1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 void Item_Respawn (void)
46 self.model = self.mdl; // restore original model
47 self.solid = SOLID_TRIGGER; // allow it to be touched again
48 if(!g_minstagib && self.items == IT_STRENGTH)
49 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
50 else if(!g_minstagib && self.items == IT_INVINCIBLE)
51 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
53 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
54 setorigin (self, self.origin);
56 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
60 void Item_RespawnCountdown (void)
62 if(self.count >= ITEM_RESPAWN_TICKS)
64 if(self.waypointsprite_attached)
65 WaypointSprite_Kill(self.waypointsprite_attached);
70 self.nextthink = time + 1;
81 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
82 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
83 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
90 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
91 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
96 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
101 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
102 if(self.waypointsprite_attached)
104 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
110 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
111 if(self.waypointsprite_attached)
113 WaypointSprite_Ping(self.waypointsprite_attached);
114 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
119 void Item_ScheduleRespawnIn(entity e, float t)
121 if(e.flags & FL_POWERUP)
123 e.think = Item_RespawnCountdown;
124 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
129 e.think = Item_Respawn;
130 e.nextthink = time + t;
134 void Item_ScheduleRespawn(entity e)
136 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
139 void Item_ScheduleInitialRespawn(entity e)
141 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
144 float Item_GiveTo(entity item, entity player)
152 // if nothing happens to player, just return without taking the item
154 _switchweapon = FALSE;
159 if (player.ammo_fuel < g_pickup_fuel_max)
162 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
165 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
169 sprint (player, strcat("You got the ^2", item.netname, "\n"));
172 _switchweapon = TRUE;
176 // play some cool sounds ;)
177 centerprint(player, "\n");
178 if(player.health <= 5)
179 announce(player, "announcer/robotic/lastsecond.wav");
180 else if(player.health < 50)
181 announce(player, "announcer/robotic/narrowly.wav");
182 // sound not available
183 // else if(item.items == IT_CELLS)
184 // play2(player, "announce/robotic/ammo.wav");
186 if (item.weapons & WEPBIT_MINSTANEX)
187 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
189 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
197 // sound not available
198 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
199 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
200 sprint(player, "^3You picked up some extra lives\n");
204 if (item.strength_finished)
207 // sound not available
208 // play2(player, "announce/robotic/invisible.wav");
209 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
213 if (item.invincible_finished)
216 // sound not available
217 // play2(player, "announce/robotic/speed.wav");
218 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
222 if (player.ammo_fuel < g_pickup_fuel_max)
225 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
226 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
232 if (g_weapon_stay == 1)
233 if not(item.flags & FL_NO_WEAPON_STAY)
234 if (item.flags & FL_WEAPON)
236 if(item.classname == "droppedweapon")
238 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
243 if (player.weapons & item.weapons)
248 // in case the player has autoswitch enabled do the following:
249 // if the player is using their best weapon before items are given, they
250 // probably want to switch to an even better weapon after items are given
251 if (player.autoswitch)
252 if (player.switchweapon == w_getbestweapon(player))
253 _switchweapon = TRUE;
255 if not(player.weapons & W_WeaponBit(player.switchweapon))
256 _switchweapon = TRUE;
258 if (item.ammo_shells)
259 if (player.ammo_shells < g_pickup_shells_max)
262 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
265 if (player.ammo_nails < g_pickup_nails_max)
268 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
270 if (item.ammo_rockets)
271 if (player.ammo_rockets < g_pickup_rockets_max)
274 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
277 if (player.ammo_cells < g_pickup_cells_max)
280 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
283 if (player.ammo_fuel < g_pickup_fuel_max)
286 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
287 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
290 if (item.flags & FL_WEAPON)
291 if ((it = item.weapons - (item.weapons & player.weapons)))
294 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
296 e = get_weaponinfo(i);
298 W_GiveWeapon (player, e.weapon, item.netname);
302 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
306 sprint (player, strcat("You got the ^2", item.netname, "\n"));
309 if (item.strength_finished)
312 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
314 if (item.invincible_finished)
317 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
319 //if (item.speed_finished)
322 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
324 //if (item.slowmo_finished)
327 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
331 if (player.health < item.max_health)
334 player.health = min(player.health + item.health, item.max_health);
335 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
338 if (player.armorvalue < item.max_armorvalue)
341 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
342 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
347 // always eat teamed entities
354 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
356 if (player.switchweapon != w_getbestweapon(player))
357 W_SwitchWeapon_Force(player, w_getbestweapon(player));
362 void Item_Touch (void)
366 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
367 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
372 if (other.classname != "player")
376 if (self.solid != SOLID_TRIGGER)
378 if (self.owner == other)
381 if(!Item_GiveTo(self, other))
384 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
386 if (self.classname == "droppedweapon")
388 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
392 self.solid = SOLID_NOT;
393 self.model = string_null;
396 RandomSelection_Init();
397 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
398 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
399 e = RandomSelection_chosen_ent;
403 Item_ScheduleRespawn(e);
411 if(self.effects & EF_NODRAW)
413 // marker for item team search
414 dprint("Initializing item team ", ftos(self.team), "\n");
415 RandomSelection_Init();
416 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
417 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
418 e = RandomSelection_chosen_ent;
421 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
425 // make it a non-spawned item
426 head.solid = SOLID_NOT;
427 head.model = string_null;
428 head.state = 1; // state 1 = initially hidden item
430 head.effects &~= EF_NODRAW;
433 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
436 e.model = string_null;
437 Item_ScheduleInitialRespawn(e);
446 self.model = string_null;
447 self.solid = SOLID_NOT;
451 self.model = self.mdl;
452 self.solid = SOLID_TRIGGER;
454 setorigin (self, self.origin);
455 self.think = SUB_Null;
458 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
460 self.solid = SOLID_NOT;
461 self.model = string_null;
462 Item_ScheduleInitialRespawn(self);
466 // Savage: used for item garbage-collection
467 // TODO: perhaps nice special effect?
468 void RemoveItem(void)
473 // pickup evaluation functions
474 // these functions decide how desirable an item is to the bots
476 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
478 float weapon_pickupevalfunc(entity player, entity item)
480 float c, i, j, position;
482 // See if I have it already
483 if(player.weapons & item.weapons == item.weapons)
485 // If I can pick it up
486 if(g_weapon_stay == 1)
488 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
490 // Skilled bots will grab more
491 c = bound(0, skill / 10, 1) * 0.5;
499 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
500 if( bot_custom_weapon && c )
502 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
505 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
508 // Find the highest position on any range
510 for(j = 0; j < WEP_LAST ; ++j){
512 bot_weapons_far[j] == i ||
513 bot_weapons_mid[j] == i ||
514 bot_weapons_close[j] == i
525 position = WEP_LAST - position;
526 // item.bot_pickupbasevalue is overwritten here
527 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
532 return item.bot_pickupbasevalue * c;
535 float commodity_pickupevalfunc(entity player, entity item)
537 float c, i, need_shells, need_nails, need_rockets, need_cells;
541 // Detect needed ammo
542 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
544 wi = get_weaponinfo(i);
546 if not(wi.weapons & player.weapons)
549 if(wi.items & IT_SHELLS)
551 else if(wi.items & IT_NAILS)
553 else if(wi.items & IT_ROCKETS)
555 else if(wi.items & IT_CELLS)
559 // TODO: figure out if the player even has the weapon this ammo is for?
560 // may not affect strategy much though...
561 // find out how much more ammo/armor/health the player can hold
563 if (item.ammo_shells)
564 if (player.ammo_shells < g_pickup_shells_max)
565 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
568 if (player.ammo_nails < g_pickup_nails_max)
569 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
571 if (item.ammo_rockets)
572 if (player.ammo_rockets < g_pickup_rockets_max)
573 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
576 if (player.ammo_cells < g_pickup_cells_max)
577 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
579 if (player.armorvalue < item.max_armorvalue*0.5)
580 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
582 if (player.health < item.max_health*0.5)
583 c = c + max(0, 1 - player.health / (item.max_health*0.5));
585 return item.bot_pickupbasevalue * c;
590 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)
592 startitem_failed = FALSE;
594 // is it a dropped weapon?
595 if (self.classname == "droppedweapon")
597 self.reset = SUB_Remove;
598 // it's a dropped weapon
599 self.movetype = MOVETYPE_TOSS;
600 self.solid = SOLID_TRIGGER;
601 // Savage: remove thrown items after a certain period of time ("garbage collection")
602 self.think = RemoveItem;
603 self.nextthink = time + 60;
604 // don't drop if in a NODROP zone (such as lava)
605 traceline(self.origin, self.origin, MOVE_NORMAL, self);
606 if (trace_dpstartcontents & DPCONTENTS_NODROP)
608 startitem_failed = TRUE;
615 self.reset = Item_Reset;
617 if(self.spawnflags & 1)
620 self.movetype = MOVETYPE_NONE;
622 self.movetype = MOVETYPE_TOSS;
623 self.solid = SOLID_TRIGGER;
624 // do item filtering according to game mode and other things
627 // first nudge it off the floor a little bit to avoid math errors
628 setorigin(self, self.origin + '0 0 1');
629 // set item size before we spawn a spawnfunc_waypoint
630 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
631 setsize (self, '-16 -16 0', '16 16 48');
633 setsize (self, '-16 -16 0', '16 16 32');
634 // note droptofloor returns FALSE if stuck/or would fall too far
636 waypoint_spawnforitem(self);
643 print("removed non-teamplay ", self.classname, "\n");
644 startitem_failed = TRUE;
653 print("removed non-FFA ", self.classname, "\n");
654 startitem_failed = TRUE;
662 // We aren't TA or something like that, so we keep the Q3A entities
663 print("removed non-Q3A ", self.classname, "\n");
664 startitem_failed = TRUE;
670 * can't do it that way, as it would break maps
671 * TODO make a target_give like entity another way, that perhaps has
672 * the weapon name in a key
675 // target_give not yet supported; maybe later
676 print("removed targeted ", self.classname, "\n");
677 startitem_failed = TRUE;
683 if(cvar("spawn_debug") >= 2)
686 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
688 if(otheritem.is_item)
690 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
691 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
692 error("Mapper sucks.");
698 weaponsInMap |= weaponid;
702 startitem_failed = TRUE;
706 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
708 startitem_failed = TRUE;
712 else if (g_minstagib)
714 // don't remove dropped items and powerups
715 if (self.classname != "minstagib")
717 startitem_failed = TRUE;
734 if (cvar("g_nixnex_with_healtharmor"))
739 if (cvar("g_nixnex_with_powerups"))
746 startitem_failed = TRUE;
751 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
753 startitem_failed = TRUE;
758 precache_model (itemmodel);
759 precache_sound (pickupsound);
760 precache_sound ("misc/itemrespawn.wav");
761 precache_sound ("misc/itemrespawncountdown.wav");
763 if(itemid == IT_STRENGTH)
764 precache_sound ("misc/strength_respawn.wav");
765 if(itemid == IT_INVINCIBLE)
766 precache_sound ("misc/shield_respawn.wav");
768 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
769 self.target = "###item###"; // for finding the nearest item using find()
772 self.bot_pickup = TRUE;
773 self.bot_pickupevalfunc = pickupevalfunc;
774 self.bot_pickupbasevalue = pickupbasevalue;
775 self.mdl = itemmodel;
776 self.item_pickupsound = pickupsound;
777 // let mappers override respawntime
778 if(!self.respawntime) // both set
780 self.respawntime = defaultrespawntime;
781 self.respawntimejitter = defaultrespawntimejitter;
783 self.netname = itemname;
785 self.weapons = weaponid;
786 self.flags = FL_ITEM | itemflags;
787 self.touch = Item_Touch;
788 setmodel (self, self.mdl); // precision set below
789 self.effects |= EF_LOWPRECISION;
790 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
791 setsize (self, '-16 -16 0', '16 16 48');
793 setsize (self, '-16 -16 0', '16 16 32');
794 if(itemflags & FL_WEAPON)
795 self.modelflags |= MF_ROTATE;
797 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
798 if (itemflags & FL_WEAPON)
800 // neutral team color for pickup weapons
801 self.colormap = 1024; // color shirt=0 pants=0 grey
804 if (cvar("g_fullbrightitems"))
805 self.effects = self.effects | EF_FULLBRIGHT;
811 self.cnt = 1; // item probability weight
812 self.effects = self.effects | EF_NODRAW; // marker for item team search
813 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
815 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
817 self.solid = SOLID_NOT;
818 self.model = string_null;
819 Item_ScheduleInitialRespawn(self);
823 /* replace items in minstagib
824 * IT_STRENGTH = invisibility
825 * IT_NAILS = extra lives
826 * IT_INVINCIBLE = speed
828 void minstagib_items (float itemid)
830 // we don't want to replace dropped weapons ;)
831 if (self.classname == "droppedweapon")
833 self.ammo_cells = 25;
834 StartItem ("models/weapons/g_nex.md3",
835 "weapons/weaponpickup.wav", 15, 0,
836 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
841 self.classname = "minstagib";
843 // replace rocket launchers and nex guns with ammo cells
844 if (itemid == IT_CELLS)
847 StartItem ("models/items/a_cells.md3",
848 "misc/itempickup.wav", 45, 0,
849 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
856 itemid = IT_STRENGTH;
860 itemid = IT_INVINCIBLE;
862 // replace with invis
863 if (itemid == IT_STRENGTH)
865 self.effects = EF_ADDITIVE;
866 self.strength_finished = 30;
867 StartItem ("models/items/g_strength.md3",
868 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
869 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
871 // replace with extra lives
872 if (itemid == IT_NAILS)
875 StartItem ("models/items/g_h100.md3",
876 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
877 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
880 // replace with speed
881 if (itemid == IT_INVINCIBLE)
883 self.effects = EF_ADDITIVE;
884 self.invincible_finished = 30;
885 StartItem ("models/items/g_invincible.md3",
886 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
887 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
892 float minst_no_auto_cells;
893 void minst_remove_item (void) {
894 if(minst_no_auto_cells)
898 float weaponswapping;
901 void weapon_defaultspawnfunc(float wpn)
905 var .float ammofield;
910 // set the respawntime in advance (so replaced weapons can copy it)
912 if(!self.respawntime)
914 e = get_weaponinfo(wpn);
915 if(e.items == IT_SUPERWEAPON)
917 self.respawntime = g_pickup_respawntime_powerup;
918 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
922 self.respawntime = g_pickup_respawntime_weapon;
923 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
927 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
929 e = get_weaponinfo(wpn);
930 s = cvar_string(strcat("g_weaponreplace_", e.netname));
934 startitem_failed = TRUE;
937 t = tokenize_console(s);
940 self.team = --internalteam;
942 for(i = 1; i < t; ++i)
945 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
947 e = get_weaponinfo(j);
951 copyentity(oldself, self);
952 self.classname = "replacedweapon";
953 weapon_defaultspawnfunc(j);
959 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
968 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
970 e = get_weaponinfo(j);
979 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
985 startitem_failed = TRUE;
990 e = get_weaponinfo(wpn);
992 if(e.items && e.items != IT_SUPERWEAPON)
994 for(i = 0, j = 1; i < 24; ++i, j *= 2)
998 ammofield = Item_CounterField(j);
1000 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1006 self.flags |= FL_NO_WEAPON_STAY;
1009 // weapon stay isn't supported for teamed weapons
1011 self.flags |= FL_NO_WEAPON_STAY;
1013 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1015 self.ammo_shells = 0;
1016 self.ammo_nails = 0;
1017 self.ammo_cells = 0;
1018 self.ammo_rockets = 0;
1019 // weapon stay 2: don't use ammo on weapon pickups; instead
1020 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1023 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1024 if (self.modelindex) // don't precache if self was removed
1025 weapon_action(e.weapon, WR_PRECACHE);
1028 void spawnfunc_weapon_shotgun (void);
1029 void spawnfunc_weapon_uzi (void) {
1030 if(q3acompat_machineshotgunswap)
1031 if(self.classname != "droppedweapon")
1033 weapon_defaultspawnfunc(WEP_SHOTGUN);
1036 weapon_defaultspawnfunc(WEP_UZI);
1039 void spawnfunc_weapon_shotgun (void) {
1040 if(q3acompat_machineshotgunswap)
1041 if(self.classname != "droppedweapon")
1043 weapon_defaultspawnfunc(WEP_UZI);
1046 weapon_defaultspawnfunc(WEP_SHOTGUN);
1049 void spawnfunc_weapon_nex (void)
1053 minstagib_items(IT_CELLS);
1054 self.think = minst_remove_item;
1055 self.nextthink = time;
1058 weapon_defaultspawnfunc(WEP_NEX);
1061 void spawnfunc_weapon_minstanex (void)
1065 minstagib_items(IT_CELLS);
1066 self.think = minst_remove_item;
1067 self.nextthink = time;
1070 weapon_defaultspawnfunc(WEP_MINSTANEX);
1073 void spawnfunc_weapon_rocketlauncher (void)
1077 minstagib_items(IT_CELLS);
1078 self.think = minst_remove_item;
1079 self.nextthink = time;
1082 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1085 void spawnfunc_item_rockets (void) {
1086 if(!self.ammo_rockets)
1087 self.ammo_rockets = g_pickup_rockets;
1088 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);
1091 void spawnfunc_item_shells (void);
1092 void spawnfunc_item_bullets (void) {
1094 if(q3acompat_machineshotgunswap)
1095 if(self.classname != "droppedweapon")
1097 weaponswapping = TRUE;
1098 spawnfunc_item_shells();
1099 weaponswapping = FALSE;
1103 if(!self.ammo_nails)
1104 self.ammo_nails = g_pickup_nails;
1105 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);
1108 void spawnfunc_item_cells (void) {
1109 if(!self.ammo_cells)
1110 self.ammo_cells = g_pickup_cells;
1111 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);
1114 void spawnfunc_item_shells (void) {
1116 if(q3acompat_machineshotgunswap)
1117 if(self.classname != "droppedweapon")
1119 weaponswapping = TRUE;
1120 spawnfunc_item_bullets();
1121 weaponswapping = FALSE;
1125 if(!self.ammo_shells)
1126 self.ammo_shells = g_pickup_shells;
1127 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);
1130 void spawnfunc_item_armor_small (void) {
1131 if(!self.armorvalue)
1132 self.armorvalue = g_pickup_armorsmall;
1133 if(!self.max_armorvalue)
1134 self.max_armorvalue = g_pickup_armorsmall_max;
1135 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);
1138 void spawnfunc_item_armor_medium (void) {
1139 if(!self.armorvalue)
1140 self.armorvalue = g_pickup_armormedium;
1141 if(!self.max_armorvalue)
1142 self.max_armorvalue = g_pickup_armormedium_max;
1143 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);
1146 void spawnfunc_item_armor_big (void) {
1147 if(!self.armorvalue)
1148 self.armorvalue = g_pickup_armorbig;
1149 if(!self.max_armorvalue)
1150 self.max_armorvalue = g_pickup_armorbig_max;
1151 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);
1154 void spawnfunc_item_armor_large (void) {
1155 if(!self.armorvalue)
1156 self.armorvalue = g_pickup_armorlarge;
1157 if(!self.max_armorvalue)
1158 self.max_armorvalue = g_pickup_armorlarge_max;
1159 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);
1162 void spawnfunc_item_health_small (void) {
1163 if(!self.max_health)
1164 self.max_health = g_pickup_healthsmall_max;
1166 self.health = g_pickup_healthsmall;
1167 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);
1170 void spawnfunc_item_health_medium (void) {
1171 if(!self.max_health)
1172 self.max_health = g_pickup_healthmedium_max;
1174 self.health = g_pickup_healthmedium;
1175 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);
1178 void spawnfunc_item_health_large (void) {
1179 if(!self.max_health)
1180 self.max_health = g_pickup_healthlarge_max;
1182 self.health = g_pickup_healthlarge;
1183 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);
1186 void spawnfunc_item_health_mega (void) {
1187 if(!cvar("g_powerup_superhealth"))
1190 if(g_arena && !cvar("g_arena_powerups"))
1194 minstagib_items(IT_NAILS);
1196 if(!self.max_health)
1197 self.max_health = g_pickup_healthmega_max;
1199 self.health = g_pickup_healthmega;
1200 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);
1204 // support old misnamed entities
1205 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1206 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1207 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1208 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1209 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1211 void spawnfunc_item_strength (void) {
1212 if(!cvar("g_powerup_strength"))
1215 if(g_arena && !cvar("g_arena_powerups"))
1219 minstagib_items(IT_STRENGTH);
1221 precache_sound("weapons/strength_fire.wav");
1222 self.strength_finished = 30;
1223 self.effects = EF_ADDITIVE;
1224 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);
1228 void spawnfunc_item_invincible (void) {
1229 if(!cvar("g_powerup_shield"))
1232 if(g_arena && !cvar("g_arena_powerups"))
1236 minstagib_items(IT_INVINCIBLE);
1238 self.invincible_finished = 30;
1239 self.effects = EF_ADDITIVE;
1240 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);
1244 void spawnfunc_item_minst_cells (void) {
1247 minst_no_auto_cells = 1;
1248 minstagib_items(IT_CELLS);
1255 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1257 float target_item_func_set(float a, float b)
1267 float target_item_func_min(float a, float b)
1277 float target_item_func_max(float a, float b)
1282 float target_item_func_bitset(float a, float b)
1287 float target_item_func_and(float a, float b)
1292 float target_item_func_itembitset(float a, float b)
1294 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1297 float target_item_func_itemand(float a, float b)
1299 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1302 float target_item_func_or(float a, float b)
1307 float target_item_func_andnot(float a, float b)
1312 float target_item_changed;
1313 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1316 n = func(activator.field, self.field);
1320 d = n & activator.field;
1321 if(d != n) // bits added?
1323 else if(d != activator.field) // bits removed?
1329 d = n - activator.field;
1333 if(sound_decrease != "")
1334 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1335 target_item_changed = 1;
1339 if(sound_increase != "")
1340 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1341 target_item_changed = 1;
1343 activator.field = n;
1346 void target_items_use (void)
1350 if(activator.classname == "droppedweapon")
1357 if(activator.classname != "player")
1359 if(activator.deadflag != DEAD_NO)
1364 for(e = world; (e = find(e, classname, "droppedweapon")); )
1365 if(e.enemy == activator)
1368 float _switchweapon;
1369 _switchweapon = FALSE;
1370 if (activator.autoswitch)
1371 if (activator.switchweapon == w_getbestweapon(activator))
1372 _switchweapon = TRUE;
1374 a0 = activator.armorvalue;
1375 h0 = activator.health;
1376 f0 = activator.ammo_fuel;
1377 target_item_changed = 0;
1379 if(self.spawnflags == 0) // SET
1381 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1382 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1383 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1384 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1385 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1386 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1387 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1388 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1389 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1391 if((self.items & activator.items) & IT_STRENGTH)
1392 activator.strength_finished = time + self.strength_finished;
1393 if((self.items & activator.items) & IT_INVINCIBLE)
1394 activator.invincible_finished = time + self.invincible_finished;
1396 else if(self.spawnflags == 1) // AND/MIN
1398 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1399 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1400 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1401 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1402 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1403 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1404 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1405 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1406 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1408 if((self.items & activator.items) & IT_STRENGTH)
1409 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1410 if((self.items & activator.items) & IT_INVINCIBLE)
1411 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1413 else if(self.spawnflags == 2) // OR/MAX
1415 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1416 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1417 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1418 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1419 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1420 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1421 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1422 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1423 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1425 if((self.items & activator.items) & IT_STRENGTH)
1426 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1427 if((self.items & activator.items) & IT_INVINCIBLE)
1428 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1430 else if(self.spawnflags == 4) // ANDNOT/MIN
1432 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1433 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1434 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1435 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1436 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1437 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1438 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1439 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1440 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1442 if((self.items & activator.items) & IT_STRENGTH)
1443 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1444 if((self.items & activator.items) & IT_INVINCIBLE)
1445 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1448 if not(activator.items & IT_STRENGTH)
1449 activator.strength_finished = 0;
1450 if not(activator.items & IT_INVINCIBLE)
1451 activator.invincible_finished = 0;
1453 if(activator.health > h0)
1454 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1455 else if(activator.health < h0)
1456 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1458 if(activator.ammo_fuel > f0)
1459 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1460 else if(activator.ammo_fuel < f0)
1461 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1463 if(activator.armorvalue > a0)
1464 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1466 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1467 _switchweapon = TRUE;
1469 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1471 if(target_item_changed)
1472 centerprint(activator, self.message);
1475 void spawnfunc_target_items (void)
1482 // items triggers cannot work in nixnex (as they change weapons/ammo)
1487 self.use = target_items_use;
1488 if(!self.strength_finished)
1489 self.strength_finished = cvar("g_balance_powerup_strength_time");
1490 if(!self.invincible_finished)
1491 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1493 precache_sound("misc/itempickup.wav");
1494 precache_sound("misc/itempickup.wav");
1495 precache_sound("misc/itempickup.wav");
1496 precache_sound("misc/itempickup.wav");
1497 precache_sound("misc/megahealth.wav");
1498 precache_sound("misc/armor25.wav");
1499 precache_sound("misc/powerup.wav");
1500 precache_sound("misc/poweroff.wav");
1501 precache_sound("weapons/weaponpickup.wav");
1503 n = tokenize_console(self.netname);
1504 for(i = 0; i < n; ++i)
1506 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1507 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1508 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1509 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1510 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1511 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1512 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1515 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1517 e = get_weaponinfo(j);
1518 if(argv(i) == e.netname)
1520 self.weapons |= e.weapons;
1521 if(self.spawnflags == 0 || self.spawnflags == 2)
1522 weapon_action(e.weapon, WR_PRECACHE);
1527 print("target_items: invalid item ", argv(i), "\n");
1532 void spawnfunc_item_fuel(void)
1535 self.ammo_fuel = g_pickup_fuel;
1536 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);
1539 void spawnfunc_item_fuel_regen(void)
1541 if(start_items & IT_FUEL_REGEN)
1543 spawnfunc_item_fuel();
1546 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);
1549 void spawnfunc_item_jetpack(void)
1551 if(g_grappling_hook)
1552 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1554 self.ammo_fuel = g_pickup_fuel_jetpack;
1555 if(start_items & IT_JETPACK)
1557 spawnfunc_item_fuel();
1560 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);