]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/t_items.c
Fixed g_campaign team balance
[divverent/nexuiz.git] / data / qcsrc / server / gamec / t_items.c
1 //void Item_ClearRespawnEffect (void) {
2 //      self.effects = self.effects - (self.effects & EF_STARDUST);
3 //}
4
5 void Item_Respawn (void)
6 {
7         self.model = self.mdl;          // restore original model
8         self.solid = SOLID_TRIGGER;     // allow it to be touched again
9         sound (self, CHAN_VOICE, "misc/itemrespawn.ogg", 1, ATTN_NORM); // play respawn sound
10         setorigin (self, self.origin);
11
12         // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
13         te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
14         //// Savage: Add simple Respawn effect and make sure it gets removed
15         //self.effects = self.effects | EF_STARDUST;
16         //self.think = Item_ClearRespawnEffect;
17         //self.nextthink = time + 0.1;
18 }
19
20 void Item_Touch (void)
21 {
22         local entity oldself;
23         local float _switchweapon;
24
25         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
26         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
27         {
28                 remove(self);
29                 return;
30         }
31         if (other.classname != "player")
32                 return;
33         if (other.deadflag)
34                 return;
35         if (self.solid != SOLID_TRIGGER)
36                 return;
37         if (self.health && other.health >= other.max_health)
38                 return;
39         if (self.owner == other)
40                 return;
41         // Savage: Remove the respawn effect if still present
42         self.effects = self.effects - (self.effects & EF_STARDUST);
43
44         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
45
46         // in case the player has autoswitch enabled do the following:
47         // if the player is using their best weapon before items are given, they
48         // probably want to switch to an even better weapon after items are given
49         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
50
51         if (cvar("g_minstagib"))
52         {
53                 if (self.ammo_cells)
54                 {
55                         // play some cool sounds ;)
56                         centerprint(other, "\n");
57                         if(other.health <= 5)
58                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
59                         else if(other.health < 50)
60                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
61                         // sound not available
62                         // else if(self.items == IT_CELLS)
63                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
64
65                         if (self.items & IT_NEX)
66                                 W_GiveWeapon (other, IT_NEX, "Nex");
67                         if (self.ammo_cells)
68                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
69                         other.health = 100;
70                 }
71
72                 // extralife powerup
73                 if (self.max_health)
74                 {
75                         // sound not available
76                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
77                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
78                         other.armorvalue = other.extralives;
79                         sprint(other, "^3You picked up some extra lives\n");
80                 }
81
82                 // invis powerup
83                 if (self.strength_finished)
84                 {
85                         // sound not available
86                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
87                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
88                 }
89
90                 // speed powerup
91                 if (self.invincible_finished)
92                 {
93                         // sound not available
94                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
95                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
96                 }
97         }
98         else
99         {
100                 if (cvar("deathmatch") == 2 && self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
101                         return;
102
103                 if (self.ammo_shells)
104                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
105                 if (self.ammo_nails)
106                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
107                 if (self.ammo_rockets)
108                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
109                 if (self.ammo_cells)
110                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
111
112                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
113                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
114                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
115                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
116                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
117                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
118                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
119                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
120
121                 if (self.strength_finished)
122                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
123                 if (self.invincible_finished)
124                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
125                 //if (self.speed_finished)
126                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
127                 //if (self.slowmo_finished)
128                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
129
130                 if (self.max_health)
131                 {
132                         other.health = other.health + self.max_health;
133                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
134                 }
135                 if (self.health && other.health < other.max_health)
136                         other.health = min(other.health + self.health, other.max_health);
137                 if (self.armorvalue)
138                 {
139                         other.armorvalue = other.armorvalue + self.armorvalue;
140                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
141                 }
142         }
143
144         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
145
146         oldself = self;
147         self = other;
148
149         if (_switchweapon)
150                 self.switchweapon = w_getbestweapon(self);
151         if (self.switchweapon != self.weapon)
152                 self.cnt = self.weapon;
153
154         //w_updateweapon ();
155         //w_updateammo ();
156         weapon_action(self.weapon, WR_UPDATECOUNTS);
157
158         self = oldself;
159
160         if (self.classname == "droppedweapon")
161                 remove (self);
162         else
163         {
164                 self.solid = SOLID_NOT;
165                 self.model = string_null;
166                 self.nextthink = time + self.respawntime;
167                 self.think = Item_Respawn;
168                 setorigin (self, self.origin);
169         }
170 }
171
172 // Savage: used for item garbage-collection
173 // TODO: perhaps nice special effect?
174 void RemoveItem(void) = {
175         remove(self);
176 }
177
178 // pickup evaluation functions
179 // these functions decide how desirable an item is to the bots
180
181 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
182
183 float(entity player, entity item) weapon_pickupevalfunc =
184 {
185         // if we already have the weapon, rate it 1/5th normal value
186         if ((player.items & item.items) == item.items)
187                 return item.bot_pickupbasevalue * 0.2;
188         return item.bot_pickupbasevalue;
189 };
190
191 float(entity player, entity item) commodity_pickupevalfunc =
192 {
193         float c;
194         c = 0;
195         // TODO: figure out if the player even has the weapon this ammo is for?
196         // may not affect strategy much though...
197         // find out how much ammo the player has, in terms of this ammo pickup
198         // (how many of these ammo pickups it would take to total the player's
199         // current ammo)
200         if (item.ammo_shells)
201                 c = c + player.ammo_shells / item.ammo_shells;
202         if (item.ammo_nails)
203                 c = c + player.ammo_nails / item.ammo_nails;
204         if (item.ammo_rockets)
205                 c = c + player.ammo_rockets / item.ammo_rockets;
206         if (item.ammo_cells)
207                 c = c + player.ammo_cells / item.ammo_cells;
208         if (item.armorvalue)
209                 c = c + player.armorvalue / item.armorvalue;
210         if (item.health)
211                 c = c + player.health / item.health / 10;
212         // the more ammo the player has, the less desirable this pickup becomes
213         c = 1 / (1 + c);
214         return item.bot_pickupbasevalue * c;
215 };
216
217
218 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
219 {
220         vector org;
221         org = self.origin;
222
223         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
224                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
225         {
226                 remove (self);
227                 return;
228         }
229
230         if (cvar("g_minstagib"))
231         {
232                 // don't remove dropped items and powerups
233                 if (self.classname != "droppedweapon" &&
234                     self.classname != "minstagib")
235                 {
236                         remove (self);
237                         return;
238                 }
239         }
240
241         if(cvar("g_lms") && (self.classname != "droppedweapon"))
242         {
243                 remove(self);
244                 return;
245         }
246
247         if(cvar("g_instagib") || cvar("g_rocketarena"))
248         {
249                 remove(self);
250                 return;
251         }
252
253         if (self.classname == "droppedweapon")
254         {
255                 // don't drop if in a NODROP zone (such as lava)
256                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
257                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
258                 {
259                         remove(self);
260                         return;
261                 }
262         }
263
264         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
265                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
266                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
267         {
268                 self.target = "###item###"; // for finding the nearest item using find()
269         }
270         self.bot_pickup = TRUE;
271         self.bot_pickupevalfunc = pickupevalfunc;
272         self.bot_pickupbasevalue = pickupbasevalue;
273         self.mdl = itemmodel;
274         //self.noise = pickupsound;
275         self.item_pickupsound = pickupsound;
276         // let mappers override respawntime
277         if (!self.respawntime)
278                 self.respawntime = defaultrespawntime;
279         self.netname = itemname;
280         self.items = itemid;
281         self.flags = FL_ITEM | itemflags;
282         setmodel (self, self.mdl);
283         if (itemflags & FL_WEAPON)
284         {
285                 setorigin (self, self.origin + '0 0 23');
286                 setsize (self, '-12 -12 -12', '12 12 12');
287
288                 // neutral team color for pickup weapons
289                 self.colormap = 160 * 1024 + 160;
290         }
291         else
292         {
293                 setorigin (self, self.origin + '0 0 25');
294         //      setsize (self, '-8 -8 -5', '8 8 8');
295         }
296         self.movetype = MOVETYPE_TOSS;
297         self.solid = SOLID_TRIGGER;
298         self.touch = Item_Touch;
299
300         // Savage: remove thrown items after a certain period of time ("garbage collection")
301         if (self.classname == "droppedweapon")
302         {
303                 self.think = RemoveItem;
304                 self.nextthink = time + 60;
305         }
306         else if (!self.noalign)
307         {
308                 vector z_offset;
309
310                 z_offset = '0 0 1';
311
312                 if (itemid == IT_SHELLS)
313                         z_offset = '0 0 4';
314                 else if (itemid == IT_ROCKETS)
315                         z_offset = '0 0 4';
316                 else if (itemid == IT_NAILS)
317                         z_offset = '0 0 0';
318                 else if (itemid == IT_25HP)
319                         z_offset = '0 0 5';
320                 else if (itemid == IT_ARMOR)
321                         z_offset = '0 0 3';
322
323                 self.movetype = MOVETYPE_NONE;
324                 setorigin(self, find_floor(org) + z_offset);
325         }
326         else
327         {
328                 self.movetype = MOVETYPE_NONE;
329                 setorigin(self, org);
330         }
331
332         if (cvar("g_fullbrightitems"))
333                 self.effects = self.effects | EF_FULLBRIGHT;
334
335         if (self.classname != "droppedweapon")
336                 waypoint_spawnforitem(self);
337 }
338
339 /* replace items in minstagib
340  * IT_STRENGTH   = invisibility
341  * IT_NAILS      = extra lives
342  * IT_INVINCIBLE = speed
343  */
344 void minstagib_items (float itemid)
345 {
346         // we don't want to replace dropped weapons ;)
347         if (self.classname == "droppedweapon")
348         {
349                 self.ammo_cells = 25;
350                 StartItem ("models/weapons/g_nex.md3",
351                         "weapons/weaponpickup.ogg", 15,
352                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
353                 return;
354         }
355
356         local float rnd;
357         self.classname = "minstagib";
358
359         // replace rocket launchers and nex guns with ammo cells
360         if (itemid == IT_CELLS)
361         {
362                 self.ammo_cells = 1;
363                 StartItem ("models/items/a_cells.md3",
364                         "misc/itempickup.ogg", 45,
365                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
366                 return;
367         }
368
369         // randomize
370         rnd = random() * 3;
371         if (rnd <= 1)
372                 itemid = IT_STRENGTH;
373         else if (rnd <= 2)
374                 itemid = IT_NAILS;
375         else
376                 itemid = IT_INVINCIBLE;
377
378         // replace with invis
379         if (itemid == IT_STRENGTH)
380         {
381                 self.effects = EF_ADDITIVE;
382                 self.strength_finished = 30;
383                 StartItem ("models/items/g_strength.md3",
384                         "misc/powerup.ogg", 120,
385                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
386         }
387         // replace with extra lives
388         if (itemid == IT_NAILS)
389         {
390                 self.max_health = 1;
391                 StartItem ("models/items/g_h100.md3",
392                         "misc/megahealth.ogg", 120,
393                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
394
395         }
396         // replace with ammo
397         if (itemid == IT_INVINCIBLE)
398         {
399                 self.effects = EF_ADDITIVE;
400                 self.invincible_finished = 30;
401                 StartItem ("models/items/g_invincible.md3",
402                         "misc/powerup_shield.ogg", 120,
403                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
404         }
405
406 }
407
408 void weapon_uzi (void) {
409         self.ammo_nails = 120;
410         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
411 }
412
413 void weapon_shotgun (void) {
414         self.ammo_shells = 15;
415         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
416 }
417
418 void weapon_grenadelauncher (void) {
419         self.ammo_rockets = 15;
420         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
421 }
422
423 void weapon_electro (void) {
424         self.ammo_cells = 25;
425         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
426 }
427
428 void weapon_crylink (void) {
429         self.ammo_cells = 25;
430         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
431 }
432
433 void weapon_nex (void) {
434         if (cvar("g_minstagib")) {
435                 minstagib_items(IT_CELLS);
436         } else {
437                 self.ammo_cells = 25;
438                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
439         }
440 }
441
442 void weapon_hagar (void) {
443         self.ammo_rockets = 15;
444         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
445 }
446
447 void weapon_rocketlauncher (void) {
448         if (cvar("g_minstagib")) {
449                 minstagib_items(IT_CELLS);
450         } else {
451                 self.ammo_rockets = 15;
452                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
453         }
454 }
455
456 void item_rockets (void) {
457         self.ammo_rockets = 15;
458         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
459 }
460
461 void item_bullets (void) {
462         self.ammo_nails = 120;
463         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
464 }
465
466 void item_cells (void) {
467         self.ammo_cells = 25;
468         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
469 }
470
471 void item_shells (void) {
472         self.ammo_shells = 15;
473         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
474 }
475
476 void item_armor1 (void) {
477         self.armorvalue = 5;
478         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
479 }
480
481 void item_armor25 (void) {
482         self.armorvalue = 100;
483         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
484 }
485
486 void item_health1 (void) {
487         self.max_health = 5;
488         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
489 }
490
491 void item_health25 (void) {
492         self.max_health = 25;
493         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
494 }
495
496 void item_health100 (void) {
497         if(!cvar("g_powerup_superhealth"))
498                 return;
499
500         if(cvar("g_minstagib")) {
501                 minstagib_items(IT_NAILS);
502         } else {
503                 self.max_health = 100;
504                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
505         }
506 }
507
508 void item_strength (void) {
509         if(!cvar("g_powerup_strength"))
510                 return;
511
512         if(cvar("g_minstagib")) {
513                 minstagib_items(IT_STRENGTH);
514         } else {
515                 self.strength_finished = 30;
516                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
517         }
518 }
519
520 void item_invincible (void) {
521         if(!cvar("g_powerup_shield"))
522                 return;
523
524         if(cvar("g_minstagib")) {
525                 minstagib_items(IT_INVINCIBLE);
526         } else {
527                 self.invincible_finished = 30;
528                 self.effects = EF_ADDITIVE;
529                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
530         }
531 }
532 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
533 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
534
535 void misc_models (void)
536 {
537         precache_model (self.model);
538         setmodel (self, self.model);
539         setsize (self, self.mins, self.maxs);
540 }
541
542