]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/t_items.c
changed setorigin lines to spawn items one unit higher, this seems to
[divverent/nexuiz.git] / data / qcsrc / server / 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.ogg", 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         if (self.owner == other)
32                 return;
33         // Savage: Remove the respawn effect if still present
34         self.effects = self.effects - (self.effects & EF_STARDUST);
35
36         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
37
38         // in case the player has autoswitch enabled do the following:
39         // if the player is using their best weapon before items are given, they
40         // probably want to switch to an even better weapon after items are given
41         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
42
43         if (cvar("g_minstagib"))
44         {
45                 if (self.ammo_cells)
46                 {
47                         // play some cool sounds ;)
48                         centerprint(other, "\n");
49                         if(other.health <= 5)
50                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
51                         else if(other.health < 50)
52                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
53                         // sound not available
54                         // else if(self.items == IT_CELLS)
55                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
56
57                         if (self.items & IT_NEX)
58                                 W_GiveWeapon (other, IT_NEX, "Nex");
59                         if (self.ammo_cells)
60                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
61                         other.health = 100;
62                 }
63
64                 // extralife powerup
65                 if (self.max_health)
66                 {
67                         // sound not available
68                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
69                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
70                         other.armorvalue = other.extralives;
71                         sprint(other, "^3You picked up some extra lives\n");
72                 }
73
74                 // invis powerup
75                 if (self.strength_finished)
76                 {
77                         // sound not available
78                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
79                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
80                 }
81
82                 // speed powerup
83                 if (self.invincible_finished)
84                 {
85                         // sound not available
86                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
87                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
88                 }
89         }
90         else
91         {
92                 if (self.ammo_shells)
93                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
94                 if (self.ammo_nails)
95                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
96                 if (self.ammo_rockets)
97                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
98                 if (self.ammo_cells)
99                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
100
101                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, "Machine gun");
102                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
103                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
104                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, "Electro");
105                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, "Nex");
106                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, "Hagar");
107                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
108                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, "Crylink");
109
110                 if (self.strength_finished)
111                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
112                 if (self.invincible_finished)
113                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
114                 //if (self.speed_finished)
115                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
116                 //if (self.slowmo_finished)
117                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
118
119                 if (self.max_health)
120                 {
121                         other.health = other.health + self.max_health;
122                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
123                 }
124                 if (self.health && other.health < other.max_health)
125                         other.health = min(other.health + self.health, other.max_health);
126                 if (self.armorvalue)
127                 {
128                         other.armorvalue = other.armorvalue + self.armorvalue;
129                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
130                 }
131         }
132
133         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
134
135         oldself = self;
136         self = other;
137
138         if (_switchweapon)
139                 self.switchweapon = w_getbestweapon(self);
140         if (self.switchweapon != self.weapon)
141                 self.cnt = self.weapon;
142
143         //w_updateweapon ();
144         //w_updateammo ();
145         weapon_action(self.weapon, WR_UPDATECOUNTS);
146
147         self = oldself;
148
149         if (self.classname == "droppedweapon")
150                 remove (self);
151         else
152         {
153                 self.solid = SOLID_NOT;
154                 self.model = string_null;
155                 self.nextthink = time + self.respawntime;
156                 self.think = Item_Respawn;
157                 setorigin (self, self.origin);
158         }
159 }
160
161 // Savage: used for item garbage-collection
162 // TODO: perhaps nice special effect?
163 void RemoveItem(void) = {
164         remove(self);
165 }
166
167
168 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
169 {
170         if (!cvar("g_pickup_items") && !cvar("g_minstagib") &&
171                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemname != "100 Health")
172         {
173                 remove (self);
174                 return;
175         }
176
177         if (cvar("g_minstagib"))
178         {
179                 // don't remove dropped items and powerups
180                 if (self.classname != "droppedweapon" &&
181                     self.classname != "minstagib")
182                 {
183                         remove (self);
184                         return;
185                 }
186         }
187
188         if(cvar("g_lms") && (self.classname != "droppedweapon"))
189         {
190                 remove(self);
191                 return;
192         }
193
194         if(cvar("g_instagib") || cvar("g_rocketarena"))
195         {
196                 remove(self);
197                 return;
198         }
199
200         self.mdl = itemmodel;
201         //self.noise = pickupsound;
202         self.item_pickupsound = pickupsound;
203         // let mappers override respawntime
204         if (!self.respawntime)
205                 self.respawntime = defaultrespawntime;
206         self.netname = itemname;
207         self.items = itemid;
208         self.flags = FL_ITEM | itemflags;
209         setmodel (self, self.mdl);
210         if (itemflags & FL_WEAPON)
211         {
212                 setorigin (self, self.origin + '0 0 23');
213                 setsize (self, '-12 -12 -12', '12 12 12');
214
215                 // neutral team color for pickup weapons
216                 self.colormap = 160 * 1024 + 160;
217         }
218         else
219         {
220                 setorigin (self, self.origin + '0 0 16');
221         //      setsize (self, '-8 -8 -5', '8 8 8');
222         }
223         self.movetype = MOVETYPE_TOSS;
224         self.solid = SOLID_TRIGGER;
225         self.touch = Item_Touch;
226
227         // Savage: remove thrown items after a certain period of time ("garbage collection")
228         if (self.classname == "droppedweapon")
229         {
230                 self.think = RemoveItem;
231                 self.nextthink = time + 60;
232         }
233
234         if (cvar("g_fullbrightitems"))
235                 self.effects = self.effects | EF_FULLBRIGHT;
236
237 }
238
239 /* replace items in minstagib
240  * IT_STRENGTH   = invisibility
241  * IT_NAILS      = extra lives
242  * IT_INVINCIBLE = speed
243  */
244 void minstagib_items (float itemid)
245 {
246         // we don't want to replace dropped weapons ;)
247         if (self.classname == "droppedweapon")
248         {
249                 self.ammo_cells = 25;
250                 StartItem ("models/weapons/g_nex.md3",
251                         "weapons/weaponpickup.ogg", 15,
252                         "Nex Gun", IT_NEX, FL_WEAPON);
253                 return;
254         }
255
256         local float rnd;
257         self.classname = "minstagib";
258
259         // replace rocket launchers and nex guns with ammo cells
260         if (itemid == IT_CELLS)
261         {
262                 self.ammo_cells = 1;
263                 StartItem ("models/items/a_cells.md3",
264                         "misc/itempickup.ogg", 45,
265                         "Nex Ammo", IT_CELLS, 0);
266                 return;
267         }
268
269         // randomize
270         rnd = random() * 3;
271         if (rnd <= 1)
272                 itemid = IT_STRENGTH;
273         else if (rnd <= 2)
274                 itemid = IT_NAILS;
275         else
276                 itemid = IT_INVINCIBLE;
277
278         // replace with invis
279         if (itemid == IT_STRENGTH)
280         {
281                 self.effects = EF_ADDITIVE;
282                 self.strength_finished = 30;
283                 StartItem ("models/items/g_strength.md3",
284                         "misc/powerup.ogg", 120,
285                         "Invisibility", IT_STRENGTH, FL_POWERUP);
286         }
287         // replace with extra lives
288         if (itemid == IT_NAILS)
289         {
290                 self.max_health = 1;
291                 StartItem ("models/items/g_h100.md3",
292                         "misc/megahealth.ogg", 120,
293                         "Extralife", IT_NAILS, FL_POWERUP);
294
295         }
296         // replace with ammo
297         if (itemid == IT_INVINCIBLE)
298         {
299                 self.effects = EF_ADDITIVE;
300                 self.invincible_finished = 30;
301                 StartItem ("models/items/g_invincible.md3",
302                         "misc/powerup_shield.ogg", 120,
303                         "Speed", IT_INVINCIBLE, FL_POWERUP);
304         }
305
306 }
307
308 void weapon_uzi (void) {
309         self.ammo_nails = 120;
310         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
311 }
312
313 void weapon_shotgun (void) {
314         self.ammo_shells = 15;
315         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
316 }
317
318 void weapon_grenadelauncher (void) {
319         self.ammo_rockets = 15;
320         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
321 }
322
323 void weapon_electro (void) {
324         self.ammo_cells = 25;
325         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
326 }
327
328 void weapon_crylink (void) {
329         self.ammo_cells = 25;
330         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
331 }
332
333 void weapon_nex (void) {
334         if (cvar("g_minstagib")) {
335                 minstagib_items(IT_CELLS);
336         } else {
337                 self.ammo_cells = 25;
338                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
339         }
340 }
341
342 void weapon_hagar (void) {
343         self.ammo_rockets = 15;
344         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
345 }
346
347 void weapon_rocketlauncher (void) {
348         if (cvar("g_minstagib")) {
349                 minstagib_items(IT_CELLS);
350         } else {
351                 self.ammo_rockets = 15;
352                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
353         }
354 }
355
356 void item_rockets (void) {
357         self.ammo_rockets = 15;
358         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
359 }
360
361 void item_bullets (void) {
362         self.ammo_nails = 120;
363         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
364 }
365
366 void item_cells (void) {
367         self.ammo_cells = 25;
368         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
369 }
370
371 void item_shells (void) {
372         self.ammo_shells = 15;
373         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
374 }
375
376 void item_armor1 (void) {
377         self.armorvalue = 5;
378         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
379 }
380
381 void item_armor25 (void) {
382         self.armorvalue = 100;
383         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
384 }
385
386 void item_health1 (void) {
387         self.max_health = 5;
388         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
389 }
390
391 void item_health25 (void) {
392         self.max_health = 25;
393         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
394 }
395
396 void item_health100 (void) {
397         if(!cvar("g_powerup_superhealth"))
398                 return;
399
400         if(cvar("g_minstagib")) {
401                 minstagib_items(IT_NAILS);
402         } else {
403                 self.max_health = 100;
404                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
405         }
406 }
407
408 void item_strength (void) {
409         if(!cvar("g_powerup_strength"))
410                 return;
411
412         if(cvar("g_minstagib")) {
413                 minstagib_items(IT_STRENGTH);
414         } else {
415                 self.strength_finished = 30;
416                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
417         }
418 }
419
420 void item_invincible (void) {
421         if(!cvar("g_powerup_shield"))
422                 return;
423
424         if(cvar("g_minstagib")) {
425                 minstagib_items(IT_INVINCIBLE);
426         } else {
427                 self.invincible_finished = 30;
428                 self.effects = EF_ADDITIVE;
429                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
430         }
431 }
432 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
433 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
434
435 void misc_models (void)
436 {
437         precache_model (self.model);
438         setmodel (self, self.model);
439         setsize (self, self.mins, self.maxs);
440 }
441
442