]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
fix bug with weapon timing which was affecting the hagar and electro
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
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 if(self.flags & FL_WEAPON && cvar("deathmatch") == 2)
159                 return;
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 // pickup evaluation functions
177 // these functions decide how desirable an item is to the bots
178
179 float(entity player, entity item) generic_pickupevalfunc = {return item.bot_pickupbasevalue;};
180
181 float(entity player, entity item) weapon_pickupevalfunc =
182 {
183         // if we already have the weapon, rate it 1/5th normal value
184         if ((player.items & item.items) == item.items)
185                 return item.bot_pickupbasevalue * 0.2;
186         return item.bot_pickupbasevalue;
187 };
188
189 float(entity player, entity item) commodity_pickupevalfunc =
190 {
191         float c;
192         c = 0;
193         // TODO: figure out if the player even has the weapon this ammo is for?
194         // may not affect strategy much though...
195         // find out how much ammo the player has, in terms of this ammo pickup
196         // (how many of these ammo pickups it would take to total the player's
197         // current ammo)
198         if (item.ammo_shells)
199                 c = c + player.ammo_shells / item.ammo_shells;
200         if (item.ammo_nails)
201                 c = c + player.ammo_nails / item.ammo_nails;
202         if (item.ammo_rockets)
203                 c = c + player.ammo_rockets / item.ammo_rockets;
204         if (item.ammo_cells)
205                 c = c + player.ammo_cells / item.ammo_cells;
206         if (item.armorvalue)
207                 c = c + player.armorvalue / item.armorvalue;
208         if (item.health)
209                 c = c + player.health / item.health / 10;
210         // the more ammo the player has, the less desirable this pickup becomes
211         c = 1 / (1 + c);
212
213         if (cvar("deathmatch") == 2) // weapon stay is on, so weapons the player already has are of no interest
214         if (item.flags & FL_WEAPON)
215         if (self.items & item.items)
216         if (item.classname != "droppedweapon")
217                 c = 0;
218
219         return item.bot_pickupbasevalue * c;
220 };
221
222
223 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
224 {
225         vector org;
226         org = self.origin;
227
228         if (self.classname != "droppedweapon" && !self.noalign)
229         {
230                 vector z_offset;
231
232                 z_offset = '0 0 1';
233
234                 if (itemid == IT_SHELLS)
235                         z_offset = '0 0 4';
236                 else if (itemid == IT_ROCKETS)
237                         z_offset = '0 0 4';
238                 else if (itemid == IT_NAILS)
239                         z_offset = '0 0 0';
240                 else if (itemid == IT_25HP)
241                         z_offset = '0 0 5';
242                 else if (itemid == IT_ARMOR)
243                         z_offset = '0 0 3';
244
245                 org = find_floor(org) + z_offset;
246                 setorigin(self, org);
247         }
248
249         if (self.classname != "droppedweapon")
250                 waypoint_spawnforitem(self);
251
252         if (!(cvar("g_pickup_items") && !cvar("g_nixnex")) && !cvar("g_minstagib") &&
253                         itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
254         {
255                 remove (self);
256                 return;
257         }
258
259         if (cvar("g_minstagib"))
260         {
261                 // don't remove dropped items and powerups
262                 if (self.classname != "droppedweapon" &&
263                     self.classname != "minstagib")
264                 {
265                         remove (self);
266                         return;
267                 }
268         }
269
270         if(cvar("g_lms") && (self.classname != "droppedweapon"))
271         {
272                 remove(self);
273                 return;
274         }
275
276         if(cvar("g_instagib") || cvar("g_rocketarena"))
277         {
278                 remove(self);
279                 return;
280         }
281
282         if (self.classname == "droppedweapon")
283         {
284                 // don't drop if in a NODROP zone (such as lava)
285                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
286                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
287                 {
288                         remove(self);
289                         return;
290                 }
291         }
292
293         if(itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2 |
294                                 IT_ROCKET_LAUNCHER | IT_HAGAR | IT_NEX | IT_CRYLINK | IT_ELECTRO |
295                                 IT_GRENADE_LAUNCHER | IT_UZI | IT_SHOTGUN | IT_LASER) && self.classname != "droppedweapon")
296         {
297                 self.target = "###item###"; // for finding the nearest item using find()
298         }
299         self.bot_pickup = TRUE;
300         self.bot_pickupevalfunc = pickupevalfunc;
301         self.bot_pickupbasevalue = pickupbasevalue;
302         self.mdl = itemmodel;
303         //self.noise = pickupsound;
304         self.item_pickupsound = pickupsound;
305         // let mappers override respawntime
306         if (!self.respawntime)
307                 self.respawntime = defaultrespawntime;
308         self.netname = itemname;
309         self.items = itemid;
310         self.flags = FL_ITEM | itemflags;
311         setmodel (self, self.mdl);
312         if (itemflags & FL_WEAPON)
313         {
314                 setorigin (self, self.origin + '0 0 23');
315                 setsize (self, '-12 -12 -12', '12 12 12');
316
317                 // neutral team color for pickup weapons
318                 self.colormap = 160 * 1024 + 160;
319         }
320         else
321         {
322                 setorigin (self, self.origin + '0 0 25');
323         //      setsize (self, '-8 -8 -5', '8 8 8');
324         }
325         self.movetype = MOVETYPE_TOSS;
326         self.solid = SOLID_TRIGGER;
327         self.touch = Item_Touch;
328
329         // Savage: remove thrown items after a certain period of time ("garbage collection")
330         if (self.classname == "droppedweapon")
331         {
332                 self.think = RemoveItem;
333                 self.nextthink = time + 60;
334         }
335         else
336         {
337                 self.movetype = MOVETYPE_NONE;
338                 setorigin(self, org);
339         }
340
341         if (cvar("g_fullbrightitems"))
342                 self.effects = self.effects | EF_FULLBRIGHT;
343 }
344
345 /* replace items in minstagib
346  * IT_STRENGTH   = invisibility
347  * IT_NAILS      = extra lives
348  * IT_INVINCIBLE = speed
349  */
350 void minstagib_items (float itemid)
351 {
352         // we don't want to replace dropped weapons ;)
353         if (self.classname == "droppedweapon")
354         {
355                 self.ammo_cells = 25;
356                 StartItem ("models/weapons/g_nex.md3",
357                         "weapons/weaponpickup.ogg", 15,
358                         "Nex Gun", IT_NEX, FL_WEAPON, generic_pickupevalfunc, 1000);
359                 return;
360         }
361
362         local float rnd;
363         self.classname = "minstagib";
364
365         // replace rocket launchers and nex guns with ammo cells
366         if (itemid == IT_CELLS)
367         {
368                 self.ammo_cells = 1;
369                 StartItem ("models/items/a_cells.md3",
370                         "misc/itempickup.ogg", 45,
371                         "Nex Ammo", IT_CELLS, 0, generic_pickupevalfunc, 100);
372                 return;
373         }
374
375         // randomize
376         rnd = random() * 3;
377         if (rnd <= 1)
378                 itemid = IT_STRENGTH;
379         else if (rnd <= 2)
380                 itemid = IT_NAILS;
381         else
382                 itemid = IT_INVINCIBLE;
383
384         // replace with invis
385         if (itemid == IT_STRENGTH)
386         {
387                 self.effects = EF_ADDITIVE;
388                 self.strength_finished = 30;
389                 StartItem ("models/items/g_strength.md3",
390                         "misc/powerup.ogg", 120,
391                         "Invisibility", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 1000);
392         }
393         // replace with extra lives
394         if (itemid == IT_NAILS)
395         {
396                 self.max_health = 1;
397                 StartItem ("models/items/g_h100.md3",
398                         "misc/megahealth.ogg", 120,
399                         "Extralife", IT_NAILS, FL_POWERUP, generic_pickupevalfunc, 1000);
400
401         }
402         // replace with ammo
403         if (itemid == IT_INVINCIBLE)
404         {
405                 self.effects = EF_ADDITIVE;
406                 self.invincible_finished = 30;
407                 StartItem ("models/items/g_invincible.md3",
408                         "misc/powerup_shield.ogg", 120,
409                         "Speed", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 1000);
410         }
411
412 }
413
414 void weapon_uzi (void) {
415         self.ammo_nails = 120;
416         StartItem ("models/weapons/g_uzi.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_UZI), IT_UZI, FL_WEAPON, weapon_pickupevalfunc, 1000);
417 }
418
419 void weapon_shotgun (void) {
420         self.ammo_shells = 15;
421         StartItem ("models/weapons/g_shotgun.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_SHOTGUN), IT_SHOTGUN, FL_WEAPON, weapon_pickupevalfunc, 1000);
422 }
423
424 void weapon_grenadelauncher (void) {
425         self.ammo_rockets = 15;
426         StartItem ("models/weapons/g_gl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_GRENADE_LAUNCHER), IT_GRENADE_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
427 }
428
429 void weapon_electro (void) {
430         self.ammo_cells = 25;
431         StartItem ("models/weapons/g_electro.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ELECTRO), IT_ELECTRO, FL_WEAPON, weapon_pickupevalfunc, 1000);
432 }
433
434 void weapon_crylink (void) {
435         self.ammo_cells = 25;
436         StartItem ("models/weapons/g_crylink.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_CRYLINK), IT_CRYLINK, FL_WEAPON, weapon_pickupevalfunc, 1000);
437 }
438
439 void weapon_nex (void) {
440         if (cvar("g_minstagib")) {
441                 minstagib_items(IT_CELLS);
442         } else {
443                 self.ammo_cells = 25;
444                 StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);
445         }
446 }
447
448 void weapon_hagar (void) {
449         self.ammo_rockets = 15;
450         StartItem ("models/weapons/g_hagar.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_HAGAR), IT_HAGAR, FL_WEAPON, weapon_pickupevalfunc, 1000);
451 }
452
453 void weapon_rocketlauncher (void) {
454         if (cvar("g_minstagib")) {
455                 minstagib_items(IT_CELLS);
456         } else {
457                 self.ammo_rockets = 15;
458                 StartItem ("models/weapons/g_rl.md3", "weapons/weaponpickup.ogg", 15, W_Name(WEP_ROCKET_LAUNCHER), IT_ROCKET_LAUNCHER, FL_WEAPON, weapon_pickupevalfunc, 1000);
459         }
460 }
461
462 void item_rockets (void) {
463         self.ammo_rockets = 15;
464         StartItem ("models/items/a_rockets.md3", "misc/itempickup.ogg", 15, "rockets", IT_ROCKETS, 0, commodity_pickupevalfunc, 100);
465 }
466
467 void item_bullets (void) {
468         self.ammo_nails = 120;
469         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.ogg", 15, "bullets", IT_NAILS, 0, commodity_pickupevalfunc, 100);
470 }
471
472 void item_cells (void) {
473         self.ammo_cells = 25;
474         StartItem ("models/items/a_cells.md3", "misc/itempickup.ogg", 15, "cells", IT_CELLS, 0, commodity_pickupevalfunc, 100);
475 }
476
477 void item_shells (void) {
478         self.ammo_shells = 15;
479         StartItem ("models/items/a_shells.md3", "misc/itempickup.ogg", 15, "shells", IT_SHELLS, 0, commodity_pickupevalfunc, 100);
480 }
481
482 void item_armor1 (void) {
483         self.armorvalue = 5;
484         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", 15, "Armor Shard", IT_ARMOR_SHARD, 0, commodity_pickupevalfunc, 100);
485 }
486
487 void item_armor25 (void) {
488         self.armorvalue = 100;
489         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", 30, "Armor", IT_ARMOR, 0, commodity_pickupevalfunc, 2000);
490 }
491
492 void item_health1 (void) {
493         self.max_health = 5;
494         StartItem ("models/items/g_h1.md3", "misc/minihealth.ogg", 15, "5 Health", IT_5HP, 0, commodity_pickupevalfunc, 100);
495 }
496
497 void item_health25 (void) {
498         self.max_health = 25;
499         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.ogg", 15, "25 Health", IT_25HP, 0, commodity_pickupevalfunc, 500);
500 }
501
502 void item_health100 (void) {
503         if(!cvar("g_powerup_superhealth"))
504                 return;
505
506         if(cvar("g_minstagib")) {
507                 minstagib_items(IT_NAILS);
508         } else {
509                 self.max_health = 100;
510                 StartItem ("models/items/g_h100.md3", "misc/megahealth.ogg", 30, "100 Health", IT_HEALTH, 0, commodity_pickupevalfunc, 2000);
511         }
512 }
513
514 void item_strength (void) {
515         if(!cvar("g_powerup_strength"))
516                 return;
517
518         if(cvar("g_minstagib")) {
519                 minstagib_items(IT_STRENGTH);
520         } else {
521                 self.strength_finished = 30;
522                 self.effects = EF_ADDITIVE;StartItem ("models/items/g_strength.md3", "misc/powerup.ogg", 120, "Strength Powerup", IT_STRENGTH, FL_POWERUP, generic_pickupevalfunc, 10000);
523         }
524 }
525
526 void item_invincible (void) {
527         if(!cvar("g_powerup_shield"))
528                 return;
529
530         if(cvar("g_minstagib")) {
531                 minstagib_items(IT_INVINCIBLE);
532         } else {
533                 self.invincible_finished = 30;
534                 self.effects = EF_ADDITIVE;
535                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.ogg", 120, "Invulnerability", IT_INVINCIBLE, FL_POWERUP, generic_pickupevalfunc, 10000);
536         }
537 }
538 //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);}
539 //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);}
540
541 // compatibility:
542 void item_quad (void) {self.classname = "item_strength";item_strength();}
543
544 void misc_models (void)
545 {
546         precache_model (self.model);
547         setmodel (self, self.model);
548         setsize (self, self.mins, self.maxs);
549 }
550
551