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_Show (entity e, float mode)
48 // make the item look normal, and be touchable
50 e.solid = SOLID_TRIGGER;
51 e.effects &~= EF_ADDITIVE;
52 //e.colormod = '0 0 0';
56 if (e.strength_finished || e.invincible_finished)
57 e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
58 if (cvar("g_fullbrightitems"))
59 e.effects = e.effects | EF_FULLBRIGHT;
63 // hide the item completely
64 e.model = string_null;
66 e.effects &~= EF_ADDITIVE;
67 //e.colormod = '0 0 0';
72 // make the item translucent green and not touchable
75 // e.effects |= EF_ADDITIVE;
76 // we need this to prevent weird display because of
77 // missing depth sorting - or maybe not
78 //e.colormod = '0.2 1 0.2';
82 if (e.strength_finished || e.invincible_finished)
83 e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
84 if (cvar("g_fullbrightitems"))
85 e.effects = e.effects | EF_FULLBRIGHT;
88 // relink entity (because solid may have changed)
89 setorigin(e, e.origin);
92 void Item_Respawn (void)
95 if(!g_minstagib && self.items == IT_STRENGTH)
96 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
97 else if(!g_minstagib && self.items == IT_INVINCIBLE)
98 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
100 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
101 setorigin (self, self.origin);
103 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
104 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
107 void Item_RespawnCountdown (void)
109 if(self.count >= ITEM_RESPAWN_TICKS)
111 if(self.waypointsprite_attached)
112 WaypointSprite_Kill(self.waypointsprite_attached);
117 self.nextthink = time + 1;
128 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
129 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
130 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
137 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
138 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
143 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
144 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
148 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
149 if(self.waypointsprite_attached)
151 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
152 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
153 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
157 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
158 if(self.waypointsprite_attached)
160 WaypointSprite_Ping(self.waypointsprite_attached);
161 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
166 void Item_ScheduleRespawnIn(entity e, float t)
168 if(e.flags & FL_POWERUP)
170 e.think = Item_RespawnCountdown;
171 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
176 e.think = Item_Respawn;
177 e.nextthink = time + t;
181 void Item_ScheduleRespawn(entity e)
184 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
187 void Item_ScheduleInitialRespawn(entity e)
190 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
193 float Item_GiveTo(entity item, entity player)
201 // if nothing happens to player, just return without taking the item
203 _switchweapon = FALSE;
208 if (player.ammo_fuel < g_pickup_fuel_max)
211 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
212 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
214 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
218 sprint (player, strcat("You got the ^2", item.netname, "\n"));
221 _switchweapon = TRUE;
225 // play some cool sounds ;)
226 centerprint(player, "\n");
227 if (clienttype(player) == CLIENTTYPE_REAL)
229 if(player.health <= 5)
230 play2(player, "announcer/robotic/lastsecond.wav");
231 else if(player.health < 50)
232 play2(player, "announcer/robotic/narrowly.wav");
234 // sound not available
235 // else if(item.items == IT_CELLS)
236 // play2(player, "announce/robotic/ammo.wav");
238 if (item.weapons & WEPBIT_MINSTANEX)
239 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
241 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
249 // sound not available
250 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
251 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
252 sprint(player, "^3You picked up some extra lives\n");
256 if (item.strength_finished)
259 // sound not available
260 // play2(player, "announce/robotic/invisible.wav");
261 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
265 if (item.invincible_finished)
268 // sound not available
269 // play2(player, "announce/robotic/speed.wav");
270 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
274 if (player.ammo_fuel < g_pickup_fuel_max)
277 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
278 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
284 if (g_weapon_stay == 1)
285 if not(item.flags & FL_NO_WEAPON_STAY)
286 if (item.flags & FL_WEAPON)
288 if(item.classname == "droppedweapon")
290 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
295 if (player.weapons & item.weapons)
300 // in case the player has autoswitch enabled do the following:
301 // if the player is using their best weapon before items are given, they
302 // probably want to switch to an even better weapon after items are given
303 if (player.autoswitch)
304 if (player.switchweapon == w_getbestweapon(player))
305 _switchweapon = TRUE;
307 if not(player.weapons & W_WeaponBit(player.switchweapon))
308 _switchweapon = TRUE;
310 if (item.ammo_shells)
311 if (player.ammo_shells < g_pickup_shells_max)
314 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
317 if (player.ammo_nails < g_pickup_nails_max)
320 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
322 if (item.ammo_rockets)
323 if (player.ammo_rockets < g_pickup_rockets_max)
326 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
329 if (player.ammo_cells < g_pickup_cells_max)
332 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
335 if (player.ammo_fuel < g_pickup_fuel_max)
338 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
339 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
342 if (item.flags & FL_WEAPON)
343 if ((it = item.weapons - (item.weapons & player.weapons)))
346 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
348 e = get_weaponinfo(i);
350 W_GiveWeapon (player, e.weapon, item.netname);
354 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
358 sprint (player, strcat("You got the ^2", item.netname, "\n"));
361 if (item.strength_finished)
364 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
366 if (item.invincible_finished)
369 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
371 //if (item.speed_finished)
374 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
376 //if (item.slowmo_finished)
379 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
383 if (player.health < item.max_health)
386 player.health = min(player.health + item.health, item.max_health);
387 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
390 if (player.armorvalue < item.max_armorvalue)
393 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
394 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
399 // always eat teamed entities
406 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
408 if (player.switchweapon != w_getbestweapon(player))
409 W_SwitchWeapon_Force(player, w_getbestweapon(player));
414 void Item_Touch (void)
418 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
419 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
424 if (other.classname != "player")
428 if (self.solid != SOLID_TRIGGER)
430 if (self.owner == other)
433 if(!Item_GiveTo(self, other))
436 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
438 if (self.classname == "droppedweapon")
440 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
446 RandomSelection_Init();
447 for(head = world; (head = findfloat(head, team, self.team)); )
449 if(head.flags & FL_ITEM)
452 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
455 e = RandomSelection_chosen_ent;
459 Item_ScheduleRespawn(e);
467 if(self.effects & EF_NODRAW)
469 // marker for item team search
470 dprint("Initializing item team ", ftos(self.team), "\n");
471 RandomSelection_Init();
472 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
473 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
474 e = RandomSelection_chosen_ent;
478 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
482 // make it a non-spawned item
484 head.state = 1; // state 1 = initially hidden item
486 head.effects &~= EF_NODRAW;
489 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
490 Item_ScheduleInitialRespawn(e);
496 Item_Show(self, !self.state);
497 setorigin (self, self.origin);
498 self.think = SUB_Null;
501 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
502 Item_ScheduleInitialRespawn(self);
505 // Savage: used for item garbage-collection
506 // TODO: perhaps nice special effect?
507 void RemoveItem(void)
512 // pickup evaluation functions
513 // these functions decide how desirable an item is to the bots
515 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
517 float weapon_pickupevalfunc(entity player, entity item)
519 float c, i, j, position;
521 // See if I have it already
522 if(player.weapons & item.weapons == item.weapons)
524 // If I can pick it up
527 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
529 // Skilled bots will grab more
530 c = bound(0, skill / 10, 1) * 0.5;
538 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
539 if( bot_custom_weapon && c )
541 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
544 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
547 // Find the highest position on any range
549 for(j = 0; j < WEP_LAST ; ++j){
551 bot_weapons_far[j] == i ||
552 bot_weapons_mid[j] == i ||
553 bot_weapons_close[j] == i
564 position = WEP_LAST - position;
565 // item.bot_pickupbasevalue is overwritten here
566 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
571 return item.bot_pickupbasevalue * c;
574 float commodity_pickupevalfunc(entity player, entity item)
576 float c, i, need_shells, need_nails, need_rockets, need_cells;
580 // Detect needed ammo
581 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
583 wi = get_weaponinfo(i);
585 if not(wi.weapons & player.weapons)
588 if(wi.items & IT_SHELLS)
590 else if(wi.items & IT_NAILS)
592 else if(wi.items & IT_ROCKETS)
594 else if(wi.items & IT_CELLS)
598 // TODO: figure out if the player even has the weapon this ammo is for?
599 // may not affect strategy much though...
600 // find out how much more ammo/armor/health the player can hold
602 if (item.ammo_shells)
603 if (player.ammo_shells < g_pickup_shells_max)
604 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
607 if (player.ammo_nails < g_pickup_nails_max)
608 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
610 if (item.ammo_rockets)
611 if (player.ammo_rockets < g_pickup_rockets_max)
612 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
615 if (player.ammo_cells < g_pickup_cells_max)
616 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
618 if (player.armorvalue < item.max_armorvalue*0.5)
619 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
621 if (player.health < item.max_health*0.5)
622 c = c + max(0, 1 - player.health / (item.max_health*0.5));
624 return item.bot_pickupbasevalue * c;
629 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)
631 startitem_failed = FALSE;
633 // is it a dropped weapon?
634 if (self.classname == "droppedweapon")
636 self.reset = SUB_Remove;
637 // it's a dropped weapon
638 self.movetype = MOVETYPE_TOSS;
639 // Savage: remove thrown items after a certain period of time ("garbage collection")
640 self.think = RemoveItem;
641 self.nextthink = time + 60;
642 // don't drop if in a NODROP zone (such as lava)
643 traceline(self.origin, self.origin, MOVE_NORMAL, self);
644 if (trace_dpstartcontents & DPCONTENTS_NODROP)
646 startitem_failed = TRUE;
653 self.reset = Item_Reset;
655 if(self.spawnflags & 1)
658 self.movetype = MOVETYPE_NONE;
660 self.movetype = MOVETYPE_TOSS;
661 // do item filtering according to game mode and other things
664 // first nudge it off the floor a little bit to avoid math errors
665 setorigin(self, self.origin + '0 0 1');
666 // set item size before we spawn a spawnfunc_waypoint
667 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
668 setsize (self, '-16 -16 0', '16 16 48');
670 setsize (self, '-16 -16 0', '16 16 32');
671 // note droptofloor returns FALSE if stuck/or would fall too far
673 waypoint_spawnforitem(self);
680 print("removed non-teamplay ", self.classname, "\n");
681 startitem_failed = TRUE;
690 print("removed non-FFA ", self.classname, "\n");
691 startitem_failed = TRUE;
699 // We aren't TA or something like that, so we keep the Q3A entities
700 print("removed non-Q3A ", self.classname, "\n");
701 startitem_failed = TRUE;
707 * can't do it that way, as it would break maps
708 * TODO make a target_give like entity another way, that perhaps has
709 * the weapon name in a key
712 // target_give not yet supported; maybe later
713 print("removed targeted ", self.classname, "\n");
714 startitem_failed = TRUE;
720 if(cvar("spawn_debug") >= 2)
723 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
725 if(otheritem.is_item)
727 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
728 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
729 error("Mapper sucks.");
735 weaponsInMap |= weaponid;
739 startitem_failed = TRUE;
743 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
745 startitem_failed = TRUE;
749 else if (g_minstagib)
751 // don't remove dropped items and powerups
752 if (self.classname != "minstagib")
754 startitem_failed = TRUE;
771 if (cvar("g_nixnex_with_healtharmor"))
776 if (cvar("g_nixnex_with_powerups"))
783 startitem_failed = TRUE;
788 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
790 startitem_failed = TRUE;
795 precache_model (itemmodel);
796 precache_sound (pickupsound);
797 precache_sound ("misc/itemrespawn.wav");
798 precache_sound ("misc/itemrespawncountdown.wav");
800 if(itemid == IT_STRENGTH)
801 precache_sound ("misc/strength_respawn.wav");
802 if(itemid == IT_INVINCIBLE)
803 precache_sound ("misc/shield_respawn.wav");
805 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
806 self.target = "###item###"; // for finding the nearest item using find()
809 self.bot_pickup = TRUE;
810 self.bot_pickupevalfunc = pickupevalfunc;
811 self.bot_pickupbasevalue = pickupbasevalue;
812 self.mdl = itemmodel;
813 self.item_pickupsound = pickupsound;
814 // let mappers override respawntime
815 if(!self.respawntime) // both set
817 self.respawntime = defaultrespawntime;
818 self.respawntimejitter = defaultrespawntimejitter;
820 self.netname = itemname;
822 self.weapons = weaponid;
823 self.flags = FL_ITEM | itemflags;
824 self.touch = Item_Touch;
825 setmodel (self, self.mdl); // precision set below
826 self.effects |= EF_LOWPRECISION;
827 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
828 setsize (self, '-16 -16 0', '16 16 48');
830 setsize (self, '-16 -16 0', '16 16 32');
831 if(itemflags & FL_WEAPON)
832 self.modelflags |= MF_ROTATE;
834 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
835 if (itemflags & FL_WEAPON)
837 // neutral team color for pickup weapons
838 self.colormap = 1024; // color shirt=0 pants=0 grey
846 self.cnt = 1; // item probability weight
847 self.effects = self.effects | EF_NODRAW; // marker for item team search
848 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
850 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
851 Item_ScheduleInitialRespawn(self);
854 /* replace items in minstagib
855 * IT_STRENGTH = invisibility
856 * IT_NAILS = extra lives
857 * IT_INVINCIBLE = speed
859 void minstagib_items (float itemid)
861 // we don't want to replace dropped weapons ;)
862 if (self.classname == "droppedweapon")
864 self.ammo_cells = 25;
865 StartItem ("models/weapons/g_nex.md3",
866 "weapons/weaponpickup.wav", 15, 0,
867 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
872 self.classname = "minstagib";
874 // replace rocket launchers and nex guns with ammo cells
875 if (itemid == IT_CELLS)
878 StartItem ("models/items/a_cells.md3",
879 "misc/itempickup.wav", 45, 0,
880 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
887 itemid = IT_STRENGTH;
891 itemid = IT_INVINCIBLE;
893 // replace with invis
894 if (itemid == IT_STRENGTH)
896 self.strength_finished = 30;
897 StartItem ("models/items/g_strength.md3",
898 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
899 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
901 // replace with extra lives
902 if (itemid == IT_NAILS)
905 StartItem ("models/items/g_h100.md3",
906 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
907 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
910 // replace with speed
911 if (itemid == IT_INVINCIBLE)
913 self.invincible_finished = 30;
914 StartItem ("models/items/g_invincible.md3",
915 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
916 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
921 float minst_no_auto_cells;
922 void minst_remove_item (void) {
923 if(minst_no_auto_cells)
927 float weaponswapping;
930 void weapon_defaultspawnfunc(float wpn)
934 var .float ammofield;
939 // set the respawntime in advance (so replaced weapons can copy it)
941 if(!self.respawntime)
943 e = get_weaponinfo(wpn);
944 if(e.items == IT_SUPERWEAPON)
946 self.respawntime = g_pickup_respawntime_powerup;
947 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
951 self.respawntime = g_pickup_respawntime_weapon;
952 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
956 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
958 e = get_weaponinfo(wpn);
959 s = cvar_string(strcat("g_weaponreplace_", e.netname));
963 startitem_failed = TRUE;
966 t = tokenize_console(s);
969 self.team = --internalteam;
971 for(i = 1; i < t; ++i)
974 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
976 e = get_weaponinfo(j);
980 copyentity(oldself, self);
981 self.classname = "replacedweapon";
982 weapon_defaultspawnfunc(j);
988 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
997 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
999 e = get_weaponinfo(j);
1008 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1014 startitem_failed = TRUE;
1019 e = get_weaponinfo(wpn);
1021 if(e.items && e.items != IT_SUPERWEAPON)
1023 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1027 ammofield = Item_CounterField(j);
1029 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1035 self.flags |= FL_NO_WEAPON_STAY;
1038 // weapon stay isn't supported for teamed weapons
1040 self.flags |= FL_NO_WEAPON_STAY;
1042 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1044 self.ammo_shells = 0;
1045 self.ammo_nails = 0;
1046 self.ammo_cells = 0;
1047 self.ammo_rockets = 0;
1048 // weapon stay 2: don't use ammo on weapon pickups; instead
1049 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1052 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1053 if (self.modelindex) // don't precache if self was removed
1054 weapon_action(e.weapon, WR_PRECACHE);
1057 void spawnfunc_weapon_shotgun (void);
1058 void spawnfunc_weapon_uzi (void) {
1059 if(q3acompat_machineshotgunswap)
1060 if(self.classname != "droppedweapon")
1062 weapon_defaultspawnfunc(WEP_SHOTGUN);
1065 weapon_defaultspawnfunc(WEP_UZI);
1068 void spawnfunc_weapon_shotgun (void) {
1069 if(q3acompat_machineshotgunswap)
1070 if(self.classname != "droppedweapon")
1072 weapon_defaultspawnfunc(WEP_UZI);
1075 weapon_defaultspawnfunc(WEP_SHOTGUN);
1078 void spawnfunc_weapon_nex (void)
1082 minstagib_items(IT_CELLS);
1083 self.think = minst_remove_item;
1084 self.nextthink = time;
1087 weapon_defaultspawnfunc(WEP_NEX);
1090 void spawnfunc_weapon_minstanex (void)
1094 minstagib_items(IT_CELLS);
1095 self.think = minst_remove_item;
1096 self.nextthink = time;
1099 weapon_defaultspawnfunc(WEP_MINSTANEX);
1102 void spawnfunc_weapon_rocketlauncher (void)
1106 minstagib_items(IT_CELLS);
1107 self.think = minst_remove_item;
1108 self.nextthink = time;
1111 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1114 void spawnfunc_item_rockets (void) {
1115 if(!self.ammo_rockets)
1116 self.ammo_rockets = g_pickup_rockets;
1117 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);
1120 void spawnfunc_item_shells (void);
1121 void spawnfunc_item_bullets (void) {
1123 if(q3acompat_machineshotgunswap)
1124 if(self.classname != "droppedweapon")
1126 weaponswapping = TRUE;
1127 spawnfunc_item_shells();
1128 weaponswapping = FALSE;
1132 if(!self.ammo_nails)
1133 self.ammo_nails = g_pickup_nails;
1134 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);
1137 void spawnfunc_item_cells (void) {
1138 if(!self.ammo_cells)
1139 self.ammo_cells = g_pickup_cells;
1140 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);
1143 void spawnfunc_item_shells (void) {
1145 if(q3acompat_machineshotgunswap)
1146 if(self.classname != "droppedweapon")
1148 weaponswapping = TRUE;
1149 spawnfunc_item_bullets();
1150 weaponswapping = FALSE;
1154 if(!self.ammo_shells)
1155 self.ammo_shells = g_pickup_shells;
1156 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);
1159 void spawnfunc_item_armor_small (void) {
1160 if(!self.armorvalue)
1161 self.armorvalue = g_pickup_armorsmall;
1162 if(!self.max_armorvalue)
1163 self.max_armorvalue = g_pickup_armorsmall_max;
1164 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);
1167 void spawnfunc_item_armor_medium (void) {
1168 if(!self.armorvalue)
1169 self.armorvalue = g_pickup_armormedium;
1170 if(!self.max_armorvalue)
1171 self.max_armorvalue = g_pickup_armormedium_max;
1172 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);
1175 void spawnfunc_item_armor_big (void) {
1176 if(!self.armorvalue)
1177 self.armorvalue = g_pickup_armorbig;
1178 if(!self.max_armorvalue)
1179 self.max_armorvalue = g_pickup_armorbig_max;
1180 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);
1183 void spawnfunc_item_armor_large (void) {
1184 if(!self.armorvalue)
1185 self.armorvalue = g_pickup_armorlarge;
1186 if(!self.max_armorvalue)
1187 self.max_armorvalue = g_pickup_armorlarge_max;
1188 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);
1191 void spawnfunc_item_health_small (void) {
1192 if(!self.max_health)
1193 self.max_health = g_pickup_healthsmall_max;
1195 self.health = g_pickup_healthsmall;
1196 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);
1199 void spawnfunc_item_health_medium (void) {
1200 if(!self.max_health)
1201 self.max_health = g_pickup_healthmedium_max;
1203 self.health = g_pickup_healthmedium;
1204 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);
1207 void spawnfunc_item_health_large (void) {
1208 if(!self.max_health)
1209 self.max_health = g_pickup_healthlarge_max;
1211 self.health = g_pickup_healthlarge;
1212 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);
1215 void spawnfunc_item_health_mega (void) {
1216 if(!cvar("g_powerup_superhealth"))
1219 if(g_arena && !cvar("g_arena_powerups"))
1223 minstagib_items(IT_NAILS);
1225 if(!self.max_health)
1226 self.max_health = g_pickup_healthmega_max;
1228 self.health = g_pickup_healthmega;
1229 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);
1233 // support old misnamed entities
1234 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1235 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1236 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1237 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1238 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1240 void spawnfunc_item_strength (void) {
1241 if(!cvar("g_powerup_strength"))
1244 if(g_arena && !cvar("g_arena_powerups"))
1248 minstagib_items(IT_STRENGTH);
1250 precache_sound("weapons/strength_fire.wav");
1251 self.strength_finished = 30;
1252 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);
1256 void spawnfunc_item_invincible (void) {
1257 if(!cvar("g_powerup_shield"))
1260 if(g_arena && !cvar("g_arena_powerups"))
1264 minstagib_items(IT_INVINCIBLE);
1266 self.invincible_finished = 30;
1267 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);
1271 void spawnfunc_item_minst_cells (void) {
1274 minst_no_auto_cells = 1;
1275 minstagib_items(IT_CELLS);
1282 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1284 float target_item_func_set(float a, float b)
1294 float target_item_func_min(float a, float b)
1304 float target_item_func_max(float a, float b)
1309 float target_item_func_bitset(float a, float b)
1314 float target_item_func_and(float a, float b)
1319 float target_item_func_itembitset(float a, float b)
1321 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1324 float target_item_func_itemand(float a, float b)
1326 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1329 float target_item_func_or(float a, float b)
1334 float target_item_func_andnot(float a, float b)
1339 float target_item_changed;
1340 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1343 n = func(activator.field, self.field);
1347 d = n & activator.field;
1348 if(d != n) // bits added?
1350 else if(d != activator.field) // bits removed?
1356 d = n - activator.field;
1360 if(sound_decrease != "")
1361 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1362 target_item_changed = 1;
1366 if(sound_increase != "")
1367 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1368 target_item_changed = 1;
1370 activator.field = n;
1373 void target_items_use (void)
1377 if(activator.classname == "droppedweapon")
1384 if(activator.classname != "player")
1386 if(activator.deadflag != DEAD_NO)
1391 for(e = world; (e = find(e, classname, "droppedweapon")); )
1392 if(e.enemy == activator)
1395 float _switchweapon;
1396 _switchweapon = FALSE;
1397 if (activator.autoswitch)
1398 if (activator.switchweapon == w_getbestweapon(activator))
1399 _switchweapon = TRUE;
1401 a0 = activator.armorvalue;
1402 h0 = activator.health;
1403 f0 = activator.ammo_fuel;
1404 target_item_changed = 0;
1406 if(self.spawnflags == 0) // SET
1408 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1409 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1410 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1411 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1412 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1413 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1414 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1415 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1416 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1418 if((self.items & activator.items) & IT_STRENGTH)
1419 activator.strength_finished = time + self.strength_finished;
1420 if((self.items & activator.items) & IT_INVINCIBLE)
1421 activator.invincible_finished = time + self.invincible_finished;
1423 else if(self.spawnflags == 1) // AND/MIN
1425 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1426 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1427 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1428 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1429 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1430 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1431 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1432 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1433 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1435 if((self.items & activator.items) & IT_STRENGTH)
1436 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1437 if((self.items & activator.items) & IT_INVINCIBLE)
1438 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1440 else if(self.spawnflags == 2) // OR/MAX
1442 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1443 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1444 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1445 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1446 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1447 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1448 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1449 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1450 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1452 if((self.items & activator.items) & IT_STRENGTH)
1453 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1454 if((self.items & activator.items) & IT_INVINCIBLE)
1455 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1457 else if(self.spawnflags == 4) // ANDNOT/MIN
1459 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1460 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1461 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1462 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1463 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1464 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1465 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1466 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1467 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1469 if((self.items & activator.items) & IT_STRENGTH)
1470 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1471 if((self.items & activator.items) & IT_INVINCIBLE)
1472 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1475 if not(activator.items & IT_STRENGTH)
1476 activator.strength_finished = 0;
1477 if not(activator.items & IT_INVINCIBLE)
1478 activator.invincible_finished = 0;
1480 if(activator.health > h0)
1481 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1482 else if(activator.health < h0)
1483 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1485 if(activator.ammo_fuel > f0)
1486 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1487 else if(activator.ammo_fuel < f0)
1488 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1490 if(activator.armorvalue > a0)
1491 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1493 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1494 _switchweapon = TRUE;
1496 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1498 if(target_item_changed)
1499 centerprint(activator, self.message);
1502 void spawnfunc_target_items (void)
1509 // items triggers cannot work in nixnex (as they change weapons/ammo)
1514 self.use = target_items_use;
1515 if(!self.strength_finished)
1516 self.strength_finished = cvar("g_balance_powerup_strength_time");
1517 if(!self.invincible_finished)
1518 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1520 precache_sound("misc/itempickup.wav");
1521 precache_sound("misc/itempickup.wav");
1522 precache_sound("misc/itempickup.wav");
1523 precache_sound("misc/itempickup.wav");
1524 precache_sound("misc/megahealth.wav");
1525 precache_sound("misc/armor25.wav");
1526 precache_sound("misc/powerup.wav");
1527 precache_sound("misc/poweroff.wav");
1528 precache_sound("weapons/weaponpickup.wav");
1530 n = tokenize_console(self.netname);
1531 for(i = 0; i < n; ++i)
1533 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1534 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1535 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1536 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1537 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1538 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1539 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1542 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1544 e = get_weaponinfo(j);
1545 if(argv(i) == e.netname)
1547 self.weapons |= e.weapons;
1548 if(self.spawnflags == 0 || self.spawnflags == 2)
1549 weapon_action(e.weapon, WR_PRECACHE);
1554 print("target_items: invalid item ", argv(i), "\n");
1559 void spawnfunc_item_fuel(void)
1562 self.ammo_fuel = g_pickup_fuel;
1563 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);
1566 void spawnfunc_item_fuel_regen(void)
1568 if(start_items & IT_FUEL_REGEN)
1570 spawnfunc_item_fuel();
1573 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);
1576 void spawnfunc_item_jetpack(void)
1578 if(g_grappling_hook)
1579 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1581 self.ammo_fuel = g_pickup_fuel_jetpack;
1582 if(start_items & IT_JETPACK)
1584 spawnfunc_item_fuel();
1587 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);
1590 // we no longer have the seeker
1591 void spawnfunc_weapon_seeker()
1593 spawnfunc_weapon_fireball();