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Simple respawn effect for items
[divverent/nexuiz.git] / qcsrc / gamec / t_items.c
1 void Item_ClearRespawnEffect (void) {
2         self.effects = 0;
3 }
4
5 void Item_Respawn (void)
6 {
7         self.model = self.mdl;          // restore original model
8         self.solid = SOLID_TRIGGER;     // allow it to be touched again
9         sound (self, CHAN_VOICE, "misc/itemrespawn.wav", 1, ATTN_NORM); // play respawn sound
10         setorigin (self, self.origin);
11         
12         // Savage: Add simple Respawn effect and make sure it gets removed
13         if(self.effects == 0) {
14                 self.effects = EF_STARDUST;
15                 self.think = Item_ClearRespawnEffect;
16                 self.nextthink = time + 0.1;
17         }
18 }
19
20 void Item_Touch (void)
21 {
22         local entity oldself;
23         local float     _switchweapon;
24
25         if (self.solid != SOLID_TRIGGER)
26                 return;
27
28         if (other.classname != "player" && other.classname != "bot")
29                 return;
30         if (other.health <= 0)
31                 return;
32
33         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
34
35         // if the player is using their best weapon before items are given, they
36         // probably want to switch to an even better weapon after items are given
37         _switchweapon = other.switchweapon == w_getbestweapon(other);
38
39         if (self.ammo_shells){
40                 other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
41         }
42         if (self.ammo_nails)
43                 other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
44         if (self.ammo_rockets)
45                 other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
46         if (self.ammo_cells)
47                 other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
48
49         if (self.items & IT_UZI)                                W_GiveWeapon (other, IT_UZI, "Machine gun");
50         if (self.items & IT_SHOTGUN)                    W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
51         if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
52         if (self.items & IT_ELECTRO)                    W_GiveWeapon (other, IT_ELECTRO, "Electro");
53         if (self.items & IT_NEX)                                W_GiveWeapon (other, IT_NEX, "Nex");
54         if (self.items & IT_HAGAR)                              W_GiveWeapon (other, IT_HAGAR, "Hagar");
55         if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
56         if (self.items & IT_CRYLINK)                    W_GiveWeapon (other, IT_CRYLINK, "Crylink");
57
58         if (self.strength_finished)
59                 other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
60         if (self.invincible_finished)
61                 other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
62         //if (self.speed_finished)
63         //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
64         //if (self.slowmo_finished)
65         //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
66
67         if (self.max_health)
68                 other.health = other.health + self.max_health;
69         if (self.armorvalue)
70                 other.armorvalue = other.armorvalue + self.armorvalue;
71
72         oldself = self;
73         self = other;
74
75         if (_switchweapon)
76                 self.switchweapon = w_getbestweapon(self);
77
78         //W_UpdateWeapon ();
79         //W_UpdateAmmo ();
80         weapon_action(self.weapon, WR_UPDATECOUNTS);
81
82         self = oldself;
83
84         if (self.norespawn)
85                 remove (self);
86         else
87         {
88                 self.solid = SOLID_NOT;
89                 self.model = string_null;
90                 self.nextthink = time + self.respawntime;
91                 self.think = Item_Respawn;
92                 setorigin (self, self.origin);
93         }
94 }
95
96 // Savage: used for item garbage-collection
97 // TODO: perhaps nice special effect?
98 void RemoveItem(void) = {
99         remove(self);
100 }
101
102
103 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
104 {
105         if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))
106         {
107                 remove (self);
108                 return;
109         }
110         self.mdl = itemmodel;
111         self.noise = pickupsound;
112         // let mappers override respawntime
113         if (!self.respawntime)
114                 self.respawntime = defaultrespawntime;
115         self.netname = itemname;
116         self.items = itemid;
117         self.flags = FL_ITEM | itemflags;
118         setmodel (self, self.mdl);
119         if (itemflags & FL_WEAPON)
120         {
121                 setorigin (self, self.origin + '0 0 22');
122                 setsize (self, '-12 -12 -12', '12 12 12');
123         }
124         else
125         {
126                 setorigin (self, self.origin + '0 0 15');
127         //      setsize (self, '-8 -8 -5', '8 8 8');
128         }
129         self.movetype = MOVETYPE_TOSS;
130         self.solid = SOLID_TRIGGER;
131         self.touch = Item_Touch;
132
133         if (itemflags & FL_POWERUP)
134         {
135                 self.effects = self.effects | EF_ADDITIVE;
136         }
137
138         // Savage: remove thrown items after a certain period of time ("garbage collection")
139         if(self.norespawn) {
140                 self.think = RemoveItem;
141                 self.nextthink = time + 60;
142         }
143
144 }
145
146 void weapon_uzi (void) {self.ammo_nails = 120;StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, "Uzi", IT_UZI, FL_WEAPON);}
147 void weapon_shotgun (void) {self.ammo_shells = 15;StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);}
148 void weapon_grenadelauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);}
149 void weapon_electro (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, "Electro", IT_ELECTRO, FL_WEAPON);}
150 void weapon_crylink (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, "Crylink", IT_CRYLINK, FL_WEAPON);}
151 void weapon_nex (void) {self.ammo_cells = 25;StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 15, "Nex Gun", IT_NEX, FL_WEAPON);}
152 void weapon_hagar (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, "Hagar", IT_HAGAR, FL_WEAPON);}
153 void weapon_rocketlauncher (void) {self.ammo_rockets = 15;StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);}
154
155 void item_rockets (void) {self.ammo_rockets = 15;StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0);}
156 void item_bullets (void) {self.ammo_nails = 120;StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0);}
157 void item_cells (void) {self.ammo_cells = 25;StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0);}
158 void item_shells (void) {self.ammo_shells = 15;StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0);}
159
160 void item_armor1 (void) {self.armorvalue = 5;StartItem ("models/items/g_a1.md3", "misc/itempickup.wav", 15, "Armor Shard", 0, 0);}
161 void item_armor25 (void) {self.armorvalue = 100;StartItem ("models/items/g_a25.md3", "misc/itempickup.wav", 30, "Armor", 0, 0);}
162 void item_health1 (void) {self.max_health = 5;StartItem ("models/items/g_h1.md3", "misc/itempickup.wav", 15, "5 Health", 0, 0);}
163 void item_health25 (void) {self.max_health = 25;StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", 0, 0);}
164 void item_health100 (void) {self.max_health = 100;StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", 0, 0);}
165
166 void item_strength (void) {self.strength_finished = 30;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);}
167 void item_invincible (void) {self.invincible_finished = 30;StartItem ("models/items/g_invincible.md3", "misc/powerup.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);}
168 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
169 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
170
171 void misc_models (void)
172 {
173         precache_model (self.model);
174         setmodel (self, self.model);
175         setsize (self, self.mins, self.maxs);
176 }
177
178