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Added: a field ".winning" that's true if and only if the player entity has
[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 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
179 {
180         vector org;
181         org = self.origin;
182
183         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
184                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
185         {
186                 remove (self);
187                 return;
188         }
189
190         if (cvar("g_minstagib"))
191         {
192                 // don't remove dropped items and powerups
193                 if (self.classname != "droppedweapon" &&
194                     self.classname != "minstagib")
195                 {
196                         remove (self);
197                         return;
198                 }
199         }
200
201         if(cvar("g_lms") && (self.classname != "droppedweapon"))
202         {
203                 remove(self);
204                 return;
205         }
206
207         if(cvar("g_instagib") || cvar("g_rocketarena"))
208         {
209                 remove(self);
210                 return;
211         }
212
213         if (self.classname == "droppedweapon")
214         {
215                 // don't drop if in a NODROP zone (such as lava)
216                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
217                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
218                 {
219                         remove(self);
220                         return;
221                 }
222         }
223
224         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
225                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
226                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
227         {
228                 self.target = "###item###"; // for finding the nearest item using find()
229         }
230         self.mdl = itemmodel;
231         //self.noise = pickupsound;
232         self.item_pickupsound = pickupsound;
233         // let mappers override respawntime
234         if (!self.respawntime)
235                 self.respawntime = defaultrespawntime;
236         self.netname = itemname;
237         self.items = itemid;
238         self.flags = FL_ITEM | itemflags;
239         setmodel (self, self.mdl);
240         if (itemflags & FL_WEAPON)
241         {
242                 setorigin (self, self.origin + '0 0 23');
243                 setsize (self, '-12 -12 -12', '12 12 12');
244
245                 // neutral team color for pickup weapons
246                 self.colormap = 160 * 1024 + 160;
247         }
248         else
249         {
250                 setorigin (self, self.origin + '0 0 25');
251         //      setsize (self, '-8 -8 -5', '8 8 8');
252         }
253         self.movetype = MOVETYPE_TOSS;
254         self.solid = SOLID_TRIGGER;
255         self.touch = Item_Touch;
256
257         // Savage: remove thrown items after a certain period of time ("garbage collection")
258         if (self.classname == "droppedweapon")
259         {
260                 self.think = RemoveItem;
261                 self.nextthink = time + 60;
262         }
263         else if (!self.noalign)
264         {
265                 vector z_offset;
266
267                 z_offset = '0 0 1';
268
269                 if (itemid == IT_SHELLS)
270                         z_offset = '0 0 4';
271                 else if (itemid == IT_ROCKETS)
272                         z_offset = '0 0 4';
273                 else if (itemid == IT_NAILS)
274                         z_offset = '0 0 0';
275                 else if (itemid == IT_25HP)
276                         z_offset = '0 0 5';
277                 else if (itemid == IT_ARMOR)
278                         z_offset = '0 0 3';
279
280                 self.movetype = MOVETYPE_NONE;
281                 setorigin(self, find_floor(org) + z_offset);
282         }
283         else
284         {
285                 self.movetype = MOVETYPE_NONE;
286                 setorigin(self, org);
287         }
288
289         if (cvar("g_fullbrightitems"))
290                 self.effects = self.effects | EF_FULLBRIGHT;
291
292 }
293
294 /* replace items in minstagib
295  * IT_STRENGTH   = invisibility
296  * IT_NAILS      = extra lives
297  * IT_INVINCIBLE = speed
298  */
299 void minstagib_items (float itemid)
300 {
301         // we don't want to replace dropped weapons ;)
302         if (self.classname == "droppedweapon")
303         {
304                 self.ammo_cells = 25;
305                 StartItem ("models/weapons/g_nex.md3",
306                         "weapons/weaponpickup.ogg", 15,
307                         "Nex Gun", IT_NEX, FL_WEAPON);
308                 return;
309         }
310
311         local float rnd;
312         self.classname = "minstagib";
313
314         // replace rocket launchers and nex guns with ammo cells
315         if (itemid == IT_CELLS)
316         {
317                 self.ammo_cells = 1;
318                 StartItem ("models/items/a_cells.md3",
319                         "misc/itempickup.ogg", 45,
320                         "Nex Ammo", IT_CELLS, 0);
321                 return;
322         }
323
324         // randomize
325         rnd = random() * 3;
326         if (rnd <= 1)
327                 itemid = IT_STRENGTH;
328         else if (rnd <= 2)
329                 itemid = IT_NAILS;
330         else
331                 itemid = IT_INVINCIBLE;
332
333         // replace with invis
334         if (itemid == IT_STRENGTH)
335         {
336                 self.effects = EF_ADDITIVE;
337                 self.strength_finished = 30;
338                 StartItem ("models/items/g_strength.md3",
339                         "misc/powerup.ogg", 120,
340                         "Invisibility", IT_STRENGTH, FL_POWERUP);
341         }
342         // replace with extra lives
343         if (itemid == IT_NAILS)
344         {
345                 self.max_health = 1;
346                 StartItem ("models/items/g_h100.md3",
347                         "misc/megahealth.ogg", 120,
348                         "Extralife", IT_NAILS, FL_POWERUP);
349
350         }
351         // replace with ammo
352         if (itemid == IT_INVINCIBLE)
353         {
354                 self.effects = EF_ADDITIVE;
355                 self.invincible_finished = 30;
356                 StartItem ("models/items/g_invincible.md3",
357                         "misc/powerup_shield.ogg", 120,
358                         "Speed", IT_INVINCIBLE, FL_POWERUP);
359         }
360
361 }
362
363 void weapon_uzi (void) {
364         self.ammo_nails = 120;
365         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON);
366 }
367
368 void weapon_shotgun (void) {
369         self.ammo_shells = 15;
370         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON);
371 }
372
373 void weapon_grenadelauncher (void) {
374         self.ammo_rockets = 15;
375         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON);
376 }
377
378 void weapon_electro (void) {
379         self.ammo_cells = 25;
380         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON);
381 }
382
383 void weapon_crylink (void) {
384         self.ammo_cells = 25;
385         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON);
386 }
387
388 void weapon_nex (void) {
389         if (cvar("g_minstagib")) {
390                 minstagib_items(IT_CELLS);
391         } else {
392                 self.ammo_cells = 25;
393                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_NEX), IT_NEX, FL_WEAPON);
394         }
395 }
396
397 void weapon_hagar (void) {
398         self.ammo_rockets = 15;
399         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON);
400 }
401
402 void weapon_rocketlauncher (void) {
403         if (cvar("g_minstagib")) {
404                 minstagib_items(IT_CELLS);
405         } else {
406                 self.ammo_rockets = 15;
407                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON);
408         }
409 }
410
411 void item_rockets (void) {
412         self.ammo_rockets = 15;
413         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
414 }
415
416 void item_bullets (void) {
417         self.ammo_nails = 120;
418         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
419 }
420
421 void item_cells (void) {
422         self.ammo_cells = 25;
423         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
424 }
425
426 void item_shells (void) {
427         self.ammo_shells = 15;
428         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
429 }
430
431 void item_armor1 (void) {
432         self.armorvalue = 5;
433         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0);
434 }
435
436 void item_armor25 (void) {
437         self.armorvalue = 100;
438         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0);
439 }
440
441 void item_health1 (void) {
442         self.max_health = 5;
443         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0);
444 }
445
446 void item_health25 (void) {
447         self.max_health = 25;
448         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0);
449 }
450
451 void item_health100 (void) {
452         if(!cvar("g_powerup_superhealth"))
453                 return;
454
455         if(cvar("g_minstagib")) {
456                 minstagib_items(IT_NAILS);
457         } else {
458                 self.max_health = 100;
459                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0);
460         }
461 }
462
463 void item_strength (void) {
464         if(!cvar("g_powerup_strength"))
465                 return;
466
467         if(cvar("g_minstagib")) {
468                 minstagib_items(IT_STRENGTH);
469         } else {
470                 self.strength_finished = 30;
471                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
472         }
473 }
474
475 void item_invincible (void) {
476         if(!cvar("g_powerup_shield"))
477                 return;
478
479         if(cvar("g_minstagib")) {
480                 minstagib_items(IT_INVINCIBLE);
481         } else {
482                 self.invincible_finished = 30;
483                 self.effects = EF_ADDITIVE;
484                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
485         }
486 }
487 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
488 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
489
490 void misc_models (void)
491 {
492         precache_model (self.model);
493         setmodel (self, self.model);
494         setsize (self, self.mins, self.maxs);
495 }
496
497