1 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
2 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
3 #define ITEM_RESPAWNTIME_INITIAL(i) (10 + random() * ((i).respawntime + (i).respawntimejitter - 10))
4 // range: 10 .. respawntime + respawntimejitter
6 floatfield Item_CounterField(float it)
10 case IT_SHELLS: return ammo_shells;
11 case IT_NAILS: return ammo_nails;
12 case IT_ROCKETS: return ammo_rockets;
13 case IT_CELLS: return ammo_cells;
14 case IT_FUEL: return ammo_fuel;
15 case IT_5HP: return health;
16 case IT_25HP: return health;
17 case IT_HEALTH: return health;
18 case IT_ARMOR_SHARD: return armorvalue;
19 case IT_ARMOR: return armorvalue;
20 // add more things here (health, armor)
21 default: error("requested item has no counter field");
25 string Item_CounterFieldName(float it)
29 case IT_SHELLS: return "shells";
30 case IT_NAILS: return "nails";
31 case IT_ROCKETS: return "rockets";
32 case IT_CELLS: return "cells";
33 case IT_FUEL: return "fuel";
35 // add more things here (health, armor)
36 default: error("requested item has no counter field name");
40 .float max_armorvalue;
42 void Item_Respawn (void)
44 self.model = self.mdl; // restore original model
45 self.solid = SOLID_TRIGGER; // allow it to be touched again
46 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
47 setorigin (self, self.origin);
49 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
50 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
53 void Item_RespawnCountdown (void)
57 if(self.waypointsprite_attached)
58 WaypointSprite_Kill(self.waypointsprite_attached);
63 self.nextthink = time + 1;
74 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
75 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
76 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
83 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
84 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
89 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
90 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
94 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
95 if(self.waypointsprite_attached)
96 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
99 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
100 if(self.waypointsprite_attached)
101 WaypointSprite_Ping(self.waypointsprite_attached);
105 void Item_ScheduleRespawnIn(entity e, float t)
107 if(e.flags & FL_POWERUP)
109 e.think = Item_RespawnCountdown;
110 e.nextthink = time + max(0, t - 5);
115 e.think = Item_Respawn;
116 e.nextthink = time + t;
120 void Item_ScheduleRespawn(entity e)
122 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
125 void Item_ScheduleInitialRespawn(entity e)
127 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
130 float Item_GiveTo(entity item, entity player)
138 // if nothing happens to player, just return without taking the item
140 _switchweapon = FALSE;
145 if (player.ammo_fuel < g_pickup_fuel_max)
148 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
149 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
151 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
155 sprint (player, strcat("You got the ^2", item.netname, "\n"));
158 _switchweapon = TRUE;
162 // play some cool sounds ;)
163 centerprint(player, "\n");
164 if(player.health <= 5)
165 announce(player, "announcer/robotic/lastsecond.wav");
166 else if(player.health < 50)
167 announce(player, "announcer/robotic/narrowly.wav");
168 // sound not available
169 // else if(item.items == IT_CELLS)
170 // play2(player, "announce/robotic/ammo.wav");
172 if (item.weapons & WEPBIT_MINSTANEX)
173 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
175 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
183 // sound not available
184 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
185 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
186 sprint(player, "^3You picked up some extra lives\n");
190 if (item.strength_finished)
193 // sound not available
194 // play2(player, "announce/robotic/invisible.wav");
195 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
199 if (item.invincible_finished)
202 // sound not available
203 // play2(player, "announce/robotic/speed.wav");
204 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
208 if (player.ammo_fuel < g_pickup_fuel_max)
211 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
212 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
218 if (g_weapon_stay == 1)
219 if not(item.flags & FL_NO_WEAPON_STAY)
220 if (item.flags & FL_WEAPON)
222 if(item.classname == "droppedweapon")
224 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
229 if (player.weapons & item.weapons)
234 // in case the player has autoswitch enabled do the following:
235 // if the player is using their best weapon before items are given, they
236 // probably want to switch to an even better weapon after items are given
237 if (player.autoswitch)
238 if (player.switchweapon == w_getbestweapon(player))
239 _switchweapon = TRUE;
241 if not(player.weapons & W_WeaponBit(player.switchweapon))
242 _switchweapon = TRUE;
244 if (item.ammo_shells)
245 if (player.ammo_shells < g_pickup_shells_max)
248 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
251 if (player.ammo_nails < g_pickup_nails_max)
254 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
256 if (item.ammo_rockets)
257 if (player.ammo_rockets < g_pickup_rockets_max)
260 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
263 if (player.ammo_cells < g_pickup_cells_max)
266 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
269 if (player.ammo_fuel < g_pickup_fuel_max)
272 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
273 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
276 if (item.flags & FL_WEAPON)
277 if ((it = item.weapons - (item.weapons & player.weapons)))
280 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
282 e = get_weaponinfo(i);
284 W_GiveWeapon (player, e.weapon, item.netname);
288 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
292 sprint (player, strcat("You got the ^2", item.netname, "\n"));
295 if (item.strength_finished)
298 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
300 if (item.invincible_finished)
303 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
305 //if (item.speed_finished)
308 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
310 //if (item.slowmo_finished)
313 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
317 if (player.health < item.max_health)
320 player.health = min(player.health + item.health, item.max_health);
321 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
324 if (player.armorvalue < item.max_armorvalue)
327 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
328 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
333 // always eat teamed entities
340 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
342 if (player.switchweapon != w_getbestweapon(player))
343 W_SwitchWeapon_Force(player, w_getbestweapon(player));
348 void Item_Touch (void)
352 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
353 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
358 if (other.classname != "player")
362 if (self.solid != SOLID_TRIGGER)
364 if (self.owner == other)
367 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
369 if(!Item_GiveTo(self, other))
372 if (self.classname == "droppedweapon")
374 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
378 self.solid = SOLID_NOT;
379 self.model = string_null;
382 RandomSelection_Init();
383 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
384 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
385 e = RandomSelection_chosen_ent;
389 Item_ScheduleRespawn(e);
397 if(self.effects & EF_NODRAW)
399 // marker for item team search
400 dprint("Initializing item team ", ftos(self.team), "\n");
401 RandomSelection_Init();
402 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
403 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
404 e = RandomSelection_chosen_ent;
407 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
411 // make it a non-spawned item
412 head.solid = SOLID_NOT;
413 head.model = string_null;
414 head.state = 1; // state 1 = initially hidden item
416 head.effects &~= EF_NODRAW;
419 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
422 e.model = string_null;
423 Item_ScheduleInitialRespawn(e);
432 self.model = string_null;
433 self.solid = SOLID_NOT;
437 self.model = self.mdl;
438 self.solid = SOLID_TRIGGER;
440 setorigin (self, self.origin);
441 self.think = SUB_Null;
444 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
446 self.solid = SOLID_NOT;
447 self.model = string_null;
448 Item_ScheduleInitialRespawn(self);
452 // Savage: used for item garbage-collection
453 // TODO: perhaps nice special effect?
454 void RemoveItem(void)
459 // pickup evaluation functions
460 // these functions decide how desirable an item is to the bots
462 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
464 float weapon_pickupevalfunc(entity player, entity item)
466 // if we already have the weapon, rate it 1/5th normal value
467 if ((player.weapons & item.weapons) == item.weapons)
468 return item.bot_pickupbasevalue * 0.2;
469 return item.bot_pickupbasevalue;
472 float commodity_pickupevalfunc(entity player, entity item)
476 // TODO: figure out if the player even has the weapon this ammo is for?
477 // may not affect strategy much though...
478 // find out how much more ammo/armor/health the player can hold
479 if (item.ammo_shells)
480 if (player.ammo_shells < g_pickup_shells_max)
481 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
483 if (player.ammo_nails < g_pickup_nails_max)
484 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
485 if (item.ammo_rockets)
486 if (player.ammo_rockets < g_pickup_rockets_max)
487 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
489 if (player.ammo_cells < g_pickup_cells_max)
490 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
492 if (player.armorvalue < item.max_armorvalue)
493 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
495 if (player.health < item.max_health)
496 c = c + max(0, 1 - player.health / item.max_health);
498 return item.bot_pickupbasevalue * c;
503 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)
505 startitem_failed = FALSE;
507 // is it a dropped weapon?
508 if (self.classname == "droppedweapon")
510 self.reset = SUB_Remove;
511 // it's a dropped weapon
512 self.movetype = MOVETYPE_TOSS;
513 self.solid = SOLID_TRIGGER;
514 // Savage: remove thrown items after a certain period of time ("garbage collection")
515 self.think = RemoveItem;
516 self.nextthink = time + 60;
517 // don't drop if in a NODROP zone (such as lava)
518 traceline(self.origin, self.origin, MOVE_NORMAL, self);
519 if (trace_dpstartcontents & DPCONTENTS_NODROP)
521 startitem_failed = TRUE;
528 self.reset = Item_Reset;
530 if(self.spawnflags & 1)
533 self.movetype = MOVETYPE_NONE;
535 self.movetype = MOVETYPE_TOSS;
536 self.solid = SOLID_TRIGGER;
537 // do item filtering according to game mode and other things
540 // first nudge it off the floor a little bit to avoid math errors
541 setorigin(self, self.origin + '0 0 1');
542 // set item size before we spawn a spawnfunc_waypoint
543 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
544 setsize (self, '-16 -16 0', '16 16 48');
546 setsize (self, '-16 -16 0', '16 16 32');
547 // note droptofloor returns FALSE if stuck/or would fall too far
549 waypoint_spawnforitem(self);
556 print("removed non-teamplay ", self.classname, "\n");
557 startitem_failed = TRUE;
566 print("removed non-FFA ", self.classname, "\n");
567 startitem_failed = TRUE;
575 // We aren't TA or something like that, so we keep the Q3A entities
576 print("removed non-Q3A ", self.classname, "\n");
577 startitem_failed = TRUE;
583 * can't do it that way, as it would break maps
584 * TODO make a target_give like entity another way, that perhaps has
585 * the weapon name in a key
588 // target_give not yet supported; maybe later
589 print("removed targeted ", self.classname, "\n");
590 startitem_failed = TRUE;
596 if(cvar("spawn_debug") >= 2)
599 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
601 if(otheritem.is_item)
603 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
604 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
605 error("Mapper sucks.");
611 weaponsInMap |= weaponid;
615 startitem_failed = TRUE;
619 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
621 startitem_failed = TRUE;
625 else if (g_minstagib)
627 // don't remove dropped items and powerups
628 if (self.classname != "minstagib")
630 startitem_failed = TRUE;
635 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
637 startitem_failed = TRUE;
642 precache_model (itemmodel);
643 precache_sound (pickupsound);
644 precache_sound ("misc/itemrespawn.wav");
645 precache_sound ("misc/itemrespawncountdown.wav");
647 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
648 self.target = "###item###"; // for finding the nearest item using find()
651 self.bot_pickup = TRUE;
652 self.bot_pickupevalfunc = pickupevalfunc;
653 self.bot_pickupbasevalue = pickupbasevalue;
654 self.mdl = itemmodel;
655 self.item_pickupsound = pickupsound;
656 // let mappers override respawntime
657 if(!self.respawntime) // both set
659 self.respawntime = defaultrespawntime;
660 self.respawntimejitter = defaultrespawntimejitter;
662 self.netname = itemname;
664 self.weapons = weaponid;
665 self.flags = FL_ITEM | itemflags;
666 self.touch = Item_Touch;
667 setmodel (self, self.mdl); // precision set below
668 self.effects |= EF_LOWPRECISION;
669 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
670 setsize (self, '-16 -16 0', '16 16 48');
672 setsize (self, '-16 -16 0', '16 16 32');
673 if(itemflags & FL_WEAPON)
674 self.modelflags |= MF_ROTATE;
676 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
677 if (itemflags & FL_WEAPON)
679 // neutral team color for pickup weapons
680 self.colormap = 1024; // color shirt=0 pants=0 grey
683 if (cvar("g_fullbrightitems"))
684 self.effects = self.effects | EF_FULLBRIGHT;
690 self.cnt = 1; // item probability weight
691 self.effects = self.effects | EF_NODRAW; // marker for item team search
692 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
694 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
696 self.solid = SOLID_NOT;
697 self.model = string_null;
698 Item_ScheduleInitialRespawn(self);
702 /* replace items in minstagib
703 * IT_STRENGTH = invisibility
704 * IT_NAILS = extra lives
705 * IT_INVINCIBLE = speed
707 void minstagib_items (float itemid)
709 // we don't want to replace dropped weapons ;)
710 if (self.classname == "droppedweapon")
712 self.ammo_cells = 25;
713 StartItem ("models/weapons/g_nex.md3",
714 "weapons/weaponpickup.wav", 15, 0,
715 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
720 self.classname = "minstagib";
722 // replace rocket launchers and nex guns with ammo cells
723 if (itemid == IT_CELLS)
726 StartItem ("models/items/a_cells.md3",
727 "misc/itempickup.wav", 45, 0,
728 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
735 itemid = IT_STRENGTH;
739 itemid = IT_INVINCIBLE;
741 // replace with invis
742 if (itemid == IT_STRENGTH)
744 self.effects = EF_ADDITIVE;
745 self.strength_finished = 30;
746 StartItem ("models/items/g_strength.md3",
747 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
748 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
750 // replace with extra lives
751 if (itemid == IT_NAILS)
754 StartItem ("models/items/g_h100.md3",
755 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
756 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
759 // replace with speed
760 if (itemid == IT_INVINCIBLE)
762 self.effects = EF_ADDITIVE;
763 self.invincible_finished = 30;
764 StartItem ("models/items/g_invincible.md3",
765 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
766 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
771 float minst_no_auto_cells;
772 void minst_remove_item (void) {
773 if(minst_no_auto_cells)
777 float weaponswapping;
780 void weapon_defaultspawnfunc(float wpn)
784 var .float ammofield;
789 // set the respawntime in advance (so replaced weapons can copy it)
791 if(!self.respawntime)
793 e = get_weaponinfo(wpn);
794 if(e.items == IT_SUPERWEAPON)
796 self.respawntime = g_pickup_respawntime_powerup;
797 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
801 self.respawntime = g_pickup_respawntime_weapon;
802 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
806 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
808 e = get_weaponinfo(wpn);
809 s = cvar_string(strcat("g_weaponreplace_", e.netname));
813 startitem_failed = TRUE;
816 t = tokenize_console(s);
819 self.team = --internalteam;
821 for(i = 1; i < t; ++i)
824 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
826 e = get_weaponinfo(j);
830 copyentity(oldself, self);
831 self.classname = "replacedweapon";
832 weapon_defaultspawnfunc(j);
838 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
847 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
849 e = get_weaponinfo(j);
858 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
864 startitem_failed = TRUE;
869 e = get_weaponinfo(wpn);
871 if(e.items && e.items != IT_SUPERWEAPON)
873 for(i = 0, j = 1; i < 24; ++i, j *= 2)
877 ammofield = Item_CounterField(j);
879 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
885 self.flags |= FL_NO_WEAPON_STAY;
888 // weapon stay isn't supported for teamed weapons
890 self.flags |= FL_NO_WEAPON_STAY;
892 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
894 self.ammo_shells = 0;
897 self.ammo_rockets = 0;
898 // weapon stay 2: don't use ammo on weapon pickups; instead
899 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
902 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
903 if (self.modelindex) // don't precache if self was removed
904 weapon_action(e.weapon, WR_PRECACHE);
907 void spawnfunc_weapon_shotgun (void);
908 void spawnfunc_weapon_uzi (void) {
909 if(q3acompat_machineshotgunswap)
910 if(self.classname != "droppedweapon")
912 weapon_defaultspawnfunc(WEP_SHOTGUN);
915 weapon_defaultspawnfunc(WEP_UZI);
918 void spawnfunc_weapon_shotgun (void) {
919 if(q3acompat_machineshotgunswap)
920 if(self.classname != "droppedweapon")
922 weapon_defaultspawnfunc(WEP_UZI);
925 weapon_defaultspawnfunc(WEP_SHOTGUN);
928 void spawnfunc_weapon_nex (void)
932 minstagib_items(IT_CELLS);
933 self.think = minst_remove_item;
934 self.nextthink = time;
937 weapon_defaultspawnfunc(WEP_NEX);
940 void spawnfunc_weapon_minstanex (void)
944 minstagib_items(IT_CELLS);
945 self.think = minst_remove_item;
946 self.nextthink = time;
949 weapon_defaultspawnfunc(WEP_MINSTANEX);
952 void spawnfunc_weapon_rocketlauncher (void)
956 minstagib_items(IT_CELLS);
957 self.think = minst_remove_item;
958 self.nextthink = time;
961 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
964 void spawnfunc_item_rockets (void) {
965 if(!self.ammo_rockets)
966 self.ammo_rockets = g_pickup_rockets;
967 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);
970 void spawnfunc_item_shells (void);
971 void spawnfunc_item_bullets (void) {
973 if(q3acompat_machineshotgunswap)
974 if(self.classname != "droppedweapon")
976 weaponswapping = TRUE;
977 spawnfunc_item_shells();
978 weaponswapping = FALSE;
983 self.ammo_nails = g_pickup_nails;
984 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);
987 void spawnfunc_item_cells (void) {
989 self.ammo_cells = g_pickup_cells;
990 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);
993 void spawnfunc_item_shells (void) {
995 if(q3acompat_machineshotgunswap)
996 if(self.classname != "droppedweapon")
998 weaponswapping = TRUE;
999 spawnfunc_item_bullets();
1000 weaponswapping = FALSE;
1004 if(!self.ammo_shells)
1005 self.ammo_shells = g_pickup_shells;
1006 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);
1009 void spawnfunc_item_armor_small (void) {
1010 if(!self.armorvalue)
1011 self.armorvalue = g_pickup_armorsmall;
1012 if(!self.max_armorvalue)
1013 self.max_armorvalue = g_pickup_armorsmall_max;
1014 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);
1017 void spawnfunc_item_armor_medium (void) {
1018 if(!self.armorvalue)
1019 self.armorvalue = g_pickup_armormedium;
1020 if(!self.max_armorvalue)
1021 self.max_armorvalue = g_pickup_armormedium_max;
1022 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);
1025 void spawnfunc_item_armor_big (void) {
1026 if(!self.armorvalue)
1027 self.armorvalue = g_pickup_armorbig;
1028 if(!self.max_armorvalue)
1029 self.max_armorvalue = g_pickup_armorbig_max;
1030 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);
1033 void spawnfunc_item_armor_large (void) {
1034 if(!self.armorvalue)
1035 self.armorvalue = g_pickup_armorlarge;
1036 if(!self.max_armorvalue)
1037 self.max_armorvalue = g_pickup_armorlarge_max;
1038 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);
1041 void spawnfunc_item_health_small (void) {
1042 if(!self.max_health)
1043 self.max_health = g_pickup_healthsmall_max;
1045 self.health = g_pickup_healthsmall;
1046 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);
1049 void spawnfunc_item_health_medium (void) {
1050 if(!self.max_health)
1051 self.max_health = g_pickup_healthmedium_max;
1053 self.health = g_pickup_healthmedium;
1054 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);
1057 void spawnfunc_item_health_large (void) {
1058 if(!self.max_health)
1059 self.max_health = g_pickup_healthlarge_max;
1061 self.health = g_pickup_healthlarge;
1062 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);
1065 void spawnfunc_item_health_mega (void) {
1066 if(!cvar("g_powerup_superhealth"))
1069 if(g_arena && !cvar("g_arena_powerups"))
1073 minstagib_items(IT_NAILS);
1075 if(!self.max_health)
1076 self.max_health = g_pickup_healthmega_max;
1078 self.health = g_pickup_healthmega;
1079 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);
1083 // support old misnamed entities
1084 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1085 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1086 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1087 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1088 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1090 void spawnfunc_item_strength (void) {
1091 if(!cvar("g_powerup_strength"))
1094 if(g_arena && !cvar("g_arena_powerups"))
1098 minstagib_items(IT_STRENGTH);
1100 precache_sound("weapons/strength_fire.wav");
1101 self.strength_finished = 30;
1102 self.effects = EF_ADDITIVE;
1103 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);
1107 void spawnfunc_item_invincible (void) {
1108 if(!cvar("g_powerup_shield"))
1111 if(g_arena && !cvar("g_arena_powerups"))
1115 minstagib_items(IT_INVINCIBLE);
1117 self.invincible_finished = 30;
1118 self.effects = EF_ADDITIVE;
1119 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);
1123 void spawnfunc_item_minst_cells (void) {
1126 minst_no_auto_cells = 1;
1127 minstagib_items(IT_CELLS);
1134 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1136 float target_item_func_set(float a, float b)
1146 float target_item_func_min(float a, float b)
1156 float target_item_func_max(float a, float b)
1161 float target_item_func_bitset(float a, float b)
1166 float target_item_func_and(float a, float b)
1171 float target_item_func_itembitset(float a, float b)
1173 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1176 float target_item_func_itemand(float a, float b)
1178 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1181 float target_item_func_or(float a, float b)
1186 float target_item_func_andnot(float a, float b)
1191 float target_item_changed;
1192 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1195 n = func(activator.field, self.field);
1199 d = n & activator.field;
1200 if(d != n) // bits added?
1202 else if(d != activator.field) // bits removed?
1208 d = n - activator.field;
1212 if(sound_decrease != "")
1213 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1214 target_item_changed = 1;
1218 if(sound_increase != "")
1219 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1220 target_item_changed = 1;
1222 activator.field = n;
1225 void target_items_use (void)
1229 if(activator.classname == "droppedweapon")
1236 if(activator.classname != "player")
1238 if(activator.deadflag != DEAD_NO)
1243 for(e = world; (e = find(e, classname, "droppedweapon")); )
1244 if(e.enemy == activator)
1247 float _switchweapon;
1248 _switchweapon = FALSE;
1249 if (activator.autoswitch)
1250 if (activator.switchweapon == w_getbestweapon(activator))
1251 _switchweapon = TRUE;
1253 a0 = activator.armorvalue;
1254 h0 = activator.health;
1255 target_item_changed = 0;
1257 if(self.spawnflags == 0) // SET
1259 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1260 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1261 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1262 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1263 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1264 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1265 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1266 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1267 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1269 if((self.items & activator.items) & IT_STRENGTH)
1270 activator.strength_finished = time + self.strength_finished;
1271 if((self.items & activator.items) & IT_INVINCIBLE)
1272 activator.invincible_finished = time + self.invincible_finished;
1274 else if(self.spawnflags == 1) // AND/MIN
1276 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1277 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1278 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1279 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1280 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1281 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1282 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1283 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1284 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1286 if((self.items & activator.items) & IT_STRENGTH)
1287 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1288 if((self.items & activator.items) & IT_INVINCIBLE)
1289 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1291 else if(self.spawnflags == 2) // OR/MAX
1293 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1294 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1295 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1296 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1297 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1298 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1299 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1300 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1301 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1303 if((self.items & activator.items) & IT_STRENGTH)
1304 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1305 if((self.items & activator.items) & IT_INVINCIBLE)
1306 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1308 else if(self.spawnflags == 4) // ANDNOT/MIN
1310 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1311 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1312 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1313 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1314 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1315 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1316 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1317 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1318 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1320 if((self.items & activator.items) & IT_STRENGTH)
1321 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1322 if((self.items & activator.items) & IT_INVINCIBLE)
1323 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1326 if not(activator.items & IT_STRENGTH)
1327 activator.strength_finished = 0;
1328 if not(activator.items & IT_INVINCIBLE)
1329 activator.invincible_finished = 0;
1331 if(activator.health > h0)
1332 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1333 else if(activator.health < h0)
1334 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1336 if(activator.armorvalue > a0)
1337 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1339 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1340 _switchweapon = TRUE;
1342 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1344 if(target_item_changed)
1345 centerprint(activator, self.message);
1348 void spawnfunc_target_items (void)
1352 self.use = target_items_use;
1353 if(!self.strength_finished)
1354 self.strength_finished = cvar("g_balance_powerup_strength_time");
1355 if(!self.invincible_finished)
1356 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1358 precache_sound("misc/itempickup.wav");
1359 precache_sound("misc/itempickup.wav");
1360 precache_sound("misc/itempickup.wav");
1361 precache_sound("misc/itempickup.wav");
1362 precache_sound("misc/megahealth.wav");
1363 precache_sound("misc/armor25.wav");
1364 precache_sound("misc/powerup.wav");
1365 precache_sound("misc/poweroff.wav");
1366 precache_sound("weapons/weaponpickup.wav");
1368 n = tokenize_console(self.netname);
1369 for(i = 0; i < n; ++i)
1371 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1372 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1373 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1374 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1375 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1376 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1377 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1378 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1380 e = get_weaponinfo(j);
1381 if(argv(i) == e.netname)
1383 self.weapons |= e.weapons;
1384 if(self.spawnflags == 0 || self.spawnflags == 2)
1385 weapon_action(e.weapon, WR_PRECACHE);
1391 void spawnfunc_item_fuel(void)
1394 self.ammo_fuel = g_pickup_fuel;
1395 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);
1398 void spawnfunc_item_fuel_regen(void)
1400 if(start_items & IT_FUEL_REGEN)
1402 spawnfunc_item_fuel();
1405 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);
1408 void spawnfunc_item_jetpack(void)
1410 if(g_grappling_hook)
1411 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1413 self.ammo_fuel = g_pickup_fuel_jetpack;
1414 if(start_items & IT_JETPACK)
1416 spawnfunc_item_fuel();
1419 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);