache_sound ("misc/shield_respawn.wav");
1164 precache_sound ("misc/itemrespawn.wav");
1166 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1167 self.target = "###item###"; // for finding the nearest item using find()
1170 self.bot_pickup = TRUE;
1171 self.bot_pickupevalfunc = pickupevalfunc;
1172 self.bot_pickupbasevalue = pickupbasevalue;
1173 self.mdl = self.model;
1174 self.netname = itemname;
1175 self.touch = Item_Touch;
1176 setmodel(self, "null"); // precision set below
1177 //self.effects |= EF_LOWPRECISION;
1179 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1181 self.pos1 = '-16 -16 0';
1182 self.pos2 = '16 16 48';
1186 self.pos1 = '-16 -16 0';
1187 self.pos2 = '16 16 32';
1189 setsize (self, self.pos1, self.pos2);
1191 if(itemflags & FL_POWERUP)
1192 self.ItemStatus |= ITS_ANIMATE1;
1194 if(self.armorvalue || self.health)
1195 self.ItemStatus |= ITS_ANIMATE2;
1197 if(itemflags & FL_WEAPON)
1199 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1200 self.colormap = 1024; // color shirt=0 pants=0 grey
1204 self.ItemStatus |= ITS_ANIMATE1;
1205 self.ItemStatus |= ISF_COLORMAP;
1209 if(self.team) // broken, no idea why.
1212 self.cnt = 1; // item probability weight
1214 self.effects |= EF_NODRAW; // marker for item team search
1215 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1220 Net_LinkEntity(self, FALSE, 0, ItemSend);
1223 /* replace items in minstagib
1224 * IT_STRENGTH = invisibility
1225 * IT_NAILS = extra lives
1226 * IT_INVINCIBLE = speed
1228 void minstagib_items (float itemid) // will be deleted soon.
1231 self.classname = "minstagib"; // ...?
1233 // replace rocket launchers and nex guns with ammo cells
1234 if (itemid == IT_CELLS)
1236 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1237 StartItem ("models/items/a_cells.md3",
1238 "misc/itempickup.wav", 45, 0,
1239 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1246 itemid = IT_STRENGTH;
1250 itemid = IT_INVINCIBLE;
1252 // replace with invis
1253 if (itemid == IT_STRENGTH)
1255 if(!self.strength_finished)
1256 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1257 StartItem ("models/items/g_strength.md3",
1258 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1259 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1261 // replace with extra lives
1262 if (itemid == IT_NAILS)
1264 self.max_health = 1;
1265 StartItem ("models/items/g_h100.md3",
1266 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1267 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1269 // replace with speed
1270 if (itemid == IT_INVINCIBLE)
1272 if(!self.invincible_finished)
1273 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1274 StartItem ("models/items/g_invincible.md3",
1275 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1276 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1280 float minst_no_auto_cells;
1281 void minst_remove_item (void) {
1282 if(minst_no_auto_cells)
1286 float weaponswapping;
1289 void weapon_defaultspawnfunc(float wpn)
1293 var .float ammofield;
1299 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1301 e = get_weaponinfo(wpn);
1303 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1305 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1307 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1308 startitem_failed = TRUE;
1313 s = W_Apply_Weaponreplace(e.netname);
1316 MUTATOR_CALLHOOK(SetWeaponreplace);
1321 startitem_failed = TRUE;
1324 t = tokenize_console(s);
1327 self.team = --internalteam;
1329 for(i = 1; i < t; ++i)
1332 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1334 e = get_weaponinfo(j);
1338 copyentity(oldself, self);
1339 self.classname = "replacedweapon";
1340 weapon_defaultspawnfunc(j);
1346 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1351 if(t >= 1) // always the case!
1355 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1357 e = get_weaponinfo(j);
1366 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1372 startitem_failed = TRUE;
1377 e = get_weaponinfo(wpn);
1379 if(!self.respawntime)
1381 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1383 self.respawntime = g_pickup_respawntime_superweapon;
1384 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1388 self.respawntime = g_pickup_respawntime_weapon;
1389 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1393 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1394 if(!self.superweapons_finished)
1395 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1399 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1403 ammofield = Item_CounterField(j);
1405 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1411 if(g_pickup_weapons_anyway)
1412 self.pickup_anyway = TRUE;
1416 // no weapon-stay on superweapons
1417 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1418 f |= FL_NO_WEAPON_STAY;
1420 // weapon stay isn't supported for teamed weapons
1422 f |= FL_NO_WEAPON_STAY;
1424 // stupid minstagib hack, don't ask
1427 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1429 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1430 if (self.modelindex) // don't precache if self was removed
1431 weapon_action(e.weapon, WR_PRECACHE);
1434 void spawnfunc_weapon_shotgun (void);
1435 void spawnfunc_weapon_uzi (void) {
1436 if(autocvar_sv_q3acompat_machineshotgunswap)
1437 if(self.classname != "droppedweapon")
1439 weapon_defaultspawnfunc(WEP_SHOTGUN);
1442 weapon_defaultspawnfunc(WEP_UZI);
1445 void spawnfunc_weapon_shotgun (void) {
1446 if(autocvar_sv_q3acompat_machineshotgunswap)
1447 if(self.classname != "droppedweapon")
1449 weapon_defaultspawnfunc(WEP_UZI);
1452 weapon_defaultspawnfunc(WEP_SHOTGUN);
1455 void spawnfunc_weapon_nex (void)
1459 minstagib_items(IT_CELLS);
1460 self.think = minst_remove_item;
1461 self.nextthink = time;
1464 weapon_defaultspawnfunc(WEP_NEX);
1467 void spawnfunc_weapon_minstanex (void)
1471 minstagib_items(IT_CELLS);
1472 self.think = minst_remove_item;
1473 self.nextthink = time;
1476 weapon_defaultspawnfunc(WEP_MINSTANEX);
1479 void spawnfunc_weapon_rocketlauncher (void)
1483 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1484 self.think = minst_remove_item;
1485 self.nextthink = time;
1488 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1491 void spawnfunc_item_rockets (void) {
1492 if(!self.ammo_rockets)
1493 self.ammo_rockets = g_pickup_rockets;
1494 if(!self.pickup_anyway)
1495 self.pickup_anyway = g_pickup_ammo_anyway;
1496 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1499 void spawnfunc_item_shells (void);
1500 void spawnfunc_item_bullets (void) {
1502 if(autocvar_sv_q3acompat_machineshotgunswap)
1503 if(self.classname != "droppedweapon")
1505 weaponswapping = TRUE;
1506 spawnfunc_item_shells();
1507 weaponswapping = FALSE;
1511 if(!self.ammo_nails)
1512 self.ammo_nails = g_pickup_nails;
1513 if(!self.pickup_anyway)
1514 self.pickup_anyway = g_pickup_ammo_anyway;
1515 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1518 void spawnfunc_item_cells (void) {
1519 if(!self.ammo_cells)
1520 self.ammo_cells = g_pickup_cells;
1521 if(!self.pickup_anyway)
1522 self.pickup_anyway = g_pickup_ammo_anyway;
1523 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1526 void spawnfunc_item_shells (void) {
1528 if(autocvar_sv_q3acompat_machineshotgunswap)
1529 if(self.classname != "droppedweapon")
1531 weaponswapping = TRUE;
1532 spawnfunc_item_bullets();
1533 weaponswapping = FALSE;
1537 if(!self.ammo_shells)
1538 self.ammo_shells = g_pickup_shells;
1539 if(!self.pickup_anyway)
1540 self.pickup_anyway = g_pickup_ammo_anyway;
1541 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1544 void spawnfunc_item_armor_small (void) {
1545 if(!self.armorvalue)
1546 self.armorvalue = g_pickup_armorsmall;
1547 if(!self.max_armorvalue)
1548 self.max_armorvalue = g_pickup_armorsmall_max;
1549 if(!self.pickup_anyway)
1550 self.pickup_anyway = g_pickup_armorsmall_anyway;
1551 StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1554 void spawnfunc_item_armor_medium (void) {
1555 if(!self.armorvalue)
1556 self.armorvalue = g_pickup_armormedium;
1557 if(!self.max_armorvalue)
1558 self.max_armorvalue = g_pickup_armormedium_max;
1559 if(!self.pickup_anyway)
1560 self.pickup_anyway = g_pickup_armormedium_anyway;
1561 StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1564 void spawnfunc_item_armor_big (void) {
1565 if(!self.armorvalue)
1566 self.armorvalue = g_pickup_armorbig;
1567 if(!self.max_armorvalue)
1568 self.max_armorvalue = g_pickup_armorbig_max;
1569 if(!self.pickup_anyway)
1570 self.pickup_anyway = g_pickup_armorbig_anyway;
1571 StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1574 void spawnfunc_item_armor_large (void) {
1575 if(!self.armorvalue)
1576 self.armorvalue = g_pickup_armorlarge;
1577 if(!self.max_armorvalue)
1578 self.max_armorvalue = g_pickup_armorlarge_max;
1579 if(!self.pickup_anyway)
1580 self.pickup_anyway = g_pickup_armorlarge_anyway;
1581 StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1584 void spawnfunc_item_health_small (void) {
1585 if(!self.max_health)
1586 self.max_health = g_pickup_healthsmall_max;
1588 self.health = g_pickup_healthsmall;
1589 if(!self.pickup_anyway)
1590 self.pickup_anyway = g_pickup_healthsmall_anyway;
1591 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);
1594 void spawnfunc_item_health_medium (void) {
1595 if(!self.max_health)
1596 self.max_health = g_pickup_healthmedium_max;
1598 self.health = g_pickup_healthmedium;
1599 if(!self.pickup_anyway)
1600 self.pickup_anyway = g_pickup_healthmedium_anyway;
1601 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);
1604 void spawnfunc_item_health_large (void) {
1605 if(!self.max_health)
1606 self.max_health = g_pickup_healthlarge_max;
1608 self.health = g_pickup_healthlarge;
1609 if(!self.pickup_anyway)
1610 self.pickup_anyway = g_pickup_healthlarge_anyway;
1611 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1614 void spawnfunc_item_health_mega (void) {
1616 minstagib_items(IT_NAILS);
1618 if(!self.max_health)
1619 self.max_health = g_pickup_healthmega_max;
1621 self.health = g_pickup_healthmega;
1622 if(!self.pickup_anyway)
1623 self.pickup_anyway = g_pickup_healthmega_anyway;
1624 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);
1628 // support old misnamed entities
1629 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1630 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1631 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1632 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1633 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1635 void spawnfunc_item_strength (void) {
1637 minstagib_items(IT_STRENGTH);
1639 precache_sound("weapons/strength_fire.wav");
1640 if(!self.strength_finished)
1641 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1642 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);
1646 void spawnfunc_item_invincible (void) {
1648 minstagib_items(IT_INVINCIBLE);
1650 if(!self.invincible_finished)
1651 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1652 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);
1656 void spawnfunc_item_minst_cells (void) {
1659 minst_no_auto_cells = TRUE;
1660 minstagib_items(IT_CELLS);
1667 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1669 float GiveItems(entity e, float beginarg, float endarg);
1670 void target_items_use (void)
1672 if(activator.classname == "droppedweapon")
1679 if(activator.classname != "player")
1681 if(activator.deadflag != DEAD_NO)
1686 for(e = world; (e = find(e, classname, "droppedweapon")); )
1687 if(e.enemy == activator)
1690 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1691 centerprint(activator, self.message);
1694 void spawnfunc_target_items (void)
1699 self.use = target_items_use;
1700 if(!self.strength_finished)
1701 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1702 if(!self.invincible_finished)
1703 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1704 if(!self.superweapons_finished)
1705 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1707 precache_sound("misc/itempickup.wav");
1708 precache_sound("misc/megahealth.wav");
1709 precache_sound("misc/armor25.wav");
1710 precache_sound("misc/powerup.wav");
1711 precache_sound("misc/poweroff.wav");
1712 precache_sound("weapons/weaponpickup.wav");
1714 n = tokenize_console(self.netname);
1715 if(argv(0) == "give")
1717 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1721 for(i = 0; i < n; ++i)
1723 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1724 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1725 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1726 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1727 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1728 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1729 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1730 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1733 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1735 e = get_weaponinfo(j);
1736 if(argv(i) == e.netname)
1738 WEPSET_OR_EW(self, j);
1739 if(self.spawnflags == 0 || self.spawnflags == 2)
1740 weapon_action(e.weapon, WR_PRECACHE);
1745 print("target_items: invalid item ", argv(i), "\n");
1749 string itemprefix, valueprefix;
1750 if(self.spawnflags == 0)
1755 else if(self.spawnflags == 1)
1757 itemprefix = "max ";
1758 valueprefix = "max ";
1760 else if(self.spawnflags == 2)
1762 itemprefix = "min ";
1763 valueprefix = "min ";
1765 else if(self.spawnflags == 4)
1767 itemprefix = "minus ";
1768 valueprefix = "max ";
1771 error("invalid spawnflags");
1774 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1775 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1776 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1777 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1778 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1779 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1780 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1781 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1782 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1783 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1784 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1785 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1786 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1787 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1788 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1790 e = get_weaponinfo(j);
1792 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1795 self.netname = strzone(self.netname);
1796 //print(self.netname, "\n");
1798 n = tokenize_console(self.netname);
1799 for(i = 0; i < n; ++i)
1801 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1803 e = get_weaponinfo(j);
1804 if(argv(i) == e.netname)
1806 weapon_action(e.weapon, WR_PRECACHE);
1813 void spawnfunc_item_fuel(void)
1816 self.ammo_fuel = g_pickup_fuel;
1817 if(!self.pickup_anyway)
1818 self.pickup_anyway = g_pickup_ammo_anyway;
1819 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);
1822 void spawnfunc_item_fuel_regen(void)
1824 if(start_items & IT_FUEL_REGEN)
1826 spawnfunc_item_fuel();
1829 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1832 void spawnfunc_item_jetpack(void)
1834 if(g_grappling_hook)
1835 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1837 self.ammo_fuel = g_pickup_fuel_jetpack;
1838 if(start_items & IT_JETPACK)
1840 spawnfunc_item_fuel();
1843 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1853 float GiveWeapon(entity e, float wpn, float op, float val)
1856 v0 = WEPSET_CONTAINS_EW(e, wpn);
1861 WEPSET_OR_EW(e, wpn);
1863 WEPSET_ANDNOT_EW(e, wpn);
1868 WEPSET_OR_EW(e, wpn);
1872 WEPSET_ANDNOT_EW(e, wpn);
1876 WEPSET_ANDNOT_EW(e, wpn);
1879 v1 = WEPSET_CONTAINS_EW(e, wpn);
1883 float GiveBit(entity e, .float fld, float bit, float op, float val)
1913 float GiveValue(entity e, .float fld, float op, float val)
1923 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1926 e.fld = min(e.fld, val);
1939 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1946 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1948 else if(v0 >= v0 + t)
1951 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1955 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1958 e.rotfield = max(e.rotfield, time + rottime);
1960 e.regenfield = max(e.regenfield, time + regentime);
1963 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1964 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1965 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), WEPSET_CONTAINS_AW(save_weapons, b), WEPSET_CONTAINS_EW(e, b), 0, snd_incr, snd_decr)
1966 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1967 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1968 #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)
1970 float GiveItems(entity e, float beginarg, float endarg)
1972 float got, i, j, val, op;
1973 float _switchweapon;
1982 _switchweapon = FALSE;
1984 if (e.switchweapon == w_getbestweapon(e))
1985 _switchweapon = TRUE;
1987 e.strength_finished = max(0, e.strength_finished - time);
1988 e.invincible_finished = max(0, e.invincible_finished - time);
1989 e.superweapons_finished = max(0, e.superweapons_finished - time);
1993 PREGIVE(e, strength_finished);
1994 PREGIVE(e, invincible_finished);
1995 PREGIVE(e, superweapons_finished);
1996 PREGIVE(e, ammo_nails);
1997 PREGIVE(e, ammo_cells);
1998 PREGIVE(e, ammo_shells);
1999 PREGIVE(e, ammo_rockets);
2000 PREGIVE(e, ammo_fuel);
2001 PREGIVE(e, armorvalue);
2004 for(i = beginarg; i < endarg; ++i)
2008 if(cmd == "0" || stof(cmd))
2032 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2033 got += GiveValue(e, strength_finished, op, val);
2034 got += GiveValue(e, invincible_finished, op, val);
2035 got += GiveValue(e, superweapons_finished, op, val);
2036 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2038 got += GiveBit(e, items, IT_JETPACK, op, val);
2039 got += GiveValue(e, health, op, val);
2040 got += GiveValue(e, armorvalue, op, val);
2042 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2044 wi = get_weaponinfo(j);
2046 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
2047 got += GiveWeapon(e, j, op, val);
2050 got += GiveValue(e, ammo_cells, op, val);
2051 got += GiveValue(e, ammo_shells, op, val);
2052 got += GiveValue(e, ammo_nails, op, val);
2053 got += GiveValue(e, ammo_rockets, op, val);
2054 got += GiveValue(e, ammo_fuel, op, val);
2056 case "unlimited_ammo":
2057 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2059 case "unlimited_weapon_ammo":
2060 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
2062 case "unlimited_superweapons":
2063 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2066 got += GiveBit(e, items, IT_JETPACK, op, val);
2069 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2072 got += GiveValue(e, strength_finished, op, val);
2075 got += GiveValue(e, invincible_finished, op, val);
2077 case "superweapons":
2078 got += GiveValue(e, superweapons_finished, op, val);
2081 got += GiveValue(e, ammo_cells, op, val);
2084 got += GiveValue(e, ammo_shells, op, val);
2088 got += GiveValue(e, ammo_nails, op, val);
2091 got += GiveValue(e, ammo_rockets, op, val);
2094 got += GiveValue(e, health, op, val);
2097 got += GiveValue(e, armorvalue, op, val);
2100 got += GiveValue(e, ammo_fuel, op, val);
2103 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2105 wi = get_weaponinfo(j);
2106 if(cmd == wi.netname)
2108 got += GiveWeapon(e, j, op, val);
2113 print("give: invalid item ", cmd, "\n");
2120 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2121 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2122 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2123 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2124 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2126 wi = get_weaponinfo(j);
2129 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2130 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2131 if(WEPSET_CONTAINS_EW(e, j))
2132 weapon_action(wi.weapon, WR_PRECACHE);
2135 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2136 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2137 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2138 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2139 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2140 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2141 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
2142 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
2143 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
2145 if(e.superweapons_finished <= 0)
2146 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2147 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2151 e.health = bound(0, e.health, 100);
2152 e.armorvalue = bound(0, e.armorvalue, 999);
2155 if(e.strength_finished <= 0)
2156 e.strength_finished = 0;
2158 e.strength_finished += time;
2159 if(e.invincible_finished <= 0)
2160 e.invincible_finished = 0;
2162 e.invincible_finished += time;
2163 if(e.superweapons_finished <= 0)
2164 e.superweapons_finished = 0;
2166 e.superweapons_finished += time;
2168 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2169 _switchweapon = TRUE;
2171 W_SwitchWeapon_Force(e, w_getbestweapon(e));