]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/t_items.c
add csqc skeleton for Nexuiz
[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         // 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 announcer/robotic/lastsecond.ogg\n");
49                         else if(other.health < 50)
50                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
51                         // sound not available
52                         // else if(self.items == IT_CELLS)
53                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
54                         
55                         if (self.items & IT_NEX)
56                                 W_GiveWeapon (other, IT_NEX, "Nex");
57                         if (self.ammo_cells)
58                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
59                         other.health = 100;
60                 }
61
62                 // extralife powerup
63                 if (self.max_health)
64                 {
65                         // sound not available
66                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
67                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
68                         other.armorvalue = other.extralives;
69                         sprint(other, "^3You picked up some extra lives\n");
70                 }
71
72                 // invis powerup
73                 if (self.strength_finished)
74                 {
75                         // sound not available
76                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
77                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
78                 }
79                 
80                 // speed powerup
81                 if (self.invincible_finished)
82                 {
83                         // sound not available
84                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
85                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
86                 }
87         }
88         else
89         {
90                 if (self.ammo_shells)
91                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
92                 if (self.ammo_nails)
93                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
94                 if (self.ammo_rockets)
95                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
96                 if (self.ammo_cells)
97                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
98
99                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, "Machine gun");
100                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, "Shotgun");
101                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, "Mortar");
102                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, "Electro");
103                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, "Nex");
104                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, "Hagar");
105                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, "Rocket Launcher");
106                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, "Crylink");
107
108                 if (self.strength_finished)
109                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
110                 if (self.invincible_finished)
111                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
112                 //if (self.speed_finished)
113                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
114                 //if (self.slowmo_finished)
115                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
116
117                 if (self.max_health)
118                 {
119                         other.health = other.health + self.max_health;
120                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
121                 }
122                 if (self.health && other.health < other.max_health)
123                         other.health = min(other.health + self.health, other.max_health);
124                 if (self.armorvalue)
125                 {
126                         other.armorvalue = other.armorvalue + self.armorvalue;
127                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
128                 }
129         }
130
131         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
132         
133         oldself = self;
134         self = other;
135
136         if (_switchweapon)
137                 self.switchweapon = w_getbestweapon(self);
138
139         //w_updateweapon ();
140         //w_updateammo ();
141         weapon_action(self.weapon, WR_UPDATECOUNTS);
142
143         self = oldself;
144
145         if (self.classname == "droppedweapon")
146                 remove (self);
147         else
148         {
149                 self.solid = SOLID_NOT;
150                 self.model = string_null;
151                 self.nextthink = time + self.respawntime;
152                 self.think = Item_Respawn;
153                 setorigin (self, self.origin);
154         }
155 }
156
157 // Savage: used for item garbage-collection
158 // TODO: perhaps nice special effect?
159 void RemoveItem(void) = {
160         remove(self);
161 }
162
163
164 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
165 {
166         if (!cvar("g_pickup_items") && !cvar("g_minstagib") && !cvar("g_lms"))
167         {
168                 remove (self);
169                 return;
170         }
171
172         if (cvar("g_minstagib"))
173         {
174                 // don't remove dropped items and powerups
175                 if (self.classname != "droppedweapon" && 
176                     self.classname != "minstagib")
177                 {
178                         remove (self);
179                         return;
180                 }
181         }
182
183         if(cvar("g_lms") && (self.classname != "droppedweapon"))
184         {
185                 remove(self);
186                 return;
187         }
188
189         if(cvar("g_instagib") || cvar("g_rocketarena"))
190         {
191                 remove(self);
192                 return;
193         }
194
195         self.mdl = itemmodel;
196         //self.noise = pickupsound;
197         self.item_pickupsound = pickupsound;
198         // let mappers override respawntime
199         if (!self.respawntime)
200                 self.respawntime = defaultrespawntime;
201         self.netname = itemname;
202         self.items = itemid;
203         self.flags = FL_ITEM | itemflags;
204         setmodel (self, self.mdl);
205         if (itemflags & FL_WEAPON)
206         {
207                 setorigin (self, self.origin + '0 0 22');
208                 setsize (self, '-12 -12 -12', '12 12 12');
209                 
210                 // neutral team color for pickup weapons
211                 self.colormap = 160 * 1024 + 160;
212         }
213         else
214         {
215                 setorigin (self, self.origin + '0 0 15');
216         //      setsize (self, '-8 -8 -5', '8 8 8');
217         }
218         self.movetype = MOVETYPE_TOSS;
219         self.solid = SOLID_TRIGGER;
220         self.touch = Item_Touch;
221
222         // Savage: remove thrown items after a certain period of time ("garbage collection")
223         if (self.classname == "droppedweapon")
224         {
225                 self.think = RemoveItem;
226                 self.nextthink = time + 60;
227         }
228
229         if (cvar("g_fullbrightitems"))
230                 self.effects = self.effects | EF_FULLBRIGHT;
231
232 }
233
234 /* replace items in minstagib
235  * IT_STRENGTH   = invisibility
236  * IT_NAILS      = extra lives
237  * IT_INVINCIBLE = speed
238  */
239 void minstagib_items (float itemid)
240 {
241         // we don't want to replace dropped weapons ;)
242         if (self.classname == "droppedweapon")
243         {
244                 self.ammo_cells = 25;
245                 StartItem ("models/weapons/g_nex.md3", 
246                         "weapons/weaponpickup.ogg", 15, 
247                         "Nex Gun", IT_NEX, FL_WEAPON);
248                 return;
249         }
250         
251         local float rnd;
252         self.classname = "minstagib";
253         
254         // replace rocket launchers and nex guns with ammo cells
255         if (itemid == IT_CELLS)
256         {
257                 self.ammo_cells = 1;
258                 StartItem ("models/items/a_cells.md3", 
259                         "misc/itempickup.ogg", 45, 
260                         "Nex Ammo", IT_CELLS, 0);
261                 return;
262         }
263
264         // randomize
265         rnd = random() * 3;
266         if (rnd <= 1)
267                 itemid = IT_STRENGTH;
268         else if (rnd <= 2)
269                 itemid = IT_NAILS;
270         else
271                 itemid = IT_INVINCIBLE;
272         
273         // replace with invis
274         if (itemid == IT_STRENGTH)
275         {
276                 self.effects = EF_ADDITIVE;
277                 self.strength_finished = 30;
278                 StartItem ("models/items/g_strength.md3", 
279                         "misc/powerup.ogg", 120, 
280                         "Invisibility", IT_STRENGTH, FL_POWERUP);
281         }
282         // replace with extra lives
283         if (itemid == IT_NAILS)
284         {
285                 self.max_health = 1;
286                 StartItem ("models/items/g_h100.md3", 
287                         "misc/megahealth.ogg", 120, 
288                         "Extralife", IT_NAILS, FL_POWERUP);
289
290         }
291         // replace with ammo
292         if (itemid == IT_INVINCIBLE)
293         {
294                 self.effects = EF_ADDITIVE;
295                 self.invincible_finished = 30;
296                 StartItem ("models/items/g_invincible.md3", 
297                         "misc/powerup_shield.ogg", 120, 
298                         "Speed", IT_INVINCIBLE, FL_POWERUP);
299         }
300
301 }
302
303 void weapon_uzi (void) {
304         self.ammo_nails = 120;
305         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, "Uzi", IT_UZI, FL_WEAPON);
306 }
307
308 void weapon_shotgun (void) {
309         self.ammo_shells = 15;
310         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, "Shotgun", IT_SHOTGUN, FL_WEAPON);
311 }
312
313 void weapon_grenadelauncher (void) {
314         self.ammo_rockets = 15;
315         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, "Grenade Launcher", IT_GRENADE_LAUNCHER, FL_WEAPON);
316 }
317
318 void weapon_electro (void) {
319         self.ammo_cells = 25;
320         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, "Electro", IT_ELECTRO, FL_WEAPON);
321 }
322
323 void weapon_crylink (void) {
324         self.ammo_cells = 25;
325         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, "Crylink", IT_CRYLINK, FL_WEAPON);
326 }
327
328 void weapon_nex (void) {
329         if (cvar("g_minstagib")) {
330                 minstagib_items(IT_CELLS);
331         } else {
332                 self.ammo_cells = 25;
333                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, "Nex Gun", IT_NEX, FL_WEAPON);
334         }
335 }
336
337 void weapon_hagar (void) {
338         self.ammo_rockets = 15;
339         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, "Hagar", IT_HAGAR, FL_WEAPON);
340 }
341
342 void weapon_rocketlauncher (void) {
343         if (cvar("g_minstagib")) {
344                 minstagib_items(IT_CELLS);
345         } else {
346                 self.ammo_rockets = 15;
347                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, "Rocket Launcher", IT_ROCKET_LAUNCHER, FL_WEAPON);
348         }
349 }
350
351 void item_rockets (void) {
352         self.ammo_rockets = 15;
353         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
354 }
355
356 void item_bullets (void) {
357         self.ammo_nails = 120;
358         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
359 }
360
361 void item_cells (void) {
362         self.ammo_cells = 25;
363         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
364 }
365
366 void item_shells (void) {
367         self.ammo_shells = 15;
368         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
369 }
370
371 void item_armor1 (void) {
372         self.armorvalue = 5;
373         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
374 }
375
376 void item_armor25 (void) {
377         self.armorvalue = 100;
378         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
379 }
380
381 void item_health1 (void) {
382         self.max_health = 5;
383         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
384 }
385
386 void item_health25 (void) {
387         self.max_health = 25;
388         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
389 }
390
391 void item_health100 (void) {
392         if(cvar("g_minstagib")) {
393                 minstagib_items(IT_NAILS);
394         } else {
395                 self.max_health = 100;
396                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
397         }
398 }
399
400 void item_strength (void) {
401         if(cvar("g_minstagib")) {
402                 minstagib_items(IT_STRENGTH);
403         } else {
404                 self.strength_finished = 30;
405                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
406         }
407 }
408
409 void item_invincible (void) {
410         if(cvar("g_minstagib")) {
411                 minstagib_items(IT_INVINCIBLE);
412         } else {
413                 self.invincible_finished = 30;
414                 self.effects = EF_ADDITIVE;
415                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
416         }
417 }
418 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
419 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
420
421 void misc_models (void)
422 {
423         precache_model (self.model);
424         setmodel (self, self.model);
425         setsize (self, self.mins, self.maxs);
426 }
427
428