]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/t_items.c
The laser got a small viewkick
[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         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
24         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
25         {
26                 remove(self);
27                 return;
28         }
29         if (other.classname != "player")
30                 return;
31         if (other.deadflag)
32                 return;
33         if (self.solid != SOLID_TRIGGER)
34                 return;
35         if (self.health && other.health >= other.max_health)
36                 return;
37         if (self.owner == other)
38                 return;
39         // Savage: Remove the respawn effect if still present
40         self.effects = self.effects - (self.effects & EF_STARDUST);
41
42         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
43
44         // in case the player has autoswitch enabled do the following:
45         // if the player is using their best weapon before items are given, they
46         // probably want to switch to an even better weapon after items are given
47         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
48
49         if (cvar("g_minstagib"))
50         {
51                 if (self.ammo_cells)
52                 {
53                         // play some cool sounds ;)
54                         centerprint(other, "\n");
55                         if(other.health <= 5)
56                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
57                         else if(other.health < 50)
58                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
59                         // sound not available
60                         // else if(self.items == IT_CELLS)
61                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
62
63                         if (self.items & IT_NEX)
64                                 W_GiveWeapon (other, IT_NEX, "Nex");
65                         if (self.ammo_cells)
66                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
67                         other.health = 100;
68                 }
69
70                 // extralife powerup
71                 if (self.max_health)
72                 {
73                         // sound not available
74                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
75                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
76                         other.armorvalue = other.extralives;
77                         sprint(other, "^3You picked up some extra lives\n");
78                 }
79
80                 // invis powerup
81                 if (self.strength_finished)
82                 {
83                         // sound not available
84                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
85                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
86                 }
87
88                 // speed powerup
89                 if (self.invincible_finished)
90                 {
91                         // sound not available
92                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
93                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
94                 }
95         }
96         else
97         {
98                 if (cvar("deathmatch") == 2 && self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
99                         return;
100                 
101                 if (self.ammo_shells)
102                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
103                 if (self.ammo_nails)
104                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
105                 if (self.ammo_rockets)
106                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
107                 if (self.ammo_cells)
108                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
109
110                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
111                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
112                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
113                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
114                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
115                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
116                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
117                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
118
119                 if (self.strength_finished)
120                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
121                 if (self.invincible_finished)
122                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
123                 //if (self.speed_finished)
124                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
125                 //if (self.slowmo_finished)
126                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
127
128                 if (self.max_health)
129                 {
130                         other.health = other.health + self.max_health;
131                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + 5);
132                 }
133                 if (self.health && other.health < other.max_health)
134                         other.health = min(other.health + self.health, other.max_health);
135                 if (self.armorvalue)
136                 {
137                         other.armorvalue = other.armorvalue + self.armorvalue;
138                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + 5);
139                 }
140         }
141
142         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
143
144         oldself = self;
145         self = other;
146
147         if (_switchweapon)
148                 self.switchweapon = w_getbestweapon(self);
149         if (self.switchweapon != self.weapon)
150                 self.cnt = self.weapon;
151
152         //w_updateweapon ();
153         //w_updateammo ();
154         weapon_action(self.weapon, WR_UPDATECOUNTS);
155
156         self = oldself;
157
158         if (self.classname == "droppedweapon")
159                 remove (self);
160         else
161         {
162                 self.solid = SOLID_NOT;
163                 self.model = string_null;
164                 self.nextthink = time + self.respawntime;
165                 self.think = Item_Respawn;
166                 setorigin (self, self.origin);
167         }
168 }
169
170 // Savage: used for item garbage-collection
171 // TODO: perhaps nice special effect?
172 void RemoveItem(void) = {
173         remove(self);
174 }
175
176
177 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags)
178 {
179         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
180                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemname != "100 Health")
181         {
182                 remove (self);
183                 return;
184         }
185
186         if (!self.flags & FL_WEAPON || !other.items & self.items || self.classname == "droppedweapon")
187
188
189         if (cvar("g_minstagib"))
190         {
191                 // don't remove dropped items and powerups
192                 if (self.classname != "droppedweapon" &&
193                     self.classname != "minstagib")
194                 {
195                         remove (self);
196                         return;
197                 }
198         }
199
200         if(cvar("g_lms") && (self.classname != "droppedweapon"))
201         {
202                 remove(self);
203                 return;
204         }
205
206         if(cvar("g_instagib") || cvar("g_rocketarena"))
207         {
208                 remove(self);
209                 return;
210         }
211
212         if (self.classname == "droppedweapon")
213         {
214                 // don't drop if in a NODROP zone (such as lava)
215                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
216                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
217                 {
218                         remove(self);
219                         return;
220                 }
221         }
222
223         self.mdl = itemmodel;
224         //self.noise = pickupsound;
225         self.item_pickupsound = pickupsound;
226         // let mappers override respawntime
227         if (!self.respawntime)
228                 self.respawntime = defaultrespawntime;
229         self.netname = itemname;
230         self.items = itemid;
231         self.flags = FL_ITEM | itemflags;
232         setmodel (self, self.mdl);
233         if (itemflags & FL_WEAPON)
234         {
235                 setorigin (self, self.origin + '0 0 23');
236                 setsize (self, '-12 -12 -12', '12 12 12');
237
238                 // neutral team color for pickup weapons
239                 self.colormap = 160 * 1024 + 160;
240         }
241         else
242         {
243                 setorigin (self, self.origin + '0 0 25');
244         //      setsize (self, '-8 -8 -5', '8 8 8');
245         }
246         self.movetype = MOVETYPE_TOSS;
247         self.solid = SOLID_TRIGGER;
248         self.touch = Item_Touch;
249
250         // Savage: remove thrown items after a certain period of time ("garbage collection")
251         if (self.classname == "droppedweapon")
252         {
253                 self.think = RemoveItem;
254                 self.nextthink = time + 60;
255         }
256         else
257         {
258                 vector z_offset;
259
260                 z_offset = '0 0 1';
261
262                 if (itemid == IT_SHELLS)
263                         z_offset = '0 0 1' * 4;
264                 else if (itemid == IT_ROCKETS)
265                         z_offset = '0 0 1' * 4;
266                 else if (itemid == IT_NAILS)
267                         z_offset = '0 0 0';
268                 else if (self.max_health == 25)
269                         z_offset = '0 0 1' * 5;
270                 else if (self.armorvalue == 100)
271                         z_offset = '0 0 1' * 3;
272
273                 self.movetype = MOVETYPE_NONE;
274                 traceline(self.origin, self.origin - '0 0 1' * 1024, TRUE, self);
275                 setorigin(self, trace_endpos + z_offset);
276         }
277
278         if (cvar("g_fullbrightitems"))
279                 self.effects = self.effects | EF_FULLBRIGHT;
280
281 }
282
283 /* replace items in minstagib
284  * IT_STRENGTH   = invisibility
285  * IT_NAILS      = extra lives
286  * IT_INVINCIBLE = speed
287  */
288 void minstagib_items (float itemid)
289 {
290         // we don't want to replace dropped weapons ;)
291         if (self.classname == "droppedweapon")
292         {
293                 self.ammo_cells = 25;
294                 StartItem ("models/weapons/g_nex.md3",
295                         "weapons/weaponpickup.ogg", 15,
296                         "Nex Gun", IT_NEX, FL_WEAPON);
297                 return;
298         }
299
300         local float rnd;
301         self.classname = "minstagib";
302
303         // replace rocket launchers and nex guns with ammo cells
304         if (itemid == IT_CELLS)
305         {
306                 self.ammo_cells = 1;
307                 StartItem ("models/items/a_cells.md3",
308                         "misc/itempickup.ogg", 45,
309                         "Nex Ammo", IT_CELLS, 0);
310                 return;
311         }
312
313         // randomize
314         rnd = random() * 3;
315         if (rnd <= 1)
316                 itemid = IT_STRENGTH;
317         else if (rnd <= 2)
318                 itemid = IT_NAILS;
319         else
320                 itemid = IT_INVINCIBLE;
321
322         // replace with invis
323         if (itemid == IT_STRENGTH)
324         {
325                 self.effects = EF_ADDITIVE;
326                 self.strength_finished = 30;
327                 StartItem ("models/items/g_strength.md3",
328                         "misc/powerup.ogg", 120,
329                         "Invisibility", IT_STRENGTH, FL_POWERUP);
330         }
331         // replace with extra lives
332         if (itemid == IT_NAILS)
333         {
334                 self.max_health = 1;
335                 StartItem ("models/items/g_h100.md3",
336                         "misc/megahealth.ogg", 120,
337                         "Extralife", IT_NAILS, FL_POWERUP);
338
339         }
340         // replace with ammo
341         if (itemid == IT_INVINCIBLE)
342         {
343                 self.effects = EF_ADDITIVE;
344                 self.invincible_finished = 30;
345                 StartItem ("models/items/g_invincible.md3",
346                         "misc/powerup_shield.ogg", 120,
347                         "Speed", IT_INVINCIBLE, FL_POWERUP);
348         }
349
350 }
351
352 void weapon_uzi (void) {
353         self.ammo_nails = 120;
354         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON);
355 }
356
357 void weapon_shotgun (void) {
358         self.ammo_shells = 15;
359         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON);
360 }
361
362 void weapon_grenadelauncher (void) {
363         self.ammo_rockets = 15;
364         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON);
365 }
366
367 void weapon_electro (void) {
368         self.ammo_cells = 25;
369         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON);
370 }
371
372 void weapon_crylink (void) {
373         self.ammo_cells = 25;
374         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON);
375 }
376
377 void weapon_nex (void) {
378         if (cvar("g_minstagib")) {
379                 minstagib_items(IT_CELLS);
380         } else {
381                 self.ammo_cells = 25;
382                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_NEX), IT_NEX, FL_WEAPON);
383         }
384 }
385
386 void weapon_hagar (void) {
387         self.ammo_rockets = 15;
388         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON);
389 }
390
391 void weapon_rocketlauncher (void) {
392         if (cvar("g_minstagib")) {
393                 minstagib_items(IT_CELLS);
394         } else {
395                 self.ammo_rockets = 15;
396                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON);
397         }
398 }
399
400 void item_rockets (void) {
401         self.ammo_rockets = 15;
402         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0);
403 }
404
405 void item_bullets (void) {
406         self.ammo_nails = 120;
407         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0);
408 }
409
410 void item_cells (void) {
411         self.ammo_cells = 25;
412         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0);
413 }
414
415 void item_shells (void) {
416         self.ammo_shells = 15;
417         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0);
418 }
419
420 void item_armor1 (void) {
421         self.armorvalue = 5;
422         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", 0, 0);
423 }
424
425 void item_armor25 (void) {
426         self.armorvalue = 100;
427         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", 0, 0);
428 }
429
430 void item_health1 (void) {
431         self.max_health = 5;
432         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", 0, 0);
433 }
434
435 void item_health25 (void) {
436         self.max_health = 25;
437         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", 0, 0);
438 }
439
440 void item_health100 (void) {
441         if(!cvar("g_powerup_superhealth"))
442                 return;
443
444         if(cvar("g_minstagib")) {
445                 minstagib_items(IT_NAILS);
446         } else {
447                 self.max_health = 100;
448                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", 0, 0);
449         }
450 }
451
452 void item_strength (void) {
453         if(!cvar("g_powerup_strength"))
454                 return;
455
456         if(cvar("g_minstagib")) {
457                 minstagib_items(IT_STRENGTH);
458         } else {
459                 self.strength_finished = 30;
460                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP);
461         }
462 }
463
464 void item_invincible (void) {
465         if(!cvar("g_powerup_shield"))
466                 return;
467
468         if(cvar("g_minstagib")) {
469                 minstagib_items(IT_INVINCIBLE);
470         } else {
471                 self.invincible_finished = 30;
472                 self.effects = EF_ADDITIVE;
473                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP);
474         }
475 }
476 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP);}
477 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP);}
478
479 void misc_models (void)
480 {
481         precache_model (self.model);
482         setmodel (self, self.model);
483         setsize (self, self.mins, self.maxs);
484 }
485
486