1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 void Item_Respawn (void)
46 self.model = self.mdl; // restore original model
47 self.solid = SOLID_TRIGGER; // allow it to be touched again
48 if(!g_minstagib && self.items == IT_STRENGTH)
49 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
50 else if(!g_minstagib && self.items == IT_INVINCIBLE)
51 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
53 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
54 setorigin (self, self.origin);
56 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
60 void Item_RespawnCountdown (void)
62 if(self.count >= ITEM_RESPAWN_TICKS)
64 if(self.waypointsprite_attached)
65 WaypointSprite_Kill(self.waypointsprite_attached);
70 self.nextthink = time + 1;
81 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
82 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
83 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
90 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
91 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
96 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
101 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
102 if(self.waypointsprite_attached)
104 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
110 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
111 if(self.waypointsprite_attached)
113 WaypointSprite_Ping(self.waypointsprite_attached);
114 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
119 void Item_ScheduleRespawnIn(entity e, float t)
121 if(e.flags & FL_POWERUP)
123 e.think = Item_RespawnCountdown;
124 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
129 e.think = Item_Respawn;
130 e.nextthink = time + t;
134 void Item_ScheduleRespawn(entity e)
136 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
139 void Item_ScheduleInitialRespawn(entity e)
141 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
144 float Item_GiveTo(entity item, entity player)
152 // if nothing happens to player, just return without taking the item
154 _switchweapon = FALSE;
159 if (player.ammo_fuel < g_pickup_fuel_max)
162 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
165 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
169 sprint (player, strcat("You got the ^2", item.netname, "\n"));
172 _switchweapon = TRUE;
176 // play some cool sounds ;)
177 centerprint(player, "\n");
178 if (clienttype(player) == CLIENTTYPE_REAL)
180 if(player.health <= 5)
181 play2(player, "announcer/robotic/lastsecond.wav");
182 else if(player.health < 50)
183 play2(player, "announcer/robotic/narrowly.wav");
185 // sound not available
186 // else if(item.items == IT_CELLS)
187 // play2(player, "announce/robotic/ammo.wav");
189 if (item.weapons & WEPBIT_MINSTANEX)
190 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
192 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
200 // sound not available
201 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
202 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
203 sprint(player, "^3You picked up some extra lives\n");
207 if (item.strength_finished)
210 // sound not available
211 // play2(player, "announce/robotic/invisible.wav");
212 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
216 if (item.invincible_finished)
219 // sound not available
220 // play2(player, "announce/robotic/speed.wav");
221 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
225 if (player.ammo_fuel < g_pickup_fuel_max)
228 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
229 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
235 if (g_weapon_stay == 1)
236 if not(item.flags & FL_NO_WEAPON_STAY)
237 if (item.flags & FL_WEAPON)
239 if(item.classname == "droppedweapon")
241 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
246 if (player.weapons & item.weapons)
251 // in case the player has autoswitch enabled do the following:
252 // if the player is using their best weapon before items are given, they
253 // probably want to switch to an even better weapon after items are given
254 if (player.autoswitch)
255 if (player.switchweapon == w_getbestweapon(player))
256 _switchweapon = TRUE;
258 if not(player.weapons & W_WeaponBit(player.switchweapon))
259 _switchweapon = TRUE;
261 if (item.ammo_shells)
262 if (player.ammo_shells < g_pickup_shells_max)
265 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
268 if (player.ammo_nails < g_pickup_nails_max)
271 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
273 if (item.ammo_rockets)
274 if (player.ammo_rockets < g_pickup_rockets_max)
277 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
280 if (player.ammo_cells < g_pickup_cells_max)
283 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
286 if (player.ammo_fuel < g_pickup_fuel_max)
289 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
290 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
293 if (item.flags & FL_WEAPON)
294 if ((it = item.weapons - (item.weapons & player.weapons)))
297 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
299 e = get_weaponinfo(i);
301 W_GiveWeapon (player, e.weapon, item.netname);
305 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
309 sprint (player, strcat("You got the ^2", item.netname, "\n"));
312 if (item.strength_finished)
315 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
317 if (item.invincible_finished)
320 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
322 //if (item.speed_finished)
325 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
327 //if (item.slowmo_finished)
330 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
334 if (player.health < item.max_health)
337 player.health = min(player.health + item.health, item.max_health);
338 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
341 if (player.armorvalue < item.max_armorvalue)
344 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
345 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
350 // always eat teamed entities
357 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
359 if (player.switchweapon != w_getbestweapon(player))
360 W_SwitchWeapon_Force(player, w_getbestweapon(player));
365 void Item_Touch (void)
369 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
370 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
375 if (other.classname != "player")
379 if (self.solid != SOLID_TRIGGER)
381 if (self.owner == other)
384 if(!Item_GiveTo(self, other))
387 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
389 if (self.classname == "droppedweapon")
391 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
395 self.solid = SOLID_NOT;
396 self.model = string_null;
399 RandomSelection_Init();
400 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
401 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
402 e = RandomSelection_chosen_ent;
406 Item_ScheduleRespawn(e);
414 if(self.effects & EF_NODRAW)
416 // marker for item team search
417 dprint("Initializing item team ", ftos(self.team), "\n");
418 RandomSelection_Init();
419 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
420 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
421 e = RandomSelection_chosen_ent;
424 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
428 // make it a non-spawned item
429 head.solid = SOLID_NOT;
430 head.model = string_null;
431 head.state = 1; // state 1 = initially hidden item
433 head.effects &~= EF_NODRAW;
436 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
439 e.model = string_null;
440 Item_ScheduleInitialRespawn(e);
449 self.model = string_null;
450 self.solid = SOLID_NOT;
454 self.model = self.mdl;
455 self.solid = SOLID_TRIGGER;
457 setorigin (self, self.origin);
458 self.think = SUB_Null;
461 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
463 self.solid = SOLID_NOT;
464 self.model = string_null;
465 Item_ScheduleInitialRespawn(self);
469 // Savage: used for item garbage-collection
470 // TODO: perhaps nice special effect?
471 void RemoveItem(void)
476 // pickup evaluation functions
477 // these functions decide how desirable an item is to the bots
479 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
481 float weapon_pickupevalfunc(entity player, entity item)
483 float c, i, j, position;
485 // See if I have it already
486 if(player.weapons & item.weapons == item.weapons)
488 // If I can pick it up
491 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
493 // Skilled bots will grab more
494 c = bound(0, skill / 10, 1) * 0.5;
502 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
503 if( bot_custom_weapon && c )
505 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
508 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
511 // Find the highest position on any range
513 for(j = 0; j < WEP_LAST ; ++j){
515 bot_weapons_far[j] == i ||
516 bot_weapons_mid[j] == i ||
517 bot_weapons_close[j] == i
528 position = WEP_LAST - position;
529 // item.bot_pickupbasevalue is overwritten here
530 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
535 return item.bot_pickupbasevalue * c;
538 float commodity_pickupevalfunc(entity player, entity item)
540 float c, i, need_shells, need_nails, need_rockets, need_cells;
544 // Detect needed ammo
545 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
547 wi = get_weaponinfo(i);
549 if not(wi.weapons & player.weapons)
552 if(wi.items & IT_SHELLS)
554 else if(wi.items & IT_NAILS)
556 else if(wi.items & IT_ROCKETS)
558 else if(wi.items & IT_CELLS)
562 // TODO: figure out if the player even has the weapon this ammo is for?
563 // may not affect strategy much though...
564 // find out how much more ammo/armor/health the player can hold
566 if (item.ammo_shells)
567 if (player.ammo_shells < g_pickup_shells_max)
568 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
571 if (player.ammo_nails < g_pickup_nails_max)
572 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
574 if (item.ammo_rockets)
575 if (player.ammo_rockets < g_pickup_rockets_max)
576 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
579 if (player.ammo_cells < g_pickup_cells_max)
580 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
582 if (player.armorvalue < item.max_armorvalue*0.5)
583 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
585 if (player.health < item.max_health*0.5)
586 c = c + max(0, 1 - player.health / (item.max_health*0.5));
588 return item.bot_pickupbasevalue * c;
593 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)
595 startitem_failed = FALSE;
597 // is it a dropped weapon?
598 if (self.classname == "droppedweapon")
600 self.reset = SUB_Remove;
601 // it's a dropped weapon
602 self.movetype = MOVETYPE_TOSS;
603 self.solid = SOLID_TRIGGER;
604 // Savage: remove thrown items after a certain period of time ("garbage collection")
605 self.think = RemoveItem;
606 self.nextthink = time + 60;
607 // don't drop if in a NODROP zone (such as lava)
608 traceline(self.origin, self.origin, MOVE_NORMAL, self);
609 if (trace_dpstartcontents & DPCONTENTS_NODROP)
611 startitem_failed = TRUE;
618 self.reset = Item_Reset;
620 if(self.spawnflags & 1)
623 self.movetype = MOVETYPE_NONE;
625 self.movetype = MOVETYPE_TOSS;
626 self.solid = SOLID_TRIGGER;
627 // do item filtering according to game mode and other things
630 // first nudge it off the floor a little bit to avoid math errors
631 setorigin(self, self.origin + '0 0 1');
632 // set item size before we spawn a spawnfunc_waypoint
633 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
634 setsize (self, '-16 -16 0', '16 16 48');
636 setsize (self, '-16 -16 0', '16 16 32');
637 // note droptofloor returns FALSE if stuck/or would fall too far
639 waypoint_spawnforitem(self);
646 print("removed non-teamplay ", self.classname, "\n");
647 startitem_failed = TRUE;
656 print("removed non-FFA ", self.classname, "\n");
657 startitem_failed = TRUE;
665 // We aren't TA or something like that, so we keep the Q3A entities
666 print("removed non-Q3A ", self.classname, "\n");
667 startitem_failed = TRUE;
673 * can't do it that way, as it would break maps
674 * TODO make a target_give like entity another way, that perhaps has
675 * the weapon name in a key
678 // target_give not yet supported; maybe later
679 print("removed targeted ", self.classname, "\n");
680 startitem_failed = TRUE;
686 if(cvar("spawn_debug") >= 2)
689 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
691 if(otheritem.is_item)
693 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
694 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
695 error("Mapper sucks.");
701 weaponsInMap |= weaponid;
705 startitem_failed = TRUE;
709 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
711 startitem_failed = TRUE;
715 else if (g_minstagib)
717 // don't remove dropped items and powerups
718 if (self.classname != "minstagib")
720 startitem_failed = TRUE;
737 if (cvar("g_nixnex_with_healtharmor"))
742 if (cvar("g_nixnex_with_powerups"))
749 startitem_failed = TRUE;
754 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
756 startitem_failed = TRUE;
761 precache_model (itemmodel);
762 precache_sound (pickupsound);
763 precache_sound ("misc/itemrespawn.wav");
764 precache_sound ("misc/itemrespawncountdown.wav");
766 if(itemid == IT_STRENGTH)
767 precache_sound ("misc/strength_respawn.wav");
768 if(itemid == IT_INVINCIBLE)
769 precache_sound ("misc/shield_respawn.wav");
771 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
772 self.target = "###item###"; // for finding the nearest item using find()
775 self.bot_pickup = TRUE;
776 self.bot_pickupevalfunc = pickupevalfunc;
777 self.bot_pickupbasevalue = pickupbasevalue;
778 self.mdl = itemmodel;
779 self.item_pickupsound = pickupsound;
780 // let mappers override respawntime
781 if(!self.respawntime) // both set
783 self.respawntime = defaultrespawntime;
784 self.respawntimejitter = defaultrespawntimejitter;
786 self.netname = itemname;
788 self.weapons = weaponid;
789 self.flags = FL_ITEM | itemflags;
790 self.touch = Item_Touch;
791 setmodel (self, self.mdl); // precision set below
792 self.effects |= EF_LOWPRECISION;
793 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
794 setsize (self, '-16 -16 0', '16 16 48');
796 setsize (self, '-16 -16 0', '16 16 32');
797 if(itemflags & FL_WEAPON)
798 self.modelflags |= MF_ROTATE;
800 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
801 if (itemflags & FL_WEAPON)
803 // neutral team color for pickup weapons
804 self.colormap = 1024; // color shirt=0 pants=0 grey
807 if (cvar("g_fullbrightitems"))
808 self.effects = self.effects | EF_FULLBRIGHT;
814 self.cnt = 1; // item probability weight
815 self.effects = self.effects | EF_NODRAW; // marker for item team search
816 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
818 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
820 self.solid = SOLID_NOT;
821 self.model = string_null;
822 Item_ScheduleInitialRespawn(self);
826 /* replace items in minstagib
827 * IT_STRENGTH = invisibility
828 * IT_NAILS = extra lives
829 * IT_INVINCIBLE = speed
831 void minstagib_items (float itemid)
833 // we don't want to replace dropped weapons ;)
834 if (self.classname == "droppedweapon")
836 self.ammo_cells = 25;
837 StartItem ("models/weapons/g_nex.md3",
838 "weapons/weaponpickup.wav", 15, 0,
839 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
844 self.classname = "minstagib";
846 // replace rocket launchers and nex guns with ammo cells
847 if (itemid == IT_CELLS)
850 StartItem ("models/items/a_cells.md3",
851 "misc/itempickup.wav", 45, 0,
852 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
859 itemid = IT_STRENGTH;
863 itemid = IT_INVINCIBLE;
865 // replace with invis
866 if (itemid == IT_STRENGTH)
868 self.effects = EF_ADDITIVE;
869 self.strength_finished = 30;
870 StartItem ("models/items/g_strength.md3",
871 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
872 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
874 // replace with extra lives
875 if (itemid == IT_NAILS)
878 StartItem ("models/items/g_h100.md3",
879 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
880 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
883 // replace with speed
884 if (itemid == IT_INVINCIBLE)
886 self.effects = EF_ADDITIVE;
887 self.invincible_finished = 30;
888 StartItem ("models/items/g_invincible.md3",
889 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
890 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
895 float minst_no_auto_cells;
896 void minst_remove_item (void) {
897 if(minst_no_auto_cells)
901 float weaponswapping;
904 void weapon_defaultspawnfunc(float wpn)
908 var .float ammofield;
913 // set the respawntime in advance (so replaced weapons can copy it)
915 if(!self.respawntime)
917 e = get_weaponinfo(wpn);
918 if(e.items == IT_SUPERWEAPON)
920 self.respawntime = g_pickup_respawntime_powerup;
921 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
925 self.respawntime = g_pickup_respawntime_weapon;
926 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
930 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
932 e = get_weaponinfo(wpn);
933 s = cvar_string(strcat("g_weaponreplace_", e.netname));
937 startitem_failed = TRUE;
940 t = tokenize_console(s);
943 self.team = --internalteam;
945 for(i = 1; i < t; ++i)
948 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
950 e = get_weaponinfo(j);
954 copyentity(oldself, self);
955 self.classname = "replacedweapon";
956 weapon_defaultspawnfunc(j);
962 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
971 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
973 e = get_weaponinfo(j);
982 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
988 startitem_failed = TRUE;
993 e = get_weaponinfo(wpn);
995 if(e.items && e.items != IT_SUPERWEAPON)
997 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1001 ammofield = Item_CounterField(j);
1003 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1009 self.flags |= FL_NO_WEAPON_STAY;
1012 // weapon stay isn't supported for teamed weapons
1014 self.flags |= FL_NO_WEAPON_STAY;
1016 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1018 self.ammo_shells = 0;
1019 self.ammo_nails = 0;
1020 self.ammo_cells = 0;
1021 self.ammo_rockets = 0;
1022 // weapon stay 2: don't use ammo on weapon pickups; instead
1023 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1026 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1027 if (self.modelindex) // don't precache if self was removed
1028 weapon_action(e.weapon, WR_PRECACHE);
1031 void spawnfunc_weapon_shotgun (void);
1032 void spawnfunc_weapon_uzi (void) {
1033 if(q3acompat_machineshotgunswap)
1034 if(self.classname != "droppedweapon")
1036 weapon_defaultspawnfunc(WEP_SHOTGUN);
1039 weapon_defaultspawnfunc(WEP_UZI);
1042 void spawnfunc_weapon_shotgun (void) {
1043 if(q3acompat_machineshotgunswap)
1044 if(self.classname != "droppedweapon")
1046 weapon_defaultspawnfunc(WEP_UZI);
1049 weapon_defaultspawnfunc(WEP_SHOTGUN);
1052 void spawnfunc_weapon_nex (void)
1056 minstagib_items(IT_CELLS);
1057 self.think = minst_remove_item;
1058 self.nextthink = time;
1061 weapon_defaultspawnfunc(WEP_NEX);
1064 void spawnfunc_weapon_minstanex (void)
1068 minstagib_items(IT_CELLS);
1069 self.think = minst_remove_item;
1070 self.nextthink = time;
1073 weapon_defaultspawnfunc(WEP_MINSTANEX);
1076 void spawnfunc_weapon_rocketlauncher (void)
1080 minstagib_items(IT_CELLS);
1081 self.think = minst_remove_item;
1082 self.nextthink = time;
1085 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1088 void spawnfunc_item_rockets (void) {
1089 if(!self.ammo_rockets)
1090 self.ammo_rockets = g_pickup_rockets;
1091 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);
1094 void spawnfunc_item_shells (void);
1095 void spawnfunc_item_bullets (void) {
1097 if(q3acompat_machineshotgunswap)
1098 if(self.classname != "droppedweapon")
1100 weaponswapping = TRUE;
1101 spawnfunc_item_shells();
1102 weaponswapping = FALSE;
1106 if(!self.ammo_nails)
1107 self.ammo_nails = g_pickup_nails;
1108 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);
1111 void spawnfunc_item_cells (void) {
1112 if(!self.ammo_cells)
1113 self.ammo_cells = g_pickup_cells;
1114 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);
1117 void spawnfunc_item_shells (void) {
1119 if(q3acompat_machineshotgunswap)
1120 if(self.classname != "droppedweapon")
1122 weaponswapping = TRUE;
1123 spawnfunc_item_bullets();
1124 weaponswapping = FALSE;
1128 if(!self.ammo_shells)
1129 self.ammo_shells = g_pickup_shells;
1130 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);
1133 void spawnfunc_item_armor_small (void) {
1134 if(!self.armorvalue)
1135 self.armorvalue = g_pickup_armorsmall;
1136 if(!self.max_armorvalue)
1137 self.max_armorvalue = g_pickup_armorsmall_max;
1138 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1141 void spawnfunc_item_armor_medium (void) {
1142 if(!self.armorvalue)
1143 self.armorvalue = g_pickup_armormedium;
1144 if(!self.max_armorvalue)
1145 self.max_armorvalue = g_pickup_armormedium_max;
1146 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1149 void spawnfunc_item_armor_big (void) {
1150 if(!self.armorvalue)
1151 self.armorvalue = g_pickup_armorbig;
1152 if(!self.max_armorvalue)
1153 self.max_armorvalue = g_pickup_armorbig_max;
1154 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1157 void spawnfunc_item_armor_large (void) {
1158 if(!self.armorvalue)
1159 self.armorvalue = g_pickup_armorlarge;
1160 if(!self.max_armorvalue)
1161 self.max_armorvalue = g_pickup_armorlarge_max;
1162 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1165 void spawnfunc_item_health_small (void) {
1166 if(!self.max_health)
1167 self.max_health = g_pickup_healthsmall_max;
1169 self.health = g_pickup_healthsmall;
1170 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);
1173 void spawnfunc_item_health_medium (void) {
1174 if(!self.max_health)
1175 self.max_health = g_pickup_healthmedium_max;
1177 self.health = g_pickup_healthmedium;
1178 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);
1181 void spawnfunc_item_health_large (void) {
1182 if(!self.max_health)
1183 self.max_health = g_pickup_healthlarge_max;
1185 self.health = g_pickup_healthlarge;
1186 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);
1189 void spawnfunc_item_health_mega (void) {
1190 if(!cvar("g_powerup_superhealth"))
1193 if(g_arena && !cvar("g_arena_powerups"))
1197 minstagib_items(IT_NAILS);
1199 if(!self.max_health)
1200 self.max_health = g_pickup_healthmega_max;
1202 self.health = g_pickup_healthmega;
1203 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);
1207 // support old misnamed entities
1208 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1209 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1210 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1211 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1212 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1214 void spawnfunc_item_strength (void) {
1215 if(!cvar("g_powerup_strength"))
1218 if(g_arena && !cvar("g_arena_powerups"))
1222 minstagib_items(IT_STRENGTH);
1224 precache_sound("weapons/strength_fire.wav");
1225 self.strength_finished = 30;
1226 self.effects = EF_ADDITIVE;
1227 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);
1231 void spawnfunc_item_invincible (void) {
1232 if(!cvar("g_powerup_shield"))
1235 if(g_arena && !cvar("g_arena_powerups"))
1239 minstagib_items(IT_INVINCIBLE);
1241 self.invincible_finished = 30;
1242 self.effects = EF_ADDITIVE;
1243 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);
1247 void spawnfunc_item_minst_cells (void) {
1250 minst_no_auto_cells = 1;
1251 minstagib_items(IT_CELLS);
1258 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1260 float target_item_func_set(float a, float b)
1270 float target_item_func_min(float a, float b)
1280 float target_item_func_max(float a, float b)
1285 float target_item_func_bitset(float a, float b)
1290 float target_item_func_and(float a, float b)
1295 float target_item_func_itembitset(float a, float b)
1297 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1300 float target_item_func_itemand(float a, float b)
1302 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1305 float target_item_func_or(float a, float b)
1310 float target_item_func_andnot(float a, float b)
1315 float target_item_changed;
1316 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1319 n = func(activator.field, self.field);
1323 d = n & activator.field;
1324 if(d != n) // bits added?
1326 else if(d != activator.field) // bits removed?
1332 d = n - activator.field;
1336 if(sound_decrease != "")
1337 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1338 target_item_changed = 1;
1342 if(sound_increase != "")
1343 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1344 target_item_changed = 1;
1346 activator.field = n;
1349 void target_items_use (void)
1353 if(activator.classname == "droppedweapon")
1360 if(activator.classname != "player")
1362 if(activator.deadflag != DEAD_NO)
1367 for(e = world; (e = find(e, classname, "droppedweapon")); )
1368 if(e.enemy == activator)
1371 float _switchweapon;
1372 _switchweapon = FALSE;
1373 if (activator.autoswitch)
1374 if (activator.switchweapon == w_getbestweapon(activator))
1375 _switchweapon = TRUE;
1377 a0 = activator.armorvalue;
1378 h0 = activator.health;
1379 f0 = activator.ammo_fuel;
1380 target_item_changed = 0;
1382 if(self.spawnflags == 0) // SET
1384 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1385 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1386 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1387 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1388 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1389 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1390 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1391 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1392 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1394 if((self.items & activator.items) & IT_STRENGTH)
1395 activator.strength_finished = time + self.strength_finished;
1396 if((self.items & activator.items) & IT_INVINCIBLE)
1397 activator.invincible_finished = time + self.invincible_finished;
1399 else if(self.spawnflags == 1) // AND/MIN
1401 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1402 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1403 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1404 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1405 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1406 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1407 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1408 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1409 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1411 if((self.items & activator.items) & IT_STRENGTH)
1412 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1413 if((self.items & activator.items) & IT_INVINCIBLE)
1414 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1416 else if(self.spawnflags == 2) // OR/MAX
1418 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1419 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1420 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1421 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1422 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1423 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1424 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1425 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1426 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1428 if((self.items & activator.items) & IT_STRENGTH)
1429 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1430 if((self.items & activator.items) & IT_INVINCIBLE)
1431 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1433 else if(self.spawnflags == 4) // ANDNOT/MIN
1435 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1436 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1437 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1438 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1439 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1440 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1441 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1442 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1443 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1445 if((self.items & activator.items) & IT_STRENGTH)
1446 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1447 if((self.items & activator.items) & IT_INVINCIBLE)
1448 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1451 if not(activator.items & IT_STRENGTH)
1452 activator.strength_finished = 0;
1453 if not(activator.items & IT_INVINCIBLE)
1454 activator.invincible_finished = 0;
1456 if(activator.health > h0)
1457 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1458 else if(activator.health < h0)
1459 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1461 if(activator.ammo_fuel > f0)
1462 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1463 else if(activator.ammo_fuel < f0)
1464 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1466 if(activator.armorvalue > a0)
1467 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1469 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1470 _switchweapon = TRUE;
1472 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1474 if(target_item_changed)
1475 centerprint(activator, self.message);
1478 void spawnfunc_target_items (void)
1485 // items triggers cannot work in nixnex (as they change weapons/ammo)
1490 self.use = target_items_use;
1491 if(!self.strength_finished)
1492 self.strength_finished = cvar("g_balance_powerup_strength_time");
1493 if(!self.invincible_finished)
1494 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1496 precache_sound("misc/itempickup.wav");
1497 precache_sound("misc/itempickup.wav");
1498 precache_sound("misc/itempickup.wav");
1499 precache_sound("misc/itempickup.wav");
1500 precache_sound("misc/megahealth.wav");
1501 precache_sound("misc/armor25.wav");
1502 precache_sound("misc/powerup.wav");
1503 precache_sound("misc/poweroff.wav");
1504 precache_sound("weapons/weaponpickup.wav");
1506 n = tokenize_console(self.netname);
1507 for(i = 0; i < n; ++i)
1509 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1510 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1511 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1512 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1513 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1514 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1515 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1518 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1520 e = get_weaponinfo(j);
1521 if(argv(i) == e.netname)
1523 self.weapons |= e.weapons;
1524 if(self.spawnflags == 0 || self.spawnflags == 2)
1525 weapon_action(e.weapon, WR_PRECACHE);
1530 print("target_items: invalid item ", argv(i), "\n");
1535 void spawnfunc_item_fuel(void)
1538 self.ammo_fuel = g_pickup_fuel;
1539 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);
1542 void spawnfunc_item_fuel_regen(void)
1544 if(start_items & IT_FUEL_REGEN)
1546 spawnfunc_item_fuel();
1549 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);
1552 void spawnfunc_item_jetpack(void)
1554 if(g_grappling_hook)
1555 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1557 self.ammo_fuel = g_pickup_fuel_jetpack;
1558 if(start_items & IT_JETPACK)
1560 spawnfunc_item_fuel();
1563 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);
1566 // we no longer have the seeker
1567 void spawnfunc_weapon_seeker()
1569 spawnfunc_weapon_rocketlauncher();