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);
109 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
110 if(self.waypointsprite_attached)
112 WaypointSprite_Ping(self.waypointsprite_attached);
113 WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
118 void Item_ScheduleRespawnIn(entity e, float t)
120 if(e.flags & FL_POWERUP)
122 e.think = Item_RespawnCountdown;
123 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
128 e.think = Item_Respawn;
129 e.nextthink = time + t;
133 void Item_ScheduleRespawn(entity e)
135 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
138 void Item_ScheduleInitialRespawn(entity e)
140 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
143 float Item_GiveTo(entity item, entity player)
151 // if nothing happens to player, just return without taking the item
153 _switchweapon = FALSE;
158 if (player.ammo_fuel < g_pickup_fuel_max)
161 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
162 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
164 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
168 sprint (player, strcat("You got the ^2", item.netname, "\n"));
171 _switchweapon = TRUE;
175 // play some cool sounds ;)
176 centerprint(player, "\n");
177 if(player.health <= 5)
178 announce(player, "announcer/robotic/lastsecond.wav");
179 else if(player.health < 50)
180 announce(player, "announcer/robotic/narrowly.wav");
181 // sound not available
182 // else if(item.items == IT_CELLS)
183 // play2(player, "announce/robotic/ammo.wav");
185 if (item.weapons & WEPBIT_MINSTANEX)
186 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
188 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
196 // sound not available
197 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
198 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
199 sprint(player, "^3You picked up some extra lives\n");
203 if (item.strength_finished)
206 // sound not available
207 // play2(player, "announce/robotic/invisible.wav");
208 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
212 if (item.invincible_finished)
215 // sound not available
216 // play2(player, "announce/robotic/speed.wav");
217 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
221 if (player.ammo_fuel < g_pickup_fuel_max)
224 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
225 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
231 if (g_weapon_stay == 1)
232 if not(item.flags & FL_NO_WEAPON_STAY)
233 if (item.flags & FL_WEAPON)
235 if(item.classname == "droppedweapon")
237 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
242 if (player.weapons & item.weapons)
247 // in case the player has autoswitch enabled do the following:
248 // if the player is using their best weapon before items are given, they
249 // probably want to switch to an even better weapon after items are given
250 if (player.autoswitch)
251 if (player.switchweapon == w_getbestweapon(player))
252 _switchweapon = TRUE;
254 if not(player.weapons & W_WeaponBit(player.switchweapon))
255 _switchweapon = TRUE;
257 if (item.ammo_shells)
258 if (player.ammo_shells < g_pickup_shells_max)
261 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
264 if (player.ammo_nails < g_pickup_nails_max)
267 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
269 if (item.ammo_rockets)
270 if (player.ammo_rockets < g_pickup_rockets_max)
273 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
276 if (player.ammo_cells < g_pickup_cells_max)
279 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
282 if (player.ammo_fuel < g_pickup_fuel_max)
285 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
286 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
289 if (item.flags & FL_WEAPON)
290 if ((it = item.weapons - (item.weapons & player.weapons)))
293 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
295 e = get_weaponinfo(i);
297 W_GiveWeapon (player, e.weapon, item.netname);
301 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
305 sprint (player, strcat("You got the ^2", item.netname, "\n"));
308 if (item.strength_finished)
311 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
313 if (item.invincible_finished)
316 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
318 //if (item.speed_finished)
321 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
323 //if (item.slowmo_finished)
326 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
330 if (player.health < item.max_health)
333 player.health = min(player.health + item.health, item.max_health);
334 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
337 if (player.armorvalue < item.max_armorvalue)
340 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
341 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
346 // always eat teamed entities
353 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
355 if (player.switchweapon != w_getbestweapon(player))
356 W_SwitchWeapon_Force(player, w_getbestweapon(player));
361 void Item_Touch (void)
365 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
366 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
371 if (other.classname != "player")
375 if (self.solid != SOLID_TRIGGER)
377 if (self.owner == other)
380 if(!Item_GiveTo(self, other))
383 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
385 if (self.classname == "droppedweapon")
387 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
391 self.solid = SOLID_NOT;
392 self.model = string_null;
395 RandomSelection_Init();
396 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
397 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
398 e = RandomSelection_chosen_ent;
402 Item_ScheduleRespawn(e);
410 if(self.effects & EF_NODRAW)
412 // marker for item team search
413 dprint("Initializing item team ", ftos(self.team), "\n");
414 RandomSelection_Init();
415 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
416 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
417 e = RandomSelection_chosen_ent;
420 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
424 // make it a non-spawned item
425 head.solid = SOLID_NOT;
426 head.model = string_null;
427 head.state = 1; // state 1 = initially hidden item
429 head.effects &~= EF_NODRAW;
432 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
435 e.model = string_null;
436 Item_ScheduleInitialRespawn(e);
445 self.model = string_null;
446 self.solid = SOLID_NOT;
450 self.model = self.mdl;
451 self.solid = SOLID_TRIGGER;
453 setorigin (self, self.origin);
454 self.think = SUB_Null;
457 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
459 self.solid = SOLID_NOT;
460 self.model = string_null;
461 Item_ScheduleInitialRespawn(self);
465 // Savage: used for item garbage-collection
466 // TODO: perhaps nice special effect?
467 void RemoveItem(void)
472 // pickup evaluation functions
473 // these functions decide how desirable an item is to the bots
475 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
477 float weapon_pickupevalfunc(entity player, entity item)
479 // if we already have the weapon, rate it 1/5th normal value
480 if ((player.weapons & item.weapons) == item.weapons)
481 return item.bot_pickupbasevalue * 0.2;
482 return item.bot_pickupbasevalue;
485 float commodity_pickupevalfunc(entity player, entity item)
489 // TODO: figure out if the player even has the weapon this ammo is for?
490 // may not affect strategy much though...
491 // find out how much more ammo/armor/health the player can hold
492 if (item.ammo_shells)
493 if (player.ammo_shells < g_pickup_shells_max)
494 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
496 if (player.ammo_nails < g_pickup_nails_max)
497 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
498 if (item.ammo_rockets)
499 if (player.ammo_rockets < g_pickup_rockets_max)
500 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
502 if (player.ammo_cells < g_pickup_cells_max)
503 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
505 if (player.armorvalue < item.max_armorvalue)
506 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
508 if (player.health < item.max_health)
509 c = c + max(0, 1 - player.health / item.max_health);
511 return item.bot_pickupbasevalue * c;
516 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)
518 startitem_failed = FALSE;
520 // is it a dropped weapon?
521 if (self.classname == "droppedweapon")
523 self.reset = SUB_Remove;
524 // it's a dropped weapon
525 self.movetype = MOVETYPE_TOSS;
526 self.solid = SOLID_TRIGGER;
527 // Savage: remove thrown items after a certain period of time ("garbage collection")
528 self.think = RemoveItem;
529 self.nextthink = time + 60;
530 // don't drop if in a NODROP zone (such as lava)
531 traceline(self.origin, self.origin, MOVE_NORMAL, self);
532 if (trace_dpstartcontents & DPCONTENTS_NODROP)
534 startitem_failed = TRUE;
541 self.reset = Item_Reset;
543 if(self.spawnflags & 1)
546 self.movetype = MOVETYPE_NONE;
548 self.movetype = MOVETYPE_TOSS;
549 self.solid = SOLID_TRIGGER;
550 // do item filtering according to game mode and other things
553 // first nudge it off the floor a little bit to avoid math errors
554 setorigin(self, self.origin + '0 0 1');
555 // set item size before we spawn a spawnfunc_waypoint
556 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
557 setsize (self, '-16 -16 0', '16 16 48');
559 setsize (self, '-16 -16 0', '16 16 32');
560 // note droptofloor returns FALSE if stuck/or would fall too far
562 waypoint_spawnforitem(self);
569 print("removed non-teamplay ", self.classname, "\n");
570 startitem_failed = TRUE;
579 print("removed non-FFA ", self.classname, "\n");
580 startitem_failed = TRUE;
588 // We aren't TA or something like that, so we keep the Q3A entities
589 print("removed non-Q3A ", self.classname, "\n");
590 startitem_failed = TRUE;
596 * can't do it that way, as it would break maps
597 * TODO make a target_give like entity another way, that perhaps has
598 * the weapon name in a key
601 // target_give not yet supported; maybe later
602 print("removed targeted ", self.classname, "\n");
603 startitem_failed = TRUE;
609 if(cvar("spawn_debug") >= 2)
612 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
614 if(otheritem.is_item)
616 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
617 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
618 error("Mapper sucks.");
624 weaponsInMap |= weaponid;
628 startitem_failed = TRUE;
632 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
634 startitem_failed = TRUE;
638 else if (g_minstagib)
640 // don't remove dropped items and powerups
641 if (self.classname != "minstagib")
643 startitem_failed = TRUE;
648 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
650 startitem_failed = TRUE;
655 precache_model (itemmodel);
656 precache_sound (pickupsound);
657 precache_sound ("misc/itemrespawn.wav");
658 precache_sound ("misc/itemrespawncountdown.wav");
660 if(itemid == IT_STRENGTH)
661 precache_sound ("misc/strength_respawn.wav");
662 if(itemid == IT_INVINCIBLE)
663 precache_sound ("misc/shield_respawn.wav");
665 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
666 self.target = "###item###"; // for finding the nearest item using find()
669 self.bot_pickup = TRUE;
670 self.bot_pickupevalfunc = pickupevalfunc;
671 self.bot_pickupbasevalue = pickupbasevalue;
672 self.mdl = itemmodel;
673 self.item_pickupsound = pickupsound;
674 // let mappers override respawntime
675 if(!self.respawntime) // both set
677 self.respawntime = defaultrespawntime;
678 self.respawntimejitter = defaultrespawntimejitter;
680 self.netname = itemname;
682 self.weapons = weaponid;
683 self.flags = FL_ITEM | itemflags;
684 self.touch = Item_Touch;
685 setmodel (self, self.mdl); // precision set below
686 self.effects |= EF_LOWPRECISION;
687 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
688 setsize (self, '-16 -16 0', '16 16 48');
690 setsize (self, '-16 -16 0', '16 16 32');
691 if(itemflags & FL_WEAPON)
692 self.modelflags |= MF_ROTATE;
694 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
695 if (itemflags & FL_WEAPON)
697 // neutral team color for pickup weapons
698 self.colormap = 1024; // color shirt=0 pants=0 grey
701 if (cvar("g_fullbrightitems"))
702 self.effects = self.effects | EF_FULLBRIGHT;
708 self.cnt = 1; // item probability weight
709 self.effects = self.effects | EF_NODRAW; // marker for item team search
710 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
712 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
714 self.solid = SOLID_NOT;
715 self.model = string_null;
716 Item_ScheduleInitialRespawn(self);
720 /* replace items in minstagib
721 * IT_STRENGTH = invisibility
722 * IT_NAILS = extra lives
723 * IT_INVINCIBLE = speed
725 void minstagib_items (float itemid)
727 // we don't want to replace dropped weapons ;)
728 if (self.classname == "droppedweapon")
730 self.ammo_cells = 25;
731 StartItem ("models/weapons/g_nex.md3",
732 "weapons/weaponpickup.wav", 15, 0,
733 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
738 self.classname = "minstagib";
740 // replace rocket launchers and nex guns with ammo cells
741 if (itemid == IT_CELLS)
744 StartItem ("models/items/a_cells.md3",
745 "misc/itempickup.wav", 45, 0,
746 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
753 itemid = IT_STRENGTH;
757 itemid = IT_INVINCIBLE;
759 // replace with invis
760 if (itemid == IT_STRENGTH)
762 self.effects = EF_ADDITIVE;
763 self.strength_finished = 30;
764 StartItem ("models/items/g_strength.md3",
765 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
766 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
768 // replace with extra lives
769 if (itemid == IT_NAILS)
772 StartItem ("models/items/g_h100.md3",
773 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
774 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
777 // replace with speed
778 if (itemid == IT_INVINCIBLE)
780 self.effects = EF_ADDITIVE;
781 self.invincible_finished = 30;
782 StartItem ("models/items/g_invincible.md3",
783 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
784 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
789 float minst_no_auto_cells;
790 void minst_remove_item (void) {
791 if(minst_no_auto_cells)
795 float weaponswapping;
798 void weapon_defaultspawnfunc(float wpn)
802 var .float ammofield;
807 // set the respawntime in advance (so replaced weapons can copy it)
809 if(!self.respawntime)
811 e = get_weaponinfo(wpn);
812 if(e.items == IT_SUPERWEAPON)
814 self.respawntime = g_pickup_respawntime_powerup;
815 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
819 self.respawntime = g_pickup_respawntime_weapon;
820 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
824 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
826 e = get_weaponinfo(wpn);
827 s = cvar_string(strcat("g_weaponreplace_", e.netname));
831 startitem_failed = TRUE;
834 t = tokenize_console(s);
837 self.team = --internalteam;
839 for(i = 1; i < t; ++i)
842 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
844 e = get_weaponinfo(j);
848 copyentity(oldself, self);
849 self.classname = "replacedweapon";
850 weapon_defaultspawnfunc(j);
856 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
865 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
867 e = get_weaponinfo(j);
876 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
882 startitem_failed = TRUE;
887 e = get_weaponinfo(wpn);
889 if(e.items && e.items != IT_SUPERWEAPON)
891 for(i = 0, j = 1; i < 24; ++i, j *= 2)
895 ammofield = Item_CounterField(j);
897 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
903 self.flags |= FL_NO_WEAPON_STAY;
906 // weapon stay isn't supported for teamed weapons
908 self.flags |= FL_NO_WEAPON_STAY;
910 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
912 self.ammo_shells = 0;
915 self.ammo_rockets = 0;
916 // weapon stay 2: don't use ammo on weapon pickups; instead
917 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
920 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
921 if (self.modelindex) // don't precache if self was removed
922 weapon_action(e.weapon, WR_PRECACHE);
925 void spawnfunc_weapon_shotgun (void);
926 void spawnfunc_weapon_uzi (void) {
927 if(q3acompat_machineshotgunswap)
928 if(self.classname != "droppedweapon")
930 weapon_defaultspawnfunc(WEP_SHOTGUN);
933 weapon_defaultspawnfunc(WEP_UZI);
936 void spawnfunc_weapon_shotgun (void) {
937 if(q3acompat_machineshotgunswap)
938 if(self.classname != "droppedweapon")
940 weapon_defaultspawnfunc(WEP_UZI);
943 weapon_defaultspawnfunc(WEP_SHOTGUN);
946 void spawnfunc_weapon_nex (void)
950 minstagib_items(IT_CELLS);
951 self.think = minst_remove_item;
952 self.nextthink = time;
955 weapon_defaultspawnfunc(WEP_NEX);
958 void spawnfunc_weapon_minstanex (void)
962 minstagib_items(IT_CELLS);
963 self.think = minst_remove_item;
964 self.nextthink = time;
967 weapon_defaultspawnfunc(WEP_MINSTANEX);
970 void spawnfunc_weapon_rocketlauncher (void)
974 minstagib_items(IT_CELLS);
975 self.think = minst_remove_item;
976 self.nextthink = time;
979 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
982 void spawnfunc_item_rockets (void) {
983 if(!self.ammo_rockets)
984 self.ammo_rockets = g_pickup_rockets;
985 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);
988 void spawnfunc_item_shells (void);
989 void spawnfunc_item_bullets (void) {
991 if(q3acompat_machineshotgunswap)
992 if(self.classname != "droppedweapon")
994 weaponswapping = TRUE;
995 spawnfunc_item_shells();
996 weaponswapping = FALSE;
1000 if(!self.ammo_nails)
1001 self.ammo_nails = g_pickup_nails;
1002 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);
1005 void spawnfunc_item_cells (void) {
1006 if(!self.ammo_cells)
1007 self.ammo_cells = g_pickup_cells;
1008 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);
1011 void spawnfunc_item_shells (void) {
1013 if(q3acompat_machineshotgunswap)
1014 if(self.classname != "droppedweapon")
1016 weaponswapping = TRUE;
1017 spawnfunc_item_bullets();
1018 weaponswapping = FALSE;
1022 if(!self.ammo_shells)
1023 self.ammo_shells = g_pickup_shells;
1024 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);
1027 void spawnfunc_item_armor_small (void) {
1028 if(!self.armorvalue)
1029 self.armorvalue = g_pickup_armorsmall;
1030 if(!self.max_armorvalue)
1031 self.max_armorvalue = g_pickup_armorsmall_max;
1032 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);
1035 void spawnfunc_item_armor_medium (void) {
1036 if(!self.armorvalue)
1037 self.armorvalue = g_pickup_armormedium;
1038 if(!self.max_armorvalue)
1039 self.max_armorvalue = g_pickup_armormedium_max;
1040 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);
1043 void spawnfunc_item_armor_big (void) {
1044 if(!self.armorvalue)
1045 self.armorvalue = g_pickup_armorbig;
1046 if(!self.max_armorvalue)
1047 self.max_armorvalue = g_pickup_armorbig_max;
1048 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);
1051 void spawnfunc_item_armor_large (void) {
1052 if(!self.armorvalue)
1053 self.armorvalue = g_pickup_armorlarge;
1054 if(!self.max_armorvalue)
1055 self.max_armorvalue = g_pickup_armorlarge_max;
1056 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);
1059 void spawnfunc_item_health_small (void) {
1060 if(!self.max_health)
1061 self.max_health = g_pickup_healthsmall_max;
1063 self.health = g_pickup_healthsmall;
1064 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);
1067 void spawnfunc_item_health_medium (void) {
1068 if(!self.max_health)
1069 self.max_health = g_pickup_healthmedium_max;
1071 self.health = g_pickup_healthmedium;
1072 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);
1075 void spawnfunc_item_health_large (void) {
1076 if(!self.max_health)
1077 self.max_health = g_pickup_healthlarge_max;
1079 self.health = g_pickup_healthlarge;
1080 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);
1083 void spawnfunc_item_health_mega (void) {
1084 if(!cvar("g_powerup_superhealth"))
1087 if(g_arena && !cvar("g_arena_powerups"))
1091 minstagib_items(IT_NAILS);
1093 if(!self.max_health)
1094 self.max_health = g_pickup_healthmega_max;
1096 self.health = g_pickup_healthmega;
1097 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);
1101 // support old misnamed entities
1102 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1103 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1104 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1105 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1106 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1108 void spawnfunc_item_strength (void) {
1109 if(!cvar("g_powerup_strength"))
1112 if(g_arena && !cvar("g_arena_powerups"))
1116 minstagib_items(IT_STRENGTH);
1118 precache_sound("weapons/strength_fire.wav");
1119 self.strength_finished = 30;
1120 self.effects = EF_ADDITIVE;
1121 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);
1125 void spawnfunc_item_invincible (void) {
1126 if(!cvar("g_powerup_shield"))
1129 if(g_arena && !cvar("g_arena_powerups"))
1133 minstagib_items(IT_INVINCIBLE);
1135 self.invincible_finished = 30;
1136 self.effects = EF_ADDITIVE;
1137 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);
1141 void spawnfunc_item_minst_cells (void) {
1144 minst_no_auto_cells = 1;
1145 minstagib_items(IT_CELLS);
1152 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1154 float target_item_func_set(float a, float b)
1164 float target_item_func_min(float a, float b)
1174 float target_item_func_max(float a, float b)
1179 float target_item_func_bitset(float a, float b)
1184 float target_item_func_and(float a, float b)
1189 float target_item_func_itembitset(float a, float b)
1191 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1194 float target_item_func_itemand(float a, float b)
1196 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1199 float target_item_func_or(float a, float b)
1204 float target_item_func_andnot(float a, float b)
1209 float target_item_changed;
1210 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1213 n = func(activator.field, self.field);
1217 d = n & activator.field;
1218 if(d != n) // bits added?
1220 else if(d != activator.field) // bits removed?
1226 d = n - activator.field;
1230 if(sound_decrease != "")
1231 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1232 target_item_changed = 1;
1236 if(sound_increase != "")
1237 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1238 target_item_changed = 1;
1240 activator.field = n;
1243 void target_items_use (void)
1247 if(activator.classname == "droppedweapon")
1254 if(activator.classname != "player")
1256 if(activator.deadflag != DEAD_NO)
1261 for(e = world; (e = find(e, classname, "droppedweapon")); )
1262 if(e.enemy == activator)
1265 float _switchweapon;
1266 _switchweapon = FALSE;
1267 if (activator.autoswitch)
1268 if (activator.switchweapon == w_getbestweapon(activator))
1269 _switchweapon = TRUE;
1271 a0 = activator.armorvalue;
1272 h0 = activator.health;
1273 f0 = activator.ammo_fuel;
1274 target_item_changed = 0;
1276 if(self.spawnflags == 0) // SET
1278 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1279 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1280 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1281 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1282 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1283 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1284 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1285 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1286 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1288 if((self.items & activator.items) & IT_STRENGTH)
1289 activator.strength_finished = time + self.strength_finished;
1290 if((self.items & activator.items) & IT_INVINCIBLE)
1291 activator.invincible_finished = time + self.invincible_finished;
1293 else if(self.spawnflags == 1) // AND/MIN
1295 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1296 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1297 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1298 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1299 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1300 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1301 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1302 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1303 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1305 if((self.items & activator.items) & IT_STRENGTH)
1306 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1307 if((self.items & activator.items) & IT_INVINCIBLE)
1308 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1310 else if(self.spawnflags == 2) // OR/MAX
1312 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1313 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1314 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1315 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1316 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1317 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1318 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1319 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1320 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1322 if((self.items & activator.items) & IT_STRENGTH)
1323 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1324 if((self.items & activator.items) & IT_INVINCIBLE)
1325 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1327 else if(self.spawnflags == 4) // ANDNOT/MIN
1329 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1330 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1331 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1332 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1333 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1334 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1335 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1336 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1337 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1339 if((self.items & activator.items) & IT_STRENGTH)
1340 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1341 if((self.items & activator.items) & IT_INVINCIBLE)
1342 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1345 if not(activator.items & IT_STRENGTH)
1346 activator.strength_finished = 0;
1347 if not(activator.items & IT_INVINCIBLE)
1348 activator.invincible_finished = 0;
1350 if(activator.health > h0)
1351 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1352 else if(activator.health < h0)
1353 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1355 if(activator.ammo_fuel > f0)
1356 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1357 else if(activator.ammo_fuel < f0)
1358 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1360 if(activator.armorvalue > a0)
1361 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1363 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1364 _switchweapon = TRUE;
1366 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1368 if(target_item_changed)
1369 centerprint(activator, self.message);
1372 void spawnfunc_target_items (void)
1376 self.use = target_items_use;
1377 if(!self.strength_finished)
1378 self.strength_finished = cvar("g_balance_powerup_strength_time");
1379 if(!self.invincible_finished)
1380 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1382 precache_sound("misc/itempickup.wav");
1383 precache_sound("misc/itempickup.wav");
1384 precache_sound("misc/itempickup.wav");
1385 precache_sound("misc/itempickup.wav");
1386 precache_sound("misc/megahealth.wav");
1387 precache_sound("misc/armor25.wav");
1388 precache_sound("misc/powerup.wav");
1389 precache_sound("misc/poweroff.wav");
1390 precache_sound("weapons/weaponpickup.wav");
1392 n = tokenize_console(self.netname);
1393 for(i = 0; i < n; ++i)
1395 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1396 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1397 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1398 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1399 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1400 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1401 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1404 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1406 e = get_weaponinfo(j);
1407 if(argv(i) == e.netname)
1409 self.weapons |= e.weapons;
1410 if(self.spawnflags == 0 || self.spawnflags == 2)
1411 weapon_action(e.weapon, WR_PRECACHE);
1416 print("target_items: invalid item ", argv(i), "\n");
1421 void spawnfunc_item_fuel(void)
1424 self.ammo_fuel = g_pickup_fuel;
1425 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);
1428 void spawnfunc_item_fuel_regen(void)
1430 if(start_items & IT_FUEL_REGEN)
1432 spawnfunc_item_fuel();
1435 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);
1438 void spawnfunc_item_jetpack(void)
1440 if(g_grappling_hook)
1441 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1443 self.ammo_fuel = g_pickup_fuel_jetpack;
1444 if(start_items & IT_JETPACK)
1446 spawnfunc_item_fuel();
1449 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);