1 #define ITEM_RESPAWN_TICKS 10
3 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
4 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6 // range: 10 .. respawntime + respawntimejitter
8 floatfield Item_CounterField(float it)
12 case IT_SHELLS: return ammo_shells;
13 case IT_NAILS: return ammo_nails;
14 case IT_ROCKETS: return ammo_rockets;
15 case IT_CELLS: return ammo_cells;
16 case IT_FUEL: return ammo_fuel;
17 case IT_5HP: return health;
18 case IT_25HP: return health;
19 case IT_HEALTH: return health;
20 case IT_ARMOR_SHARD: return armorvalue;
21 case IT_ARMOR: return armorvalue;
22 // add more things here (health, armor)
23 default: error("requested item has no counter field");
27 string Item_CounterFieldName(float it)
31 case IT_SHELLS: return "shells";
32 case IT_NAILS: return "nails";
33 case IT_ROCKETS: return "rockets";
34 case IT_CELLS: return "cells";
35 case IT_FUEL: return "fuel";
37 // add more things here (health, armor)
38 default: error("requested item has no counter field name");
42 .float max_armorvalue;
44 void Item_Respawn (void)
46 self.model = self.mdl; // restore original model
47 self.solid = SOLID_TRIGGER; // allow it to be touched again
48 if(!g_minstagib && self.items == IT_STRENGTH)
49 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
50 else if(!g_minstagib && self.items == IT_INVINCIBLE)
51 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
53 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
54 setorigin (self, self.origin);
56 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
60 void Item_RespawnCountdown (void)
62 if(self.count >= ITEM_RESPAWN_TICKS)
64 if(self.waypointsprite_attached)
65 WaypointSprite_Kill(self.waypointsprite_attached);
70 self.nextthink = time + 1;
81 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
82 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
83 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
90 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
91 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
96 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
101 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
102 if(self.waypointsprite_attached)
104 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
110 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
111 if(self.waypointsprite_attached)
113 WaypointSprite_Ping(self.waypointsprite_attached);
114 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
119 void Item_ScheduleRespawnIn(entity e, float t)
121 if(e.flags & FL_POWERUP)
123 e.think = Item_RespawnCountdown;
124 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
129 e.think = Item_Respawn;
130 e.nextthink = time + t;
134 void Item_ScheduleRespawn(entity e)
136 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
139 void Item_ScheduleInitialRespawn(entity e)
141 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
144 float Item_GiveTo(entity item, entity player)
152 // if nothing happens to player, just return without taking the item
154 _switchweapon = FALSE;
159 if (player.ammo_fuel < g_pickup_fuel_max)
162 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
165 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
169 sprint (player, strcat("You got the ^2", item.netname, "\n"));
172 _switchweapon = TRUE;
176 // play some cool sounds ;)
177 centerprint(player, "\n");
178 if(player.health <= 5)
179 announce(player, "announcer/robotic/lastsecond.wav");
180 else if(player.health < 50)
181 announce(player, "announcer/robotic/narrowly.wav");
182 // sound not available
183 // else if(item.items == IT_CELLS)
184 // play2(player, "announce/robotic/ammo.wav");
186 if (item.weapons & WEPBIT_MINSTANEX)
187 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
189 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
197 // sound not available
198 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
199 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
200 sprint(player, "^3You picked up some extra lives\n");
204 if (item.strength_finished)
207 // sound not available
208 // play2(player, "announce/robotic/invisible.wav");
209 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
213 if (item.invincible_finished)
216 // sound not available
217 // play2(player, "announce/robotic/speed.wav");
218 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
222 if (player.ammo_fuel < g_pickup_fuel_max)
225 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
226 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
232 if (g_weapon_stay == 1)
233 if not(item.flags & FL_NO_WEAPON_STAY)
234 if (item.flags & FL_WEAPON)
236 if(item.classname == "droppedweapon")
238 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
243 if (player.weapons & item.weapons)
248 // in case the player has autoswitch enabled do the following:
249 // if the player is using their best weapon before items are given, they
250 // probably want to switch to an even better weapon after items are given
251 if (player.autoswitch)
252 if (player.switchweapon == w_getbestweapon(player))
253 _switchweapon = TRUE;
255 if not(player.weapons & W_WeaponBit(player.switchweapon))
256 _switchweapon = TRUE;
258 if (item.ammo_shells)
259 if (player.ammo_shells < g_pickup_shells_max)
262 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
265 if (player.ammo_nails < g_pickup_nails_max)
268 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
270 if (item.ammo_rockets)
271 if (player.ammo_rockets < g_pickup_rockets_max)
274 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
277 if (player.ammo_cells < g_pickup_cells_max)
280 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
283 if (player.ammo_fuel < g_pickup_fuel_max)
286 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
287 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
290 if (item.flags & FL_WEAPON)
291 if ((it = item.weapons - (item.weapons & player.weapons)))
294 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
296 e = get_weaponinfo(i);
298 W_GiveWeapon (player, e.weapon, item.netname);
302 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
306 sprint (player, strcat("You got the ^2", item.netname, "\n"));
309 if (item.strength_finished)
312 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
314 if (item.invincible_finished)
317 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
319 //if (item.speed_finished)
322 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
324 //if (item.slowmo_finished)
327 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
331 if (player.health < item.max_health)
334 player.health = min(player.health + item.health, item.max_health);
335 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
338 if (player.armorvalue < item.max_armorvalue)
341 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
342 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
347 // always eat teamed entities
354 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
356 if (player.switchweapon != w_getbestweapon(player))
357 W_SwitchWeapon_Force(player, w_getbestweapon(player));
362 void Item_Touch (void)
366 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
367 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
372 if (other.classname != "player")
376 if (self.solid != SOLID_TRIGGER)
378 if (self.owner == other)
381 if(!Item_GiveTo(self, other))
384 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
386 if (self.classname == "droppedweapon")
388 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
392 self.solid = SOLID_NOT;
393 self.model = string_null;
396 RandomSelection_Init();
397 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
398 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
399 e = RandomSelection_chosen_ent;
403 Item_ScheduleRespawn(e);
411 if(self.effects & EF_NODRAW)
413 // marker for item team search
414 dprint("Initializing item team ", ftos(self.team), "\n");
415 RandomSelection_Init();
416 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
417 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
418 e = RandomSelection_chosen_ent;
421 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
425 // make it a non-spawned item
426 head.solid = SOLID_NOT;
427 head.model = string_null;
428 head.state = 1; // state 1 = initially hidden item
430 head.effects &~= EF_NODRAW;
433 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
436 e.model = string_null;
437 Item_ScheduleInitialRespawn(e);
446 self.model = string_null;
447 self.solid = SOLID_NOT;
451 self.model = self.mdl;
452 self.solid = SOLID_TRIGGER;
454 setorigin (self, self.origin);
455 self.think = SUB_Null;
458 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
460 self.solid = SOLID_NOT;
461 self.model = string_null;
462 Item_ScheduleInitialRespawn(self);
466 // Savage: used for item garbage-collection
467 // TODO: perhaps nice special effect?
468 void RemoveItem(void)
473 // pickup evaluation functions
474 // these functions decide how desirable an item is to the bots
476 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
478 float weapon_pickupevalfunc(entity player, entity item)
480 // if we already have the weapon, rate it 1/5th normal value
481 if ((player.weapons & item.weapons) == item.weapons)
482 return item.bot_pickupbasevalue * 0.2;
483 return item.bot_pickupbasevalue;
486 float commodity_pickupevalfunc(entity player, entity item)
490 // TODO: figure out if the player even has the weapon this ammo is for?
491 // may not affect strategy much though...
492 // find out how much more ammo/armor/health the player can hold
493 if (item.ammo_shells)
494 if (player.ammo_shells < g_pickup_shells_max)
495 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
497 if (player.ammo_nails < g_pickup_nails_max)
498 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
499 if (item.ammo_rockets)
500 if (player.ammo_rockets < g_pickup_rockets_max)
501 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
503 if (player.ammo_cells < g_pickup_cells_max)
504 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
506 if (player.armorvalue < item.max_armorvalue)
507 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
509 if (player.health < item.max_health)
510 c = c + max(0, 1 - player.health / item.max_health);
512 return item.bot_pickupbasevalue * c;
517 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
519 startitem_failed = FALSE;
521 // is it a dropped weapon?
522 if (self.classname == "droppedweapon")
524 self.reset = SUB_Remove;
525 // it's a dropped weapon
526 self.movetype = MOVETYPE_TOSS;
527 self.solid = SOLID_TRIGGER;
528 // Savage: remove thrown items after a certain period of time ("garbage collection")
529 self.think = RemoveItem;
530 self.nextthink = time + 60;
531 // don't drop if in a NODROP zone (such as lava)
532 traceline(self.origin, self.origin, MOVE_NORMAL, self);
533 if (trace_dpstartcontents & DPCONTENTS_NODROP)
535 startitem_failed = TRUE;
542 self.reset = Item_Reset;
544 if(self.spawnflags & 1)
547 self.movetype = MOVETYPE_NONE;
549 self.movetype = MOVETYPE_TOSS;
550 self.solid = SOLID_TRIGGER;
551 // do item filtering according to game mode and other things
554 // first nudge it off the floor a little bit to avoid math errors
555 setorigin(self, self.origin + '0 0 1');
556 // set item size before we spawn a spawnfunc_waypoint
557 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
558 setsize (self, '-16 -16 0', '16 16 48');
560 setsize (self, '-16 -16 0', '16 16 32');
561 // note droptofloor returns FALSE if stuck/or would fall too far
563 waypoint_spawnforitem(self);
570 print("removed non-teamplay ", self.classname, "\n");
571 startitem_failed = TRUE;
580 print("removed non-FFA ", self.classname, "\n");
581 startitem_failed = TRUE;
589 // We aren't TA or something like that, so we keep the Q3A entities
590 print("removed non-Q3A ", self.classname, "\n");
591 startitem_failed = TRUE;
597 * can't do it that way, as it would break maps
598 * TODO make a target_give like entity another way, that perhaps has
599 * the weapon name in a key
602 // target_give not yet supported; maybe later
603 print("removed targeted ", self.classname, "\n");
604 startitem_failed = TRUE;
610 if(cvar("spawn_debug") >= 2)
613 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
615 if(otheritem.is_item)
617 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
618 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
619 error("Mapper sucks.");
625 weaponsInMap |= weaponid;
629 startitem_failed = TRUE;
633 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
635 startitem_failed = TRUE;
639 else if (g_minstagib)
641 // don't remove dropped items and powerups
642 if (self.classname != "minstagib")
644 startitem_failed = TRUE;
661 if (cvar("g_nixnex_with_healtharmor"))
666 if (cvar("g_nixnex_with_powerups"))
673 startitem_failed = TRUE;
678 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
680 startitem_failed = TRUE;
685 precache_model (itemmodel);
686 precache_sound (pickupsound);
687 precache_sound ("misc/itemrespawn.wav");
688 precache_sound ("misc/itemrespawncountdown.wav");
690 if(itemid == IT_STRENGTH)
691 precache_sound ("misc/strength_respawn.wav");
692 if(itemid == IT_INVINCIBLE)
693 precache_sound ("misc/shield_respawn.wav");
695 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
696 self.target = "###item###"; // for finding the nearest item using find()
699 self.bot_pickup = TRUE;
700 self.bot_pickupevalfunc = pickupevalfunc;
701 self.bot_pickupbasevalue = pickupbasevalue;
702 self.mdl = itemmodel;
703 self.item_pickupsound = pickupsound;
704 // let mappers override respawntime
705 if(!self.respawntime) // both set
707 self.respawntime = defaultrespawntime;
708 self.respawntimejitter = defaultrespawntimejitter;
710 self.netname = itemname;
712 self.weapons = weaponid;
713 self.flags = FL_ITEM | itemflags;
714 self.touch = Item_Touch;
715 setmodel (self, self.mdl); // precision set below
716 self.effects |= EF_LOWPRECISION;
717 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
718 setsize (self, '-16 -16 0', '16 16 48');
720 setsize (self, '-16 -16 0', '16 16 32');
721 if(itemflags & FL_WEAPON)
722 self.modelflags |= MF_ROTATE;
724 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
725 if (itemflags & FL_WEAPON)
727 // neutral team color for pickup weapons
728 self.colormap = 1024; // color shirt=0 pants=0 grey
731 if (cvar("g_fullbrightitems"))
732 self.effects = self.effects | EF_FULLBRIGHT;
738 self.cnt = 1; // item probability weight
739 self.effects = self.effects | EF_NODRAW; // marker for item team search
740 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
742 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
744 self.solid = SOLID_NOT;
745 self.model = string_null;
746 Item_ScheduleInitialRespawn(self);
750 /* replace items in minstagib
751 * IT_STRENGTH = invisibility
752 * IT_NAILS = extra lives
753 * IT_INVINCIBLE = speed
755 void minstagib_items (float itemid)
757 // we don't want to replace dropped weapons ;)
758 if (self.classname == "droppedweapon")
760 self.ammo_cells = 25;
761 StartItem ("models/weapons/g_nex.md3",
762 "weapons/weaponpickup.wav", 15, 0,
763 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
768 self.classname = "minstagib";
770 // replace rocket launchers and nex guns with ammo cells
771 if (itemid == IT_CELLS)
774 StartItem ("models/items/a_cells.md3",
775 "misc/itempickup.wav", 45, 0,
776 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
783 itemid = IT_STRENGTH;
787 itemid = IT_INVINCIBLE;
789 // replace with invis
790 if (itemid == IT_STRENGTH)
792 self.effects = EF_ADDITIVE;
793 self.strength_finished = 30;
794 StartItem ("models/items/g_strength.md3",
795 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
796 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
798 // replace with extra lives
799 if (itemid == IT_NAILS)
802 StartItem ("models/items/g_h100.md3",
803 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
804 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
807 // replace with speed
808 if (itemid == IT_INVINCIBLE)
810 self.effects = EF_ADDITIVE;
811 self.invincible_finished = 30;
812 StartItem ("models/items/g_invincible.md3",
813 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
814 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
819 float minst_no_auto_cells;
820 void minst_remove_item (void) {
821 if(minst_no_auto_cells)
825 float weaponswapping;
828 void weapon_defaultspawnfunc(float wpn)
832 var .float ammofield;
837 // set the respawntime in advance (so replaced weapons can copy it)
839 if(!self.respawntime)
841 e = get_weaponinfo(wpn);
842 if(e.items == IT_SUPERWEAPON)
844 self.respawntime = g_pickup_respawntime_powerup;
845 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
849 self.respawntime = g_pickup_respawntime_weapon;
850 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
854 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
856 e = get_weaponinfo(wpn);
857 s = cvar_string(strcat("g_weaponreplace_", e.netname));
861 startitem_failed = TRUE;
864 t = tokenize_console(s);
867 self.team = --internalteam;
869 for(i = 1; i < t; ++i)
872 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
874 e = get_weaponinfo(j);
878 copyentity(oldself, self);
879 self.classname = "replacedweapon";
880 weapon_defaultspawnfunc(j);
886 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
895 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
897 e = get_weaponinfo(j);
906 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
912 startitem_failed = TRUE;
917 e = get_weaponinfo(wpn);
919 if(e.items && e.items != IT_SUPERWEAPON)
921 for(i = 0, j = 1; i < 24; ++i, j *= 2)
925 ammofield = Item_CounterField(j);
927 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
933 self.flags |= FL_NO_WEAPON_STAY;
936 // weapon stay isn't supported for teamed weapons
938 self.flags |= FL_NO_WEAPON_STAY;
940 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
942 self.ammo_shells = 0;
945 self.ammo_rockets = 0;
946 // weapon stay 2: don't use ammo on weapon pickups; instead
947 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
950 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
951 if (self.modelindex) // don't precache if self was removed
952 weapon_action(e.weapon, WR_PRECACHE);
955 void spawnfunc_weapon_shotgun (void);
956 void spawnfunc_weapon_uzi (void) {
957 if(q3acompat_machineshotgunswap)
958 if(self.classname != "droppedweapon")
960 weapon_defaultspawnfunc(WEP_SHOTGUN);
963 weapon_defaultspawnfunc(WEP_UZI);
966 void spawnfunc_weapon_shotgun (void) {
967 if(q3acompat_machineshotgunswap)
968 if(self.classname != "droppedweapon")
970 weapon_defaultspawnfunc(WEP_UZI);
973 weapon_defaultspawnfunc(WEP_SHOTGUN);
976 void spawnfunc_weapon_nex (void)
980 minstagib_items(IT_CELLS);
981 self.think = minst_remove_item;
982 self.nextthink = time;
985 weapon_defaultspawnfunc(WEP_NEX);
988 void spawnfunc_weapon_minstanex (void)
992 minstagib_items(IT_CELLS);
993 self.think = minst_remove_item;
994 self.nextthink = time;
997 weapon_defaultspawnfunc(WEP_MINSTANEX);
1000 void spawnfunc_weapon_rocketlauncher (void)
1004 minstagib_items(IT_CELLS);
1005 self.think = minst_remove_item;
1006 self.nextthink = time;
1009 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1012 void spawnfunc_item_rockets (void) {
1013 if(!self.ammo_rockets)
1014 self.ammo_rockets = g_pickup_rockets;
1015 StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1018 void spawnfunc_item_shells (void);
1019 void spawnfunc_item_bullets (void) {
1021 if(q3acompat_machineshotgunswap)
1022 if(self.classname != "droppedweapon")
1024 weaponswapping = TRUE;
1025 spawnfunc_item_shells();
1026 weaponswapping = FALSE;
1030 if(!self.ammo_nails)
1031 self.ammo_nails = g_pickup_nails;
1032 StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1035 void spawnfunc_item_cells (void) {
1036 if(!self.ammo_cells)
1037 self.ammo_cells = g_pickup_cells;
1038 StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1041 void spawnfunc_item_shells (void) {
1043 if(q3acompat_machineshotgunswap)
1044 if(self.classname != "droppedweapon")
1046 weaponswapping = TRUE;
1047 spawnfunc_item_bullets();
1048 weaponswapping = FALSE;
1052 if(!self.ammo_shells)
1053 self.ammo_shells = g_pickup_shells;
1054 StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1057 void spawnfunc_item_armor_small (void) {
1058 if(!self.armorvalue)
1059 self.armorvalue = g_pickup_armorsmall;
1060 if(!self.max_armorvalue)
1061 self.max_armorvalue = g_pickup_armorsmall_max;
1062 StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1065 void spawnfunc_item_armor_medium (void) {
1066 if(!self.armorvalue)
1067 self.armorvalue = g_pickup_armormedium;
1068 if(!self.max_armorvalue)
1069 self.max_armorvalue = g_pickup_armormedium_max;
1070 StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1073 void spawnfunc_item_armor_big (void) {
1074 if(!self.armorvalue)
1075 self.armorvalue = g_pickup_armorbig;
1076 if(!self.max_armorvalue)
1077 self.max_armorvalue = g_pickup_armorbig_max;
1078 StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1081 void spawnfunc_item_armor_large (void) {
1082 if(!self.armorvalue)
1083 self.armorvalue = g_pickup_armorlarge;
1084 if(!self.max_armorvalue)
1085 self.max_armorvalue = g_pickup_armorlarge_max;
1086 StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1089 void spawnfunc_item_health_small (void) {
1090 if(!self.max_health)
1091 self.max_health = g_pickup_healthsmall_max;
1093 self.health = g_pickup_healthsmall;
1094 StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1097 void spawnfunc_item_health_medium (void) {
1098 if(!self.max_health)
1099 self.max_health = g_pickup_healthmedium_max;
1101 self.health = g_pickup_healthmedium;
1102 StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1105 void spawnfunc_item_health_large (void) {
1106 if(!self.max_health)
1107 self.max_health = g_pickup_healthlarge_max;
1109 self.health = g_pickup_healthlarge;
1110 StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1113 void spawnfunc_item_health_mega (void) {
1114 if(!cvar("g_powerup_superhealth"))
1117 if(g_arena && !cvar("g_arena_powerups"))
1121 minstagib_items(IT_NAILS);
1123 if(!self.max_health)
1124 self.max_health = g_pickup_healthmega_max;
1126 self.health = g_pickup_healthmega;
1127 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1131 // support old misnamed entities
1132 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1133 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1134 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1135 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1136 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1138 void spawnfunc_item_strength (void) {
1139 if(!cvar("g_powerup_strength"))
1142 if(g_arena && !cvar("g_arena_powerups"))
1146 minstagib_items(IT_STRENGTH);
1148 precache_sound("weapons/strength_fire.wav");
1149 self.strength_finished = 30;
1150 self.effects = EF_ADDITIVE;
1151 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1155 void spawnfunc_item_invincible (void) {
1156 if(!cvar("g_powerup_shield"))
1159 if(g_arena && !cvar("g_arena_powerups"))
1163 minstagib_items(IT_INVINCIBLE);
1165 self.invincible_finished = 30;
1166 self.effects = EF_ADDITIVE;
1167 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1171 void spawnfunc_item_minst_cells (void) {
1174 minst_no_auto_cells = 1;
1175 minstagib_items(IT_CELLS);
1182 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1184 float target_item_func_set(float a, float b)
1194 float target_item_func_min(float a, float b)
1204 float target_item_func_max(float a, float b)
1209 float target_item_func_bitset(float a, float b)
1214 float target_item_func_and(float a, float b)
1219 float target_item_func_itembitset(float a, float b)
1221 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1224 float target_item_func_itemand(float a, float b)
1226 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1229 float target_item_func_or(float a, float b)
1234 float target_item_func_andnot(float a, float b)
1239 float target_item_changed;
1240 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1243 n = func(activator.field, self.field);
1247 d = n & activator.field;
1248 if(d != n) // bits added?
1250 else if(d != activator.field) // bits removed?
1256 d = n - activator.field;
1260 if(sound_decrease != "")
1261 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1262 target_item_changed = 1;
1266 if(sound_increase != "")
1267 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1268 target_item_changed = 1;
1270 activator.field = n;
1273 void target_items_use (void)
1277 if(activator.classname == "droppedweapon")
1284 if(activator.classname != "player")
1286 if(activator.deadflag != DEAD_NO)
1291 for(e = world; (e = find(e, classname, "droppedweapon")); )
1292 if(e.enemy == activator)
1295 float _switchweapon;
1296 _switchweapon = FALSE;
1297 if (activator.autoswitch)
1298 if (activator.switchweapon == w_getbestweapon(activator))
1299 _switchweapon = TRUE;
1301 a0 = activator.armorvalue;
1302 h0 = activator.health;
1303 f0 = activator.ammo_fuel;
1304 target_item_changed = 0;
1306 if(self.spawnflags == 0) // SET
1308 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1309 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1310 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1311 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1312 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1313 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1314 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1315 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1316 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1318 if((self.items & activator.items) & IT_STRENGTH)
1319 activator.strength_finished = time + self.strength_finished;
1320 if((self.items & activator.items) & IT_INVINCIBLE)
1321 activator.invincible_finished = time + self.invincible_finished;
1323 else if(self.spawnflags == 1) // AND/MIN
1325 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1326 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1327 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1328 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1329 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1330 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1331 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1332 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1333 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1335 if((self.items & activator.items) & IT_STRENGTH)
1336 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1337 if((self.items & activator.items) & IT_INVINCIBLE)
1338 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1340 else if(self.spawnflags == 2) // OR/MAX
1342 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1343 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1344 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1345 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1346 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1347 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1348 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1349 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1350 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1352 if((self.items & activator.items) & IT_STRENGTH)
1353 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1354 if((self.items & activator.items) & IT_INVINCIBLE)
1355 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1357 else if(self.spawnflags == 4) // ANDNOT/MIN
1359 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1360 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1361 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1362 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1363 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1364 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1365 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1366 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1367 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1369 if((self.items & activator.items) & IT_STRENGTH)
1370 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1371 if((self.items & activator.items) & IT_INVINCIBLE)
1372 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1375 if not(activator.items & IT_STRENGTH)
1376 activator.strength_finished = 0;
1377 if not(activator.items & IT_INVINCIBLE)
1378 activator.invincible_finished = 0;
1380 if(activator.health > h0)
1381 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1382 else if(activator.health < h0)
1383 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1385 if(activator.ammo_fuel > f0)
1386 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1387 else if(activator.ammo_fuel < f0)
1388 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1390 if(activator.armorvalue > a0)
1391 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1393 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1394 _switchweapon = TRUE;
1396 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1398 if(target_item_changed)
1399 centerprint(activator, self.message);
1402 void spawnfunc_target_items (void)
1406 self.use = target_items_use;
1407 if(!self.strength_finished)
1408 self.strength_finished = cvar("g_balance_powerup_strength_time");
1409 if(!self.invincible_finished)
1410 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1412 precache_sound("misc/itempickup.wav");
1413 precache_sound("misc/itempickup.wav");
1414 precache_sound("misc/itempickup.wav");
1415 precache_sound("misc/itempickup.wav");
1416 precache_sound("misc/megahealth.wav");
1417 precache_sound("misc/armor25.wav");
1418 precache_sound("misc/powerup.wav");
1419 precache_sound("misc/poweroff.wav");
1420 precache_sound("weapons/weaponpickup.wav");
1422 n = tokenize_console(self.netname);
1423 for(i = 0; i < n; ++i)
1425 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1426 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1427 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1428 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1429 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1430 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1431 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1434 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1436 e = get_weaponinfo(j);
1437 if(argv(i) == e.netname)
1439 self.weapons |= e.weapons;
1440 if(self.spawnflags == 0 || self.spawnflags == 2)
1441 weapon_action(e.weapon, WR_PRECACHE);
1446 print("target_items: invalid item ", argv(i), "\n");
1451 void spawnfunc_item_fuel(void)
1454 self.ammo_fuel = g_pickup_fuel;
1455 StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1458 void spawnfunc_item_fuel_regen(void)
1460 if(start_items & IT_FUEL_REGEN)
1462 spawnfunc_item_fuel();
1465 StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1468 void spawnfunc_item_jetpack(void)
1470 if(g_grappling_hook)
1471 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1473 self.ammo_fuel = g_pickup_fuel_jetpack;
1474 if(start_items & IT_JETPACK)
1476 spawnfunc_item_fuel();
1479 StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);