1 //void Item_ClearRespawnEffect (void) {
2 // self.effects = self.effects - (self.effects & EF_STARDUST);
7 void Item_Respawn (void)
9 self.model = self.mdl; // restore original model
10 self.solid = SOLID_TRIGGER; // allow it to be touched again
11 sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
12 setorigin (self, self.origin);
14 // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
15 te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
16 //// Savage: Add simple Respawn effect and make sure it gets removed
17 //self.effects = self.effects | EF_STARDUST;
18 //self.think = Item_ClearRespawnEffect;
19 //self.nextthink = time + 0.1;
22 void Item_Touch (void)
25 local float _switchweapon;
29 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
30 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
35 if (other.classname != "player")
39 if (self.solid != SOLID_TRIGGER)
41 if (self.owner == other)
44 // if nothing happens to other, just return without taking the item
46 _switchweapon = FALSE;
48 if (cvar("g_minstagib"))
54 // play some cool sounds ;)
55 centerprint(other, "\n");
57 play2(other, "announcer/robotic/lastsecond.ogg");
58 else if(other.health < 50)
59 play2(other, "announcer/robotic/narrowly.ogg");
60 // sound not available
61 // else if(self.items == IT_CELLS)
62 // play2(other, "announce/robotic/ammo.ogg");
64 if (self.items & IT_NEX)
65 W_GiveWeapon (other, IT_NEX, "Nex");
67 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
75 // sound not available
76 // play2(other, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
77 other.armorvalue = other.armorvalue + cvar("g_minstagib_extralives");
78 sprint(other, "^3You picked up some extra lives\n");
82 if (self.strength_finished)
85 // sound not available
86 // play2(other, "announce/robotic/invisible.ogg");
87 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
91 if (self.invincible_finished)
94 // sound not available
95 // play2(other, "announce/robotic/speed.ogg");
96 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
101 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
103 if (self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
105 if (other.items & self.items && self.flags & FL_TOSSED) // don't let players stack ammo by tossing weapons
109 // in case the player has autoswitch enabled do the following:
110 // if the player is using their best weapon before items are given, they
111 // probably want to switch to an even better weapon after items are given
112 if (other.autoswitch)
113 if (other.switchweapon == w_getbestweapon(other))
114 _switchweapon = TRUE;
116 if (self.ammo_shells)
117 if (other.ammo_shells < g_pickup_shells_max)
120 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, g_pickup_shells_max);
123 if (other.ammo_nails < g_pickup_nails_max)
126 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, g_pickup_nails_max);
128 if (self.ammo_rockets)
129 if (other.ammo_rockets < g_pickup_rockets_max)
132 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, g_pickup_rockets_max);
135 if (other.ammo_cells < g_pickup_cells_max)
138 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, g_pickup_cells_max);
141 if (self.flags & FL_WEAPON)
142 if ((it = self.items - (self.items & other.items)))
145 if (it & IT_UZI) W_GiveWeapon (other, IT_UZI, self.netname);
146 if (it & IT_SHOTGUN) W_GiveWeapon (other, IT_SHOTGUN, self.netname);
147 if (it & IT_GRENADE_LAUNCHER) W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
148 if (it & IT_ELECTRO) W_GiveWeapon (other, IT_ELECTRO, self.netname);
149 if (it & IT_NEX) W_GiveWeapon (other, IT_NEX, self.netname);
150 if (it & IT_HAGAR) W_GiveWeapon (other, IT_HAGAR, self.netname);
151 if (it & IT_ROCKET_LAUNCHER) W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
152 if (it & IT_CRYLINK) W_GiveWeapon (other, IT_CRYLINK, self.netname);
155 if (self.strength_finished)
158 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
160 if (self.invincible_finished)
163 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
165 //if (self.speed_finished)
168 // other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
170 //if (self.slowmo_finished)
173 // other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
177 if (other.health < self.max_health)
180 other.health = min(other.health + self.health, self.max_health);
181 other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
184 if (other.armorvalue < self.max_armorvalue)
187 other.armorvalue = min(other.armorvalue + self.armorvalue, self.max_armorvalue);
188 other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
195 // Savage: Remove the respawn effect if still present
196 self.effects = self.effects - (self.effects & EF_STARDUST);
198 sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
199 sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
205 self.switchweapon = w_getbestweapon(self);
206 if (self.switchweapon != self.weapon)
207 self.cnt = self.weapon;
211 if (self.classname == "droppedweapon")
213 else if(self.flags & FL_WEAPON && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
217 self.solid = SOLID_NOT;
218 self.model = string_null;
219 self.nextthink = time + self.respawntime;
220 self.think = Item_Respawn;
221 setorigin (self, self.origin);
225 // Savage: used for item garbage-collection
226 // TODO: perhaps nice special effect?
227 void RemoveItem(void) = {
231 // pickup evaluation functions
232 // these functions decide how desirable an item is to the bots
234 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
236 float(entity player, entity item) weapon_pickupevalfunc =
238 // if we already have the weapon, rate it 1/5th normal value
239 if ((player.items & item.items) == item.items)
240 return item.bot_pickupbasevalue * 0.2;
241 return item.bot_pickupbasevalue;
244 float(entity player, entity item) commodity_pickupevalfunc =
248 // TODO: figure out if the player even has the weapon this ammo is for?
249 // may not affect strategy much though...
250 // find out how much more ammo/armor/health the player can hold
251 if (item.ammo_shells)
252 if (player.ammo_shells < g_pickup_shells_max)
253 c = c + 1 - min(player.ammo_shells / g_pickup_shells_max, 1);
255 if (player.ammo_nails < g_pickup_nails_max)
256 c = c + 1 - min(player.ammo_nails / g_pickup_nails_max, 1);
257 if (item.ammo_rockets)
258 if (player.ammo_rockets < g_pickup_rockets_max)
259 c = c + 1 - min(player.ammo_rockets / g_pickup_rockets_max, 1);
261 if (player.ammo_cells < g_pickup_cells_max)
262 c = c + 1 - min(player.ammo_cells / g_pickup_cells_max, 1);
264 if (player.armorvalue < item.max_armorvalue)
265 c = c + 1 - min(player.armorvalue / item.max_armorvalue, 1);
267 if (player.health < item.max_health)
268 c = c + 1 - min(player.health / item.max_health, 1);
270 if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
271 if (item.flags & FL_WEAPON)
272 if (self.items & item.items)
273 if (item.classname != "droppedweapon")
276 return item.bot_pickupbasevalue * c;
281 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
283 startitem_failed = FALSE;
285 if (self.classname != "droppedweapon")
287 if(cvar("spawn_debug") >= 2)
290 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
292 if(otheritem.is_item)
294 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
295 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
296 error("Mapper sucks.");
302 waypoint_spawnforitem(self);
304 itemsInMap |= itemid;
307 if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
308 itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
310 startitem_failed = TRUE;
315 if (cvar("g_minstagib"))
317 // don't remove dropped items and powerups
318 if (self.classname != "droppedweapon" &&
319 self.classname != "minstagib")
321 startitem_failed = TRUE;
327 if(cvar("g_lms") && (self.classname != "droppedweapon"))
329 startitem_failed = TRUE;
334 if(cvar("g_instagib") || cvar("g_rocketarena"))
336 startitem_failed = TRUE;
341 if (self.classname == "droppedweapon")
343 // don't drop if in a NODROP zone (such as lava)
344 traceline(self.origin, self.origin, MOVE_NORMAL, self);
345 if (trace_dpstartcontents & DPCONTENTS_NODROP)
347 startitem_failed = TRUE;
353 if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
354 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
355 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
357 self.target = "###item###"; // for finding the nearest item using find()
359 self.bot_pickup = TRUE;
360 self.bot_pickupevalfunc = pickupevalfunc;
361 self.bot_pickupbasevalue = pickupbasevalue;
362 self.mdl = itemmodel;
363 //self.noise = pickupsound;
364 self.item_pickupsound = pickupsound;
365 // let mappers override respawntime
366 if (!self.respawntime)
367 self.respawntime = defaultrespawntime;
368 self.netname = itemname;
370 self.flags = FL_ITEM | itemflags;
371 if(self.spawnflags & 1)
374 self.movetype = MOVETYPE_NONE;
376 self.movetype = MOVETYPE_TOSS;
377 self.solid = SOLID_TRIGGER;
378 self.touch = Item_Touch;
379 setmodel (self, self.mdl); // precision set below
380 self.effects |= EF_LOWPRECISION;
381 setsize (self, '-16 -16 0', '16 16 32');
382 if (itemflags & FL_WEAPON)
384 // neutral team color for pickup weapons
385 self.colormap = 160 * 1024 + 160;
388 // Savage: remove thrown items after a certain period of time ("garbage collection")
389 if (self.classname == "droppedweapon")
391 self.think = RemoveItem;
392 self.nextthink = time + 60;
394 else if (!self.noalign)
396 // first nudge it off the floor a little bit to avoid math errors
397 setorigin(self, self.origin + '0 0 1');
398 // note droptofloor returns FALSE if stuck/or would fall too far
402 if (cvar("g_fullbrightitems"))
403 self.effects = self.effects | EF_FULLBRIGHT;
406 /* replace items in minstagib
407 * IT_STRENGTH = invisibility
408 * IT_NAILS = extra lives
409 * IT_INVINCIBLE = speed
411 void minstagib_items (float itemid)
413 // we don't want to replace dropped weapons ;)
414 if (self.classname == "droppedweapon")
416 self.ammo_cells = 25;
417 StartItem ("models/weapons/g_nex.md3",
418 "weapons/weaponpickup.wav", 15,
419 "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
424 self.classname = "minstagib";
426 // replace rocket launchers and nex guns with ammo cells
427 if (itemid == IT_CELLS)
430 StartItem ("models/items/a_cells.md3",
431 "misc/itempickup.wav", 45,
432 "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
439 itemid = IT_STRENGTH;
443 itemid = IT_INVINCIBLE;
445 // replace with invis
446 if (itemid == IT_STRENGTH)
448 self.effects = EF_ADDITIVE;
449 self.strength_finished = 30;
450 StartItem ("models/items/g_strength.md3",
451 "misc/powerup.wav", 120,
452 "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
454 // replace with extra lives
455 if (itemid == IT_NAILS)
458 StartItem ("models/items/g_h100.md3",
459 "misc/megahealth.wav", 120,
460 "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
463 // replace with speed
464 if (itemid == IT_INVINCIBLE)
466 self.effects = EF_ADDITIVE;
467 self.invincible_finished = 30;
468 StartItem ("models/items/g_invincible.md3",
469 "misc/powerup_shield.wav", 120,
470 "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
475 void weapon_uzi (void) {
477 self.ammo_nails = cvar("g_pickup_nails");
478 StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
481 void weapon_shotgun (void) {
482 if(!self.ammo_shells)
483 self.ammo_shells = cvar("g_pickup_shells");
484 StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
487 void weapon_grenadelauncher (void) {
488 if(!self.ammo_rockets)
489 self.ammo_rockets = cvar("g_pickup_rockets");
490 StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
493 void weapon_electro (void) {
495 self.ammo_cells = cvar("g_pickup_cells");
496 StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
499 void weapon_crylink (void) {
501 self.ammo_cells = cvar("g_pickup_cells");
502 StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
505 void weapon_nex (void) {
506 if (cvar("g_minstagib")) {
507 minstagib_items(IT_CELLS);
511 self.ammo_cells = cvar("g_pickup_cells");
512 nextime = cvar("g_balance_nex_respawntime_modifier");
514 nextime = 15 * nextime;
517 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
521 void weapon_hagar (void) {
522 if(!self.ammo_rockets)
523 self.ammo_rockets = cvar("g_pickup_rockets");
524 StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
527 void weapon_rocketlauncher (void) {
528 if (cvar("g_minstagib")) {
529 minstagib_items(IT_CELLS);
531 if(!self.ammo_rockets)
532 self.ammo_rockets = g_pickup_rockets;
533 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
537 void item_rockets (void) {
538 if(!self.ammo_rockets)
539 self.ammo_rockets = g_pickup_rockets;
540 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
543 void item_bullets (void) {
545 self.ammo_nails = g_pickup_nails;
546 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
549 void item_cells (void) {
551 self.ammo_cells = g_pickup_cells;
552 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
555 void item_shells (void) {
556 if(!self.ammo_shells)
557 self.ammo_shells = g_pickup_shells;
558 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
561 void item_armor1 (void) {
563 self.armorvalue = g_pickup_armorshard;
564 if(!self.max_armorvalue)
565 self.max_armorvalue = g_pickup_armorshard_max;
566 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
569 void item_armor25 (void) {
571 self.armorvalue = g_pickup_armor;
572 if(!self.max_armorvalue)
573 self.max_armorvalue = g_pickup_armor_max;
574 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
577 void item_health1 (void) {
579 self.max_health = g_pickup_healthshard_max;
581 self.health = g_pickup_healthshard;
582 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
585 void item_health25 (void) {
587 self.max_health = g_pickup_health_max;
589 self.health = g_pickup_health;
590 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
593 void item_health100 (void) {
594 if(!cvar("g_powerup_superhealth"))
597 if(cvar("g_arena") && !cvar("g_arena_powerups"))
600 if(cvar("g_minstagib")) {
601 minstagib_items(IT_NAILS);
604 self.max_health = g_pickup_healthmega_max;
606 self.health = g_pickup_healthmega;
607 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
611 void item_strength (void) {
612 if(!cvar("g_powerup_strength"))
615 if(cvar("g_arena") && !cvar("g_arena_powerups"))
618 if(cvar("g_minstagib")) {
619 minstagib_items(IT_STRENGTH);
621 self.strength_finished = 30;
622 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
626 void item_invincible (void) {
627 if(!cvar("g_powerup_shield"))
630 if(cvar("g_arena") && !cvar("g_arena_powerups"))
633 if(cvar("g_minstagib")) {
634 minstagib_items(IT_INVINCIBLE);
636 self.invincible_finished = 30;
637 self.effects = EF_ADDITIVE;
638 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
641 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
642 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
645 void item_quad (void) {self.classname = "item_strength";item_strength();}
647 void misc_models (void)
649 precache_model (self.model);
650 setmodel (self, self.model); // precision set by mapper
651 setsize (self, self.mins, self.maxs);
658 floatfield Item_CounterField(float it)
662 case IT_SHELLS: return ammo_shells;
663 case IT_NAILS: return ammo_nails;
664 case IT_ROCKETS: return ammo_rockets;
665 case IT_CELLS: return ammo_cells;
666 case IT_5HP: return health;
667 case IT_25HP: return health;
668 case IT_HEALTH: return health;
669 case IT_ARMOR_SHARD: return armorvalue;
670 case IT_ARMOR: return armorvalue;
671 // add more things here (health, armor)
672 default: error("requested item has no counter field");
676 float Item_WeaponCode(float it)
680 case IT_LASER: return WEP_LASER;
681 case IT_SHOTGUN: return WEP_SHOTGUN;
682 case IT_UZI: return WEP_UZI;
683 case IT_GRENADE_LAUNCHER: return WEP_GRENADE_LAUNCHER;
684 case IT_ELECTRO: return WEP_ELECTRO;
685 case IT_CRYLINK: return WEP_CRYLINK;
686 case IT_NEX: return WEP_NEX;
687 case IT_HAGAR: return WEP_HAGAR;
688 case IT_ROCKET_LAUNCHER: return WEP_ROCKET_LAUNCHER;
693 void Item_SpawnByItemCode(float it)
697 case IT_SHOTGUN: weapon_shotgun(); break;
698 case IT_UZI: weapon_uzi(); break;
699 case IT_GRENADE_LAUNCHER: weapon_grenadelauncher(); break;
700 case IT_ELECTRO: weapon_electro(); break;
701 case IT_CRYLINK: weapon_crylink(); break;
702 case IT_NEX: weapon_nex(); break;
703 case IT_HAGAR: weapon_hagar(); break;
704 case IT_ROCKET_LAUNCHER: weapon_rocketlauncher(); break;
705 // add all other item spawn functions here
707 error("requested item can't be spawned");