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remove items if they hit NODROP (death pit) or NOIMPACT (sky)
[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         // Savage: Add simple Respawn effect and make sure it gets removed
13         self.effects = self.effects | EF_STARDUST;
14         self.think = Item_ClearRespawnEffect;
15         self.nextthink = time + 0.1;
16 }
17
18 void Item_Touch (void)
19 {
20         local entity oldself;
21         local float _switchweapon;
22
23         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
24         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
25         {
26                 remove(self);
27                 return;
28         }
29         if (other.classname != "player")
30                 return;
31         if (other.deadflag)
32                 return;
33         if (self.solid != SOLID_TRIGGER)
34                 return;
35         if (self.health && other.health >= other.max_health)
36                 return;
37         if (self.owner == other)
38                 return;
39         // Savage: Remove the respawn effect if still present
40         self.effects = self.effects - (self.effects & EF_STARDUST);
41
42         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
43
44         // in case the player has autoswitch enabled do the following:
45         // if the player is using their best weapon before items are given, they
46         // probably want to switch to an even better weapon after items are given
47         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
48
49         if (cvar("g_minstagib"))
50         {
51                 if (self.ammo_cells)
52                 {
53                         // play some cool sounds ;)
54                         centerprint(other, "\n");
55                         if(other.health <= 5)
56                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
57                         else if(other.health < 50)
58                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
59                         // sound not available
60                         // else if(self.items == IT_CELLS)
61                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
62
63                         if (self.items & IT_NEX)
64                                 W_GiveWeapon (other, IT_NEX, "Nex");
65                         if (self.ammo_cells)
66                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
67                         other.health = 100;
68                 }
69
70                 // extralife powerup
71                 if (self.max_health)
72                 {
73                         // sound not available
74                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
75                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
76                         other.armorvalue = other.extralives;
77                         sprint(other, "^3You picked up some extra lives\n");
78                 }
79
80                 // invis powerup
81                 if (self.strength_finished)
82                 {
83                         // sound not available
84                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
85                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
86                 }
87
88                 // speed powerup
89                 if (self.invincible_finished)
90                 {
91                         // sound not available
92                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
93                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
94                 }
95         }
96         else
97         {
98                 if (cvar("deathmatch") != 2 || !self.flags & FL_WEAPON || !other.items & self.items || self.classname == "droppedweapon")
99                 {
100                         if (self.ammo_shells)
101                                 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
102                         if (self.ammo_nails)
103                                 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
104                         if (self.ammo_rockets)
105                                 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
106                         if (self.ammo_cells)
107                                 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
108
109                         if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, "Machine gun");
110                         if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
111                         if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
112                         if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, "Electro");
113                         if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, "Nex");
114                         if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, "Hagar");
115                         if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
116                         if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, "Crylink");
117                 }
118
119                 if (self.strength_finished)
120                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
121                 if (self.invincible_finished)
122                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
123                 //if (self.speed_finished)
124                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
125                 //if (self.slowmo_finished)
126                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
127
128                 if (self.max_health)
129                 {
130                         other.health = other.health + self.max_health;
131                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
132                 }
133                 if (self.health && other.health < other.max_health)
134                         other.health = min(other.health + self.health, other.max_health);
135                 if (self.armorvalue)
136                 {
137                         other.armorvalue = other.armorvalue + self.armorvalue;
138                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
139                 }
140         }
141
142         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
143
144         oldself = self;
145         self = other;
146
147         if (_switchweapon)
148                 self.switchweapon = w_getbestweapon(self);
149         if (self.switchweapon != self.weapon)
150                 self.cnt = self.weapon;
151
152         //w_updateweapon ();
153         //w_updateammo ();
154         weapon_action(self.weapon, WR_UPDATECOUNTS);
155
156         self = oldself;
157
158         if (self.classname == "droppedweapon")
159                 remove (self);
160         else if (cvar("deathmatch") != 2 || !self.flags & FL_WEAPON)
161         {
162                 self.solid = SOLID_NOT;
163                 self.model = string_null;
164                 self.nextthink = time + self.respawntime;
165                 self.think = Item_Respawn;
166                 setorigin (self, self.origin);
167         }
168 }
169
170 // Savage: used for item garbage-collection
171 // TODO: perhaps nice special effect?
172 void RemoveItem(void) = {
173         remove(self);
174 }
175
176
177 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
178 {
179         if (!cvar("g_pickup_items") && !cvar("g_minstagib") &&
180                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemname != "100 Health")
181         {
182                 remove (self);
183                 return;
184         }
185
186         if (cvar("g_minstagib"))
187         {
188                 // don't remove dropped items and powerups
189                 if (self.classname != "droppedweapon" &&
190                     self.classname != "minstagib")
191                 {
192                         remove (self);
193                         return;
194                 }
195         }
196
197         if(cvar("g_lms") && (self.classname != "droppedweapon"))
198         {
199                 remove(self);
200                 return;
201         }
202
203         if(cvar("g_instagib") || cvar("g_rocketarena"))
204         {
205                 remove(self);
206                 return;
207         }
208
209         if (self.classname == "droppedweapon")
210         {
211                 // don't drop if in a NODROP zone (such as lava)
212                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
213                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
214                 {
215                         remove(self);
216                         return;
217                 }
218         }
219
220         self.mdl = itemmodel;
221         //self.noise = pickupsound;
222         self.item_pickupsound = pickupsound;
223         // let mappers override respawntime
224         if (!self.respawntime)
225                 self.respawntime = defaultrespawntime;
226         self.netname = itemname;
227         self.items = itemid;
228         self.flags = FL_ITEM | itemflags;
229         setmodel (self, self.mdl);
230         if (itemflags & FL_WEAPON)
231         {
232                 setorigin (self, self.origin + '0 0 23');
233                 setsize (self, '-12 -12 -12', '12 12 12');
234
235                 // neutral team color for pickup weapons
236                 self.colormap = 160 * 1024 + 160;
237         }
238         else
239         {
240                 setorigin (self, self.origin + '0 0 1' * other.maxs_z + '0 0 18');
241         //      setsize (self, '-8 -8 -5', '8 8 8');
242         }
243         self.movetype = MOVETYPE_TOSS;
244         self.solid = SOLID_TRIGGER;
245         self.touch = Item_Touch;
246
247         // Savage: remove thrown items after a certain period of time ("garbage collection")
248         if (self.classname == "droppedweapon")
249         {
250                 self.think = RemoveItem;
251                 self.nextthink = time + 60;
252         }
253
254         if (cvar("g_fullbrightitems"))
255                 self.effects = self.effects | EF_FULLBRIGHT;
256
257 }
258
259 /* replace items in minstagib
260  * IT_STRENGTH   = invisibility
261  * IT_NAILS      = extra lives
262  * IT_INVINCIBLE = speed
263  */
264 void minstagib_items (float itemid)
265 {
266         // we don't want to replace dropped weapons ;)
267         if (self.classname == "droppedweapon")
268         {
269                 self.ammo_cells = 25;
270                 StartItem ("models/weapons/g_nex.md3",
271                         "weapons/weaponpickup.ogg", 15,
272                         "Nex Gun", IT_NEX, FL_WEAPON);
273                 return;
274         }
275
276         local float rnd;
277         self.classname = "minstagib";
278
279         // replace rocket launchers and nex guns with ammo cells
280         if (itemid == IT_CELLS)
281         {
282                 self.ammo_cells = 1;
283                 StartItem ("models/items/a_cells.md3",
284                         "misc/itempickup.ogg", 45,
285                         "Nex Ammo", IT_CELLS, 0);
286                 return;
287         }
288
289         // randomize
290         rnd = random() * 3;
291         if (rnd <= 1)
292                 itemid = IT_STRENGTH;
293         else if (rnd <= 2)
294                 itemid = IT_NAILS;
295         else
296                 itemid = IT_INVINCIBLE;
297
298         // replace with invis
299         if (itemid == IT_STRENGTH)
300         {
301                 self.effects = EF_ADDITIVE;
302                 self.strength_finished = 30;
303                 StartItem ("models/items/g_strength.md3",
304                         "misc/powerup.ogg", 120,
305                         "Invisibility", IT_STRENGTH, FL_POWERUP);
306         }
307         // replace with extra lives
308         if (itemid == IT_NAILS)
309         {
310                 self.max_health = 1;
311                 StartItem ("models/items/g_h100.md3",
312                         "misc/megahealth.ogg", 120,
313                         "Extralife", IT_NAILS, FL_POWERUP);
314
315         }
316         // replace with ammo
317         if (itemid == IT_INVINCIBLE)
318         {
319                 self.effects = EF_ADDITIVE;
320                 self.invincible_finished = 30;
321                 StartItem ("models/items/g_invincible.md3",
322                         "misc/powerup_shield.ogg", 120,
323                         "Speed", IT_INVINCIBLE, FL_POWERUP);
324         }
325
326 }
327
328 void weapon_uzi (void) {
329         self.ammo_nails = 120;
330         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
331 }
332
333 void weapon_shotgun (void) {
334         self.ammo_shells = 15;
335         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
336 }
337
338 void weapon_grenadelauncher (void) {
339         self.ammo_rockets = 15;
340         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
341 }
342
343 void weapon_electro (void) {
344         self.ammo_cells = 25;
345         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
346 }
347
348 void weapon_crylink (void) {
349         self.ammo_cells = 25;
350         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
351 }
352
353 void weapon_nex (void) {
354         if (cvar("g_minstagib")) {
355                 minstagib_items(IT_CELLS);
356         } else {
357                 self.ammo_cells = 25;
358                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
359         }
360 }
361
362 void weapon_hagar (void) {
363         self.ammo_rockets = 15;
364         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
365 }
366
367 void weapon_rocketlauncher (void) {
368         if (cvar("g_minstagib")) {
369                 minstagib_items(IT_CELLS);
370         } else {
371                 self.ammo_rockets = 15;
372                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
373         }
374 }
375
376 void item_rockets (void) {
377         self.ammo_rockets = 15;
378         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
379 }
380
381 void item_bullets (void) {
382         self.ammo_nails = 120;
383         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
384 }
385
386 void item_cells (void) {
387         self.ammo_cells = 25;
388         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
389 }
390
391 void item_shells (void) {
392         self.ammo_shells = 15;
393         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
394 }
395
396 void item_armor1 (void) {
397         self.armorvalue = 5;
398         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
399 }
400
401 void item_armor25 (void) {
402         self.armorvalue = 100;
403         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
404 }
405
406 void item_health1 (void) {
407         self.max_health = 5;
408         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
409 }
410
411 void item_health25 (void) {
412         self.max_health = 25;
413         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
414 }
415
416 void item_health100 (void) {
417         if(!cvar("g_powerup_superhealth"))
418                 return;
419
420         if(cvar("g_minstagib")) {
421                 minstagib_items(IT_NAILS);
422         } else {
423                 self.max_health = 100;
424                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
425         }
426 }
427
428 void item_strength (void) {
429         if(!cvar("g_powerup_strength"))
430                 return;
431
432         if(cvar("g_minstagib")) {
433                 minstagib_items(IT_STRENGTH);
434         } else {
435                 self.strength_finished = 30;
436                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
437         }
438 }
439
440 void item_invincible (void) {
441         if(!cvar("g_powerup_shield"))
442                 return;
443
444         if(cvar("g_minstagib")) {
445                 minstagib_items(IT_INVINCIBLE);
446         } else {
447                 self.invincible_finished = 30;
448                 self.effects = EF_ADDITIVE;
449                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
450         }
451 }
452 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
453 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
454
455 void misc_models (void)
456 {
457         precache_model (self.model);
458         setmodel (self, self.model);
459         setsize (self, self.mins, self.maxs);
460 }
461
462