#define ISF_LOCATION 2 #define ISF_MODEL 4 #define ISF_STATUS 8 #define ITS_STAYWEP 1 #define ITS_ANIMATE1 2 #define ITS_ANIMATE2 4 #define ITS_AVAILABLE 8 #define ITS_ALLOWFB 16 #define ITS_ALLOWSI 32 #define ITS_POWERUP 64 #define ISF_COLORMAP 16 #define ISF_DROP 32 #define ISF_ANGLES 64 .float ItemStatus; #ifdef CSQC var float autocvar_cl_animate_items = 1; var float autocvar_cl_ghost_items = 0.45; var vector autocvar_cl_ghost_items_color = '-1 -1 -1'; var float autocvar_cl_fullbright_items = 0; var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; var float autocvar_cl_weapon_stay_alpha = 0.75; var float autocvar_cl_simple_items = 0; var string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; void ItemDraw() { if(self.gravity) { Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy); if(self.move_flags & FL_ONGROUND) { // For some reason move_avelocity gets set to '0 0 0' here ... self.oldorigin = self.origin; self.gravity = 0; if(autocvar_cl_animate_items) { // ... so reset it if animations are requested. if(self.ItemStatus & ITS_ANIMATE1) self.move_avelocity = '0 180 0'; if(self.ItemStatus & ITS_ANIMATE2) self.move_avelocity = '0 -90 0'; } } } else if (autocvar_cl_animate_items) { if(self.ItemStatus & ITS_ANIMATE1) { self.angles += self.move_avelocity * frametime; setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2)); } if(self.ItemStatus & ITS_ANIMATE2) { self.angles += self.move_avelocity * frametime; setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3)); } } } void ItemDrawSimple() { if(self.gravity) { Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy); if(self.move_flags & FL_ONGROUND) self.gravity = 0; } } void ItemRead(float _IsNew) { float sf = ReadByte(); if(sf & ISF_LOCATION) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); setorigin(self, self.origin); self.oldorigin = self.origin; } if(sf & ISF_ANGLES) { self.angles_x = ReadCoord(); self.angles_y = ReadCoord(); self.angles_z = ReadCoord(); self.move_angles = self.angles; } if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc. { self.ItemStatus = ReadByte(); if(self.ItemStatus & ITS_AVAILABLE) { self.alpha = 1; self.colormod = self.glowmod = '1 1 1'; } else { if (autocvar_cl_ghost_items_color) { self.alpha = autocvar_cl_ghost_items; self.colormod = self.glowmod = autocvar_cl_ghost_items_color; } else self.alpha = -1; } if(autocvar_cl_fullbright_items) if(self.ItemStatus & ITS_ALLOWFB) self.effects |= EF_FULLBRIGHT; if(self.ItemStatus & ITS_STAYWEP) { self.colormod = self.glowmod = autocvar_cl_weapon_stay_color; self.alpha = autocvar_cl_weapon_stay_alpha; } if(self.ItemStatus & ITS_POWERUP) { if(self.ItemStatus & ITS_AVAILABLE) self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); else self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); } } if(sf & ISF_MODEL) { self.drawmask = MASK_NORMAL; self.movetype = MOVETYPE_NOCLIP; self.draw = ItemDraw; if(self.mdl) strunzone(self.mdl); self.mdl = ""; string _fn = ReadString(); if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI)) { string _fn2 = substring(_fn, 0 , strlen(_fn) -4); self.draw = ItemDrawSimple; if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix))) self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)); else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix))) self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)); else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix))) self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)); else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix))) self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)); else { self.draw = ItemDraw; dprint("Simple item requested for ", _fn, " but no model exsist for it\n"); } } if(self.draw != ItemDrawSimple) self.mdl = strzone(_fn); if(self.mdl == "") dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n"); precache_model(self.mdl); setmodel(self, self.mdl); } if(sf & ISF_COLORMAP) self.colormap = ReadShort(); if(sf & ISF_DROP) { self.gravity = 1; self.move_angles = '0 0 0'; self.move_movetype = MOVETYPE_TOSS; self.move_velocity_x = ReadCoord(); self.move_velocity_y = ReadCoord(); self.move_velocity_z = ReadCoord(); self.velocity = self.move_velocity; self.move_origin = self.oldorigin; if(!self.move_time) { self.move_time = time; self.spawntime = time; } else self.move_time = max(self.move_time, time); } if(autocvar_cl_animate_items) { if(self.ItemStatus & ITS_ANIMATE1) self.move_avelocity = '0 180 0'; if(self.ItemStatus & ITS_ANIMATE2) self.move_avelocity = '0 -90 0'; } } #endif #ifdef SVQC float autocvar_sv_simple_items; float ItemSend(entity to, float sf) { if(self.gravity) sf |= ISF_DROP; else sf &= ~ISF_DROP; WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); WriteByte(MSG_ENTITY, sf); //WriteByte(MSG_ENTITY, self.cnt); if(sf & ISF_LOCATION) { WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); } if(sf & ISF_ANGLES) { WriteCoord(MSG_ENTITY, self.angles_x); WriteCoord(MSG_ENTITY, self.angles_y); WriteCoord(MSG_ENTITY, self.angles_z); } if(sf & ISF_STATUS) WriteByte(MSG_ENTITY, self.ItemStatus); if(sf & ISF_MODEL) { if(self.mdl == "") dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n"); WriteString(MSG_ENTITY, self.mdl); } if(sf & ISF_COLORMAP) WriteShort(MSG_ENTITY, self.colormap); if(sf & ISF_DROP) { WriteCoord(MSG_ENTITY, self.velocity_x); WriteCoord(MSG_ENTITY, self.velocity_y); WriteCoord(MSG_ENTITY, self.velocity_z); } return TRUE; } void ItemUpdate(entity item) { item.SendFlags |= ISF_LOCATION; } float have_pickup_item(void) { if(self.flags & FL_POWERUP) { if(autocvar_g_powerups > 0) return TRUE; if(autocvar_g_powerups == 0) return FALSE; } else { if(autocvar_g_pickup_items > 0) return TRUE; if(autocvar_g_pickup_items == 0) return FALSE; if(g_weaponarena) if(self.weapons || (self.items & IT_AMMO)) return FALSE; } return TRUE; } #define ITEM_RESPAWN_TICKS 10 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) // range: respawntime - respawntimejitter .. respawntime + respawntimejitter #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS)) // range: 10 .. respawntime + respawntimejitter floatfield Item_CounterField(float it) { switch(it) { case IT_SHELLS: return ammo_shells; case IT_NAILS: return ammo_nails; case IT_ROCKETS: return ammo_rockets; case IT_CELLS: return ammo_cells; case IT_FUEL: return ammo_fuel; case IT_5HP: return health; case IT_25HP: return health; case IT_HEALTH: return health; case IT_ARMOR_SHARD: return armorvalue; case IT_ARMOR: return armorvalue; // add more things here (health, armor) default: error("requested item has no counter field"); } #ifdef GMQCC // should never happen return health; #endif } string Item_CounterFieldName(float it) { switch(it) { case IT_SHELLS: return "shells"; case IT_NAILS: return "nails"; case IT_ROCKETS: return "rockets"; case IT_CELLS: return "cells"; case IT_FUEL: return "fuel"; // add more things here (health, armor) default: error("requested item has no counter field name"); } #ifdef GMQCC // should never happen return string_null; #endif } .float max_armorvalue; .float pickup_anyway; /* float Item_Customize() { if(self.spawnshieldtime) return TRUE; if(self.weapons & ~other.weapons) { self.colormod = '0 0 0'; self.glowmod = self.colormod; self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha return TRUE; } else { if(g_ghost_items) { self.colormod = stov(autocvar_g_ghost_items_color); self.glowmod = self.colormod; self.alpha = g_ghost_items; return TRUE; } else return FALSE; } } */ void Item_Show (entity e, float mode) { e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); e.ItemStatus &= ~ITS_STAYWEP; if (mode > 0) { // make the item look normal, and be touchable e.model = e.mdl; e.solid = SOLID_TRIGGER; e.spawnshieldtime = 1; e.ItemStatus |= ITS_AVAILABLE; } else if (mode < 0) { // hide the item completely e.model = string_null; e.solid = SOLID_NOT; e.spawnshieldtime = 1; e.ItemStatus &= ~ITS_AVAILABLE; } else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay) { // make the item translucent and not touchable e.model = e.mdl; e.solid = SOLID_TRIGGER; // can STILL be picked up! e.effects |= EF_STARDUST; e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); } else { //setmodel(e, "null"); e.solid = SOLID_NOT; e.colormod = '0 0 0'; e.glowmod = e.colormod; e.spawnshieldtime = 1; e.ItemStatus &= ~ITS_AVAILABLE; } if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE) e.ItemStatus |= ITS_POWERUP; if (autocvar_g_nodepthtestitems) e.effects |= EF_NODEPTHTEST; if (autocvar_g_fullbrightitems) e.ItemStatus |= ITS_ALLOWFB; if (autocvar_sv_simple_items) e.ItemStatus |= ITS_ALLOWSI; // relink entity (because solid may have changed) setorigin(e, e.origin); e.SendFlags |= ISF_STATUS; } void Item_Respawn (void) { Item_Show(self, 1); // this is ugly... if(self.items == IT_STRENGTH) sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound else if(self.items == IT_INVINCIBLE) sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound else sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound setorigin (self, self.origin); //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1); } void Item_RespawnCountdown (void) { if(self.count >= ITEM_RESPAWN_TICKS) { if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); Item_Respawn(); } else { self.nextthink = time + 1; self.count += 1; if(self.count == 1) { string name; vector rgb = '1 0 1'; name = string_null; switch(self.items) { case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break; case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break; case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break; case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break; } item_name = name; item_color = rgb; MUTATOR_CALLHOOK(Item_RespawnCountdown); name = item_name; rgb = item_color; if(self.flags & FL_WEAPON) { entity wi = get_weaponinfo(self.weapon); if(wi) { name = wi.model2; rgb = '1 0 0'; } } if(name) { WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb); if(self.waypointsprite_attached) WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); } else { print("Unknown powerup-marked item is wanting to respawn\n"); localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self))); } } sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound if(self.waypointsprite_attached) { WaypointSprite_Ping(self.waypointsprite_attached); //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count); } } } void Item_ScheduleRespawnIn(entity e, float t) { if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS)) { e.think = Item_RespawnCountdown; e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); e.count = 0; } else { e.think = Item_Respawn; e.nextthink = time + t; } } void Item_ScheduleRespawn(entity e) { if(e.respawntime > 0) { Item_Show(e, 0); Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e)); } else // if respawntime is -1, this item does not respawn Item_Show(e, -1); } void Item_ScheduleInitialRespawn(entity e) { Item_Show(e, 0); Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e)); } const float ITEM_MODE_NONE = 0; const float ITEM_MODE_HEALTH = 1; const float ITEM_MODE_ARMOR = 2; const float ITEM_MODE_FUEL = 3; float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode) { if (!item.ammofield) return FALSE; if (item.spawnshieldtime) { if ((player.ammofield < ammomax) || item.pickup_anyway) { player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield); goto YEAH; } } else if(g_weapon_stay == 2) { float mi = min(item.ammofield, ammomax); if (player.ammofield < mi) { player.ammofield = mi; goto YEAH; } } return FALSE; :YEAH switch(mode) { case ITEM_MODE_FUEL: player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot); break; case ITEM_MODE_HEALTH: player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot); break; case ITEM_MODE_ARMOR: player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot); break; default: break; } return TRUE; } float Item_GiveTo(entity item, entity player) { float _switchweapon; float pickedup; float it; float i; // if nothing happens to player, just return without taking the item pickedup = FALSE; _switchweapon = FALSE; // in case the player has autoswitch enabled do the following: // if the player is using their best weapon before items are given, they // probably want to switch to an even better weapon after items are given if (player.autoswitch) if (player.switchweapon == w_getbestweapon(player)) _switchweapon = TRUE; if (!(player.weapons & WepSet_FromWeapon(player.switchweapon))) _switchweapon = TRUE; pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL); pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE); pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE); pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE); pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE); pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH); pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR); if (item.flags & FL_WEAPON) { WepSet it; it = item.weapons; it &= ~player.weapons; if (it || (item.spawnshieldtime && item.pickup_anyway)) { pickedup = TRUE; for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(it & WepSet_FromWeapon(i)) W_GiveWeapon(player, i); } } if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) { pickedup = TRUE; player.items |= it; sprint (player, strcat("You got the ^2", item.netname, "\n")); } if (item.strength_finished) { pickedup = TRUE; player.strength_finished = max(player.strength_finished, time) + item.strength_finished; } if (item.invincible_finished) { pickedup = TRUE; player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished; } if (item.superweapons_finished) { pickedup = TRUE; player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; } :skip // always eat teamed entities if(item.team) pickedup = TRUE; if (!pickedup) return 0; if (_switchweapon) if (player.switchweapon != w_getbestweapon(player)) W_SwitchWeapon_Force(player, w_getbestweapon(player)); return 1; } void Item_Touch (void) { entity e, head; // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) if(self.classname == "droppedweapon") { if (ITEM_TOUCH_NEEDKILL()) { remove(self); return; } } if (!IS_PLAYER(other)) return; if (other.deadflag) return; if (self.solid != SOLID_TRIGGER) return; if (self.owner == other) return; if (time < self.item_spawnshieldtime) return; switch(MUTATOR_CALLHOOK(ItemTouch)) { case MUT_ITEMTOUCH_RETURN: { return; } case MUT_ITEMTOUCH_PICKUP: { goto pickup; } } if (self.classname == "droppedweapon") { self.strength_finished = max(0, self.strength_finished - time); self.invincible_finished = max(0, self.invincible_finished - time); self.superweapons_finished = max(0, self.superweapons_finished - time); } if(!Item_GiveTo(self, other)) { if (self.classname == "droppedweapon") { // undo what we did above self.strength_finished += time; self.invincible_finished += time; self.superweapons_finished += time; } return; } :pickup other.last_pickup = time; pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1); sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM); if (self.classname == "droppedweapon") remove (self); else if (!self.spawnshieldtime) return; else { if(self.team) { RandomSelection_Init(); for(head = world; (head = findfloat(head, team, self.team)); ) { if(head.flags & FL_ITEM) { Item_Show(head, -1); RandomSelection_Add(head, 0, string_null, head.cnt, 0); } } e = RandomSelection_chosen_ent; } else e = self; Item_ScheduleRespawn(e); } } void Item_Reset() { Item_Show(self, !self.state); setorigin (self, self.origin); if(self.classname != "droppedweapon") { self.think = func_null; self.nextthink = 0; if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! Item_ScheduleInitialRespawn(self); } } void Item_FindTeam() { entity head, e; if(self.effects & EF_NODRAW) { // marker for item team search dprint("Initializing item team ", ftos(self.team), "\n"); RandomSelection_Init(); for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) RandomSelection_Add(head, 0, string_null, head.cnt, 0); e = RandomSelection_chosen_ent; e.state = 0; Item_Show(e, 1); for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM) { if(head != e) { // make it a non-spawned item Item_Show(head, -1); head.state = 1; // state 1 = initially hidden item } head.effects &= ~EF_NODRAW; } Item_Reset(); } } // Savage: used for item garbage-collection // TODO: perhaps nice special effect? void RemoveItem(void) { remove(self); } // pickup evaluation functions // these functions decide how desirable an item is to the bots float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} float weapon_pickupevalfunc(entity player, entity item) { float c, j, position; // See if I have it already if(item.weapons & ~player.weapons) { // If I can pick it up if(!item.spawnshieldtime) c = 0; else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets) { // Skilled bots will grab more c = bound(0, skill / 10, 1) * 0.5; } else c = 0; } else c = 1; // If custom weapon priorities for bots is enabled rate most wanted weapons higher if( bot_custom_weapon && c ) { // Find the highest position on any range position = -1; for(j = 0; j < WEP_LAST ; ++j){ if( bot_weapons_far[j] == item.weapon || bot_weapons_mid[j] == item.weapon || bot_weapons_close[j] == item.weapon ) { position = j; break; } } // Rate it if (position >= 0 ) { position = WEP_LAST - position; // item.bot_pickupbasevalue is overwritten here return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c; } } return item.bot_pickupbasevalue * c; } float commodity_pickupevalfunc(entity player, entity item) { float c, i; float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE; entity wi; c = 0; // Detect needed ammo for(i = WEP_FIRST; i <= WEP_LAST ; ++i) { wi = get_weaponinfo(i); if (!(player.weapons & WepSet_FromWeapon(i))) continue; if(wi.items & IT_SHELLS) need_shells = TRUE; else if(wi.items & IT_NAILS) need_nails = TRUE; else if(wi.items & IT_ROCKETS) need_rockets = TRUE; else if(wi.items & IT_CELLS) need_cells = TRUE; else if(wi.items & IT_FUEL) need_cells = TRUE; } // TODO: figure out if the player even has the weapon this ammo is for? // may not affect strategy much though... // find out how much more ammo/armor/health the player can hold if (need_shells) if (item.ammo_shells) if (player.ammo_shells < g_pickup_shells_max) c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max); if (need_nails) if (item.ammo_nails) if (player.ammo_nails < g_pickup_nails_max) c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max); if (need_rockets) if (item.ammo_rockets) if (player.ammo_rockets < g_pickup_rockets_max) c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max); if (need_cells) if (item.ammo_cells) if (player.ammo_cells < g_pickup_cells_max) c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max); if (need_fuel) if (item.ammo_fuel) if (player.ammo_fuel < g_pickup_fuel_max) c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max); if (item.armorvalue) if (player.armorvalue < item.max_armorvalue) c = c + max(0, 1 - player.armorvalue / item.max_armorvalue); if (item.health) if (player.health < item.max_health) c = c + max(0, 1 - player.health / item.max_health); return item.bot_pickupbasevalue * c; } void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(ITEM_DAMAGE_NEEDKILL(deathtype)) RemoveItem(); } .float is_item; 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) { startitem_failed = FALSE; if(self.model == "") self.model = itemmodel; if(self.model == "") { error(strcat("^1Tried to spawn ", itemname, " with no model!\n")); return; } if(self.item_pickupsound == "") self.item_pickupsound = pickupsound; if(!self.respawntime) // both need to be set { self.respawntime = defaultrespawntime; self.respawntimejitter = defaultrespawntimejitter; } self.items = itemid; self.weapon = weaponid; if(weaponid) self.weapons = WepSet_FromWeapon(weaponid); self.flags = FL_ITEM | itemflags; if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item { startitem_failed = TRUE; remove(self); return; } // is it a dropped weapon? if (self.classname == "droppedweapon") { self.reset = SUB_Remove; // it's a dropped weapon self.movetype = MOVETYPE_TOSS; // Savage: remove thrown items after a certain period of time ("garbage collection") self.think = RemoveItem; self.nextthink = time + 20; self.takedamage = DAMAGE_YES; self.event_damage = Item_Damage; if(self.strength_finished || self.invincible_finished || self.superweapons_finished) /* if(self.items == 0) if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons if(self.ammo_nails == 0) if(self.ammo_cells == 0) if(self.ammo_rockets == 0) if(self.ammo_shells == 0) if(self.ammo_fuel == 0) if(self.health == 0) if(self.armorvalue == 0) */ { // if item is worthless after a timer, have it expire then self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished); } // don't drop if in a NODROP zone (such as lava) traceline(self.origin, self.origin, MOVE_NORMAL, self); if (trace_dpstartcontents & DPCONTENTS_NODROP) { startitem_failed = TRUE; remove(self); return; } } else { if(!have_pickup_item()) { startitem_failed = TRUE; remove (self); return; } if(self.angles != '0 0 0') self.SendFlags |= ISF_ANGLES; self.reset = Item_Reset; // it's a level item if(self.spawnflags & 1) self.noalign = 1; if (self.noalign) self.movetype = MOVETYPE_NONE; else self.movetype = MOVETYPE_TOSS; // do item filtering according to game mode and other things if (!self.noalign) { // first nudge it off the floor a little bit to avoid math errors setorigin(self, self.origin + '0 0 1'); // set item size before we spawn a spawnfunc_waypoint if((itemflags & FL_POWERUP) || self.health || self.armorvalue) setsize (self, '-16 -16 0', '16 16 48'); else setsize (self, '-16 -16 0', '16 16 32'); // note droptofloor returns FALSE if stuck/or would fall too far droptofloor(); waypoint_spawnforitem(self); } /* * can't do it that way, as it would break maps * TODO make a target_give like entity another way, that perhaps has * the weapon name in a key if(self.targetname) { // target_give not yet supported; maybe later print("removed targeted ", self.classname, "\n"); startitem_failed = TRUE; remove (self); return; } */ if(autocvar_spawn_debug >= 2) { entity otheritem; for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain) { // why not flags & fl_item? if(otheritem.is_item) { dprint("XXX Found duplicated item: ", itemname, vtos(self.origin)); dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n"); error("Mapper sucks."); } } self.is_item = TRUE; } weaponsInMap |= WepSet_FromWeapon(weaponid); precache_model (self.model); precache_sound (self.item_pickupsound); precache_sound ("misc/itemrespawncountdown.wav"); if(itemid == IT_STRENGTH) precache_sound ("misc/strength_respawn.wav"); else if(itemid == IT_INVINCIBLE) precache_sound ("misc/shield_respawn.wav"); else precache_sound ("misc/itemrespawn.wav"); if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2))) self.target = "###item###"; // for finding the nearest item using find() } self.bot_pickup = TRUE; self.bot_pickupevalfunc = pickupevalfunc; self.bot_pickupbasevalue = pickupbasevalue; self.mdl = self.model; self.netname = itemname; self.touch = Item_Touch; setmodel(self, "null"); // precision set below //self.effects |= EF_LOWPRECISION; if((itemflags & FL_POWERUP) || self.health || self.armorvalue) { self.pos1 = '-16 -16 0'; self.pos2 = '16 16 48'; } else { self.pos1 = '-16 -16 0'; self.pos2 = '16 16 32'; } setsize (self, self.pos1, self.pos2); if(itemflags & FL_POWERUP) self.ItemStatus |= ITS_ANIMATE1; if(self.armorvalue || self.health) self.ItemStatus |= ITS_ANIMATE2; if(itemflags & FL_WEAPON) { if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely self.colormap = 1024; // color shirt=0 pants=0 grey else self.gravity = 1; self.ItemStatus |= ITS_ANIMATE1; self.ItemStatus |= ISF_COLORMAP; } self.state = 0; if(self.team) // broken, no idea why. { if(!self.cnt) self.cnt = 1; // item probability weight self.effects |= EF_NODRAW; // marker for item team search InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET); } else Item_Reset(); Net_LinkEntity(self, FALSE, 0, ItemSend); // call this hook after everything else has been done if(MUTATOR_CALLHOOK(Item_Spawn)) { startitem_failed = TRUE; remove(self); return; } } float weaponswapping; float internalteam; void weapon_defaultspawnfunc(float wpn) { entity e; float t; var .float ammofield; string s; entity oldself; float i, j; float f; if(self.classname != "droppedweapon" && self.classname != "replacedweapon") { e = get_weaponinfo(wpn); if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED) { objerror("Attempted to spawn a mutator-blocked weapon rejected"); startitem_failed = TRUE; return; } s = W_Apply_Weaponreplace(e.netname); ret_string = s; other = e; MUTATOR_CALLHOOK(SetWeaponreplace); s = ret_string; if(s == "") { remove(self); startitem_failed = TRUE; return; } t = tokenize_console(s); if(t >= 2) { self.team = --internalteam; oldself = self; for(i = 1; i < t; ++i) { s = argv(i); for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(e.netname == s) { self = spawn(); copyentity(oldself, self); self.classname = "replacedweapon"; weapon_defaultspawnfunc(j); break; } } if(j > WEP_LAST) { print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n"); } } self = oldself; } if(t >= 1) // always the case! { s = argv(0); wpn = 0; for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(e.netname == s) { wpn = j; break; } } if(j > WEP_LAST) { print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n"); } } if(wpn == 0) { remove(self); startitem_failed = TRUE; return; } } e = get_weaponinfo(wpn); if(!self.respawntime) { if(e.weapons & WEPSET_SUPERWEAPONS) { self.respawntime = g_pickup_respawntime_superweapon; self.respawntimejitter = g_pickup_respawntimejitter_superweapon; } else { self.respawntime = g_pickup_respawntime_weapon; self.respawntimejitter = g_pickup_respawntimejitter_weapon; } } if(e.weapons & WEPSET_SUPERWEAPONS) if(!self.superweapons_finished) self.superweapons_finished = autocvar_g_balance_superweapons_time; if(e.items) { for(i = 0, j = 1; i < 24; ++i, j *= 2) { if(e.items & j) { ammofield = Item_CounterField(j); if(!self.ammofield) self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon")); } } } // pickup anyway if(g_pickup_weapons_anyway) self.pickup_anyway = TRUE; f = FL_WEAPON; // no weapon-stay on superweapons if(e.weapons & WEPSET_SUPERWEAPONS) f |= FL_NO_WEAPON_STAY; // weapon stay isn't supported for teamed weapons if(self.team) f |= FL_NO_WEAPON_STAY; StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue); if (self.modelindex) // don't precache if self was removed weapon_action(e.weapon, WR_PRECACHE); } void spawnfunc_weapon_shotgun (void); void spawnfunc_weapon_uzi (void) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_SHOTGUN); return; } weapon_defaultspawnfunc(WEP_UZI); } void spawnfunc_weapon_shotgun (void) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_UZI); return; } weapon_defaultspawnfunc(WEP_SHOTGUN); } void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); } void spawnfunc_weapon_minstanex (void) { weapon_defaultspawnfunc(WEP_MINSTANEX); } void spawnfunc_weapon_rocketlauncher (void) { weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER); } void spawnfunc_item_rockets (void) { if(!self.ammo_rockets) self.ammo_rockets = g_pickup_rockets; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_ammo_anyway; 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); } void spawnfunc_item_shells (void); void spawnfunc_item_bullets (void) { if(!weaponswapping) if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weaponswapping = TRUE; spawnfunc_item_shells(); weaponswapping = FALSE; return; } if(!self.ammo_nails) self.ammo_nails = g_pickup_nails; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_ammo_anyway; 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); } void spawnfunc_item_cells (void) { if(!self.ammo_cells) self.ammo_cells = g_pickup_cells; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_ammo_anyway; 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); } void spawnfunc_item_shells (void) { if(!weaponswapping) if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weaponswapping = TRUE; spawnfunc_item_bullets(); weaponswapping = FALSE; return; } if(!self.ammo_shells) self.ammo_shells = g_pickup_shells; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_ammo_anyway; 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); } void spawnfunc_item_armor_small (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armorsmall; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armorsmall_max; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_armorsmall_anyway; 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); } void spawnfunc_item_armor_medium (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armormedium; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armormedium_max; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_armormedium_anyway; 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); } void spawnfunc_item_armor_big (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armorbig; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armorbig_max; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_armorbig_anyway; 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); } void spawnfunc_item_armor_large (void) { if(!self.armorvalue) self.armorvalue = g_pickup_armorlarge; if(!self.max_armorvalue) self.max_armorvalue = g_pickup_armorlarge_max; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_armorlarge_anyway; 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); } void spawnfunc_item_health_small (void) { if(!self.max_health) self.max_health = g_pickup_healthsmall_max; if(!self.health) self.health = g_pickup_healthsmall; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_healthsmall_anyway; 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); } void spawnfunc_item_health_medium (void) { if(!self.max_health) self.max_health = g_pickup_healthmedium_max; if(!self.health) self.health = g_pickup_healthmedium; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_healthmedium_anyway; 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); } void spawnfunc_item_health_large (void) { if(!self.max_health) self.max_health = g_pickup_healthlarge_max; if(!self.health) self.health = g_pickup_healthlarge; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_healthlarge_anyway; 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); } void spawnfunc_item_health_mega (void) { if(!self.max_health) self.max_health = g_pickup_healthmega_max; if(!self.health) self.health = g_pickup_healthmega; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_healthmega_anyway; 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); } // support old misnamed entities void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); } void spawnfunc_item_health1() { spawnfunc_item_health_small(); } void spawnfunc_item_health25() { spawnfunc_item_health_medium(); } void spawnfunc_item_health100() { spawnfunc_item_health_mega(); } void spawnfunc_item_strength (void) { precache_sound("weapons/strength_fire.wav"); if(!self.strength_finished) self.strength_finished = autocvar_g_balance_powerup_strength_time; 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); } void spawnfunc_item_invincible (void) { if(!self.invincible_finished) self.invincible_finished = autocvar_g_balance_powerup_invincible_time; 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); } // compatibility: void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();} float GiveItems(entity e, float beginarg, float endarg); void target_items_use (void) { if(activator.classname == "droppedweapon") { EXACTTRIGGER_TOUCH; remove(activator); return; } if (!IS_PLAYER(activator)) return; if(activator.deadflag != DEAD_NO) return; EXACTTRIGGER_TOUCH; entity e; for(e = world; (e = find(e, classname, "droppedweapon")); ) if(e.enemy == activator) remove(e); if(GiveItems(activator, 0, tokenize_console(self.netname))) centerprint(activator, self.message); } void spawnfunc_target_items (void) { float n, i, j; entity e; self.use = target_items_use; if(!self.strength_finished) self.strength_finished = autocvar_g_balance_powerup_strength_time; if(!self.invincible_finished) self.invincible_finished = autocvar_g_balance_powerup_invincible_time; if(!self.superweapons_finished) self.superweapons_finished = autocvar_g_balance_superweapons_time; precache_sound("misc/itempickup.wav"); precache_sound("misc/megahealth.wav"); precache_sound("misc/armor25.wav"); precache_sound("misc/powerup.wav"); precache_sound("misc/poweroff.wav"); precache_sound("weapons/weaponpickup.wav"); n = tokenize_console(self.netname); if(argv(0) == "give") { self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); } else { for(i = 0; i < n; ++i) { if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO; else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO; else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS; else if(argv(i) == "strength") self.items |= IT_STRENGTH; else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE; else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON; else if(argv(i) == "jetpack") self.items |= IT_JETPACK; else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN; else { for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(argv(i) == e.netname) { self.weapons |= WepSet_FromWeapon(j); if(self.spawnflags == 0 || self.spawnflags == 2) weapon_action(e.weapon, WR_PRECACHE); break; } } if(j > WEP_LAST) print("target_items: invalid item ", argv(i), "\n"); } } string itemprefix, valueprefix; if(self.spawnflags == 0) { itemprefix = ""; valueprefix = ""; } else if(self.spawnflags == 1) { itemprefix = "max "; valueprefix = "max "; } else if(self.spawnflags == 2) { itemprefix = "min "; valueprefix = "min "; } else if(self.spawnflags == 4) { itemprefix = "minus "; valueprefix = "max "; } else { error("invalid spawnflags"); #ifdef GMQCC itemprefix = string_null; valueprefix = string_null; #endif } self.netname = ""; self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo"); self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength"); self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible"); self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons"); self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack"); self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen"); if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells"); if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails"); if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets"); if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells"); if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel"); if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health"); if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor"); for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(e.weapon) self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname); } } self.netname = strzone(self.netname); //print(self.netname, "\n"); n = tokenize_console(self.netname); for(i = 0; i < n; ++i) { for(j = WEP_FIRST; j <= WEP_LAST; ++j) { e = get_weaponinfo(j); if(argv(i) == e.netname) { weapon_action(e.weapon, WR_PRECACHE); break; } } } } void spawnfunc_item_fuel(void) { if(!self.ammo_fuel) self.ammo_fuel = g_pickup_fuel; if(!self.pickup_anyway) self.pickup_anyway = g_pickup_ammo_anyway; 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); } void spawnfunc_item_fuel_regen(void) { if(start_items & IT_FUEL_REGEN) { spawnfunc_item_fuel(); return; } 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); } void spawnfunc_item_jetpack(void) { if(g_grappling_hook) return; // sorry, but these two can't coexist (same button); spawn fuel instead if(!self.ammo_fuel) self.ammo_fuel = g_pickup_fuel_jetpack; if(start_items & IT_JETPACK) { spawnfunc_item_fuel(); return; } 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); } #define OP_SET 0 #define OP_MIN 1 #define OP_MAX 2 #define OP_PLUS 3 #define OP_MINUS 4 float GiveWeapon(entity e, float wpn, float op, float val) { WepSet v0, v1; v0 = (e.weapons & WepSet_FromWeapon(wpn)); switch(op) { case OP_SET: if(val > 0) e.weapons |= WepSet_FromWeapon(wpn); else e.weapons &= ~WepSet_FromWeapon(wpn); break; case OP_MIN: case OP_PLUS: if(val > 0) e.weapons |= WepSet_FromWeapon(wpn); break; case OP_MAX: if(val <= 0) e.weapons &= ~WepSet_FromWeapon(wpn); break; case OP_MINUS: if(val > 0) e.weapons &= ~WepSet_FromWeapon(wpn); break; } v1 = (e.weapons & WepSet_FromWeapon(wpn)); return (v0 != v1); } float GiveBit(entity e, .float fld, float bit, float op, float val) { float v0, v1; v0 = (e.fld & bit); switch(op) { case OP_SET: if(val > 0) e.fld |= bit; else e.fld &= ~bit; break; case OP_MIN: case OP_PLUS: if(val > 0) e.fld |= bit; break; case OP_MAX: if(val <= 0) e.fld &= ~bit; break; case OP_MINUS: if(val > 0) e.fld &= ~bit; break; } v1 = (e.fld & bit); return (v0 != v1); } float GiveValue(entity e, .float fld, float op, float val) { float v0, v1; v0 = e.fld; switch(op) { case OP_SET: e.fld = val; break; case OP_MIN: e.fld = max(e.fld, val); // min 100 cells = at least 100 cells break; case OP_MAX: e.fld = min(e.fld, val); break; case OP_PLUS: e.fld += val; break; case OP_MINUS: e.fld -= val; break; } v1 = e.fld; return (v0 != v1); } void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr) { if(v1 == v0) return; if(v1 <= v0 - t) { if(snd_decr != "") sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); } else if(v0 >= v0 + t) { if(snd_incr != "") sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); } } void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) { if(v0 < v1) e.rotfield = max(e.rotfield, time + rottime); else if(v0 > v1) e.regenfield = max(e.regenfield, time + regentime); } #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons #define PREGIVE(e,f) float save_##f; save_##f = (e).f #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) #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) float GiveItems(entity e, float beginarg, float endarg) { float got, i, j, val, op; float _switchweapon; entity wi; string cmd; val = 999; op = OP_SET; got = 0; _switchweapon = FALSE; if (e.autoswitch) if (e.switchweapon == w_getbestweapon(e)) _switchweapon = TRUE; e.strength_finished = max(0, e.strength_finished - time); e.invincible_finished = max(0, e.invincible_finished - time); e.superweapons_finished = max(0, e.superweapons_finished - time); PREGIVE(e, items); PREGIVE_WEAPONS(e); PREGIVE(e, strength_finished); PREGIVE(e, invincible_finished); PREGIVE(e, superweapons_finished); PREGIVE(e, ammo_nails); PREGIVE(e, ammo_cells); PREGIVE(e, ammo_shells); PREGIVE(e, ammo_rockets); PREGIVE(e, ammo_fuel); PREGIVE(e, armorvalue); PREGIVE(e, health); for(i = beginarg; i < endarg; ++i) { cmd = argv(i); if(cmd == "0" || stof(cmd)) { val = stof(cmd); continue; } switch(cmd) { case "no": op = OP_MAX; val = 0; continue; case "max": op = OP_MAX; continue; case "min": op = OP_MIN; continue; case "plus": op = OP_PLUS; continue; case "minus": op = OP_MINUS; continue; case "ALL": got += GiveBit(e, items, IT_FUEL_REGEN, op, val); got += GiveValue(e, strength_finished, op, val); got += GiveValue(e, invincible_finished, op, val); got += GiveValue(e, superweapons_finished, op, val); got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); case "all": got += GiveBit(e, items, IT_JETPACK, op, val); got += GiveValue(e, health, op, val); got += GiveValue(e, armorvalue, op, val); case "allweapons": for(j = WEP_FIRST; j <= WEP_LAST; ++j) { wi = get_weaponinfo(j); if(wi.weapon) if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)) got += GiveWeapon(e, j, op, val); } case "allammo": got += GiveValue(e, ammo_cells, op, val); got += GiveValue(e, ammo_shells, op, val); got += GiveValue(e, ammo_nails, op, val); got += GiveValue(e, ammo_rockets, op, val); got += GiveValue(e, ammo_fuel, op, val); break; case "unlimited_ammo": got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); break; case "unlimited_weapon_ammo": got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val); break; case "unlimited_superweapons": got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); break; case "jetpack": got += GiveBit(e, items, IT_JETPACK, op, val); break; case "fuel_regen": got += GiveBit(e, items, IT_FUEL_REGEN, op, val); break; case "strength": got += GiveValue(e, strength_finished, op, val); break; case "invincible": got += GiveValue(e, invincible_finished, op, val); break; case "superweapons": got += GiveValue(e, superweapons_finished, op, val); break; case "cells": got += GiveValue(e, ammo_cells, op, val); break; case "shells": got += GiveValue(e, ammo_shells, op, val); break; case "nails": case "bullets": got += GiveValue(e, ammo_nails, op, val); break; case "rockets": got += GiveValue(e, ammo_rockets, op, val); break; case "health": got += GiveValue(e, health, op, val); break; case "armor": got += GiveValue(e, armorvalue, op, val); break; case "fuel": got += GiveValue(e, ammo_fuel, op, val); break; default: for(j = WEP_FIRST; j <= WEP_LAST; ++j) { wi = get_weaponinfo(j); if(cmd == wi.netname) { got += GiveWeapon(e, j, op, val); break; } } if(j > WEP_LAST) print("give: invalid item ", cmd, "\n"); break; } val = 999; op = OP_SET; } POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null); POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav"); POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav"); POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null); for(j = WEP_FIRST; j <= WEP_LAST; ++j) { wi = get_weaponinfo(j); if(wi.weapon) { POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null); if (!(save_weapons & WepSet_FromWeapon(j))) if(e.weapons & WepSet_FromWeapon(j)) weapon_action(wi.weapon, WR_PRECACHE); } } POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav"); POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav"); POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null); POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null); POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null); POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null); 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); 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); 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); if(e.superweapons_finished <= 0) if(self.weapons & WEPSET_SUPERWEAPONS) e.superweapons_finished = autocvar_g_balance_superweapons_time; if(e.strength_finished <= 0) e.strength_finished = 0; else e.strength_finished += time; if(e.invincible_finished <= 0) e.invincible_finished = 0; else e.invincible_finished += time; if(e.superweapons_finished <= 0) e.superweapons_finished = 0; else e.superweapons_finished += time; if (!(e.weapons & WepSet_FromWeapon(e.switchweapon))) _switchweapon = TRUE; if(_switchweapon) W_SwitchWeapon_Force(e, w_getbestweapon(e)); return got; } #endif