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Don't regurgitate fully digested prey silently by default
[voretournament/voretournament.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10\r
2 \r
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)\r
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter\r
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))\r
6         // range: 10 .. respawntime + respawntimejitter\r
7 \r
8 floatfield Item_CounterField(float it)\r
9 {\r
10         switch(it)\r
11         {\r
12                 case IT_FUEL:        return ammo_fuel;\r
13                 case IT_5HP:         return health;\r
14                 case IT_25HP:        return health;\r
15                 case IT_HEALTH:      return health;\r
16                 case IT_ARMOR_SHARD: return armorvalue;\r
17                 case IT_ARMOR:       return armorvalue;\r
18                 // add more things here (health, armor)\r
19                 default:             error("requested item has no counter field");\r
20         }\r
21 }\r
22 \r
23 string Item_CounterFieldName(float it)\r
24 {\r
25         switch(it)\r
26         {\r
27                 case IT_FUEL:        return "fuel";\r
28 \r
29                 // add more things here (health, armor)\r
30                 default:             error("requested item has no counter field name");\r
31         }\r
32 }\r
33 \r
34 .float max_armorvalue;\r
35 \r
36 float Item_Customize()\r
37 {\r
38         if(self.spawnshieldtime)\r
39                 return TRUE;\r
40         if(self.weapons != (self.weapons & other.weapons))\r
41         {\r
42                 self.colormod = '0 0 0';\r
43                 self.glowmod = self.colormod;\r
44                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha\r
45                 return TRUE;\r
46         }\r
47         else\r
48         {\r
49                 if(g_ghost_items)\r
50                 {\r
51                         self.colormod = stov(cvar_string("g_ghost_items_color"));\r
52                         self.glowmod = self.colormod;\r
53                         self.alpha = g_ghost_items;\r
54                         return TRUE;\r
55                 }\r
56                 else\r
57                         return FALSE;\r
58         }\r
59 }\r
60 \r
61 void Item_Show (entity e, float mode)\r
62 {\r
63         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;\r
64         if (mode > 0)\r
65         {\r
66                 // make the item look normal, and be touchable\r
67                 e.model = e.mdl;\r
68                 e.solid = SOLID_TRIGGER;\r
69                 e.colormod = '0 0 0';\r
70                 e.glowmod = e.colormod;\r
71                 e.alpha = 0;\r
72                 e.customizeentityforclient = func_null;\r
73 \r
74                 e.spawnshieldtime = 1;\r
75         }\r
76         else if (mode < 0)\r
77         {\r
78                 // hide the item completely\r
79                 e.model = string_null;\r
80                 e.solid = SOLID_NOT;\r
81                 e.colormod = '0 0 0';\r
82                 e.glowmod = e.colormod;\r
83                 e.alpha = 0;\r
84                 e.customizeentityforclient = func_null;\r
85 \r
86                 e.spawnshieldtime = 1;\r
87         }\r
88         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))\r
89         {\r
90                 // make the item translucent green and not touchable\r
91                 e.model = e.mdl;\r
92                 e.solid = SOLID_TRIGGER; // can STILL be picked up!\r
93                 e.colormod = '0 0 0';\r
94                 e.glowmod = e.colormod;\r
95                 e.effects |= EF_STARDUST;\r
96                 e.customizeentityforclient = Item_Customize;\r
97 \r
98                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon\r
99         }\r
100         else if(g_ghost_items)\r
101         {\r
102                 // make the item translucent green and not touchable\r
103                 e.model = e.mdl;\r
104                 e.solid = SOLID_NOT;\r
105                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
106                 e.glowmod = e.colormod;\r
107                 e.alpha = g_ghost_items;\r
108                 e.customizeentityforclient = func_null;\r
109 \r
110                 e.spawnshieldtime = 1;\r
111         }\r
112         else\r
113         {\r
114                 // hide the item completely\r
115                 e.model = string_null;\r
116                 e.solid = SOLID_NOT;\r
117                 e.colormod = stov(cvar_string("g_ghost_items_color"));\r
118                 e.glowmod = e.colormod;\r
119                 e.alpha = 0;\r
120                 e.customizeentityforclient = func_null;\r
121 \r
122                 e.spawnshieldtime = 1;\r
123         }\r
124 \r
125         if (e.strength_finished || e.invincible_finished)\r
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;\r
127         if (cvar("g_nodepthtestitems"))\r
128                 e.effects |= EF_NODEPTHTEST;\r
129         if (cvar("g_fullbrightitems"))\r
130                 e.effects |= EF_FULLBRIGHT;\r
131 \r
132         // relink entity (because solid may have changed)\r
133         setorigin(e, e.origin);\r
134 }\r
135 \r
136 void Item_Respawn (void)\r
137 {\r
138         Item_Show(self, 1);\r
139         if(self.items == IT_STRENGTH)\r
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound\r
141         else if(self.items == IT_INVINCIBLE)\r
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound\r
143         else\r
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound\r
145         setorigin (self, self.origin);\r
146 \r
147         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);\r
148 }\r
149 \r
150 void Item_RespawnCountdown (void)\r
151 {\r
152         if(self.count >= ITEM_RESPAWN_TICKS)\r
153         {\r
154                 if(self.waypointsprite_attached)\r
155                         WaypointSprite_Kill(self.waypointsprite_attached);\r
156                 Item_Respawn();\r
157         }\r
158         else\r
159         {\r
160                 self.nextthink = time + 1;\r
161                 self.count += 1;\r
162                 if(self.count == 1)\r
163                 {\r
164                         string name;\r
165                         vector rgb;\r
166                         name = string_null;\r
167                         switch(self.items)\r
168                         {\r
169                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;\r
170                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;\r
171                         }\r
172                         if(name)\r
173                         {\r
174                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);\r
175                                 if(self.waypointsprite_attached)\r
176                                 {\r
177                                         WaypointSprite_UpdateRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);\r
178                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);\r
179                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);\r
180                                 }\r
181                         }\r
182                 }\r
183                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound\r
184                 if(self.waypointsprite_attached)\r
185                 {\r
186                         WaypointSprite_Ping(self.waypointsprite_attached);\r
187                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);\r
188                 }\r
189         }\r
190 }\r
191 \r
192 void Item_ScheduleRespawnIn(entity e, float t)\r
193 {\r
194         if(e.flags & FL_POWERUP)\r
195         {\r
196                 e.think = Item_RespawnCountdown;\r
197                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);\r
198                 e.count = 0;\r
199         }\r
200         else\r
201         {\r
202                 e.think = Item_Respawn;\r
203                 e.nextthink = time + t;\r
204         }\r
205 }\r
206 \r
207 void Item_ScheduleRespawn(entity e)\r
208 {\r
209         Item_Show(e, 0);\r
210         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn\r
211                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));\r
212         else\r
213                 remove(e);\r
214 }\r
215 \r
216 void Item_ScheduleInitialRespawn(entity e)\r
217 {\r
218         Item_Show(e, 0);\r
219         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));\r
220 }\r
221 \r
222 .float inithealth, initdmg;\r
223 .float item_digestion_step;\r
224 void Item_Consumable_Think()\r
225 {\r
226         if(self.predator.regurgitate_prepare && time > self.predator.regurgitate_prepare)\r
227         {\r
228                 self.predator.regurgitate_prepare = 0;\r
229                 self.predator.complain_vore = time + complain_delay_time; // prevent complaining the next frame if this empties our stomach\r
230                 Item_Consumable_Remove(self, TRUE);\r
231                 return;\r
232         }\r
233         if(self.predator.stat_eaten)\r
234         {\r
235                 // prey can't hold consumable items\r
236                 Item_Consumable_Remove(self, TRUE);\r
237                 return;\r
238         }\r
239 \r
240         self.scale = self.health / self.inithealth; // scale matches the item's digestion progress\r
241         self.dmg = self.initdmg * self.scale;\r
242         if(self.health <= 0)\r
243         {\r
244                 // this item is done\r
245                 Item_Consumable_Remove(self, FALSE);\r
246                 return;\r
247         }\r
248 \r
249         if(self.predator.digesting)\r
250         {\r
251                 if(time > self.item_digestion_step)\r
252                 {\r
253                         // if distributed digestion is enabled, reduce digestion strength by the amount of prey in our stomach\r
254                         float damage, damage_offset;\r
255 \r
256                         damage_offset = 1;\r
257                         if(cvar("g_balance_vore_digestion_distribute")) // apply distributed digestion damage\r
258                                 damage_offset /= (1 - (self.predator.stomach_load / self.predator.stomach_maxload) * bound(0, cvar("g_balance_vore_digestion_distribute"), 1));\r
259                         damage = ceil(cvar("g_balance_vore_digestion_damage_item") / damage_offset);\r
260 \r
261                         self.health -= damage;\r
262                         if(self.predator.health + damage <= self.max_health)\r
263                                 self.predator.health += damage;\r
264                         else if(self.predator.health < self.max_health)\r
265                                 self.predator.health = self.max_health;\r
266                         self.predator.pauserothealth_finished = max(self.predator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
267 \r
268                         self.item_digestion_step = time + vore_steptime;\r
269                 }\r
270 \r
271                 if(stov(cvar_string("g_vore_regurgitatecolor_color_digest")))\r
272                         self.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_digest"));\r
273         }\r
274 \r
275         self.nextthink = time;\r
276 }\r
277 \r
278 float Item_Consumable_Customizeentityforclient()\r
279 {\r
280         if(cvar("g_vore_neighborprey_distance_item") && self.predator == other.predator && !(other.cvar_chase_active || other.classname == "observer"))\r
281         {\r
282                 self.alpha = default_player_alpha; // allow seeing neighboring items\r
283                 self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
284         }\r
285         else\r
286                 self.alpha = -1; // hide item\r
287         return TRUE;\r
288 }\r
289 \r
290 void Item_DroppedConsumable_Spawn(entity e);\r
291 void Item_Consumable_Remove(entity e, float regurgitate)\r
292 {\r
293         if(regurgitate)\r
294         {\r
295                 // predator effects, some common to those in Vore_Regurgitate\r
296                 PlayerSound(e.predator, playersound_regurgitate, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
297                 setanim(e.predator, e.predator.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
298                 pointparticles(particleeffectnum("vore_regurgitate"), e.predator.origin, '0 0 0', 1);\r
299                 e.predator.punchangle_x = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
300                 e.predator.punchangle_y = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
301                 e.predator.punchangle_z = crandom() * cvar("g_balance_vore_regurgitate_predator_punchangle_item");\r
302                 e.predator.regurgitate_prepare = 0;\r
303                 e.predator.action_delay = time + cvar("g_balance_vore_action_delay");\r
304 \r
305                 Item_DroppedConsumable_Spawn(e);\r
306         }\r
307 \r
308         e.nextthink = 0;\r
309         remove(e);\r
310         e = world;\r
311 }\r
312 \r
313 void Item_Consumable_Spawn(entity e, entity pl)\r
314 {\r
315         entity item;\r
316         item = spawn();\r
317         item.owner = e;\r
318         item.classname = "consumable";\r
319         item.movetype = MOVETYPE_FOLLOW;\r
320         item.solid = SOLID_NOT;\r
321         setmodel(item, e.model);\r
322         item.health = e.health;\r
323         if(e.inithealth)\r
324         {\r
325                 item.inithealth = e.inithealth;\r
326                 item.initdmg = e.initdmg;\r
327         }\r
328         else\r
329         {\r
330                 item.inithealth = e.health;\r
331                 item.initdmg = e.dmg;\r
332         }\r
333         item.max_health = e.max_health;\r
334 \r
335         item.predator = pl;\r
336         item.aiment = pl;\r
337         item.view_ofs_x = CONSUMABLE_VIEW_OFS_x + crandom() * cvar("g_vore_neighborprey_distance_item");\r
338         item.view_ofs_y = CONSUMABLE_VIEW_OFS_y + crandom() * cvar("g_vore_neighborprey_distance_item");\r
339         item.view_ofs_z = CONSUMABLE_VIEW_OFS_z + crandom() * cvar("g_vore_neighborprey_distance_item");\r
340         item.angles = randomvec() * 360;\r
341 \r
342         item.customizeentityforclient = Item_Consumable_Customizeentityforclient;\r
343         item.think = Item_Consumable_Think;\r
344         item.nextthink = time;\r
345 \r
346         if(stov(cvar_string("g_vore_regurgitatecolor_color_normal")))\r
347                 item.colormod = stov(cvar_string("g_vore_regurgitatecolor_color_normal"));\r
348 \r
349         // predator effects, some common to those in Vore_Swallow\r
350         PlayerSound(pl, playersound_swallow, CHAN_VOICE, VOICETYPE_PLAYERSOUND);\r
351         setanim(pl, pl.anim_pain1, FALSE, TRUE, TRUE); // looks good for swallowing / regurgitating\r
352         pl.punchangle_x = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
353         pl.punchangle_y = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
354         pl.punchangle_z = crandom() * cvar("g_balance_vore_swallow_predator_punchangle_item");\r
355         pl.regurgitate_prepare = 0;\r
356         pl.action_delay = time + cvar("g_balance_vore_action_delay");\r
357 }\r
358 \r
359 void Item_DroppedConsumable_Touch()\r
360 {\r
361         if(time < self.cnt)\r
362                 return;\r
363 \r
364         // give the consumable item to the player touching it\r
365         if not(other.stomach_load + self.dmg > other.stomach_maxload || other.stomach_load + self.initdmg > other.stomach_maxload)\r
366         if not(!cvar("g_balance_health_consumable_alwayspickup") && other.health >= self.max_health)\r
367         {\r
368                 Item_Consumable_Spawn(self, other);\r
369                 remove(self);\r
370                 self = world;\r
371         }\r
372 }\r
373 \r
374 void Item_DroppedConsumable_Spawn(entity e)\r
375 {\r
376         entity item;\r
377         item = spawn();\r
378         item.owner = world;\r
379         item.classname = "droppedconsumable";\r
380         item.movetype = MOVETYPE_TOSS;\r
381         item.solid = SOLID_TRIGGER;\r
382         setmodel(item, e.model);\r
383         item.health = e.health;\r
384         item.inithealth = e.inithealth;\r
385         item.initdmg = e.initdmg;\r
386         item.max_health = e.max_health;\r
387         item.scale = e.scale;\r
388         item.colormod = e.colormod;\r
389 \r
390         if(cvar("g_nodepthtestitems"))\r
391                 item.effects |= EF_NODEPTHTEST;\r
392 \r
393         float scalediff, sz;\r
394         sz = e.scale; // the line below does not work if I define this directly (fteqcc bug?)\r
395         scalediff = cvar("g_healthsize") ? sz / e.predator.scale : sz; // the tighter the gut, the greater the velocity\r
396 \r
397         setorigin(item, e.predator.origin);\r
398         item.angles_y = e.predator.angles_y;\r
399         makevectors(e.predator.v_angle);\r
400         item.velocity = v_forward * cvar("g_balance_vore_regurgitate_force") * scalediff;\r
401         e.predator.velocity += -v_forward * cvar("g_balance_vore_regurgitate_predatorforce") * scalediff;\r
402         item.touch = Item_DroppedConsumable_Touch;\r
403         item.cnt = time + 1; // 1 second delay\r
404         SUB_SetFade(item, time + 20, 1);\r
405 }\r
406 \r
407 float Item_GiveTo(entity item, entity player)\r
408 {\r
409         float _switchweapon;\r
410         float pickedup;\r
411         float it;\r
412         float i;\r
413         entity e;\r
414 \r
415         // if nothing happens to player, just return without taking the item\r
416         pickedup = FALSE;\r
417         _switchweapon = FALSE;\r
418 \r
419         if (g_weapon_stay == 1)\r
420         if not(item.flags & FL_NO_WEAPON_STAY)\r
421         if (item.flags & FL_WEAPON)\r
422         {\r
423                 if(item.classname == "droppedweapon")\r
424                 {\r
425                         if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons\r
426                                 goto skip;\r
427                 }\r
428                 else\r
429                 {\r
430                         if (player.weapons & item.weapons)\r
431                                 goto skip;\r
432                 }\r
433         }\r
434 \r
435         // in case the player has autoswitch enabled do the following:\r
436         // if the player is using their best weapon before items are given, they\r
437         // probably want to switch to an even better weapon after items are given\r
438         if (player.autoswitch)\r
439         if (player.switchweapon == w_getbestweapon(player))\r
440                 _switchweapon = TRUE;\r
441 \r
442         if not(player.weapons & W_WeaponBit(player.switchweapon))\r
443                 _switchweapon = TRUE;\r
444 \r
445         if(item.spawnshieldtime)\r
446         {\r
447                 if (item.ammo_fuel)\r
448                 if (player.ammo_fuel < g_pickup_fuel_max)\r
449                 {\r
450                         pickedup = TRUE;\r
451                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);\r
452                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));\r
453                 }\r
454         }\r
455 \r
456         if (item.flags & FL_WEAPON)\r
457         if ((it = item.weapons - (item.weapons & player.weapons)))\r
458         {\r
459                 pickedup = TRUE;\r
460                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
461                 {\r
462                         e = get_weaponinfo(i);\r
463                         if(it & e.weapons)\r
464                                 W_GiveWeapon (player, e.weapon, item.netname);\r
465                 }\r
466         }\r
467 \r
468         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))\r
469         {\r
470                 pickedup = TRUE;\r
471                 player.items |= it;\r
472                 sprint (player, strcat("You got the ^2", item.netname, "\n"));\r
473         }\r
474 \r
475         if(item.spawnshieldtime)\r
476         {\r
477                 if (item.strength_finished)\r
478                 {\r
479                         pickedup = TRUE;\r
480                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");\r
481                 }\r
482                 if (item.invincible_finished)\r
483                 {\r
484                         pickedup = TRUE;\r
485                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");\r
486                 }\r
487 \r
488                 if (item.health)\r
489                 {\r
490                         if(item.dmg && cvar("g_vore")) // consumable item, only if the vore system is enabled\r
491                         {\r
492                                 if(player.stomach_load + item.dmg <= player.stomach_maxload)\r
493                                 if not(!cvar("g_balance_health_consumable_alwayspickup") && player.health >= item.max_health)\r
494                                 {\r
495                                         pickedup = TRUE;\r
496                                         Item_Consumable_Spawn(self, player);\r
497                                 }\r
498                         }\r
499                         else if (player.health < item.max_health)\r
500                         {\r
501                                 pickedup = TRUE;\r
502                                 player.health = min(player.health + item.health, item.max_health);\r
503                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));\r
504                         }\r
505                 }\r
506                 if (item.armorvalue)\r
507                 if (player.armorvalue < item.max_armorvalue)\r
508                 {\r
509                         pickedup = TRUE;\r
510                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);\r
511                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));\r
512                 }\r
513         }\r
514 \r
515 :skip\r
516         // always eat teamed entities\r
517         if(item.team)\r
518                 pickedup = TRUE;\r
519 \r
520         if (!pickedup)\r
521                 return 0;\r
522 \r
523         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);\r
524         if (_switchweapon)\r
525                 if (player.switchweapon != w_getbestweapon(player))\r
526                         W_SwitchWeapon_Force(player, w_getbestweapon(player));\r
527 \r
528         return 1;\r
529 }\r
530 \r
531 void Item_Touch (void)\r
532 {\r
533         entity e, head;\r
534 \r
535         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)\r
536         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))\r
537         {\r
538                 remove(self);\r
539                 return;\r
540         }\r
541         if (other.classname != "player")\r
542                 return;\r
543         if (other.deadflag)\r
544                 return;\r
545         if (self.solid != SOLID_TRIGGER)\r
546                 return;\r
547         if (self.owner == other)\r
548                 return;\r
549 \r
550         if(!Item_GiveTo(self, other))\r
551                 return;\r
552 \r
553         other.last_pickup = time;\r
554 \r
555         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);\r
556 \r
557         if (self.classname == "droppedweapon")\r
558                 remove (self);\r
559         else if not(self.spawnshieldtime)\r
560                 return;\r
561         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))\r
562                 return;\r
563         else\r
564         {\r
565                 if(self.team)\r
566                 {\r
567                         RandomSelection_Init();\r
568                         for(head = world; (head = findfloat(head, team, self.team)); )\r
569                         {\r
570                                 if(head.flags & FL_ITEM)\r
571                                 {\r
572                                         Item_Show(head, -1);\r
573                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
574                                 }\r
575                         }\r
576                         e = RandomSelection_chosen_ent;\r
577                 }\r
578                 else\r
579                         e = self;\r
580                 Item_ScheduleRespawn(e);\r
581         }\r
582 }\r
583 \r
584 void Item_FindTeam()\r
585 {\r
586         entity head, e;\r
587 \r
588         if(self.effects & EF_NODRAW)\r
589         {\r
590                 // marker for item team search\r
591                 dprint("Initializing item team ", ftos(self.team), "\n");\r
592                 RandomSelection_Init();\r
593                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
594                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);\r
595                 e = RandomSelection_chosen_ent;\r
596                 e.state = 0;\r
597                 Item_Show(e, 1);\r
598 \r
599                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)\r
600                 {\r
601                         if(head != e)\r
602                         {\r
603                                 // make it a non-spawned item\r
604                                 Item_Show(head, -1);\r
605                                 head.state = 1; // state 1 = initially hidden item\r
606                         }\r
607                         head.effects &~= EF_NODRAW;\r
608                 }\r
609 \r
610                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!\r
611                         Item_ScheduleInitialRespawn(e);\r
612         }\r
613 }\r
614 \r
615 void Item_Reset()\r
616 {\r
617         Item_Show(self, !self.state);\r
618         setorigin (self, self.origin);\r
619         self.think = SUB_Null;\r
620         self.nextthink = 0;\r
621 \r
622         if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
623                 Item_ScheduleInitialRespawn(self);\r
624 }\r
625 \r
626 // Savage: used for item garbage-collection\r
627 // TODO: perhaps nice special effect?\r
628 void RemoveItem(void)\r
629 {\r
630         remove(self);\r
631 }\r
632 \r
633 // pickup evaluation functions\r
634 // these functions decide how desirable an item is to the bots\r
635 \r
636 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};\r
637 \r
638 float weapon_pickupevalfunc(entity player, entity item)\r
639 {\r
640         float c, i, j, position;\r
641 \r
642         // See if I have it already\r
643         if(player.weapons & item.weapons == item.weapons)\r
644         {\r
645                 // If I can pick it up\r
646                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)\r
647                         c = 0;\r
648                 else\r
649                         c = 0;\r
650         }\r
651         else\r
652                 c = 1;\r
653 \r
654         // If custom weapon priorities for bots is enabled rate most wanted weapons higher\r
655         if( bot_custom_weapon && c )\r
656         {\r
657                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
658                 {\r
659                         // Find weapon\r
660                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )\r
661                                 continue;\r
662 \r
663                         // Find the highest position on any range\r
664                         position = -1;\r
665                         for(j = 0; j < WEP_LAST ; ++j){\r
666                                 if(\r
667                                                 bot_weapons_far[j] == i ||\r
668                                                 bot_weapons_mid[j] == i ||\r
669                                                 bot_weapons_close[j] == i\r
670                                   )\r
671                                 {\r
672                                         position = j;\r
673                                         break;\r
674                                 }\r
675                         }\r
676 \r
677                         // Rate it\r
678                         if (position >= 0 )\r
679                         {\r
680                                 position = WEP_LAST - position;\r
681                                 // item.bot_pickupbasevalue is overwritten here\r
682                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;\r
683                         }\r
684                 }\r
685         }\r
686 \r
687         return item.bot_pickupbasevalue * c;\r
688 };\r
689 \r
690 float commodity_pickupevalfunc(entity player, entity item)\r
691 {\r
692         float c, i;\r
693         entity wi;\r
694         c = 0;\r
695 \r
696         // Detect needed ammo\r
697         for(i = WEP_FIRST; i < WEP_LAST ; ++i)\r
698         {\r
699                 wi = get_weaponinfo(i);\r
700 \r
701                 if not(wi.weapons & player.weapons)\r
702                         continue;\r
703         }\r
704 \r
705         if (item.armorvalue)\r
706         if (player.armorvalue < item.max_armorvalue)\r
707                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);\r
708         if (item.health)\r
709         if (player.health < item.max_health)\r
710                 c = c + max(0, 1 - player.health / item.max_health);\r
711 \r
712         return item.bot_pickupbasevalue * c;\r
713 };\r
714 \r
715 \r
716 .float is_item;\r
717 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)\r
718 {\r
719         startitem_failed = FALSE;\r
720 \r
721         // is it a dropped weapon?\r
722         if (self.classname == "droppedweapon")\r
723         {\r
724                 self.reset = SUB_Remove;\r
725                 // it's a dropped weapon\r
726                 self.movetype = MOVETYPE_TOSS;\r
727                 // Savage: remove thrown items after a certain period of time ("garbage collection")\r
728                 self.think = RemoveItem;\r
729                 self.nextthink = time + 60;\r
730                 // don't drop if in a NODROP zone (such as lava)\r
731                 traceline(self.origin, self.origin, MOVE_NORMAL, self);\r
732                 if (trace_dpstartcontents & DPCONTENTS_NODROP)\r
733                 {\r
734                         startitem_failed = TRUE;\r
735                         remove(self);\r
736                         return;\r
737                 }\r
738         }\r
739         else\r
740         {\r
741                 self.reset = Item_Reset;\r
742                 // it's a level item\r
743                 if(self.spawnflags & 1)\r
744                         self.noalign = 1;\r
745                 if (self.noalign)\r
746                         self.movetype = MOVETYPE_NONE;\r
747                 else\r
748                         self.movetype = MOVETYPE_TOSS;\r
749                 // do item filtering according to game mode and other things\r
750                 if (!self.noalign)\r
751                 {\r
752                         // first nudge it off the floor a little bit to avoid math errors\r
753                         setorigin(self, self.origin + '0 0 1');\r
754                         // set item size before we spawn a spawnfunc_waypoint\r
755                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
756                                 setsize (self, '-16 -16 0', '16 16 48');\r
757                         else\r
758                                 setsize (self, '-16 -16 0', '16 16 32');\r
759                         // note droptofloor returns FALSE if stuck/or would fall too far\r
760                         droptofloor();\r
761                         waypoint_spawnforitem(self);\r
762                 }\r
763 \r
764                 if(teams_matter)\r
765                 {\r
766                         if(self.notteam)\r
767                         {\r
768                                 print("removed non-teamplay ", self.classname, "\n");\r
769                                 startitem_failed = TRUE;\r
770                                 remove (self);\r
771                                 return;\r
772                         }\r
773                 }\r
774                 else\r
775                 {\r
776                         if(self.notfree)\r
777                         {\r
778                                 print("removed non-FFA ", self.classname, "\n");\r
779                                 startitem_failed = TRUE;\r
780                                 remove (self);\r
781                                 return;\r
782                         }\r
783                 }\r
784 \r
785                 if(self.notq3a)\r
786                 {\r
787                         // We aren't TA or something like that, so we keep the Q3A entities\r
788                         print("removed non-Q3A ", self.classname, "\n");\r
789                         startitem_failed = TRUE;\r
790                         remove (self);\r
791                         return;\r
792                 }\r
793 \r
794                 /*\r
795                  * can't do it that way, as it would break maps\r
796                  * TODO make a target_give like entity another way, that perhaps has\r
797                  * the weapon name in a key\r
798                 if(self.targetname)\r
799                 {\r
800                         // target_give not yet supported; maybe later\r
801                         print("removed targeted ", self.classname, "\n");\r
802                         startitem_failed = TRUE;\r
803                         remove (self);\r
804                         return;\r
805                 }\r
806                 */\r
807 \r
808                 if(cvar("spawn_debug") >= 2)\r
809                 {\r
810                         entity otheritem;\r
811                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)\r
812                         {\r
813                                 if(otheritem.is_item)\r
814                                 {\r
815                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));\r
816                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");\r
817                                         error("Mapper sucks.");\r
818                                 }\r
819                         }\r
820                         self.is_item = TRUE;\r
821                 }\r
822 \r
823                 weaponsInMap |= weaponid;\r
824 \r
825                 if(g_lms)\r
826                 {\r
827                         startitem_failed = TRUE;\r
828                         remove(self);\r
829                         return;\r
830                 }\r
831                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)\r
832                 {\r
833                         startitem_failed = TRUE;\r
834                         remove (self);\r
835                         return;\r
836                 }\r
837 \r
838                 precache_model (itemmodel);\r
839                 precache_sound (pickupsound);\r
840                 precache_sound ("misc/itemrespawn.wav");\r
841                 precache_sound ("misc/itemrespawncountdown.wav");\r
842 \r
843                 if(itemid == IT_STRENGTH)\r
844                         precache_sound ("misc/strength_respawn.wav");\r
845                 if(itemid == IT_INVINCIBLE)\r
846                         precache_sound ("misc/shield_respawn.wav");\r
847 \r
848                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))\r
849                         self.target = "###item###"; // for finding the nearest item using find()\r
850         }\r
851 \r
852         self.bot_pickup = TRUE;\r
853         self.bot_pickupevalfunc = pickupevalfunc;\r
854         self.bot_pickupbasevalue = pickupbasevalue;\r
855         self.mdl = itemmodel;\r
856         self.item_pickupsound = pickupsound;\r
857         // let mappers override respawntime\r
858         if(!self.respawntime) // both set\r
859         {\r
860                 self.respawntime = defaultrespawntime;\r
861                 self.respawntimejitter = defaultrespawntimejitter;\r
862         }\r
863         self.netname = itemname;\r
864         self.items = itemid;\r
865         self.weapons = weaponid;\r
866         self.flags = FL_ITEM | itemflags;\r
867         self.touch = Item_Touch;\r
868         setmodel (self, self.mdl); // precision set below\r
869         self.effects |= EF_LOWPRECISION;\r
870         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)\r
871                 setsize (self, '-16 -16 0', '16 16 48');\r
872         else\r
873                 setsize (self, '-16 -16 0', '16 16 32');\r
874         if(itemflags & FL_WEAPON)\r
875                 self.modelflags |= MF_ROTATE;\r
876 \r
877         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely\r
878         if (itemflags & FL_WEAPON)\r
879         {\r
880                 // neutral team color for pickup weapons\r
881                 self.colormap = 1024; // color shirt=0 pants=0 grey\r
882         }\r
883 \r
884         Item_Show(self, 1);\r
885         self.state = 0;\r
886         if(self.team)\r
887         {\r
888                 if(!self.cnt)\r
889                         self.cnt = 1; // item probability weight\r
890                 self.effects = self.effects | EF_NODRAW; // marker for item team search\r
891                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);\r
892         }\r
893         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!\r
894                 Item_ScheduleInitialRespawn(self);\r
895 }\r
896 \r
897 float minst_no_auto_cells;\r
898 void minst_remove_item (void) {\r
899         if(minst_no_auto_cells)\r
900                 remove(self);\r
901 }\r
902 \r
903 float internalteam;\r
904 \r
905 void weapon_defaultspawnfunc(float wpn)\r
906 {\r
907         entity e;\r
908         float t;\r
909         var .float ammofield;\r
910         string s;\r
911         entity oldself;\r
912         float i, j;\r
913 \r
914         // set the respawntime in advance (so replaced weapons can copy it)\r
915 \r
916         if(!self.respawntime)\r
917         {\r
918                 e = get_weaponinfo(wpn);\r
919                 if(e.items == IT_SUPERWEAPON)\r
920                 {\r
921                         self.respawntime = g_pickup_respawntime_powerup;\r
922                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;\r
923                 }\r
924                 else\r
925                 {\r
926                         self.respawntime = g_pickup_respawntime_weapon;\r
927                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;\r
928                 }\r
929         }\r
930 \r
931         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")\r
932         {\r
933                 e = get_weaponinfo(wpn);\r
934                 s = cvar_string(strcat("g_weaponreplace_", e.netname));\r
935                 if(s == "0")\r
936                 {\r
937                         remove(self);\r
938                         startitem_failed = TRUE;\r
939                         return;\r
940                 }\r
941                 t = tokenize_console(s);\r
942                 if(t >= 2)\r
943                 {\r
944                         self.team = --internalteam;\r
945                         oldself = self;\r
946                         for(i = 1; i < t; ++i)\r
947                         {\r
948                                 s = argv(i);\r
949                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
950                                 {\r
951                                         e = get_weaponinfo(j);\r
952                                         if(e.netname == s)\r
953                                         {\r
954                                                 self = spawn();\r
955                                                 copyentity(oldself, self);\r
956                                                 self.classname = "replacedweapon";\r
957                                                 weapon_defaultspawnfunc(j);\r
958                                                 break;\r
959                                         }\r
960                                 }\r
961                                 if(j > WEP_LAST)\r
962                                 {\r
963                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
964                                 }\r
965                         }\r
966                         self = oldself;\r
967                 }\r
968                 if(t >= 1)\r
969                 {\r
970                         s = argv(0);\r
971                         wpn = 0;\r
972                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
973                         {\r
974                                 e = get_weaponinfo(j);\r
975                                 if(e.netname == s)\r
976                                 {\r
977                                         wpn = j;\r
978                                         break;\r
979                                 }\r
980                         }\r
981                         if(j > WEP_LAST)\r
982                         {\r
983                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");\r
984                         }\r
985                 }\r
986                 if(wpn == 0)\r
987                 {\r
988                         remove(self);\r
989                         startitem_failed = TRUE;\r
990                         return;\r
991                 }\r
992         }\r
993 \r
994         e = get_weaponinfo(wpn);\r
995 \r
996         if(e.items && e.items != IT_SUPERWEAPON)\r
997         {\r
998                 for(i = 0, j = 1; i < 24; ++i, j *= 2)\r
999                 {\r
1000                         if(e.items & j)\r
1001                         {\r
1002                                 ammofield = Item_CounterField(j);\r
1003                                 if(!self.ammofield)\r
1004                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));\r
1005                         }\r
1006                 }\r
1007         }\r
1008         else\r
1009         {\r
1010                 self.flags |= FL_NO_WEAPON_STAY;\r
1011         }\r
1012 \r
1013         // weapon stay isn't supported for teamed weapons\r
1014         if(self.team)\r
1015                 self.flags |= FL_NO_WEAPON_STAY;\r
1016 \r
1017         if(g_weapon_stay == 2 && self.classname != "droppedweapon")\r
1018         {\r
1019                 self.ammo_fuel = 0;\r
1020                 // weapon stay 2: don't use ammo on weapon pickups; instead\r
1021                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*\r
1022         }\r
1023 \r
1024         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);\r
1025         if (self.modelindex) // don't precache if self was removed\r
1026                 weapon_action(e.weapon, WR_PRECACHE);\r
1027 }\r
1028 \r
1029 void spawnfunc_item_armor_small (void) {\r
1030         if(!self.armorvalue)\r
1031                 self.armorvalue = g_pickup_armorsmall;\r
1032         if(!self.max_armorvalue)\r
1033                 self.max_armorvalue = g_pickup_armorsmall_max;\r
1034         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1035 }\r
1036 \r
1037 void spawnfunc_item_armor_medium (void) {\r
1038         if(!self.armorvalue)\r
1039                 self.armorvalue = g_pickup_armormedium;\r
1040         if(!self.max_armorvalue)\r
1041                 self.max_armorvalue = g_pickup_armormedium_max;\r
1042         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1043 }\r
1044 \r
1045 void spawnfunc_item_armor_big (void) {\r
1046         if(!self.armorvalue)\r
1047                 self.armorvalue = g_pickup_armorbig;\r
1048         if(!self.max_armorvalue)\r
1049                 self.max_armorvalue = g_pickup_armorbig_max;\r
1050         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);\r
1051 }\r
1052 \r
1053 void spawnfunc_item_armor_large (void) {\r
1054         if(!self.armorvalue)\r
1055                 self.armorvalue = g_pickup_armorlarge;\r
1056         if(!self.max_armorvalue)\r
1057                 self.max_armorvalue = g_pickup_armorlarge_max;\r
1058         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1059 }\r
1060 \r
1061 void spawnfunc_item_health_small (void) {\r
1062         if(!self.max_health)\r
1063                 self.max_health = g_pickup_healthsmall_max;\r
1064         if(!self.health)\r
1065                 self.health = g_pickup_healthsmall;\r
1066         self.dmg = g_pickup_healthsmall_consumable;\r
1067         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1068 }\r
1069 \r
1070 void spawnfunc_item_health_medium (void) {\r
1071         if(!self.max_health)\r
1072                 self.max_health = g_pickup_healthmedium_max;\r
1073         if(!self.health)\r
1074                 self.health = g_pickup_healthmedium;\r
1075         self.dmg = g_pickup_healthmedium_consumable;\r
1076         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1077 }\r
1078 \r
1079 void spawnfunc_item_health_large (void) {\r
1080         if(!self.max_health)\r
1081                 self.max_health = g_pickup_healthlarge_max;\r
1082         if(!self.health)\r
1083                 self.health = g_pickup_healthlarge;\r
1084         self.dmg = g_pickup_healthlarge_consumable;\r
1085         StartItem ("models/items/g_h50.md3", "misc/largehealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);\r
1086 }\r
1087 \r
1088 void spawnfunc_item_health_mega (void) {\r
1089         if(!cvar("g_powerup_superhealth"))\r
1090                 return;\r
1091 \r
1092         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1093                 return;\r
1094 \r
1095         if(!self.max_health)\r
1096                 self.max_health = g_pickup_healthmega_max;\r
1097         if(!self.health)\r
1098                 self.health = g_pickup_healthmega;\r
1099         self.dmg = g_pickup_healthmega_consumable;\r
1100         StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);\r
1101 }\r
1102 \r
1103 // support old misnamed entities\r
1104 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Voretournament maps it is an armor shard\r
1105 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }\r
1106 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }\r
1107 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }\r
1108 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }\r
1109 \r
1110 void spawnfunc_item_strength (void) {\r
1111         if(!cvar("g_powerup_strength"))\r
1112                 return;\r
1113 \r
1114         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1115                 return;\r
1116 \r
1117         precache_sound("weapons/strength_fire.wav");\r
1118         self.strength_finished = 30;\r
1119         StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1120 }\r
1121 \r
1122 void spawnfunc_item_invincible (void) {\r
1123         if(!cvar("g_powerup_shield"))\r
1124                 return;\r
1125 \r
1126         if((g_arena || g_ca) && !cvar("g_arena_powerups"))\r
1127                 return;\r
1128 \r
1129         self.invincible_finished = 30;\r
1130         StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);\r
1131 }\r
1132 \r
1133 // compatibility:\r
1134 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}\r
1135 \r
1136 float GiveItems(entity e, float beginarg, float endarg);\r
1137 void target_items_use (void)\r
1138 {\r
1139         if(activator.classname == "droppedweapon")\r
1140         {\r
1141                 EXACTTRIGGER_TOUCH;\r
1142                 remove(activator);\r
1143                 return;\r
1144         }\r
1145 \r
1146         if(activator.classname != "player")\r
1147                 return;\r
1148         if(activator.deadflag != DEAD_NO)\r
1149                 return;\r
1150         EXACTTRIGGER_TOUCH;\r
1151 \r
1152         entity e;\r
1153         for(e = world; (e = find(e, classname, "droppedweapon")); )\r
1154                 if(e.enemy == activator)\r
1155                         remove(e);\r
1156 \r
1157         if(GiveItems(activator, 0, tokenize_console(self.netname)))\r
1158                 centerprint(activator, self.message);\r
1159 }\r
1160 \r
1161 void spawnfunc_target_items (void)\r
1162 {\r
1163         float n, i, j;\r
1164         entity e;\r
1165 \r
1166         self.use = target_items_use;\r
1167         if(!self.strength_finished)\r
1168                 self.strength_finished = cvar("g_balance_powerup_strength_time");\r
1169         if(!self.invincible_finished)\r
1170                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");\r
1171 \r
1172         precache_sound("misc/itempickup.wav");\r
1173         precache_sound("misc/itempickup.wav");\r
1174         precache_sound("misc/itempickup.wav");\r
1175         precache_sound("misc/itempickup.wav");\r
1176         precache_sound("misc/megahealth.wav");\r
1177         precache_sound("misc/armor25.wav");\r
1178         precache_sound("misc/powerup.wav");\r
1179         precache_sound("misc/poweroff.wav");\r
1180         precache_sound("weapons/weaponpickup.wav");\r
1181 \r
1182         n = tokenize_console(self.netname);\r
1183         if(argv(0) == "give")\r
1184         {\r
1185                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));\r
1186         }\r
1187         else\r
1188         {\r
1189                 for(i = 0; i < n; ++i)\r
1190                 {\r
1191                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;\r
1192                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;\r
1193                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;\r
1194                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;\r
1195                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;\r
1196                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;\r
1197                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;\r
1198                         else\r
1199                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1200                         {\r
1201                                 e = get_weaponinfo(j);\r
1202                                 if(argv(i) == e.netname)\r
1203                                 {\r
1204                                         self.weapons |= e.weapons;\r
1205                                         if(self.spawnflags == 0 || self.spawnflags == 2)\r
1206                                                 weapon_action(e.weapon, WR_PRECACHE);\r
1207                                         break;\r
1208                                 }\r
1209                         }\r
1210                         if(j > WEP_LAST)\r
1211                                 print("target_items: invalid item ", argv(i), "\n");\r
1212                 }\r
1213 \r
1214                 string itemprefix, valueprefix;\r
1215                 if(self.spawnflags == 0)\r
1216                 {\r
1217                         itemprefix = "";\r
1218                         valueprefix = "";\r
1219                 }\r
1220                 else if(self.spawnflags == 1)\r
1221                 {\r
1222                         itemprefix = "max ";\r
1223                         valueprefix = "max ";\r
1224                 }\r
1225                 else if(self.spawnflags == 2)\r
1226                 {\r
1227                         itemprefix = "min ";\r
1228                         valueprefix = "min ";\r
1229                 }\r
1230                 else if(self.spawnflags == 4)\r
1231                 {\r
1232                         itemprefix = "minus ";\r
1233                         valueprefix = "max ";\r
1234                 }\r
1235                 else\r
1236                         error("invalid spawnflags");\r
1237 \r
1238                 self.netname = "";\r
1239                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");\r
1240                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");\r
1241                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");\r
1242                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");\r
1243                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");\r
1244                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");\r
1245                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");\r
1246                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");\r
1247                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");\r
1248                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1249                 {\r
1250                         e = get_weaponinfo(j);\r
1251                         if(e.weapons)\r
1252                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);\r
1253                 }\r
1254         }\r
1255         self.netname = strzone(self.netname);\r
1256         //print(self.netname, "\n");\r
1257 \r
1258         n = tokenize_console(self.netname);\r
1259         for(i = 0; i < n; ++i)\r
1260         {\r
1261                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1262                 {\r
1263                         e = get_weaponinfo(j);\r
1264                         if(argv(i) == e.netname)\r
1265                         {\r
1266                                 weapon_action(e.weapon, WR_PRECACHE);\r
1267                                 break;\r
1268                         }\r
1269                 }\r
1270         }\r
1271 }\r
1272 \r
1273 void spawnfunc_item_fuel(void)\r
1274 {\r
1275         if(!self.ammo_fuel)\r
1276                 self.ammo_fuel = g_pickup_fuel;\r
1277         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1278 }\r
1279 \r
1280 void spawnfunc_item_fuel_regen(void)\r
1281 {\r
1282         if(start_items & IT_FUEL_REGEN)\r
1283         {\r
1284                 spawnfunc_item_fuel();\r
1285                 return;\r
1286         }\r
1287         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel regenerator", IT_FUEL_REGEN, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1288 }\r
1289 \r
1290 void spawnfunc_item_jetpack(void)\r
1291 {\r
1292         if(!self.ammo_fuel)\r
1293                 self.ammo_fuel = g_pickup_fuel_jetpack;\r
1294         if(start_items & IT_JETPACK)\r
1295         {\r
1296                 spawnfunc_item_fuel();\r
1297                 return;\r
1298         }\r
1299         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_weapon, g_pickup_respawntimejitter_weapon, "Jet pack", IT_JETPACK, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);\r
1300 }\r
1301 \r
1302 #define OP_SET 0\r
1303 #define OP_MIN 1\r
1304 #define OP_MAX 2\r
1305 #define OP_PLUS 3\r
1306 #define OP_MINUS 4\r
1307 \r
1308 float GiveBit(entity e, .float fld, float bit, float op, float val)\r
1309 {\r
1310         float v0, v1;\r
1311         v0 = (e.fld & bit);\r
1312         switch(op)\r
1313         {\r
1314                 case OP_SET:\r
1315                         if(val > 0)\r
1316                                 e.fld |= bit;\r
1317                         else\r
1318                                 e.fld &~= bit;\r
1319                         break;\r
1320                 case OP_MIN:\r
1321                 case OP_PLUS:\r
1322                         if(val > 0)\r
1323                                 e.fld |= bit;\r
1324                         break;\r
1325                 case OP_MAX:\r
1326                         if(val <= 0)\r
1327                                 e.fld &~= bit;\r
1328                         break;\r
1329                 case OP_MINUS:\r
1330                         if(val > 0)\r
1331                                 e.fld &~= bit;\r
1332                         break;\r
1333         }\r
1334         v1 = (e.fld & bit);\r
1335         return (v0 != v1);\r
1336 }\r
1337 \r
1338 float GiveValue(entity e, .float fld, float op, float val)\r
1339 {\r
1340         float v0, v1;\r
1341         v0 = e.fld;\r
1342         switch(op)\r
1343         {\r
1344                 case OP_SET:\r
1345                         e.fld = val;\r
1346                         break;\r
1347                 case OP_MIN:\r
1348                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells\r
1349                         break;\r
1350                 case OP_MAX:\r
1351                         e.fld = min(e.fld, val);\r
1352                         break;\r
1353                 case OP_PLUS:\r
1354                         e.fld += val;\r
1355                         break;\r
1356                 case OP_MINUS:\r
1357                         e.fld -= val;\r
1358                         break;\r
1359         }\r
1360         v1 = e.fld;\r
1361         return (v0 != v1);\r
1362 }\r
1363 \r
1364 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)\r
1365 {\r
1366         if(v1 == v0)\r
1367                 return;\r
1368         if(v1 <= v0 - t)\r
1369         {\r
1370                 if(snd_decr != "")\r
1371                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);\r
1372         }\r
1373         else if(v0 >= v0 + t)\r
1374         {\r
1375                 if(snd_incr != "")\r
1376                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);\r
1377         }\r
1378 }\r
1379 \r
1380 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)\r
1381 {\r
1382         if(v0 < v1)\r
1383                 e.rotfield = max(e.rotfield, time + rottime);\r
1384         else if(v0 > v1)\r
1385                 e.regenfield = max(e.regenfield, time + regentime);\r
1386 }\r
1387 \r
1388 #define PREGIVE(e,f) float save_##f; save_##f = (e).f\r
1389 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)\r
1390 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1391 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)\r
1392 \r
1393 float GiveItems(entity e, float beginarg, float endarg)\r
1394 {\r
1395         float got, i, j, val, op;\r
1396         float _switchweapon;\r
1397         entity wi;\r
1398         string cmd;\r
1399 \r
1400         val = 999;\r
1401         op = OP_SET;\r
1402 \r
1403         got = 0;\r
1404 \r
1405         _switchweapon = FALSE;\r
1406         if (e.autoswitch)\r
1407                 if (e.switchweapon == w_getbestweapon(e))\r
1408                         _switchweapon = TRUE;\r
1409 \r
1410         e.strength_finished = max(0, e.strength_finished - time);\r
1411         e.invincible_finished = max(0, e.invincible_finished - time);\r
1412         \r
1413         PREGIVE(e, items);\r
1414         PREGIVE(e, weapons);\r
1415         PREGIVE(e, strength_finished);\r
1416         PREGIVE(e, invincible_finished);\r
1417         PREGIVE(e, ammo_fuel);\r
1418         PREGIVE(e, armorvalue);\r
1419         PREGIVE(e, health);\r
1420 \r
1421         for(i = beginarg; i < endarg; ++i)\r
1422         {\r
1423                 cmd = argv(i);\r
1424 \r
1425                 if(cmd == "0" || stof(cmd))\r
1426                 {\r
1427                         val = stof(cmd);\r
1428                         continue;\r
1429                 }\r
1430                 switch(cmd)\r
1431                 {\r
1432                         case "no":\r
1433                                 op = OP_MAX;\r
1434                                 val = 0;\r
1435                                 continue;\r
1436                         case "max":\r
1437                                 op = OP_MAX;\r
1438                                 continue;\r
1439                         case "min":\r
1440                                 op = OP_MIN;\r
1441                                 continue;\r
1442                         case "plus":\r
1443                                 op = OP_PLUS;\r
1444                                 continue;\r
1445                         case "minus":\r
1446                                 op = OP_MINUS;\r
1447                                 continue;\r
1448                         case "ALL":\r
1449                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1450                                 got += GiveValue(e, strength_finished, op, time + val);\r
1451                                 got += GiveValue(e, invincible_finished, op, time + val);\r
1452                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1453                         case "all":\r
1454                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1455                                 got += GiveValue(e, health, op, val);\r
1456                                 got += GiveValue(e, armorvalue, op, val);\r
1457                         case "allweapons":\r
1458                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1459                                 {\r
1460                                         wi = get_weaponinfo(j);\r
1461                                         if(wi.weapons)\r
1462                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1463                                 }\r
1464                         case "allammo":\r
1465                                 got += GiveValue(e, ammo_fuel, op, val);\r
1466                                 break;\r
1467                         case "unlimited_ammo":\r
1468                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);\r
1469                                 break;\r
1470                         case "unlimited_weapon_ammo":\r
1471                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);\r
1472                                 break;\r
1473                         case "unlimited_superweapons":\r
1474                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);\r
1475                                 break;\r
1476                         case "jetpack":\r
1477                                 got += GiveBit(e, items, IT_JETPACK, op, val);\r
1478                                 break;\r
1479                         case "fuel_regen":\r
1480                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);\r
1481                                 break;\r
1482                         case "strength":\r
1483                                 got += GiveValue(e, strength_finished, op, val);\r
1484                                 break;\r
1485                         case "invincible":\r
1486                                 got += GiveValue(e, invincible_finished, op, val);\r
1487                                 break;\r
1488                         case "health":\r
1489                                 got += GiveValue(e, health, op, val);\r
1490                                 break;\r
1491                         case "armor":\r
1492                                 got += GiveValue(e, armorvalue, op, val);\r
1493                                 break;\r
1494                         case "fuel":\r
1495                                 got += GiveValue(e, ammo_fuel, op, val);\r
1496                                 break;\r
1497                         default:\r
1498                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1499                                 {\r
1500                                         wi = get_weaponinfo(j);\r
1501                                         if(cmd == wi.netname)\r
1502                                         {\r
1503                                                 got += GiveBit(e, weapons, wi.weapons, op, val);\r
1504                                                 break;\r
1505                                         }\r
1506                                 }\r
1507                                 if(j > WEP_LAST)\r
1508                                         print("give: invalid item ", cmd, "\n");\r
1509                                 break;\r
1510                 }\r
1511                 val = 999;\r
1512                 op = OP_SET;\r
1513         }\r
1514 \r
1515         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);\r
1516         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");\r
1517         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");\r
1518         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);\r
1519         for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
1520         {\r
1521                 wi = get_weaponinfo(j);\r
1522                 if(wi.weapons)\r
1523                 {\r
1524                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);\r
1525                         if not(save_weapons & wi.weapons)\r
1526                                 if(e.weapons & wi.weapons)\r
1527                                         weapon_action(wi.weapon, WR_PRECACHE);\r
1528                 }\r
1529         }\r
1530         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");\r
1531         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");\r
1532         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregenhealth_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);\r
1533         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregenarmor_finished, cvar("g_balance_pause_armor_regen"), "misc/armor25.wav", string_null);\r
1534         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregenhealth_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);\r
1535 \r
1536         if(e.strength_finished <= 0)\r
1537                 e.strength_finished = 0;\r
1538         else\r
1539                 e.strength_finished += time;\r
1540         if(e.invincible_finished <= 0)\r
1541                 e.invincible_finished = 0;\r
1542         else\r
1543                 e.invincible_finished += time;\r
1544 \r
1545         if not(e.weapons & W_WeaponBit(e.switchweapon))\r
1546                 _switchweapon = TRUE;\r
1547         if(_switchweapon)\r
1548                 W_SwitchWeapon_Force(e, w_getbestweapon(e));\r
1549 \r
1550         return got;\r
1551 }\r