7 #define ITS_AVAILABLE 8
10 #define ITS_POWERUP 64
11 #define ISF_COLORMAP 16
19 var float autocvar_cl_animate_items = 1;
20 var float autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float autocvar_cl_weapon_stay_alpha = 0.75;
25 var float autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
34 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35 if(self.move_flags & FL_ONGROUND)
36 { // For some reason move_avelocity gets set to '0 0 0' here ...
37 self.oldorigin = self.origin;
40 if(autocvar_cl_animate_items)
41 { // ... so reset it if animations are requested.
42 if(self.ItemStatus & ITS_ANIMATE1)
43 self.move_avelocity = '0 180 0';
45 if(self.ItemStatus & ITS_ANIMATE2)
46 self.move_avelocity = '0 -90 0';
50 else if (autocvar_cl_animate_items)
52 if(self.ItemStatus & ITS_ANIMATE1)
54 self.angles += self.move_avelocity * frametime;
55 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58 if(self.ItemStatus & ITS_ANIMATE2)
60 self.angles += self.move_avelocity * frametime;
61 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
70 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72 if(self.move_flags & FL_ONGROUND)
77 void ItemRead(float _IsNew)
79 float sf = ReadByte();
83 self.origin_x = ReadCoord();
84 self.origin_y = ReadCoord();
85 self.origin_z = ReadCoord();
86 setorigin(self, self.origin);
87 self.oldorigin = self.origin;
92 self.angles_x = ReadCoord();
93 self.angles_y = ReadCoord();
94 self.angles_z = ReadCoord();
95 self.move_angles = self.angles;
98 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
100 self.ItemStatus = ReadByte();
102 if(self.ItemStatus & ITS_AVAILABLE)
105 self.colormod = self.glowmod = '1 1 1';
109 if (autocvar_cl_ghost_items_color)
111 self.alpha = autocvar_cl_ghost_items;
112 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
118 if(autocvar_cl_fullbright_items)
119 if(self.ItemStatus & ITS_ALLOWFB)
120 self.effects |= EF_FULLBRIGHT;
122 if(self.ItemStatus & ITS_STAYWEP)
124 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125 self.alpha = autocvar_cl_weapon_stay_alpha;
129 if(self.ItemStatus & ITS_POWERUP)
131 if(self.ItemStatus & ITS_AVAILABLE)
132 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
134 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
140 self.drawmask = MASK_NORMAL;
141 self.movetype = MOVETYPE_NOCLIP;
142 self.draw = ItemDraw;
148 string _fn = ReadString();
150 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
152 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153 self.draw = ItemDrawSimple;
157 if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163 else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
167 self.draw = ItemDraw;
168 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
172 if(self.draw != ItemDrawSimple)
173 self.mdl = strzone(_fn);
177 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
179 precache_model(self.mdl);
180 setmodel(self, self.mdl);
183 if(sf & ISF_COLORMAP)
184 self.colormap = ReadShort();
189 self.move_angles = '0 0 0';
190 self.move_movetype = MOVETYPE_TOSS;
191 self.move_velocity_x = ReadCoord();
192 self.move_velocity_y = ReadCoord();
193 self.move_velocity_z = ReadCoord();
194 self.velocity = self.move_velocity;
195 self.move_origin = self.oldorigin;
199 self.move_time = time;
200 self.spawntime = time;
203 self.move_time = max(self.move_time, time);
206 if(autocvar_cl_animate_items)
208 if(self.ItemStatus & ITS_ANIMATE1)
209 self.move_avelocity = '0 180 0';
211 if(self.ItemStatus & ITS_ANIMATE2)
212 self.move_avelocity = '0 -90 0';
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
227 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228 WriteByte(MSG_ENTITY, sf);
230 //WriteByte(MSG_ENTITY, self.cnt);
231 if(sf & ISF_LOCATION)
233 WriteCoord(MSG_ENTITY, self.origin_x);
234 WriteCoord(MSG_ENTITY, self.origin_y);
235 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteCoord(MSG_ENTITY, self.angles_x);
241 WriteCoord(MSG_ENTITY, self.angles_y);
242 WriteCoord(MSG_ENTITY, self.angles_z);
246 WriteByte(MSG_ENTITY, self.ItemStatus);
252 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
254 WriteString(MSG_ENTITY, self.mdl);
258 if(sf & ISF_COLORMAP)
259 WriteShort(MSG_ENTITY, self.colormap);
263 WriteCoord(MSG_ENTITY, self.velocity_x);
264 WriteCoord(MSG_ENTITY, self.velocity_y);
265 WriteCoord(MSG_ENTITY, self.velocity_z);
272 float have_pickup_item(void)
274 // minstagib: only allow filtered items
276 if(self.classname != "minstagib")
279 if(self.flags & FL_POWERUP)
281 if(autocvar_g_powerups > 0)
283 if(autocvar_g_powerups == 0)
294 if(autocvar_g_pickup_items > 0)
296 if(autocvar_g_pickup_items == 0)
303 if(!WEPSET_EMPTY_E(self) || (self.items & IT_AMMO))
309 #define ITEM_RESPAWN_TICKS 10
311 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
312 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
313 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
314 // range: 10 .. respawntime + respawntimejitter
316 floatfield Item_CounterField(float it)
320 case IT_SHELLS: return ammo_shells;
321 case IT_NAILS: return ammo_nails;
322 case IT_ROCKETS: return ammo_rockets;
323 case IT_CELLS: return ammo_cells;
324 case IT_FUEL: return ammo_fuel;
325 case IT_5HP: return health;
326 case IT_25HP: return health;
327 case IT_HEALTH: return health;
328 case IT_ARMOR_SHARD: return armorvalue;
329 case IT_ARMOR: return armorvalue;
330 // add more things here (health, armor)
331 default: error("requested item has no counter field");
334 // should never happen
339 string Item_CounterFieldName(float it)
343 case IT_SHELLS: return "shells";
344 case IT_NAILS: return "nails";
345 case IT_ROCKETS: return "rockets";
346 case IT_CELLS: return "cells";
347 case IT_FUEL: return "fuel";
349 // add more things here (health, armor)
350 default: error("requested item has no counter field name");
353 // should never happen
358 .float max_armorvalue;
359 .float pickup_anyway;
361 float Item_Customize()
363 if(self.spawnshieldtime)
365 if(!WEPSET_CONTAINS_ALL_EE(other, self))
367 self.colormod = '0 0 0';
368 self.glowmod = self.colormod;
369 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
376 self.colormod = stov(autocvar_g_ghost_items_color);
377 self.glowmod = self.colormod;
378 self.alpha = g_ghost_items;
387 void Item_Show (entity e, float mode)
389 e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
390 e.ItemStatus &~= ITS_STAYWEP;
393 // make the item look normal, and be touchable
395 e.solid = SOLID_TRIGGER;
396 e.spawnshieldtime = 1;
397 e.ItemStatus |= ITS_AVAILABLE;
401 // hide the item completely
402 e.model = string_null;
404 e.spawnshieldtime = 1;
405 e.ItemStatus &~= ITS_AVAILABLE;
407 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
409 // make the item translucent and not touchable
411 e.solid = SOLID_TRIGGER; // can STILL be picked up!
412 e.effects |= EF_STARDUST;
413 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
414 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
418 //setmodel(e, "null");
420 e.colormod = '0 0 0';
421 e.glowmod = e.colormod;
422 e.spawnshieldtime = 1;
423 e.ItemStatus &~= ITS_AVAILABLE;
426 if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
427 e.ItemStatus |= ITS_POWERUP;
429 if (autocvar_g_nodepthtestitems)
430 e.effects |= EF_NODEPTHTEST;
433 if (autocvar_g_fullbrightitems)
434 e.ItemStatus |= ITS_ALLOWFB;
436 if (autocvar_sv_simple_items)
437 e.ItemStatus |= ITS_ALLOWSI;
439 // relink entity (because solid may have changed)
440 setorigin(e, e.origin);
441 e.SendFlags |= ISF_STATUS;
444 void Item_Respawn (void)
447 if(!g_minstagib && self.items == IT_STRENGTH)
448 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
449 else if(!g_minstagib && self.items == IT_INVINCIBLE)
450 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
452 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
453 setorigin (self, self.origin);
455 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
456 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
459 void Item_RespawnCountdown (void)
461 if(self.count >= ITEM_RESPAWN_TICKS)
463 if(self.waypointsprite_attached)
464 WaypointSprite_Kill(self.waypointsprite_attached);
469 self.nextthink = time + 1;
474 vector rgb = '1 0 1';
480 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
481 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
482 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
489 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
490 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
495 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
496 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
498 if(self.flags & FL_WEAPON)
500 entity wi = get_weaponinfo(self.weapon);
509 print("Unknown powerup-marked item is wanting to respawn\n");
510 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
514 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
515 if(self.waypointsprite_attached)
516 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
519 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
520 if(self.waypointsprite_attached)
522 WaypointSprite_Ping(self.waypointsprite_attached);
523 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
528 void Item_ScheduleRespawnIn(entity e, float t)
530 if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
532 e.think = Item_RespawnCountdown;
533 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
538 e.think = Item_Respawn;
539 e.nextthink = time + t;
543 void Item_ScheduleRespawn(entity e)
545 if(e.respawntime > 0)
548 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
550 else // if respawntime is -1, this item does not respawn
554 void Item_ScheduleInitialRespawn(entity e)
557 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
560 float ITEM_MODE_NONE = 0;
561 float ITEM_MODE_HEALTH = 1;
562 float ITEM_MODE_ARMOR = 2;
563 float ITEM_MODE_FUEL = 3;
564 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
569 if (item.spawnshieldtime)
571 if ((player.ammofield < ammomax) || item.pickup_anyway)
573 player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
577 else if(g_weapon_stay == 2)
579 float mi = min(item.ammofield, ammomax);
580 if (player.ammofield < mi)
582 player.ammofield = mi;
593 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
595 case ITEM_MODE_HEALTH:
596 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
598 case ITEM_MODE_ARMOR:
599 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
607 float Item_GiveTo(entity item, entity player)
614 // if nothing happens to player, just return without taking the item
616 _switchweapon = FALSE;
620 float prevcells = player.ammo_cells;
622 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
623 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
625 if(player.ammo_cells > prevcells)
627 _switchweapon = TRUE;
629 // play some cool sounds ;)
630 if (clienttype(player) == CLIENTTYPE_REAL)
632 if(player.health <= 5)
633 AnnounceTo(player, "lastsecond");
634 else if(player.health < 50)
635 AnnounceTo(player, "narrowly");
637 // sound not available
638 // else if(item.items == IT_CELLS)
639 // AnnounceTo(player, "ammo");
641 if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
642 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
646 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
650 sprint (player, strcat("You got the ^2", item.netname, "\n"));
657 // sound not available
658 // AnnounceTo(player, "_lives");
659 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
660 sprint(player, "^3You picked up some extra lives\n");
664 if (item.strength_finished)
667 // sound not available
668 // AnnounceTo(player, "invisible");
669 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
673 if (item.invincible_finished)
676 // sound not available
677 // AnnounceTo(player, "speed");
678 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
683 // in case the player has autoswitch enabled do the following:
684 // if the player is using their best weapon before items are given, they
685 // probably want to switch to an even better weapon after items are given
686 if (player.autoswitch)
687 if (player.switchweapon == w_getbestweapon(player))
688 _switchweapon = TRUE;
690 if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
691 _switchweapon = TRUE;
693 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
694 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
695 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
696 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
697 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
698 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
699 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
701 if (item.flags & FL_WEAPON)
703 WEPSET_DECLARE_A(it);
704 WEPSET_COPY_AE(it, item);
705 WEPSET_ANDNOT_AE(it, player);
707 if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
710 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
711 if(WEPSET_CONTAINS_AW(it, i))
712 W_GiveWeapon (player, i, item.netname);
716 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
720 sprint (player, strcat("You got the ^2", item.netname, "\n"));
723 if (item.strength_finished)
726 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
728 if (item.invincible_finished)
731 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
733 if (item.superweapons_finished)
736 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
741 // always eat teamed entities
749 if (player.switchweapon != w_getbestweapon(player))
750 W_SwitchWeapon_Force(player, w_getbestweapon(player));
755 void Item_Touch (void)
759 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
760 if(self.classname == "droppedweapon")
762 if (ITEM_TOUCH_NEEDKILL())
769 if (other.classname != "player")
773 if (self.solid != SOLID_TRIGGER)
775 if (self.owner == other)
777 if(MUTATOR_CALLHOOK(ItemTouch))
780 if (self.classname == "droppedweapon")
782 self.strength_finished = max(0, self.strength_finished - time);
783 self.invincible_finished = max(0, self.invincible_finished - time);
784 self.superweapons_finished = max(0, self.superweapons_finished - time);
787 if(!Item_GiveTo(self, other))
789 if (self.classname == "droppedweapon")
791 // undo what we did above
792 self.strength_finished += time;
793 self.invincible_finished += time;
794 self.superweapons_finished += time;
799 other.last_pickup = time;
801 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
802 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTN_NORM);
804 if (self.classname == "droppedweapon")
806 else if not(self.spawnshieldtime)
812 RandomSelection_Init();
813 for(head = world; (head = findfloat(head, team, self.team)); )
815 if(head.flags & FL_ITEM)
818 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
821 e = RandomSelection_chosen_ent;
826 Item_ScheduleRespawn(e);
832 Item_Show(self, !self.state);
833 setorigin (self, self.origin);
835 if(self.classname != "droppedweapon")
837 self.think = func_null;
840 if(self.waypointsprite_attached)
841 WaypointSprite_Kill(self.waypointsprite_attached);
843 if((self.flags & FL_POWERUP) | WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
844 Item_ScheduleInitialRespawn(self);
852 if(self.effects & EF_NODRAW)
854 // marker for item team search
855 dprint("Initializing item team ", ftos(self.team), "\n");
856 RandomSelection_Init();
857 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
858 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
859 e = RandomSelection_chosen_ent;
863 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
867 // make it a non-spawned item
869 head.state = 1; // state 1 = initially hidden item
871 head.effects &~= EF_NODRAW;
878 // Savage: used for item garbage-collection
879 // TODO: perhaps nice special effect?
880 void RemoveItem(void)
885 // pickup evaluation functions
886 // these functions decide how desirable an item is to the bots
888 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
890 float weapon_pickupevalfunc(entity player, entity item)
892 float c, j, position;
894 // See if I have it already
895 if(!WEPSET_CONTAINS_ALL_EE(player, item))
897 // If I can pick it up
898 if(!item.spawnshieldtime)
900 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
902 // Skilled bots will grab more
903 c = bound(0, skill / 10, 1) * 0.5;
911 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
912 if( bot_custom_weapon && c )
914 // Find the highest position on any range
916 for(j = 0; j < WEP_LAST ; ++j){
918 bot_weapons_far[j] == item.weapon ||
919 bot_weapons_mid[j] == item.weapon ||
920 bot_weapons_close[j] == item.weapon
931 position = WEP_LAST - position;
932 // item.bot_pickupbasevalue is overwritten here
933 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
937 return item.bot_pickupbasevalue * c;
940 float commodity_pickupevalfunc(entity player, entity item)
943 float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
947 // Detect needed ammo
948 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
950 wi = get_weaponinfo(i);
952 if not(WEPSET_CONTAINS_EW(player, i))
955 if(wi.items & IT_SHELLS)
957 else if(wi.items & IT_NAILS)
959 else if(wi.items & IT_ROCKETS)
961 else if(wi.items & IT_CELLS)
963 else if(wi.items & IT_FUEL)
967 // TODO: figure out if the player even has the weapon this ammo is for?
968 // may not affect strategy much though...
969 // find out how much more ammo/armor/health the player can hold
971 if (item.ammo_shells)
972 if (player.ammo_shells < g_pickup_shells_max)
973 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
976 if (player.ammo_nails < g_pickup_nails_max)
977 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
979 if (item.ammo_rockets)
980 if (player.ammo_rockets < g_pickup_rockets_max)
981 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
984 if (player.ammo_cells < g_pickup_cells_max)
985 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
988 if (player.ammo_fuel < g_pickup_fuel_max)
989 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
991 if (player.armorvalue < item.max_armorvalue)
992 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
994 if (player.health < item.max_health)
995 c = c + max(0, 1 - player.health / item.max_health);
997 return item.bot_pickupbasevalue * c;
1000 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
1002 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1007 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)
1009 startitem_failed = FALSE;
1011 if(self.model == "")
1012 self.model = itemmodel;
1014 if(self.model == "")
1016 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1020 if(self.item_pickupsound == "")
1021 self.item_pickupsound = pickupsound;
1023 if(!self.respawntime) // both need to be set
1025 self.respawntime = defaultrespawntime;
1026 self.respawntimejitter = defaultrespawntimejitter;
1029 self.items = itemid;
1030 self.weapon = weaponid;
1033 WEPSET_COPY_EW(self, weaponid);
1035 self.flags = FL_ITEM | itemflags;
1037 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1039 startitem_failed = TRUE;
1044 // is it a dropped weapon?
1045 if (self.classname == "droppedweapon")
1047 self.reset = SUB_Remove;
1048 // it's a dropped weapon
1049 self.movetype = MOVETYPE_TOSS;
1051 // Savage: remove thrown items after a certain period of time ("garbage collection")
1052 self.think = RemoveItem;
1053 self.nextthink = time + 20;
1055 self.takedamage = DAMAGE_YES;
1056 self.event_damage = Item_Damage;
1058 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1061 if(WEPSET_CONTAINS_ALL_AE(WEPBIT_SUPERWEAPONS, self)) // only superweapons
1062 if(self.ammo_nails == 0)
1063 if(self.ammo_cells == 0)
1064 if(self.ammo_rockets == 0)
1065 if(self.ammo_shells == 0)
1066 if(self.ammo_fuel == 0)
1067 if(self.health == 0)
1068 if(self.armorvalue == 0)
1071 // if item is worthless after a timer, have it expire then
1072 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1075 // don't drop if in a NODROP zone (such as lava)
1076 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1077 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1079 startitem_failed = TRUE;
1086 if(!have_pickup_item())
1088 startitem_failed = TRUE;
1093 if(self.angles != '0 0 0')
1094 self.SendFlags |= ISF_ANGLES;
1096 self.reset = Item_Reset;
1097 // it's a level item
1098 if(self.spawnflags & 1)
1101 self.movetype = MOVETYPE_NONE;
1103 self.movetype = MOVETYPE_TOSS;
1104 // do item filtering according to game mode and other things
1107 // first nudge it off the floor a little bit to avoid math errors
1108 setorigin(self, self.origin + '0 0 1');
1109 // set item size before we spawn a spawnfunc_waypoint
1110 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1111 setsize (self, '-16 -16 0', '16 16 48');
1113 setsize (self, '-16 -16 0', '16 16 32');
1114 // note droptofloor returns FALSE if stuck/or would fall too far
1116 waypoint_spawnforitem(self);
1120 * can't do it that way, as it would break maps
1121 * TODO make a target_give like entity another way, that perhaps has
1122 * the weapon name in a key
1125 // target_give not yet supported; maybe later
1126 print("removed targeted ", self.classname, "\n");
1127 startitem_failed = TRUE;
1133 if(autocvar_spawn_debug >= 2)
1136 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1138 // why not flags & fl_item?
1139 if(otheritem.is_item)
1141 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1142 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1143 error("Mapper sucks.");
1146 self.is_item = TRUE;
1149 WEPSET_OR_AW(weaponsInMap, weaponid);
1151 precache_model (self.model);
1152 precache_sound (self.item_pickupsound);
1154 precache_sound ("misc/itemrespawncountdown.wav");
1155 if(!g_minstagib && itemid == IT_STRENGTH)
1156 precache_sound ("misc/strength_respawn.wav");
1157 else if(!g_minstagib && itemid == IT_INVINCIBLE)
1158 precache_sound ("misc/shield_respawn.wav");
1160 precache_sound ("misc/itemrespawn.wav");
1162 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1163 self.target = "###item###"; // for finding the nearest item using find()
1166 self.bot_pickup = TRUE;
1167 self.bot_pickupevalfunc = pickupevalfunc;
1168 self.bot_pickupbasevalue = pickupbasevalue;
1169 self.mdl = self.model;
1170 self.netname = itemname;
1171 self.touch = Item_Touch;
1172 setmodel(self, "null"); // precision set below
1173 //self.effects |= EF_LOWPRECISION;
1175 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1177 self.pos1 = '-16 -16 0';
1178 self.pos2 = '16 16 48';
1182 self.pos1 = '-16 -16 0';
1183 self.pos2 = '16 16 32';
1185 setsize (self, self.pos1, self.pos2);
1187 if(itemflags & FL_POWERUP)
1188 self.ItemStatus |= ITS_ANIMATE1;
1190 if(self.armorvalue || self.health)
1191 self.ItemStatus |= ITS_ANIMATE2;
1193 if(itemflags & FL_WEAPON)
1195 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1196 self.colormap = 1024; // color shirt=0 pants=0 grey
1200 self.ItemStatus |= ITS_ANIMATE1;
1201 self.ItemStatus |= ISF_COLORMAP;
1205 if(self.team) // broken, no idea why.
1208 self.cnt = 1; // item probability weight
1210 self.effects |= EF_NODRAW; // marker for item team search
1211 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1216 Net_LinkEntity(self, FALSE, 0, ItemSend);
1219 /* replace items in minstagib
1220 * IT_STRENGTH = invisibility
1221 * IT_NAILS = extra lives
1222 * IT_INVINCIBLE = speed
1224 void minstagib_items (float itemid) // will be deleted soon.
1227 self.classname = "minstagib"; // ...?
1229 // replace rocket launchers and nex guns with ammo cells
1230 if (itemid == IT_CELLS)
1232 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1233 StartItem ("models/items/a_cells.md3",
1234 "misc/itempickup.wav", 45, 0,
1235 "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
1242 itemid = IT_STRENGTH;
1246 itemid = IT_INVINCIBLE;
1248 // replace with invis
1249 if (itemid == IT_STRENGTH)
1251 if(!self.strength_finished)
1252 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1253 StartItem ("models/items/g_strength.md3",
1254 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1255 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1257 // replace with extra lives
1258 if (itemid == IT_NAILS)
1260 self.max_health = 1;
1261 StartItem ("models/items/g_h100.md3",
1262 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1263 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1265 // replace with speed
1266 if (itemid == IT_INVINCIBLE)
1268 if(!self.invincible_finished)
1269 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1270 StartItem ("models/items/g_invincible.md3",
1271 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
1272 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
1276 float minst_no_auto_cells;
1277 void minst_remove_item (void) {
1278 if(minst_no_auto_cells)
1282 float weaponswapping;
1285 void weapon_defaultspawnfunc(float wpn)
1289 var .float ammofield;
1295 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1297 e = get_weaponinfo(wpn);
1299 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1301 print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n");
1303 objerror("Attempted to spawn a mutator-blocked weapon rejected");
1304 startitem_failed = TRUE;
1309 s = W_Apply_Weaponreplace(e.netname);
1312 MUTATOR_CALLHOOK(SetWeaponreplace);
1317 startitem_failed = TRUE;
1320 t = tokenize_console(s);
1323 self.team = --internalteam;
1325 for(i = 1; i < t; ++i)
1328 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1330 e = get_weaponinfo(j);
1334 copyentity(oldself, self);
1335 self.classname = "replacedweapon";
1336 weapon_defaultspawnfunc(j);
1342 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1347 if(t >= 1) // always the case!
1351 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1353 e = get_weaponinfo(j);
1362 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1368 startitem_failed = TRUE;
1373 e = get_weaponinfo(wpn);
1375 if(!self.respawntime)
1377 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1379 self.respawntime = g_pickup_respawntime_superweapon;
1380 self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1384 self.respawntime = g_pickup_respawntime_weapon;
1385 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1389 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1390 if(!self.superweapons_finished)
1391 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1395 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1399 ammofield = Item_CounterField(j);
1401 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1407 if(g_pickup_weapons_anyway)
1408 self.pickup_anyway = TRUE;
1412 // no weapon-stay on superweapons
1413 if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
1414 f |= FL_NO_WEAPON_STAY;
1416 // weapon stay isn't supported for teamed weapons
1418 f |= FL_NO_WEAPON_STAY;
1420 // stupid minstagib hack, don't ask
1423 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
1425 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1426 if (self.modelindex) // don't precache if self was removed
1427 weapon_action(e.weapon, WR_PRECACHE);
1430 void spawnfunc_weapon_shotgun (void);
1431 void spawnfunc_weapon_uzi (void) {
1432 if(autocvar_sv_q3acompat_machineshotgunswap)
1433 if(self.classname != "droppedweapon")
1435 weapon_defaultspawnfunc(WEP_SHOTGUN);
1438 weapon_defaultspawnfunc(WEP_UZI);
1441 void spawnfunc_weapon_shotgun (void) {
1442 if(autocvar_sv_q3acompat_machineshotgunswap)
1443 if(self.classname != "droppedweapon")
1445 weapon_defaultspawnfunc(WEP_UZI);
1448 weapon_defaultspawnfunc(WEP_SHOTGUN);
1451 void spawnfunc_weapon_nex (void)
1455 minstagib_items(IT_CELLS);
1456 self.think = minst_remove_item;
1457 self.nextthink = time;
1460 weapon_defaultspawnfunc(WEP_NEX);
1463 void spawnfunc_weapon_minstanex (void)
1467 minstagib_items(IT_CELLS);
1468 self.think = minst_remove_item;
1469 self.nextthink = time;
1472 weapon_defaultspawnfunc(WEP_MINSTANEX);
1475 void spawnfunc_weapon_rocketlauncher (void)
1479 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1480 self.think = minst_remove_item;
1481 self.nextthink = time;
1484 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1487 void spawnfunc_item_rockets (void) {
1488 if(!self.ammo_rockets)
1489 self.ammo_rockets = g_pickup_rockets;
1490 if(!self.pickup_anyway)
1491 self.pickup_anyway = g_pickup_ammo_anyway;
1492 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);
1495 void spawnfunc_item_shells (void);
1496 void spawnfunc_item_bullets (void) {
1498 if(autocvar_sv_q3acompat_machineshotgunswap)
1499 if(self.classname != "droppedweapon")
1501 weaponswapping = TRUE;
1502 spawnfunc_item_shells();
1503 weaponswapping = FALSE;
1507 if(!self.ammo_nails)
1508 self.ammo_nails = g_pickup_nails;
1509 if(!self.pickup_anyway)
1510 self.pickup_anyway = g_pickup_ammo_anyway;
1511 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);
1514 void spawnfunc_item_cells (void) {
1515 if(!self.ammo_cells)
1516 self.ammo_cells = g_pickup_cells;
1517 if(!self.pickup_anyway)
1518 self.pickup_anyway = g_pickup_ammo_anyway;
1519 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);
1522 void spawnfunc_item_shells (void) {
1524 if(autocvar_sv_q3acompat_machineshotgunswap)
1525 if(self.classname != "droppedweapon")
1527 weaponswapping = TRUE;
1528 spawnfunc_item_bullets();
1529 weaponswapping = FALSE;
1533 if(!self.ammo_shells)
1534 self.ammo_shells = g_pickup_shells;
1535 if(!self.pickup_anyway)
1536 self.pickup_anyway = g_pickup_ammo_anyway;
1537 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);
1540 void spawnfunc_item_armor_small (void) {
1541 if(!self.armorvalue)
1542 self.armorvalue = g_pickup_armorsmall;
1543 if(!self.max_armorvalue)
1544 self.max_armorvalue = g_pickup_armorsmall_max;
1545 if(!self.pickup_anyway)
1546 self.pickup_anyway = g_pickup_armorsmall_anyway;
1547 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);
1550 void spawnfunc_item_armor_medium (void) {
1551 if(!self.armorvalue)
1552 self.armorvalue = g_pickup_armormedium;
1553 if(!self.max_armorvalue)
1554 self.max_armorvalue = g_pickup_armormedium_max;
1555 if(!self.pickup_anyway)
1556 self.pickup_anyway = g_pickup_armormedium_anyway;
1557 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);
1560 void spawnfunc_item_armor_big (void) {
1561 if(!self.armorvalue)
1562 self.armorvalue = g_pickup_armorbig;
1563 if(!self.max_armorvalue)
1564 self.max_armorvalue = g_pickup_armorbig_max;
1565 if(!self.pickup_anyway)
1566 self.pickup_anyway = g_pickup_armorbig_anyway;
1567 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);
1570 void spawnfunc_item_armor_large (void) {
1571 if(!self.armorvalue)
1572 self.armorvalue = g_pickup_armorlarge;
1573 if(!self.max_armorvalue)
1574 self.max_armorvalue = g_pickup_armorlarge_max;
1575 if(!self.pickup_anyway)
1576 self.pickup_anyway = g_pickup_armorlarge_anyway;
1577 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);
1580 void spawnfunc_item_health_small (void) {
1581 if(!self.max_health)
1582 self.max_health = g_pickup_healthsmall_max;
1584 self.health = g_pickup_healthsmall;
1585 if(!self.pickup_anyway)
1586 self.pickup_anyway = g_pickup_healthsmall_anyway;
1587 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);
1590 void spawnfunc_item_health_medium (void) {
1591 if(!self.max_health)
1592 self.max_health = g_pickup_healthmedium_max;
1594 self.health = g_pickup_healthmedium;
1595 if(!self.pickup_anyway)
1596 self.pickup_anyway = g_pickup_healthmedium_anyway;
1597 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);
1600 void spawnfunc_item_health_large (void) {
1601 if(!self.max_health)
1602 self.max_health = g_pickup_healthlarge_max;
1604 self.health = g_pickup_healthlarge;
1605 if(!self.pickup_anyway)
1606 self.pickup_anyway = g_pickup_healthlarge_anyway;
1607 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);
1610 void spawnfunc_item_health_mega (void) {
1612 minstagib_items(IT_NAILS);
1614 if(!self.max_health)
1615 self.max_health = g_pickup_healthmega_max;
1617 self.health = g_pickup_healthmega;
1618 if(!self.pickup_anyway)
1619 self.pickup_anyway = g_pickup_healthmega_anyway;
1620 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);
1624 // support old misnamed entities
1625 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1626 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1627 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1628 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1629 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1631 void spawnfunc_item_strength (void) {
1633 minstagib_items(IT_STRENGTH);
1635 precache_sound("weapons/strength_fire.wav");
1636 if(!self.strength_finished)
1637 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1638 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);
1642 void spawnfunc_item_invincible (void) {
1644 minstagib_items(IT_INVINCIBLE);
1646 if(!self.invincible_finished)
1647 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1648 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);
1652 void spawnfunc_item_minst_cells (void) {
1655 minst_no_auto_cells = TRUE;
1656 minstagib_items(IT_CELLS);
1663 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1665 float GiveItems(entity e, float beginarg, float endarg);
1666 void target_items_use (void)
1668 if(activator.classname == "droppedweapon")
1675 if(activator.classname != "player")
1677 if(activator.deadflag != DEAD_NO)
1682 for(e = world; (e = find(e, classname, "droppedweapon")); )
1683 if(e.enemy == activator)
1686 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1687 centerprint(activator, self.message);
1690 void spawnfunc_target_items (void)
1695 self.use = target_items_use;
1696 if(!self.strength_finished)
1697 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1698 if(!self.invincible_finished)
1699 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1700 if(!self.superweapons_finished)
1701 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1703 precache_sound("misc/itempickup.wav");
1704 precache_sound("misc/megahealth.wav");
1705 precache_sound("misc/armor25.wav");
1706 precache_sound("misc/powerup.wav");
1707 precache_sound("misc/poweroff.wav");
1708 precache_sound("weapons/weaponpickup.wav");
1710 n = tokenize_console(self.netname);
1711 if(argv(0) == "give")
1713 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1717 for(i = 0; i < n; ++i)
1719 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1720 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1721 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1722 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1723 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1724 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1725 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1726 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1729 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1731 e = get_weaponinfo(j);
1732 if(argv(i) == e.netname)
1734 WEPSET_OR_EW(self, j);
1735 if(self.spawnflags == 0 || self.spawnflags == 2)
1736 weapon_action(e.weapon, WR_PRECACHE);
1741 print("target_items: invalid item ", argv(i), "\n");
1745 string itemprefix, valueprefix;
1746 if(self.spawnflags == 0)
1751 else if(self.spawnflags == 1)
1753 itemprefix = "max ";
1754 valueprefix = "max ";
1756 else if(self.spawnflags == 2)
1758 itemprefix = "min ";
1759 valueprefix = "min ";
1761 else if(self.spawnflags == 4)
1763 itemprefix = "minus ";
1764 valueprefix = "max ";
1768 error("invalid spawnflags");
1770 itemprefix = string_null;
1771 valueprefix = string_null;
1776 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1777 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1778 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1779 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1780 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1781 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1782 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1783 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1784 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1785 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1786 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1787 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1788 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1789 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1790 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1792 e = get_weaponinfo(j);
1794 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, WEPSET_CONTAINS_EW(self, j), e.netname);
1797 self.netname = strzone(self.netname);
1798 //print(self.netname, "\n");
1800 n = tokenize_console(self.netname);
1801 for(i = 0; i < n; ++i)
1803 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1805 e = get_weaponinfo(j);
1806 if(argv(i) == e.netname)
1808 weapon_action(e.weapon, WR_PRECACHE);
1815 void spawnfunc_item_fuel(void)
1818 self.ammo_fuel = g_pickup_fuel;
1819 if(!self.pickup_anyway)
1820 self.pickup_anyway = g_pickup_ammo_anyway;
1821 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);
1824 void spawnfunc_item_fuel_regen(void)
1826 if(start_items & IT_FUEL_REGEN)
1828 spawnfunc_item_fuel();
1831 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);
1834 void spawnfunc_item_jetpack(void)
1836 if(g_grappling_hook)
1837 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1839 self.ammo_fuel = g_pickup_fuel_jetpack;
1840 if(start_items & IT_JETPACK)
1842 spawnfunc_item_fuel();
1845 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);
1855 float GiveWeapon(entity e, float wpn, float op, float val)
1858 v0 = WEPSET_CONTAINS_EW(e, wpn);
1863 WEPSET_OR_EW(e, wpn);
1865 WEPSET_ANDNOT_EW(e, wpn);
1870 WEPSET_OR_EW(e, wpn);
1874 WEPSET_ANDNOT_EW(e, wpn);
1878 WEPSET_ANDNOT_EW(e, wpn);
1881 v1 = WEPSET_CONTAINS_EW(e, wpn);
1885 float GiveBit(entity e, .float fld, float bit, float op, float val)
1915 float GiveValue(entity e, .float fld, float op, float val)
1925 e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1928 e.fld = min(e.fld, val);
1941 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1948 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1950 else if(v0 >= v0 + t)
1953 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1957 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1960 e.rotfield = max(e.rotfield, time + rottime);
1962 e.regenfield = max(e.regenfield, time + regentime);
1965 #define PREGIVE_WEAPONS(e) WEPSET_DECLARE_A(save_weapons); WEPSET_COPY_AE(save_weapons, e)
1966 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1967 #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)
1968 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1969 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1970 #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)
1972 float GiveItems(entity e, float beginarg, float endarg)
1974 float got, i, j, val, op;
1975 float _switchweapon;
1984 _switchweapon = FALSE;
1986 if (e.switchweapon == w_getbestweapon(e))
1987 _switchweapon = TRUE;
1989 e.strength_finished = max(0, e.strength_finished - time);
1990 e.invincible_finished = max(0, e.invincible_finished - time);
1991 e.superweapons_finished = max(0, e.superweapons_finished - time);
1995 PREGIVE(e, strength_finished);
1996 PREGIVE(e, invincible_finished);
1997 PREGIVE(e, superweapons_finished);
1998 PREGIVE(e, ammo_nails);
1999 PREGIVE(e, ammo_cells);
2000 PREGIVE(e, ammo_shells);
2001 PREGIVE(e, ammo_rockets);
2002 PREGIVE(e, ammo_fuel);
2003 PREGIVE(e, armorvalue);
2006 for(i = beginarg; i < endarg; ++i)
2010 if(cmd == "0" || stof(cmd))
2034 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2035 got += GiveValue(e, strength_finished, op, val);
2036 got += GiveValue(e, invincible_finished, op, val);
2037 got += GiveValue(e, superweapons_finished, op, val);
2038 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2040 got += GiveBit(e, items, IT_JETPACK, op, val);
2041 got += GiveValue(e, health, op, val);
2042 got += GiveValue(e, armorvalue, op, val);
2044 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2046 wi = get_weaponinfo(j);
2048 if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
2049 got += GiveWeapon(e, j, op, val);
2052 got += GiveValue(e, ammo_cells, op, val);
2053 got += GiveValue(e, ammo_shells, op, val);
2054 got += GiveValue(e, ammo_nails, op, val);
2055 got += GiveValue(e, ammo_rockets, op, val);
2056 got += GiveValue(e, ammo_fuel, op, val);
2058 case "unlimited_ammo":
2059 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
2061 case "unlimited_weapon_ammo":
2062 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
2064 case "unlimited_superweapons":
2065 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
2068 got += GiveBit(e, items, IT_JETPACK, op, val);
2071 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
2074 got += GiveValue(e, strength_finished, op, val);
2077 got += GiveValue(e, invincible_finished, op, val);
2079 case "superweapons":
2080 got += GiveValue(e, superweapons_finished, op, val);
2083 got += GiveValue(e, ammo_cells, op, val);
2086 got += GiveValue(e, ammo_shells, op, val);
2090 got += GiveValue(e, ammo_nails, op, val);
2093 got += GiveValue(e, ammo_rockets, op, val);
2096 got += GiveValue(e, health, op, val);
2099 got += GiveValue(e, armorvalue, op, val);
2102 got += GiveValue(e, ammo_fuel, op, val);
2105 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2107 wi = get_weaponinfo(j);
2108 if(cmd == wi.netname)
2110 got += GiveWeapon(e, j, op, val);
2115 print("give: invalid item ", cmd, "\n");
2122 POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
2123 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2124 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2125 POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
2126 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2128 wi = get_weaponinfo(j);
2131 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2132 if not(WEPSET_CONTAINS_AW(save_weapons, j))
2133 if(WEPSET_CONTAINS_EW(e, j))
2134 weapon_action(wi.weapon, WR_PRECACHE);
2137 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2138 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2139 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2140 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2141 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2142 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2143 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);
2144 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);
2145 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);
2147 if(e.superweapons_finished <= 0)
2148 if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
2149 e.superweapons_finished = autocvar_g_balance_superweapons_time;
2153 e.health = bound(0, e.health, 100);
2154 e.armorvalue = bound(0, e.armorvalue, 999);
2157 if(e.strength_finished <= 0)
2158 e.strength_finished = 0;
2160 e.strength_finished += time;
2161 if(e.invincible_finished <= 0)
2162 e.invincible_finished = 0;
2164 e.invincible_finished += time;
2165 if(e.superweapons_finished <= 0)
2166 e.superweapons_finished = 0;
2168 e.superweapons_finished += time;
2170 if not(WEPSET_CONTAINS_EW(e, e.switchweapon))
2171 _switchweapon = TRUE;
2173 W_SwitchWeapon_Force(e, w_getbestweapon(e));