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, 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;
144 _switchweapon = TRUE;
148 // play some cool sounds ;)
149 centerprint(player, "\n");
150 if(player.health <= 5)
151 announce(player, "announcer/robotic/lastsecond.wav");
152 else if(player.health < 50)
153 announce(player, "announcer/robotic/narrowly.wav");
154 // sound not available
155 // else if(item.items == IT_CELLS)
156 // play2(player, "announce/robotic/ammo.wav");
158 if (item.weapons & WEPBIT_MINSTANEX)
159 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
161 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
169 // sound not available
170 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
171 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
172 sprint(player, "^3You picked up some extra lives\n");
176 if (item.strength_finished)
179 // sound not available
180 // play2(player, "announce/robotic/invisible.wav");
181 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
185 if (item.invincible_finished)
188 // sound not available
189 // play2(player, "announce/robotic/speed.wav");
190 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
195 if (g_weapon_stay == 1)
196 if not(item.flags & FL_NO_WEAPON_STAY)
197 if (item.flags & FL_WEAPON)
199 if(item.classname == "droppedweapon")
201 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
206 if (player.weapons & item.weapons)
211 // in case the player has autoswitch enabled do the following:
212 // if the player is using their best weapon before items are given, they
213 // probably want to switch to an even better weapon after items are given
214 if (player.autoswitch)
215 if (player.switchweapon == w_getbestweapon(player))
216 _switchweapon = TRUE;
218 if not(player.weapons & W_WeaponBit(player.switchweapon))
219 _switchweapon = TRUE;
221 if (item.ammo_shells)
222 if (player.ammo_shells < g_pickup_shells_max)
225 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
228 if (player.ammo_nails < g_pickup_nails_max)
231 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
233 if (item.ammo_rockets)
234 if (player.ammo_rockets < g_pickup_rockets_max)
237 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
240 if (player.ammo_cells < g_pickup_cells_max)
243 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
246 if (player.ammo_fuel < g_pickup_fuel_max)
249 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
250 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
253 if (item.flags & FL_WEAPON)
254 if ((it = item.weapons - (item.weapons & player.weapons)))
257 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
259 e = get_weaponinfo(i);
261 W_GiveWeapon (player, e.weapon, item.netname);
265 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
271 if (item.strength_finished)
274 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
276 if (item.invincible_finished)
279 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
281 //if (item.speed_finished)
284 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
286 //if (item.slowmo_finished)
289 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
293 if (player.health < item.max_health)
296 player.health = min(player.health + item.health, item.max_health);
297 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
300 if (player.armorvalue < item.max_armorvalue)
303 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
304 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
309 // always eat teamed entities
316 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
318 if (player.switchweapon != w_getbestweapon(player))
319 W_SwitchWeapon_Force(player, w_getbestweapon(player));
324 void Item_Touch (void)
328 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
329 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
334 if (other.classname != "player")
338 if (self.solid != SOLID_TRIGGER)
340 if (self.owner == other)
343 if(!Item_GiveTo(self, other))
346 if (self.classname == "droppedweapon")
348 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
352 self.solid = SOLID_NOT;
353 self.model = string_null;
356 RandomSelection_Init();
357 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
358 RandomSelection_Add(head, 0, head.cnt, 0);
359 e = RandomSelection_chosen_ent;
363 Item_ScheduleRespawn(e);
371 if(self.effects & EF_NODRAW)
373 // marker for item team search
374 dprint("Initializing item team ", ftos(self.team), "\n");
375 RandomSelection_Init();
376 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
377 RandomSelection_Add(head, 0, head.cnt, 0);
378 e = RandomSelection_chosen_ent;
381 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
385 // make it a non-spawned item
386 head.solid = SOLID_NOT;
387 head.model = string_null;
388 head.state = 1; // state 1 = initially hidden item
390 head.effects &~= EF_NODRAW;
393 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
396 e.model = string_null;
397 Item_ScheduleInitialRespawn(e);
406 self.model = string_null;
407 self.solid = SOLID_NOT;
411 self.model = self.mdl;
412 self.solid = SOLID_TRIGGER;
414 setorigin (self, self.origin);
415 self.think = SUB_Null;
418 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
420 self.solid = SOLID_NOT;
421 self.model = string_null;
422 Item_ScheduleInitialRespawn(self);
426 // Savage: used for item garbage-collection
427 // TODO: perhaps nice special effect?
428 void RemoveItem(void)
433 // pickup evaluation functions
434 // these functions decide how desirable an item is to the bots
436 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
438 float weapon_pickupevalfunc(entity player, entity item)
440 // if we already have the weapon, rate it 1/5th normal value
441 if ((player.weapons & item.weapons) == item.weapons)
442 return item.bot_pickupbasevalue * 0.2;
443 return item.bot_pickupbasevalue;
446 float commodity_pickupevalfunc(entity player, entity item)
450 // TODO: figure out if the player even has the weapon this ammo is for?
451 // may not affect strategy much though...
452 // find out how much more ammo/armor/health the player can hold
453 if (item.ammo_shells)
454 if (player.ammo_shells < g_pickup_shells_max)
455 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
457 if (player.ammo_nails < g_pickup_nails_max)
458 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
459 if (item.ammo_rockets)
460 if (player.ammo_rockets < g_pickup_rockets_max)
461 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
463 if (player.ammo_cells < g_pickup_cells_max)
464 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
466 if (player.armorvalue < item.max_armorvalue)
467 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
469 if (player.health < item.max_health)
470 c = c + max(0, 1 - player.health / item.max_health);
472 return item.bot_pickupbasevalue * c;
477 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)
479 startitem_failed = FALSE;
481 // is it a dropped weapon?
482 if (self.classname == "droppedweapon")
484 self.reset = SUB_Remove;
485 // it's a dropped weapon
486 self.movetype = MOVETYPE_TOSS;
487 self.solid = SOLID_TRIGGER;
488 // Savage: remove thrown items after a certain period of time ("garbage collection")
489 self.think = RemoveItem;
490 self.nextthink = time + 60;
491 // don't drop if in a NODROP zone (such as lava)
492 traceline(self.origin, self.origin, MOVE_NORMAL, self);
493 if (trace_dpstartcontents & DPCONTENTS_NODROP)
495 startitem_failed = TRUE;
502 self.reset = Item_Reset;
504 if(self.spawnflags & 1)
507 self.movetype = MOVETYPE_NONE;
509 self.movetype = MOVETYPE_TOSS;
510 self.solid = SOLID_TRIGGER;
511 // do item filtering according to game mode and other things
514 // first nudge it off the floor a little bit to avoid math errors
515 setorigin(self, self.origin + '0 0 1');
516 // set item size before we spawn a spawnfunc_waypoint
517 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
518 setsize (self, '-16 -16 0', '16 16 48');
520 setsize (self, '-16 -16 0', '16 16 32');
521 // note droptofloor returns FALSE if stuck/or would fall too far
523 waypoint_spawnforitem(self);
530 print("removed non-teamplay ", self.classname, "\n");
531 startitem_failed = TRUE;
540 print("removed non-FFA ", self.classname, "\n");
541 startitem_failed = TRUE;
549 // We aren't TA or something like that, so we keep the Q3A entities
550 print("removed non-Q3A ", self.classname, "\n");
551 startitem_failed = TRUE;
557 * can't do it that way, as it would break maps
558 * TODO make a target_give like entity another way, that perhaps has
559 * the weapon name in a key
562 // target_give not yet supported; maybe later
563 print("removed targeted ", self.classname, "\n");
564 startitem_failed = TRUE;
570 if(cvar("spawn_debug") >= 2)
573 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
575 if(otheritem.is_item)
577 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
578 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
579 error("Mapper sucks.");
585 weaponsInMap |= weaponid;
589 startitem_failed = TRUE;
593 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
595 startitem_failed = TRUE;
599 else if (g_minstagib)
601 // don't remove dropped items and powerups
602 if (self.classname != "minstagib")
604 startitem_failed = TRUE;
609 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
611 startitem_failed = TRUE;
616 precache_model (itemmodel);
617 precache_sound (pickupsound);
618 precache_sound ("misc/itemrespawn.wav");
619 precache_sound ("misc/itemrespawncountdown.wav");
621 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
622 self.target = "###item###"; // for finding the nearest item using find()
625 self.bot_pickup = TRUE;
626 self.bot_pickupevalfunc = pickupevalfunc;
627 self.bot_pickupbasevalue = pickupbasevalue;
628 self.mdl = itemmodel;
629 self.item_pickupsound = pickupsound;
630 // let mappers override respawntime
631 if(!self.respawntime) // both set
633 self.respawntime = defaultrespawntime;
634 self.respawntimejitter = defaultrespawntimejitter;
636 self.netname = itemname;
638 self.weapons = weaponid;
639 self.flags = FL_ITEM | itemflags;
640 self.touch = Item_Touch;
641 setmodel (self, self.mdl); // precision set below
642 self.effects |= EF_LOWPRECISION;
643 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
644 setsize (self, '-16 -16 0', '16 16 48');
646 setsize (self, '-16 -16 0', '16 16 32');
647 if(itemflags & FL_WEAPON)
648 self.modelflags |= MF_ROTATE;
650 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
651 if (itemflags & FL_WEAPON)
653 // neutral team color for pickup weapons
654 self.colormap = 1024; // color shirt=0 pants=0 grey
657 if (cvar("g_fullbrightitems"))
658 self.effects = self.effects | EF_FULLBRIGHT;
664 self.cnt = 1; // item probability weight
665 self.effects = self.effects | EF_NODRAW; // marker for item team search
666 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
668 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
670 self.solid = SOLID_NOT;
671 self.model = string_null;
672 Item_ScheduleInitialRespawn(self);
676 /* replace items in minstagib
677 * IT_STRENGTH = invisibility
678 * IT_NAILS = extra lives
679 * IT_INVINCIBLE = speed
681 void minstagib_items (float itemid)
683 // we don't want to replace dropped weapons ;)
684 if (self.classname == "droppedweapon")
686 self.ammo_cells = 25;
687 StartItem ("models/weapons/g_nex.md3",
688 "weapons/weaponpickup.wav", 15, 0,
689 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
694 self.classname = "minstagib";
696 // replace rocket launchers and nex guns with ammo cells
697 if (itemid == IT_CELLS)
700 StartItem ("models/items/a_cells.md3",
701 "misc/itempickup.wav", 45, 0,
702 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
709 itemid = IT_STRENGTH;
713 itemid = IT_INVINCIBLE;
715 // replace with invis
716 if (itemid == IT_STRENGTH)
718 self.effects = EF_ADDITIVE;
719 self.strength_finished = 30;
720 StartItem ("models/items/g_strength.md3",
721 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
722 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
724 // replace with extra lives
725 if (itemid == IT_NAILS)
728 StartItem ("models/items/g_h100.md3",
729 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
730 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
733 // replace with speed
734 if (itemid == IT_INVINCIBLE)
736 self.effects = EF_ADDITIVE;
737 self.invincible_finished = 30;
738 StartItem ("models/items/g_invincible.md3",
739 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
740 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
745 float minst_no_auto_cells;
746 void minst_remove_item (void) {
747 if(minst_no_auto_cells)
751 float weaponswapping;
754 void weapon_defaultspawnfunc(float wpn)
758 var .float ammofield;
763 // set the respawntime in advance (so replaced weapons can copy it)
765 if(!self.respawntime)
767 e = get_weaponinfo(wpn);
768 if(e.items == IT_SUPERWEAPON)
770 self.respawntime = g_pickup_respawntime_powerup;
771 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
775 self.respawntime = g_pickup_respawntime_weapon;
776 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
780 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
782 e = get_weaponinfo(wpn);
783 s = cvar_string(strcat("g_weaponreplace_", e.netname));
787 startitem_failed = TRUE;
790 t = tokenize_console(s);
793 self.team = --internalteam;
795 for(i = 1; i < t; ++i)
798 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
800 e = get_weaponinfo(j);
804 copyentity(oldself, self);
805 self.classname = "replacedweapon";
806 weapon_defaultspawnfunc(j);
812 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
821 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
823 e = get_weaponinfo(j);
832 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
838 startitem_failed = TRUE;
843 e = get_weaponinfo(wpn);
845 if(e.items && e.items != IT_SUPERWEAPON)
847 for(i = 0, j = 1; i < 24; ++i, j *= 2)
851 ammofield = Item_CounterField(j);
853 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
859 self.flags |= FL_NO_WEAPON_STAY;
862 // weapon stay isn't supported for teamed weapons
864 self.flags |= FL_NO_WEAPON_STAY;
866 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
868 self.ammo_shells = 0;
871 self.ammo_rockets = 0;
872 // weapon stay 2: don't use ammo on weapon pickups; instead
873 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
876 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
877 if (self.modelindex) // don't precache if self was removed
878 weapon_action(e.weapon, WR_PRECACHE);
881 void spawnfunc_weapon_shotgun (void);
882 void spawnfunc_weapon_uzi (void) {
883 if(q3acompat_machineshotgunswap)
884 if(self.classname != "droppedweapon")
886 weapon_defaultspawnfunc(WEP_SHOTGUN);
889 weapon_defaultspawnfunc(WEP_UZI);
892 void spawnfunc_weapon_shotgun (void) {
893 if(q3acompat_machineshotgunswap)
894 if(self.classname != "droppedweapon")
896 weapon_defaultspawnfunc(WEP_UZI);
899 weapon_defaultspawnfunc(WEP_SHOTGUN);
902 void spawnfunc_weapon_nex (void)
906 minstagib_items(IT_CELLS);
907 self.think = minst_remove_item;
908 self.nextthink = time;
911 weapon_defaultspawnfunc(WEP_NEX);
914 void spawnfunc_weapon_minstanex (void)
918 minstagib_items(IT_CELLS);
919 self.think = minst_remove_item;
920 self.nextthink = time;
923 weapon_defaultspawnfunc(WEP_MINSTANEX);
926 void spawnfunc_weapon_rocketlauncher (void)
930 minstagib_items(IT_CELLS);
931 self.think = minst_remove_item;
932 self.nextthink = time;
935 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
938 void spawnfunc_item_rockets (void) {
939 if(!self.ammo_rockets)
940 self.ammo_rockets = g_pickup_rockets;
941 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);
944 void spawnfunc_item_shells (void);
945 void spawnfunc_item_bullets (void) {
947 if(q3acompat_machineshotgunswap)
948 if(self.classname != "droppedweapon")
950 weaponswapping = TRUE;
951 spawnfunc_item_shells();
952 weaponswapping = FALSE;
957 self.ammo_nails = g_pickup_nails;
958 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);
961 void spawnfunc_item_cells (void) {
963 self.ammo_cells = g_pickup_cells;
964 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);
967 void spawnfunc_item_shells (void) {
969 if(q3acompat_machineshotgunswap)
970 if(self.classname != "droppedweapon")
972 weaponswapping = TRUE;
973 spawnfunc_item_bullets();
974 weaponswapping = FALSE;
978 if(!self.ammo_shells)
979 self.ammo_shells = g_pickup_shells;
980 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);
983 void spawnfunc_item_armor_small (void) {
985 self.armorvalue = g_pickup_armorsmall;
986 if(!self.max_armorvalue)
987 self.max_armorvalue = g_pickup_armorsmall_max;
988 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);
991 void spawnfunc_item_armor_medium (void) {
993 self.armorvalue = g_pickup_armormedium;
994 if(!self.max_armorvalue)
995 self.max_armorvalue = g_pickup_armormedium_max;
996 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);
999 void spawnfunc_item_armor_big (void) {
1000 if(!self.armorvalue)
1001 self.armorvalue = g_pickup_armorbig;
1002 if(!self.max_armorvalue)
1003 self.max_armorvalue = g_pickup_armorbig_max;
1004 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);
1007 void spawnfunc_item_armor_large (void) {
1008 if(!self.armorvalue)
1009 self.armorvalue = g_pickup_armorlarge;
1010 if(!self.max_armorvalue)
1011 self.max_armorvalue = g_pickup_armorlarge_max;
1012 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);
1015 void spawnfunc_item_health_small (void) {
1016 if(!self.max_health)
1017 self.max_health = g_pickup_healthsmall_max;
1019 self.health = g_pickup_healthsmall;
1020 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);
1023 void spawnfunc_item_health_medium (void) {
1024 if(!self.max_health)
1025 self.max_health = g_pickup_healthmedium_max;
1027 self.health = g_pickup_healthmedium;
1028 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);
1031 void spawnfunc_item_health_large (void) {
1032 if(!self.max_health)
1033 self.max_health = g_pickup_healthlarge_max;
1035 self.health = g_pickup_healthlarge;
1036 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);
1039 void spawnfunc_item_health_mega (void) {
1040 if(!cvar("g_powerup_superhealth"))
1043 if(g_arena && !cvar("g_arena_powerups"))
1047 minstagib_items(IT_NAILS);
1049 if(!self.max_health)
1050 self.max_health = g_pickup_healthmega_max;
1052 self.health = g_pickup_healthmega;
1053 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);
1057 // support old misnamed entities
1058 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1059 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1060 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1061 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1062 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1064 void spawnfunc_item_strength (void) {
1065 if(!cvar("g_powerup_strength"))
1068 if(g_arena && !cvar("g_arena_powerups"))
1072 minstagib_items(IT_STRENGTH);
1074 precache_sound("weapons/strength_fire.wav");
1075 self.strength_finished = 30;
1076 self.effects = EF_ADDITIVE;
1077 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);
1081 void spawnfunc_item_invincible (void) {
1082 if(!cvar("g_powerup_shield"))
1085 if(g_arena && !cvar("g_arena_powerups"))
1089 minstagib_items(IT_INVINCIBLE);
1091 self.invincible_finished = 30;
1092 self.effects = EF_ADDITIVE;
1093 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);
1097 void spawnfunc_item_minst_cells (void) {
1100 minst_no_auto_cells = 1;
1101 minstagib_items(IT_CELLS);
1108 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1110 float target_item_func_set(float a, float b)
1120 float target_item_func_min(float a, float b)
1130 float target_item_func_max(float a, float b)
1135 float target_item_func_bitset(float a, float b)
1140 float target_item_func_and(float a, float b)
1145 float target_item_func_itembitset(float a, float b)
1147 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1150 float target_item_func_itemand(float a, float b)
1152 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1155 float target_item_func_or(float a, float b)
1160 float target_item_func_andnot(float a, float b)
1165 float target_item_changed;
1166 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1169 n = func(activator.field, self.field);
1173 d = n & activator.field;
1174 if(d != n) // bits added?
1176 else if(d != activator.field) // bits removed?
1182 d = n - activator.field;
1186 if(sound_decrease != "")
1187 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1188 target_item_changed = 1;
1192 if(sound_increase != "")
1193 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1194 target_item_changed = 1;
1196 activator.field = n;
1199 void target_items_use (void)
1203 if(activator.classname == "droppedweapon")
1210 if(activator.classname != "player")
1212 if(activator.deadflag != DEAD_NO)
1217 for(e = world; (e = find(e, classname, "droppedweapon")); )
1218 if(e.enemy == activator)
1221 float _switchweapon;
1222 _switchweapon = FALSE;
1223 if (activator.autoswitch)
1224 if (activator.switchweapon == w_getbestweapon(activator))
1225 _switchweapon = TRUE;
1227 a0 = activator.armorvalue;
1228 h0 = activator.health;
1229 target_item_changed = 0;
1231 if(self.spawnflags == 0) // SET
1233 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1234 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1235 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1236 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1237 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1238 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1239 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1240 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1241 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1243 if((self.items & activator.items) & IT_STRENGTH)
1244 activator.strength_finished = time + self.strength_finished;
1245 if((self.items & activator.items) & IT_INVINCIBLE)
1246 activator.invincible_finished = time + self.invincible_finished;
1248 else if(self.spawnflags == 1) // AND/MIN
1250 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1251 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1252 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1253 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1254 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1255 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1256 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1257 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1258 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1260 if((self.items & activator.items) & IT_STRENGTH)
1261 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1262 if((self.items & activator.items) & IT_INVINCIBLE)
1263 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1265 else if(self.spawnflags == 2) // OR/MAX
1267 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1268 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1269 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1270 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1271 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1272 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1273 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1274 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1275 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1277 if((self.items & activator.items) & IT_STRENGTH)
1278 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1279 if((self.items & activator.items) & IT_INVINCIBLE)
1280 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1282 else if(self.spawnflags == 4) // ANDNOT/MIN
1284 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1285 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1286 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1287 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1288 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1289 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1290 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1291 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1292 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1294 if((self.items & activator.items) & IT_STRENGTH)
1295 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1296 if((self.items & activator.items) & IT_INVINCIBLE)
1297 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1300 if not(activator.items & IT_STRENGTH)
1301 activator.strength_finished = 0;
1302 if not(activator.items & IT_INVINCIBLE)
1303 activator.invincible_finished = 0;
1305 if(activator.health > h0)
1306 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1307 else if(activator.health < h0)
1308 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1310 if(activator.armorvalue > a0)
1311 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1313 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1314 _switchweapon = TRUE;
1316 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1318 if(target_item_changed)
1319 centerprint(activator, self.message);
1322 void spawnfunc_target_items (void)
1326 self.use = target_items_use;
1327 if(!self.strength_finished)
1328 self.strength_finished = cvar("g_balance_powerup_strength_time");
1329 if(!self.invincible_finished)
1330 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1332 precache_sound("misc/itempickup.wav");
1333 precache_sound("misc/itempickup.wav");
1334 precache_sound("misc/itempickup.wav");
1335 precache_sound("misc/itempickup.wav");
1336 precache_sound("misc/megahealth.wav");
1337 precache_sound("misc/armor25.wav");
1338 precache_sound("misc/powerup.wav");
1339 precache_sound("misc/poweroff.wav");
1340 precache_sound("weapons/weaponpickup.wav");
1342 n = tokenize_console(self.netname);
1343 for(i = 0; i < n; ++i)
1345 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1346 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1347 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1348 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1349 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1350 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1351 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1352 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1354 e = get_weaponinfo(j);
1355 if(argv(i) == e.netname)
1357 self.weapons |= e.weapons;
1358 if(self.spawnflags == 0 || self.spawnflags == 2)
1359 weapon_action(e.weapon, WR_PRECACHE);
1365 void spawnfunc_item_fuel(void)
1368 self.ammo_fuel = g_pickup_fuel;
1369 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);
1372 void spawnfunc_item_fuel_regen(void)
1374 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);
1377 void spawnfunc_item_jetpack(void)
1379 if(g_grappling_hook)
1380 return; // sorry, but these two can't coexist (same button)
1382 self.ammo_fuel = g_pickup_fuel_jetpack;
1383 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);