1 floatfield Item_CounterField(float it)
5 case IT_SHELLS: return ammo_shells;
6 case IT_NAILS: return ammo_nails;
7 case IT_ROCKETS: return ammo_rockets;
8 case IT_CELLS: return ammo_cells;
9 case IT_FUEL: return ammo_fuel;
10 case IT_5HP: return health;
11 case IT_25HP: return health;
12 case IT_HEALTH: return health;
13 case IT_ARMOR_SHARD: return armorvalue;
14 case IT_ARMOR: return armorvalue;
15 // add more things here (health, armor)
16 default: error("requested item has no counter field");
20 string Item_CounterFieldName(float it)
24 case IT_SHELLS: return "shells";
25 case IT_NAILS: return "nails";
26 case IT_ROCKETS: return "rockets";
27 case IT_CELLS: return "cells";
28 case IT_FUEL: return "fuel";
30 // add more things here (health, armor)
31 default: error("requested item has no counter field name");
35 .float max_armorvalue;
37 void Item_Respawn (void)
39 self.model = self.mdl; // restore original model
40 self.solid = SOLID_TRIGGER; // allow it to be touched again
41 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
42 setorigin (self, self.origin);
44 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
45 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
48 float Item_GiveTo(entity item, entity player)
56 // if nothing happens to player, just return without taking the item
58 _switchweapon = FALSE;
66 // play some cool sounds ;)
67 centerprint(player, "\n");
68 if(player.health <= 5)
69 announce(player, "announcer/robotic/lastsecond.wav");
70 else if(player.health < 50)
71 announce(player, "announcer/robotic/narrowly.wav");
72 // sound not available
73 // else if(item.items == IT_CELLS)
74 // play2(player, "announce/robotic/ammo.wav");
76 if (item.weapons & WEPBIT_MINSTANEX)
77 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
79 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
87 // sound not available
88 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
89 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
90 sprint(player, "^3You picked up some extra lives\n");
94 if (item.strength_finished)
97 // sound not available
98 // play2(player, "announce/robotic/invisible.wav");
99 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
103 if (item.invincible_finished)
106 // sound not available
107 // play2(player, "announce/robotic/speed.wav");
108 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
113 if (g_weapon_stay == 1)
114 if not(item.flags & FL_NO_WEAPON_STAY)
115 if (item.flags & FL_WEAPON)
117 if(item.classname == "droppedweapon")
119 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
124 if (player.weapons & item.weapons)
129 // in case the player has autoswitch enabled do the following:
130 // if the player is using their best weapon before items are given, they
131 // probably want to switch to an even better weapon after items are given
132 if (player.autoswitch)
133 if (player.switchweapon == w_getbestweapon(player))
134 _switchweapon = TRUE;
136 if not(player.weapons & W_WeaponBit(player.switchweapon))
137 _switchweapon = TRUE;
139 if (item.ammo_shells)
140 if (player.ammo_shells < g_pickup_shells_max)
143 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
146 if (player.ammo_nails < g_pickup_nails_max)
149 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
151 if (item.ammo_rockets)
152 if (player.ammo_rockets < g_pickup_rockets_max)
155 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
158 if (player.ammo_cells < g_pickup_cells_max)
161 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
164 if (player.ammo_fuel < g_pickup_fuel_max)
167 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
168 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
171 if (item.flags & FL_WEAPON)
172 if ((it = item.weapons - (item.weapons & player.weapons)))
175 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
177 e = get_weaponinfo(i);
179 W_GiveWeapon (player, e.weapon, item.netname);
183 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
189 if (item.strength_finished)
192 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
194 if (item.invincible_finished)
197 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
199 //if (item.speed_finished)
202 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
204 //if (item.slowmo_finished)
207 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
211 if (player.health < item.max_health)
214 player.health = min(player.health + item.health, item.max_health);
215 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
218 if (player.armorvalue < item.max_armorvalue)
221 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
222 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
227 // always eat teamed entities
234 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
236 if (player.switchweapon != w_getbestweapon(player))
237 W_SwitchWeapon_Force(player, w_getbestweapon(player));
242 void Item_Touch (void)
246 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
247 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
252 if (other.classname != "player")
256 if (self.solid != SOLID_TRIGGER)
258 if (self.owner == other)
261 if(!Item_GiveTo(self, other))
264 if (self.classname == "droppedweapon")
266 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
270 self.solid = SOLID_NOT;
271 self.model = string_null;
274 RandomSelection_Init();
275 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
276 RandomSelection_Add(head, 0, head.cnt, 0);
277 e = RandomSelection_chosen_ent;
281 e.nextthink = time + self.respawntime;
282 e.think = Item_Respawn;
290 if(self.effects & EF_NODRAW)
292 // marker for item team search
293 dprint("Initializing item team ", ftos(self.team), "\n");
294 RandomSelection_Init();
295 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
296 RandomSelection_Add(head, 0, head.cnt, 0);
297 e = RandomSelection_chosen_ent;
300 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
304 // make it a non-spawned item
305 head.solid = SOLID_NOT;
306 head.model = string_null;
307 head.state = 1; // state 1 = initially hidden item
309 head.effects = head.effects - (head.effects & EF_NODRAW);
318 self.model = string_null;
319 self.solid = SOLID_NOT;
323 self.model = self.mdl;
324 self.solid = SOLID_TRIGGER;
326 setorigin (self, self.origin);
327 self.think = SUB_Null;
331 // Savage: used for item garbage-collection
332 // TODO: perhaps nice special effect?
333 void RemoveItem(void)
338 // pickup evaluation functions
339 // these functions decide how desirable an item is to the bots
341 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
343 float weapon_pickupevalfunc(entity player, entity item)
345 // if we already have the weapon, rate it 1/5th normal value
346 if ((player.weapons & item.weapons) == item.weapons)
347 return item.bot_pickupbasevalue * 0.2;
348 return item.bot_pickupbasevalue;
351 float commodity_pickupevalfunc(entity player, entity item)
355 // TODO: figure out if the player even has the weapon this ammo is for?
356 // may not affect strategy much though...
357 // find out how much more ammo/armor/health the player can hold
358 if (item.ammo_shells)
359 if (player.ammo_shells < g_pickup_shells_max)
360 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
362 if (player.ammo_nails < g_pickup_nails_max)
363 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
364 if (item.ammo_rockets)
365 if (player.ammo_rockets < g_pickup_rockets_max)
366 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
368 if (player.ammo_cells < g_pickup_cells_max)
369 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
371 if (player.armorvalue < item.max_armorvalue)
372 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
374 if (player.health < item.max_health)
375 c = c + max(0, 1 - player.health / item.max_health);
377 return item.bot_pickupbasevalue * c;
382 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
384 startitem_failed = FALSE;
386 // is it a dropped weapon?
387 if (self.classname == "droppedweapon")
389 self.reset = SUB_Remove;
390 // it's a dropped weapon
391 self.movetype = MOVETYPE_TOSS;
392 self.solid = SOLID_TRIGGER;
393 // Savage: remove thrown items after a certain period of time ("garbage collection")
394 self.think = RemoveItem;
395 self.nextthink = time + 60;
396 // don't drop if in a NODROP zone (such as lava)
397 traceline(self.origin, self.origin, MOVE_NORMAL, self);
398 if (trace_dpstartcontents & DPCONTENTS_NODROP)
400 startitem_failed = TRUE;
407 self.reset = Item_Reset;
409 if(self.spawnflags & 1)
412 self.movetype = MOVETYPE_NONE;
414 self.movetype = MOVETYPE_TOSS;
415 self.solid = SOLID_TRIGGER;
416 // do item filtering according to game mode and other things
419 // first nudge it off the floor a little bit to avoid math errors
420 setorigin(self, self.origin + '0 0 1');
421 // set item size before we spawn a spawnfunc_waypoint
422 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
423 setsize (self, '-16 -16 0', '16 16 48');
425 setsize (self, '-16 -16 0', '16 16 32');
426 // note droptofloor returns FALSE if stuck/or would fall too far
428 waypoint_spawnforitem(self);
435 print("removed non-teamplay ", self.classname, "\n");
436 startitem_failed = TRUE;
445 print("removed non-FFA ", self.classname, "\n");
446 startitem_failed = TRUE;
454 // We aren't TA or something like that, so we keep the Q3A entities
455 print("removed non-Q3A ", self.classname, "\n");
456 startitem_failed = TRUE;
462 * can't do it that way, as it would break maps
463 * TODO make a target_give like entity another way, that perhaps has
464 * the weapon name in a key
467 // target_give not yet supported; maybe later
468 print("removed targeted ", self.classname, "\n");
469 startitem_failed = TRUE;
475 if(cvar("spawn_debug") >= 2)
478 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
480 if(otheritem.is_item)
482 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
483 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
484 error("Mapper sucks.");
490 weaponsInMap |= weaponid;
494 startitem_failed = TRUE;
498 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
500 startitem_failed = TRUE;
504 else if (g_minstagib)
506 // don't remove dropped items and powerups
507 if (self.classname != "minstagib")
509 startitem_failed = TRUE;
514 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
516 startitem_failed = TRUE;
521 precache_model (itemmodel);
522 precache_sound (pickupsound);
523 precache_sound ("misc/itemrespawn.wav");
525 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
526 self.target = "###item###"; // for finding the nearest item using find()
529 self.bot_pickup = TRUE;
530 self.bot_pickupevalfunc = pickupevalfunc;
531 self.bot_pickupbasevalue = pickupbasevalue;
532 self.mdl = itemmodel;
533 self.item_pickupsound = pickupsound;
534 // let mappers override respawntime
535 if (!self.respawntime)
536 self.respawntime = defaultrespawntime;
537 self.netname = itemname;
539 self.weapons = weaponid;
540 self.flags = FL_ITEM | itemflags;
541 self.touch = Item_Touch;
542 setmodel (self, self.mdl); // precision set below
543 self.effects |= EF_LOWPRECISION;
544 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
545 setsize (self, '-16 -16 0', '16 16 48');
547 setsize (self, '-16 -16 0', '16 16 32');
548 if(itemflags & FL_WEAPON)
549 self.modelflags |= MF_ROTATE;
551 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
552 if (itemflags & FL_WEAPON)
554 // neutral team color for pickup weapons
555 self.colormap = 1024; // color shirt=0 pants=0 grey
558 if (cvar("g_fullbrightitems"))
559 self.effects = self.effects | EF_FULLBRIGHT;
565 self.cnt = 1; // item probability weight
566 self.effects = self.effects | EF_NODRAW; // marker for item team search
567 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
571 /* replace items in minstagib
572 * IT_STRENGTH = invisibility
573 * IT_NAILS = extra lives
574 * IT_INVINCIBLE = speed
576 void minstagib_items (float itemid)
578 // we don't want to replace dropped weapons ;)
579 if (self.classname == "droppedweapon")
581 self.ammo_cells = 25;
582 StartItem ("models/weapons/g_nex.md3",
583 "weapons/weaponpickup.wav", 15,
584 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
589 self.classname = "minstagib";
591 // replace rocket launchers and nex guns with ammo cells
592 if (itemid == IT_CELLS)
595 StartItem ("models/items/a_cells.md3",
596 "misc/itempickup.wav", 45,
597 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
604 itemid = IT_STRENGTH;
608 itemid = IT_INVINCIBLE;
610 // replace with invis
611 if (itemid == IT_STRENGTH)
613 self.effects = EF_ADDITIVE;
614 self.strength_finished = 30;
615 StartItem ("models/items/g_strength.md3",
616 "misc/powerup.wav", g_pickup_respawntime_powerup,
617 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
619 // replace with extra lives
620 if (itemid == IT_NAILS)
623 StartItem ("models/items/g_h100.md3",
624 "misc/megahealth.wav", g_pickup_respawntime_powerup,
625 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
628 // replace with speed
629 if (itemid == IT_INVINCIBLE)
631 self.effects = EF_ADDITIVE;
632 self.invincible_finished = 30;
633 StartItem ("models/items/g_invincible.md3",
634 "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
635 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
640 float minst_no_auto_cells;
641 void minst_remove_item (void) {
642 if(minst_no_auto_cells)
646 float weaponswapping;
649 void weapon_defaultspawnfunc(float wpn)
653 var .float ammofield;
658 // set the respawntime in advance (so replaced weapons can copy it)
659 if(!self.respawntime)
661 e = get_weaponinfo(wpn);
662 if(e.items == IT_SUPERWEAPON)
663 self.respawntime = g_pickup_respawntime_powerup;
665 self.respawntime = g_pickup_respawntime_weapon;
668 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
670 e = get_weaponinfo(wpn);
671 s = cvar_string(strcat("g_weaponreplace_", e.netname));
675 startitem_failed = TRUE;
678 t = tokenize_console(s);
681 self.team = --internalteam;
683 for(i = 1; i < t; ++i)
686 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
688 e = get_weaponinfo(j);
692 copyentity(oldself, self);
693 self.classname = "replacedweapon";
694 weapon_defaultspawnfunc(j);
700 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
709 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
711 e = get_weaponinfo(j);
720 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
726 startitem_failed = TRUE;
731 e = get_weaponinfo(wpn);
733 if(e.items && e.items != IT_SUPERWEAPON)
735 for(i = 0, j = 1; i < 24; ++i, j *= 2)
739 ammofield = Item_CounterField(j);
741 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
747 self.flags |= FL_NO_WEAPON_STAY;
750 // weapon stay isn't supported for teamed weapons
752 self.flags |= FL_NO_WEAPON_STAY;
754 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
756 self.ammo_shells = 0;
759 self.ammo_rockets = 0;
760 // weapon stay 2: don't use ammo on weapon pickups; instead
761 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
764 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
765 if (self.modelindex) // don't precache if self was removed
766 weapon_action(e.weapon, WR_PRECACHE);
769 void spawnfunc_weapon_shotgun (void);
770 void spawnfunc_weapon_uzi (void) {
771 if(q3acompat_machineshotgunswap)
772 if(self.classname != "droppedweapon")
774 weapon_defaultspawnfunc(WEP_SHOTGUN);
777 weapon_defaultspawnfunc(WEP_UZI);
780 void spawnfunc_weapon_shotgun (void) {
781 if(q3acompat_machineshotgunswap)
782 if(self.classname != "droppedweapon")
784 weapon_defaultspawnfunc(WEP_UZI);
787 weapon_defaultspawnfunc(WEP_SHOTGUN);
790 void spawnfunc_weapon_nex (void)
794 minstagib_items(IT_CELLS);
795 self.think = minst_remove_item;
796 self.nextthink = time;
799 weapon_defaultspawnfunc(WEP_NEX);
802 void spawnfunc_weapon_minstanex (void)
806 minstagib_items(IT_CELLS);
807 self.think = minst_remove_item;
808 self.nextthink = time;
811 weapon_defaultspawnfunc(WEP_MINSTANEX);
814 void spawnfunc_weapon_rocketlauncher (void)
818 minstagib_items(IT_CELLS);
819 self.think = minst_remove_item;
820 self.nextthink = time;
823 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
826 void spawnfunc_item_rockets (void) {
827 if(!self.ammo_rockets)
828 self.ammo_rockets = g_pickup_rockets;
829 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
832 void spawnfunc_item_shells (void);
833 void spawnfunc_item_bullets (void) {
835 if(q3acompat_machineshotgunswap)
836 if(self.classname != "droppedweapon")
838 weaponswapping = TRUE;
839 spawnfunc_item_shells();
840 weaponswapping = FALSE;
845 self.ammo_nails = g_pickup_nails;
846 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
849 void spawnfunc_item_cells (void) {
851 self.ammo_cells = g_pickup_cells;
852 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
855 void spawnfunc_item_shells (void) {
857 if(q3acompat_machineshotgunswap)
858 if(self.classname != "droppedweapon")
860 weaponswapping = TRUE;
861 spawnfunc_item_bullets();
862 weaponswapping = FALSE;
866 if(!self.ammo_shells)
867 self.ammo_shells = g_pickup_shells;
868 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
871 void spawnfunc_item_armor_small (void) {
873 self.armorvalue = g_pickup_armorsmall;
874 if(!self.max_armorvalue)
875 self.max_armorvalue = g_pickup_armorsmall_max;
876 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
879 void spawnfunc_item_armor_medium (void) {
881 self.armorvalue = g_pickup_armormedium;
882 if(!self.max_armorvalue)
883 self.max_armorvalue = g_pickup_armormedium_max;
884 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
887 void spawnfunc_item_armor_big (void) {
889 self.armorvalue = g_pickup_armorbig;
890 if(!self.max_armorvalue)
891 self.max_armorvalue = g_pickup_armorbig_max;
892 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
895 void spawnfunc_item_armor_large (void) {
897 self.armorvalue = g_pickup_armorlarge;
898 if(!self.max_armorvalue)
899 self.max_armorvalue = g_pickup_armorlarge_max;
900 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
903 void spawnfunc_item_health_small (void) {
905 self.max_health = g_pickup_healthsmall_max;
907 self.health = g_pickup_healthsmall;
908 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
911 void spawnfunc_item_health_medium (void) {
913 self.max_health = g_pickup_healthmedium_max;
915 self.health = g_pickup_healthmedium;
916 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
919 void spawnfunc_item_health_large (void) {
921 self.max_health = g_pickup_healthlarge_max;
923 self.health = g_pickup_healthlarge;
924 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
927 void spawnfunc_item_health_mega (void) {
928 if(!cvar("g_powerup_superhealth"))
931 if(g_arena && !cvar("g_arena_powerups"))
935 minstagib_items(IT_NAILS);
938 self.max_health = g_pickup_healthmega_max;
940 self.health = g_pickup_healthmega;
941 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
945 // support old misnamed entities
946 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
947 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
948 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
949 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
950 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
952 void spawnfunc_item_strength (void) {
953 if(!cvar("g_powerup_strength"))
956 if(g_arena && !cvar("g_arena_powerups"))
960 minstagib_items(IT_STRENGTH);
962 precache_sound("weapons/strength_fire.wav");
963 self.strength_finished = 30;
964 self.effects = EF_ADDITIVE;
965 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
969 void spawnfunc_item_invincible (void) {
970 if(!cvar("g_powerup_shield"))
973 if(g_arena && !cvar("g_arena_powerups"))
977 minstagib_items(IT_INVINCIBLE);
979 self.invincible_finished = 30;
980 self.effects = EF_ADDITIVE;
981 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
985 void spawnfunc_item_minst_cells (void) {
988 minst_no_auto_cells = 1;
989 minstagib_items(IT_CELLS);
996 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
998 float target_item_func_set(float a, float b)
1008 float target_item_func_min(float a, float b)
1018 float target_item_func_max(float a, float b)
1023 float target_item_func_bitset(float a, float b)
1028 float target_item_func_and(float a, float b)
1033 float target_item_func_itembitset(float a, float b)
1035 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1038 float target_item_func_itemand(float a, float b)
1040 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1043 float target_item_func_or(float a, float b)
1048 float target_item_func_andnot(float a, float b)
1053 float target_item_changed;
1054 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1057 n = func(activator.field, self.field);
1061 d = n & activator.field;
1062 if(d != n) // bits added?
1064 else if(d != activator.field) // bits removed?
1070 d = n - activator.field;
1074 if(sound_decrease != "")
1075 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1076 target_item_changed = 1;
1080 if(sound_increase != "")
1081 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1082 target_item_changed = 1;
1084 activator.field = n;
1087 void target_items_use (void)
1091 if(activator.classname == "droppedweapon")
1098 if(activator.classname != "player")
1100 if(activator.deadflag != DEAD_NO)
1105 for(e = world; (e = find(e, classname, "droppedweapon")); )
1106 if(e.enemy == activator)
1109 float _switchweapon;
1110 _switchweapon = FALSE;
1111 if (activator.autoswitch)
1112 if (activator.switchweapon == w_getbestweapon(activator))
1113 _switchweapon = TRUE;
1115 a0 = activator.armorvalue;
1116 h0 = activator.health;
1117 target_item_changed = 0;
1119 if(self.spawnflags == 0) // SET
1121 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1122 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1123 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1124 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1125 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1126 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1127 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1128 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1129 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1131 if((self.items & activator.items) & IT_STRENGTH)
1132 activator.strength_finished = time + self.strength_finished;
1133 if((self.items & activator.items) & IT_INVINCIBLE)
1134 activator.invincible_finished = time + self.invincible_finished;
1136 else if(self.spawnflags == 1) // AND/MIN
1138 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1139 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1140 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1141 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1142 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1143 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1144 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1145 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1146 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1148 if((self.items & activator.items) & IT_STRENGTH)
1149 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1150 if((self.items & activator.items) & IT_INVINCIBLE)
1151 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1153 else if(self.spawnflags == 2) // OR/MAX
1155 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1156 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1157 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1158 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1159 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1160 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1161 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1162 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1163 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1165 if((self.items & activator.items) & IT_STRENGTH)
1166 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1167 if((self.items & activator.items) & IT_INVINCIBLE)
1168 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1170 else if(self.spawnflags == 4) // ANDNOT/MIN
1172 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1173 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1174 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1175 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1176 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1177 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1178 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1179 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1180 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1182 if((self.items & activator.items) & IT_STRENGTH)
1183 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1184 if((self.items & activator.items) & IT_INVINCIBLE)
1185 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1188 if not(activator.items & IT_STRENGTH)
1189 activator.strength_finished = 0;
1190 if not(activator.items & IT_INVINCIBLE)
1191 activator.invincible_finished = 0;
1193 if(activator.health > h0)
1194 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1195 else if(activator.health < h0)
1196 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1198 if(activator.armorvalue > a0)
1199 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1201 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1202 _switchweapon = TRUE;
1204 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1206 if(target_item_changed)
1207 centerprint(activator, self.message);
1210 void spawnfunc_target_items (void)
1214 self.use = target_items_use;
1215 if(!self.strength_finished)
1216 self.strength_finished = cvar("g_balance_powerup_strength_time");
1217 if(!self.invincible_finished)
1218 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1220 precache_sound("misc/itempickup.wav");
1221 precache_sound("misc/itempickup.wav");
1222 precache_sound("misc/itempickup.wav");
1223 precache_sound("misc/itempickup.wav");
1224 precache_sound("misc/megahealth.wav");
1225 precache_sound("misc/armor25.wav");
1226 precache_sound("misc/powerup.wav");
1227 precache_sound("misc/poweroff.wav");
1228 precache_sound("weapons/weaponpickup.wav");
1230 n = tokenize_console(self.netname);
1231 for(i = 0; i < n; ++i)
1233 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1234 if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1235 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1236 if(argv(i) == "strength") self.items |= IT_STRENGTH;
1237 if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1238 if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1239 if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1240 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1242 e = get_weaponinfo(j);
1243 if(argv(i) == e.netname)
1245 self.weapons |= e.weapons;
1246 if(self.spawnflags == 0 || self.spawnflags == 2)
1247 weapon_action(e.weapon, WR_PRECACHE);
1253 void spawnfunc_item_fuel(void)
1256 self.ammo_fuel = g_pickup_fuel;
1257 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1260 void spawnfunc_item_fuel_regen(void)
1262 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1265 void spawnfunc_item_jetpack(void)
1267 if(g_grappling_hook)
1268 return; // sorry, but these two can't coexist (same button)
1270 self.ammo_fuel = g_pickup_fuel_jetpack;
1271 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);