]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/t_items.c
removing this makefile also
[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         // LordHavoc: replaced respawn stardust effect with a custom te_wizspike
13         te_wizspike(self.origin + self.mins_z * '0 0 1' + '0 0 48');
14         //// Savage: Add simple Respawn effect and make sure it gets removed
15         //self.effects = self.effects | EF_STARDUST;
16         //self.think = Item_ClearRespawnEffect;
17         //self.nextthink = time + 0.1;
18 }
19
20 void Item_Touch (void)
21 {
22         local entity oldself;
23         local float _switchweapon;
24
25         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
26         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
27         {
28                 remove(self);
29                 return;
30         }
31         if (other.classname != "player")
32                 return;
33         if (other.deadflag)
34                 return;
35         if (self.solid != SOLID_TRIGGER)
36                 return;
37         if (self.health && other.health >= other.max_health)
38                 return;
39         if (self.owner == other)
40                 return;
41         // Savage: Remove the respawn effect if still present
42         self.effects = self.effects - (self.effects & EF_STARDUST);
43
44         sound (self, CHAN_BODY, self.noise, 1, ATTN_NORM);
45
46         // in case the player has autoswitch enabled do the following:
47         // if the player is using their best weapon before items are given, they
48         // probably want to switch to an even better weapon after items are given
49         _switchweapon = (other.autoswitch && (other.switchweapon == w_getbestweapon(other)) || cvar("g_minstagib"));
50
51         if (cvar("g_minstagib"))
52         {
53                 if (self.ammo_cells)
54                 {
55                         // play some cool sounds ;)
56                         centerprint(other, "\n");
57                         if(other.health <= 5)
58                                 stuffcmd(other, "play2 announcer/robotic/lastsecond.ogg\n");
59                         else if(other.health < 50)
60                                 stuffcmd(other, "play2 announcer/robotic/narrowly.ogg\n");
61                         // sound not available
62                         // else if(self.items == IT_CELLS)
63                         //      stuffcmd(other, "play2 announce/robotic/ammo.ogg\n");
64
65                         if (self.items & IT_NEX)
66                                 W_GiveWeapon (other, IT_NEX, "Nex");
67                         if (self.ammo_cells)
68                                 other.ammo_cells = min (other.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
69                         other.health = 100;
70                 }
71
72                 // extralife powerup
73                 if (self.max_health)
74                 {
75                         // sound not available
76                         // stuffcmd(other, "play2 announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg\n");
77                         other.extralives = other.extralives + cvar("g_minstagib_extralives");
78                         other.armorvalue = other.extralives;
79                         sprint(other, "^3You picked up some extra lives\n");
80                 }
81
82                 // invis powerup
83                 if (self.strength_finished)
84                 {
85                         // sound not available
86                         // stuffcmd(other, "play2 announce/robotic/invisible.ogg\n");
87                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
88                 }
89
90                 // speed powerup
91                 if (self.invincible_finished)
92                 {
93                         // sound not available
94                         // stuffcmd(other, "play2 announce/robotic/speed.ogg\n");
95                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
96                 }
97         }
98         else
99         {
100                 if (cvar("deathmatch") == 2 && self.flags & FL_WEAPON && other.items & self.items && self.classname != "droppedweapon")
101                         return;
102
103                 if (self.ammo_shells)
104                         other.ammo_shells = min (other.ammo_shells + self.ammo_shells, 999);
105                 if (self.ammo_nails)
106                         other.ammo_nails = min (other.ammo_nails + self.ammo_nails, 999);
107                 if (self.ammo_rockets)
108                         other.ammo_rockets = min (other.ammo_rockets + self.ammo_rockets, 999);
109                 if (self.ammo_cells)
110                         other.ammo_cells = min (other.ammo_cells + self.ammo_cells, 999);
111
112                 if (self.items & IT_UZI)                W_GiveWeapon (other, IT_UZI, self.netname);
113                 if (self.items & IT_SHOTGUN)            W_GiveWeapon (other, IT_SHOTGUN, self.netname);
114                 if (self.items & IT_GRENADE_LAUNCHER)   W_GiveWeapon (other, IT_GRENADE_LAUNCHER, self.netname);
115                 if (self.items & IT_ELECTRO)            W_GiveWeapon (other, IT_ELECTRO, self.netname);
116                 if (self.items & IT_NEX)                W_GiveWeapon (other, IT_NEX, self.netname);
117                 if (self.items & IT_HAGAR)              W_GiveWeapon (other, IT_HAGAR, self.netname);
118                 if (self.items & IT_ROCKET_LAUNCHER)    W_GiveWeapon (other, IT_ROCKET_LAUNCHER, self.netname);
119                 if (self.items & IT_CRYLINK)            W_GiveWeapon (other, IT_CRYLINK, self.netname);
120
121                 if (self.strength_finished)
122                         other.strength_finished = max(other.strength_finished, time) + cvar("g_balance_powerup_strength_time");
123                 if (self.invincible_finished)
124                         other.invincible_finished = max(other.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
125                 //if (self.speed_finished)
126                 //      other.speed_finished = max(other.speed_finished, time) + cvar("g_balance_powerup_speed_time");
127                 //if (self.slowmo_finished)
128                 //      other.slowmo_finished = max(other.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
129
130                 if (self.max_health)
131                 {
132                         other.health = other.health + self.max_health;
133                         other.pauserothealth_finished = max(other.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
134                 }
135                 if (self.health && other.health < other.max_health)
136                         other.health = min(other.health + self.health, other.max_health);
137                 if (self.armorvalue)
138                 {
139                         other.armorvalue = other.armorvalue + self.armorvalue;
140                         other.pauserotarmor_finished = max(other.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
141                 }
142         }
143
144         sound (other, CHAN_AUTO, self.item_pickupsound, 1, ATTN_NORM);
145
146         oldself = self;
147         self = other;
148
149         if (_switchweapon)
150                 self.switchweapon = w_getbestweapon(self);
151         if (self.switchweapon != self.weapon)
152                 self.cnt = self.weapon;
153
154         self = oldself;
155
156         if (self.classname == "droppedweapon")
157                 remove (self);
158         else
159         {
160                 self.solid = SOLID_NOT;
161                 self.model = string_null;
162                 self.nextthink = time + self.respawntime;
163                 self.think = Item_Respawn;
164                 setorigin (self, self.origin);
165         }
166 }
167
168 // Savage: used for item garbage-collection
169 // TODO: perhaps nice special effect?
170 void RemoveItem(void) = {
171         remove(self);
172 }
173
174 // pickup evaluation functions
175 // these functions decide how desirable an item is to the bots
176
177 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
178
179 float(entity player, entity item) weapon_pickupevalfunc =
180 {
181         // if we already have the weapon, rate it 1/5th normal value
182         if ((player.items & item.items) == item.items)
183                 return item.bot_pickupbasevalue * 0.2;
184         return item.bot_pickupbasevalue;
185 };
186
187 float(entity player, entity item) commodity_pickupevalfunc =
188 {
189         float c;
190         c = 0;
191         // TODO: figure out if the player even has the weapon this ammo is for?
192         // may not affect strategy much though...
193         // find out how much ammo the player has, in terms of this ammo pickup
194         // (how many of these ammo pickups it would take to total the player's
195         // current ammo)
196         if (item.ammo_shells)
197                 c = c + player.ammo_shells / item.ammo_shells;
198         if (item.ammo_nails)
199                 c = c + player.ammo_nails / item.ammo_nails;
200         if (item.ammo_rockets)
201                 c = c + player.ammo_rockets / item.ammo_rockets;
202         if (item.ammo_cells)
203                 c = c + player.ammo_cells / item.ammo_cells;
204         if (item.armorvalue)
205                 c = c + player.armorvalue / item.armorvalue;
206         if (item.health)
207                 c = c + player.health / item.health / 10;
208         // the more ammo the player has, the less desirable this pickup becomes
209         c = 1 / (1 + c);
210         return item.bot_pickupbasevalue * c;
211 };
212
213
214 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
215 {
216         vector org;
217         org = self.origin;
218
219         if (self.classname != "droppedweapon" && !self.noalign)
220         {
221                 vector z_offset;
222
223                 z_offset = '0 0 1';
224
225                 if (itemid == IT_SHELLS)
226                         z_offset = '0 0 4';
227                 else if (itemid == IT_ROCKETS)
228                         z_offset = '0 0 4';
229                 else if (itemid == IT_NAILS)
230                         z_offset = '0 0 0';
231                 else if (itemid == IT_25HP)
232                         z_offset = '0 0 5';
233                 else if (itemid == IT_ARMOR)
234                         z_offset = '0 0 3';
235
236                 org = find_floor(org) + z_offset;
237                 setorigin(self, org);
238         }
239
240         if (self.classname != "droppedweapon")
241                 waypoint_spawnforitem(self);
242
243         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
244                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
245         {
246                 remove (self);
247                 return;
248         }
249
250         if (cvar("g_minstagib"))
251         {
252                 // don't remove dropped items and powerups
253                 if (self.classname != "droppedweapon" &&
254                     self.classname != "minstagib")
255                 {
256                         remove (self);
257                         return;
258                 }
259         }
260
261         if(cvar("g_lms") && (self.classname != "droppedweapon"))
262         {
263                 remove(self);
264                 return;
265         }
266
267         if(cvar("g_instagib") || cvar("g_rocketarena"))
268         {
269                 remove(self);
270                 return;
271         }
272
273         if (self.classname == "droppedweapon")
274         {
275                 // don't drop if in a NODROP zone (such as lava)
276                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
277                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
278                 {
279                         remove(self);
280                         return;
281                 }
282         }
283
284         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
285                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
286                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
287         {
288                 self.target = "###item###"; // for finding the nearest item using find()
289         }
290         self.bot_pickup = TRUE;
291         self.bot_pickupevalfunc = pickupevalfunc;
292         self.bot_pickupbasevalue = pickupbasevalue;
293         self.mdl = itemmodel;
294         //self.noise = pickupsound;
295         self.item_pickupsound = pickupsound;
296         // let mappers override respawntime
297         if (!self.respawntime)
298                 self.respawntime = defaultrespawntime;
299         self.netname = itemname;
300         self.items = itemid;
301         self.flags = FL_ITEM | itemflags;
302         setmodel (self, self.mdl);
303         if (itemflags & FL_WEAPON)
304         {
305                 setorigin (self, self.origin + '0 0 23');
306                 setsize (self, '-12 -12 -12', '12 12 12');
307
308                 // neutral team color for pickup weapons
309                 self.colormap = 160 * 1024 + 160;
310         }
311         else
312         {
313                 setorigin (self, self.origin + '0 0 25');
314         //      setsize (self, '-8 -8 -5', '8 8 8');
315         }
316         self.movetype = MOVETYPE_TOSS;
317         self.solid = SOLID_TRIGGER;
318         self.touch = Item_Touch;
319
320         // Savage: remove thrown items after a certain period of time ("garbage collection")
321         if (self.classname == "droppedweapon")
322         {
323                 self.think = RemoveItem;
324                 self.nextthink = time + 60;
325         }
326         else
327         {
328                 self.movetype = MOVETYPE_NONE;
329                 setorigin(self, org);
330         }
331
332         if (cvar("g_fullbrightitems"))
333                 self.effects = self.effects | EF_FULLBRIGHT;
334 }
335
336 /* replace items in minstagib
337  * IT_STRENGTH   = invisibility
338  * IT_NAILS      = extra lives
339  * IT_INVINCIBLE = speed
340  */
341 void minstagib_items (float itemid)
342 {
343         // we don't want to replace dropped weapons ;)
344         if (self.classname == "droppedweapon")
345         {
346                 self.ammo_cells = 25;
347                 StartItem ("models/weapons/g_nex.md3",
348                         "weapons/weaponpickup.ogg", 15,
349                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
350                 return;
351         }
352
353         local float rnd;
354         self.classname = "minstagib";
355
356         // replace rocket launchers and nex guns with ammo cells
357         if (itemid == IT_CELLS)
358         {
359                 self.ammo_cells = 1;
360                 StartItem ("models/items/a_cells.md3",
361                         "misc/itempickup.ogg", 45,
362                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
363                 return;
364         }
365
366         // randomize
367         rnd = random() * 3;
368         if (rnd <= 1)
369                 itemid = IT_STRENGTH;
370         else if (rnd <= 2)
371                 itemid = IT_NAILS;
372         else
373                 itemid = IT_INVINCIBLE;
374
375         // replace with invis
376         if (itemid == IT_STRENGTH)
377         {
378                 self.effects = EF_ADDITIVE;
379                 self.strength_finished = 30;
380                 StartItem ("models/items/g_strength.md3",
381                         "misc/powerup.ogg", 120,
382                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
383         }
384         // replace with extra lives
385         if (itemid == IT_NAILS)
386         {
387                 self.max_health = 1;
388                 StartItem ("models/items/g_h100.md3",
389                         "misc/megahealth.ogg", 120,
390                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
391
392         }
393         // replace with ammo
394         if (itemid == IT_INVINCIBLE)
395         {
396                 self.effects = EF_ADDITIVE;
397                 self.invincible_finished = 30;
398                 StartItem ("models/items/g_invincible.md3",
399                         "misc/powerup_shield.ogg", 120,
400                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
401         }
402
403 }
404
405 void weapon_uzi (void) {
406         self.ammo_nails = 120;
407         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
408 }
409
410 void weapon_shotgun (void) {
411         self.ammo_shells = 15;
412         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
413 }
414
415 void weapon_grenadelauncher (void) {
416         self.ammo_rockets = 15;
417         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
418 }
419
420 void weapon_electro (void) {
421         self.ammo_cells = 25;
422         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
423 }
424
425 void weapon_crylink (void) {
426         self.ammo_cells = 25;
427         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
428 }
429
430 void weapon_nex (void) {
431         if (cvar("g_minstagib")) {
432                 minstagib_items(IT_CELLS);
433         } else {
434                 self.ammo_cells = 25;
435                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
436         }
437 }
438
439 void weapon_hagar (void) {
440         self.ammo_rockets = 15;
441         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
442 }
443
444 void weapon_rocketlauncher (void) {
445         if (cvar("g_minstagib")) {
446                 minstagib_items(IT_CELLS);
447         } else {
448                 self.ammo_rockets = 15;
449                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
450         }
451 }
452
453 void item_rockets (void) {
454         self.ammo_rockets = 15;
455         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
456 }
457
458 void item_bullets (void) {
459         self.ammo_nails = 120;
460         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
461 }
462
463 void item_cells (void) {
464         self.ammo_cells = 25;
465         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
466 }
467
468 void item_shells (void) {
469         self.ammo_shells = 15;
470         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
471 }
472
473 void item_armor1 (void) {
474         self.armorvalue = 5;
475         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
476 }
477
478 void item_armor25 (void) {
479         self.armorvalue = 100;
480         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
481 }
482
483 void item_health1 (void) {
484         self.max_health = 5;
485         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
486 }
487
488 void item_health25 (void) {
489         self.max_health = 25;
490         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
491 }
492
493 void item_health100 (void) {
494         if(!cvar("g_powerup_superhealth"))
495                 return;
496
497         if(cvar("g_minstagib")) {
498                 minstagib_items(IT_NAILS);
499         } else {
500                 self.max_health = 100;
501                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
502         }
503 }
504
505 void item_strength (void) {
506         if(!cvar("g_powerup_strength"))
507                 return;
508
509         if(cvar("g_minstagib")) {
510                 minstagib_items(IT_STRENGTH);
511         } else {
512                 self.strength_finished = 30;
513                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
514         }
515 }
516
517 void item_invincible (void) {
518         if(!cvar("g_powerup_shield"))
519                 return;
520
521         if(cvar("g_minstagib")) {
522                 minstagib_items(IT_INVINCIBLE);
523         } else {
524                 self.invincible_finished = 30;
525                 self.effects = EF_ADDITIVE;
526                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
527         }
528 }
529 //void item_speed (void) {self.speed_finished = 30;StartItem ("models/items/g_speed.md3", "misc/powerup.wav", 120, "Speed Powerup", IT_SPEED, FL_POWERUP, generic_pickupevalfunc, 10000);}
530 //void item_slowmo (void) {self.slowmo_finished = 30;StartItem ("models/items/g_slowmo.md3", "misc/powerup.wav", 120, "Slow Motion", IT_SLOWMO, FL_POWERUP, generic_pickupevalfunc, 10000);}
531
532 void misc_models (void)
533 {
534         precache_model (self.model);
535         setmodel (self, self.model);
536         setsize (self, self.mins, self.maxs);
537 }
538
539