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new gamemode: "Last Man Standing" (g_lms)
[divverent/nexuiz.git] / data / qcsrc / gamec / t_items.c
1 void Item_ClearRespawnEffect (void) {
2         self.effects = self.effects - (self.effects & EF_STARDUST);
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         self.effects = self.effects | EF_STARDUST;
14         self.think = Item_ClearRespawnEffect;
15         self.nextthink = time + 0.1;
16 }
17
18 void Item_Touch (void)
19 {
20         local entity oldself;
21         local float     _switchweapon;
22
23         if (other.classname != "player")
24                 return;
25         if (other.deadflag)
26                 return;
27         if (self.solid != SOLID_TRIGGER)
28                 return;
29         if (self.health && other.health >= other.max_health)
30                 return;
31         // Savage: Remove the respawn effect if still present
32         self.effects = self.effects - (self.effects & EF_STARDUST);
33
34         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
35
36         // in case the player has autoswitch enabled do the following:
37         // if the player is using their best weapon before items are given, they
38         // probably want to switch to an even better weapon after items are given
39         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)));
40
41         if (cvar("g_minstagib"))
42         {
43                 if (self.ammo_cells)
44                 {
45                         // play some cool sounds ;)
46                         centerprint(other, "\n");
47                         if(other.health <= 5)
48                                 stuffcmd(other, "play2 announce/robotic/last_second_save.ogg\n");
49                         else if(other.health < 50)
50                                 stuffcmd(other, "play2 announce/robotic/narrowly_averted.ogg\n");
51                         else if(self.items == IT_CELLS)
52                                 stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
53                         
54                         if (self.items & IT_NEX)
55                                 W_GiveWeapon (other, IT_NEX, "Nex");
56                         if (self.ammo_cells)
57                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
58                         other.health = 100;
59                 }
60
61                 // extralife powerup
62                 if (self.max_health)
63                 {
64                         stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
65                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
66                         other.armorvalue = other.extralives;
67                         sprint(other, "^3You picked up some extra lives\n");
68                 }
69
70                 // invis powerup
71                 if (self.strength_finished)
72                 {
73                         stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
74                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
75                 }
76                 
77                 // speed powerup
78                 if (self.invincible_finished)
79                 {
80                         stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
81                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
82                 }
83         }
84         else
85         {
86                 if (self.ammo_shells)
87                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
88                 if (self.ammo_nails)
89                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
90                 if (self.ammo_rockets)
91                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
92                 if (self.ammo_cells)
93                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
94
95                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, "Machine gun");
96                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
97                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
98                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, "Electro");
99                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, "Nex");
100                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, "Hagar");
101                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
102                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, "Crylink");
103
104                 if (self.strength_finished)
105                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
106                 if (self.invincible_finished)
107                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
108                 //if (self.speed_finished)
109                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
110                 //if (self.slowmo_finished)
111                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
112
113                 if (self.max_health)
114                 {
115                         other.health = other.health + self.max_health;
116                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
117                 }
118                 if (self.health && other.health < other.max_health)
119                         other.health = min(other.health + self.health, other.max_health);
120                 if (self.armorvalue)
121                 {
122                         other.armorvalue = other.armorvalue + self.armorvalue;
123                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
124                 }
125         }
126
127         oldself = self;
128         self = other;
129
130         if (_switchweapon)
131                 self.switchweapon = w_getbestweapon(self);
132
133         //w_updateweapon ();
134         //w_updateammo ();
135         weapon_action(self.weapon, WR_UPDATECOUNTS);
136
137         self = oldself;
138
139         if (self.classname == "droppedweapon")
140                 remove (self);
141         else
142         {
143                 self.solid = SOLID_NOT;
144                 self.model = string_null;
145                 self.nextthink = time + self.respawntime;
146                 self.think = Item_Respawn;
147                 setorigin (self, self.origin);
148         }
149 }
150
151 // Savage: used for item garbage-collection
152 // TODO: perhaps nice special effect?
153 void RemoveItem(void) = {
154         remove(self);
155 }
156
157
158 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
159 {
160         if (!cvar("g_pickup_items") && !cvar("g_minstagib") && !cvar("g_lms"))
161         {
162                 remove (self);
163                 return;
164         }
165
166         if (cvar("g_minstagib"))
167         {
168                 // don't remove dropped items and powerups
169                 if (self.classname != "droppedweapon" && 
170                     self.classname != "minstagib")
171                 {
172                         remove (self);
173                         return;
174                 }
175         }
176
177         if(cvar("g_lms") && (self.classname != "droppedweapon"))
178         {
179                 remove(self);
180                 return;
181         }
182
183         if(cvar("g_instagib") || cvar("g_rocketarena"))
184         {
185                 remove(self);
186                 return;
187         }
188
189         self.mdl = itemmodel;
190         self.noise = pickupsound;
191         // let mappers override respawntime
192         if (!self.respawntime)
193                 self.respawntime = defaultrespawntime;
194         self.netname = itemname;
195         self.items = itemid;
196         self.flags = FL_ITEM | itemflags;
197         setmodel (self, self.mdl);
198         if (itemflags & FL_WEAPON)
199         {
200                 setorigin (self, self.origin + '0 0 22');
201                 setsize (self, '-12 -12 -12', '12 12 12');
202                 
203                 // neutral team color for pickup weapons
204                 self.colormap = 160 * 1024 + 160;
205         }
206         else
207         {
208                 setorigin (self, self.origin + '0 0 15');
209         //      setsize (self, '-8 -8 -5', '8 8 8');
210         }
211         self.movetype = MOVETYPE_TOSS;
212         self.solid = SOLID_TRIGGER;
213         self.touch = Item_Touch;
214
215         // Savage: remove thrown items after a certain period of time ("garbage collection")
216         if (self.classname == "droppedweapon")
217         {
218                 self.think = RemoveItem;
219                 self.nextthink = time + 60;
220         }
221
222         if (cvar("g_fullbrightitems"))
223                 self.effects = self.effects | EF_FULLBRIGHT;
224
225 }
226
227 /* replace items in minstagib
228  * IT_STRENGTH   = invisibility
229  * IT_NAILS      = extra lives
230  * IT_INVINCIBLE = speed
231  */
232 void minstagib_items (float itemid)
233 {
234         // we don't want to replace dropped weapons ;)
235         if (self.classname == "droppedweapon")
236         {
237                 self.ammo_cells = 25;
238                 StartItem ("models/weapons/g_nex.md3", 
239                         "weapons/weaponpickup.wav", 15, 
240                         "Nex Gun", IT_NEX, FL_WEAPON);
241                 return;
242         }
243         
244         local float rnd;
245         self.classname = "minstagib";
246         
247         // replace rocket launchers and nex guns with ammo cells
248         if (itemid == IT_CELLS)
249         {
250                 self.ammo_cells = 1;
251                 StartItem ("models/items/a_cells.md3", 
252                         "misc/itempickup.wav", 45, 
253                         "Nex Ammo", IT_CELLS, 0);
254                 return;
255         }
256
257         // randomize
258         rnd = random() * 3;
259         if (rnd <= 1)
260                 itemid = IT_STRENGTH;
261         else if (rnd <= 2)
262                 itemid = IT_NAILS;
263         else
264                 itemid = IT_INVINCIBLE;
265         
266         // replace with invis
267         if (itemid == IT_STRENGTH)
268         {
269                 self.effects = EF_ADDITIVE;
270                 self.strength_finished = 30;
271                 StartItem ("models/items/g_strength.md3", 
272                         "misc/powerup.wav", 120, 
273                         "Invisibility", IT_STRENGTH, FL_POWERUP);
274         }
275         // replace with extra lives
276         if (itemid == IT_NAILS)
277         {
278                 self.max_health = 1;
279                 StartItem ("models/items/g_h100.md3", 
280                         "misc/powerup.wav", 120, 
281                         "Extralife", IT_NAILS, FL_POWERUP);
282
283         }
284         // replace with ammo
285         if (itemid == IT_INVINCIBLE)
286         {
287                 self.effects = EF_ADDITIVE;
288                 self.invincible_finished = 30;
289                 StartItem ("models/items/g_invincible.md3", 
290                         "misc/powerup.wav", 120, 
291                         "Speed", IT_INVINCIBLE, FL_POWERUP);
292         }
293
294 }
295
296 void weapon_uzi (void) {
297         self.ammo_nails = 120;
298         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.wav", 15, "Uzi", IT_UZI, FL_WEAPON);
299 }
300
301 void weapon_shotgun (void) {
302         self.ammo_shells = 15;
303         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.wav", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
304 }
305
306 void weapon_grenadelauncher (void) {
307         self.ammo_rockets = 15;
308         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.wav", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
309 }
310
311 void weapon_electro (void) {
312         self.ammo_cells = 25;
313         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.wav", 15, "Electro", IT_ELECTRO, FL_WEAPON);
314 }
315
316 void weapon_crylink (void) {
317         self.ammo_cells = 25;
318         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.wav", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
319 }
320
321 void weapon_nex (void) {
322         if (cvar("g_minstagib")) {
323                 minstagib_items(IT_CELLS);
324         } else {
325                 self.ammo_cells = 25;
326                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", 15, "Nex Gun", IT_NEX, FL_WEAPON);
327         }
328 }
329
330 void weapon_hagar (void) {
331         self.ammo_rockets = 15;
332         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.wav", 15, "Hagar", IT_HAGAR, FL_WEAPON);
333 }
334
335 void weapon_rocketlauncher (void) {
336         if (cvar("g_minstagib")) {
337                 minstagib_items(IT_CELLS);
338         } else {
339                 self.ammo_rockets = 15;
340                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.wav", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
341         }
342 }
343
344 void item_rockets (void) {
345         self.ammo_rockets = 15;
346         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", 15, "rockets", IT_ROCKETS, 0);
347 }
348
349 void item_bullets (void) {
350         self.ammo_nails = 120;
351         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", 15, "bullets", IT_NAILS, 0);
352 }
353
354 void item_cells (void) {
355         self.ammo_cells = 25;
356         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", 15, "cells", IT_CELLS, 0);
357 }
358
359 void item_shells (void) {
360         self.ammo_shells = 15;
361         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", 15, "shells", IT_SHELLS, 0);
362 }
363
364 void item_armor1 (void) {
365         self.armorvalue = 5;
366         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
367 }
368
369 void item_armor25 (void) {
370         self.armorvalue = 100;
371         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
372 }
373
374 void item_health1 (void) {
375         self.max_health = 5;
376         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", 15, "5 Health", 0, 0);
377 }
378
379 void item_health25 (void) {
380         self.max_health = 25;
381         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", 15, "25 Health", 0, 0);
382 }
383
384 void item_health100 (void) {
385         if(cvar("g_minstagib")) {
386                 minstagib_items(IT_NAILS);
387         } else {
388                 self.max_health = 100;
389                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", 30, "100 Health", 0, 0);
390         }
391 }
392
393 void item_strength (void) {
394         if(cvar("g_minstagib")) {
395                 minstagib_items(IT_STRENGTH);
396         } else {
397                 self.strength_finished = 30;
398                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.wav", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
399         }
400 }
401
402 void item_invincible (void) {
403         if(cvar("g_minstagib")) {
404                 minstagib_items(IT_INVINCIBLE);
405         } else {
406                 self.invincible_finished = 30;
407                 self.effects = EF_ADDITIVE;
408                 StartItem ("models/items/g_invincible.md3", "misc/powerup.wav", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
409         }
410 }
411 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
412 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
413
414 void misc_models (void)
415 {
416         precache_model (self.model);
417         setmodel (self, self.model);
418         setsize (self, self.mins, self.maxs);
419 }
420
421