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_Show (entity e, float mode)
48 // make the item look normal, and be touchable
50 e.solid = SOLID_TRIGGER;
51 e.effects = e.effects - (e.effects & (EF_ADDITIVE | EF_FULLBRIGHT));
52 //e.colormod = '0 0 0';
56 if (e.strength_finished || e.invincible_finished)
57 e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
58 if (cvar("g_fullbrightitems"))
59 e.effects = e.effects | EF_FULLBRIGHT;
63 // hide the item completely
64 e.model = string_null;
66 e.effects = e.effects - (e.effects & (EF_ADDITIVE | EF_FULLBRIGHT));
67 //e.colormod = '0 0 0';
72 // make the item translucent green and not touchable
75 e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
76 //e.colormod = '0.2 1 0.2';
80 // relink entity (because solid may have changed)
81 setorigin(e, e.origin);
84 void Item_Respawn (void)
87 if(!g_minstagib && self.items == IT_STRENGTH)
88 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
89 else if(!g_minstagib && self.items == IT_INVINCIBLE)
90 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
92 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
93 setorigin (self, self.origin);
95 //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
96 pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
99 void Item_RespawnCountdown (void)
101 if(self.count >= ITEM_RESPAWN_TICKS)
103 if(self.waypointsprite_attached)
104 WaypointSprite_Kill(self.waypointsprite_attached);
109 self.nextthink = time + 1;
120 case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
121 case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
122 case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
129 case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
130 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
135 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
136 case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
140 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
141 if(self.waypointsprite_attached)
143 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
144 //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
145 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
149 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
150 if(self.waypointsprite_attached)
152 WaypointSprite_Ping(self.waypointsprite_attached);
153 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
158 void Item_ScheduleRespawnIn(entity e, float t)
160 if(e.flags & FL_POWERUP)
162 e.think = Item_RespawnCountdown;
163 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
168 e.think = Item_Respawn;
169 e.nextthink = time + t;
173 void Item_ScheduleRespawn(entity e)
176 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
179 void Item_ScheduleInitialRespawn(entity e)
182 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
185 float Item_GiveTo(entity item, entity player)
193 // if nothing happens to player, just return without taking the item
195 _switchweapon = FALSE;
200 if (player.ammo_fuel < g_pickup_fuel_max)
203 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
204 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
206 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
210 sprint (player, strcat("You got the ^2", item.netname, "\n"));
213 _switchweapon = TRUE;
217 // play some cool sounds ;)
218 centerprint(player, "\n");
219 if (clienttype(player) == CLIENTTYPE_REAL)
221 if(player.health <= 5)
222 play2(player, "announcer/robotic/lastsecond.wav");
223 else if(player.health < 50)
224 play2(player, "announcer/robotic/narrowly.wav");
226 // sound not available
227 // else if(item.items == IT_CELLS)
228 // play2(player, "announce/robotic/ammo.wav");
230 if (item.weapons & WEPBIT_MINSTANEX)
231 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
233 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
241 // sound not available
242 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
243 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
244 sprint(player, "^3You picked up some extra lives\n");
248 if (item.strength_finished)
251 // sound not available
252 // play2(player, "announce/robotic/invisible.wav");
253 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
257 if (item.invincible_finished)
260 // sound not available
261 // play2(player, "announce/robotic/speed.wav");
262 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
266 if (player.ammo_fuel < g_pickup_fuel_max)
269 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
270 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
276 if (g_weapon_stay == 1)
277 if not(item.flags & FL_NO_WEAPON_STAY)
278 if (item.flags & FL_WEAPON)
280 if(item.classname == "droppedweapon")
282 if (player.weapons & item.weapons) // don't let players stack ammo by tossing weapons
287 if (player.weapons & item.weapons)
292 // in case the player has autoswitch enabled do the following:
293 // if the player is using their best weapon before items are given, they
294 // probably want to switch to an even better weapon after items are given
295 if (player.autoswitch)
296 if (player.switchweapon == w_getbestweapon(player))
297 _switchweapon = TRUE;
299 if not(player.weapons & W_WeaponBit(player.switchweapon))
300 _switchweapon = TRUE;
302 if (item.ammo_shells)
303 if (player.ammo_shells < g_pickup_shells_max)
306 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
309 if (player.ammo_nails < g_pickup_nails_max)
312 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
314 if (item.ammo_rockets)
315 if (player.ammo_rockets < g_pickup_rockets_max)
318 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
321 if (player.ammo_cells < g_pickup_cells_max)
324 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
327 if (player.ammo_fuel < g_pickup_fuel_max)
330 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
331 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
334 if (item.flags & FL_WEAPON)
335 if ((it = item.weapons - (item.weapons & player.weapons)))
338 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
340 e = get_weaponinfo(i);
342 W_GiveWeapon (player, e.weapon, item.netname);
346 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
350 sprint (player, strcat("You got the ^2", item.netname, "\n"));
353 if (item.strength_finished)
356 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
358 if (item.invincible_finished)
361 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
363 //if (item.speed_finished)
366 // player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
368 //if (item.slowmo_finished)
371 // player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
375 if (player.health < item.max_health)
378 player.health = min(player.health + item.health, item.max_health);
379 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
382 if (player.armorvalue < item.max_armorvalue)
385 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
386 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
391 // always eat teamed entities
398 sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
400 if (player.switchweapon != w_getbestweapon(player))
401 W_SwitchWeapon_Force(player, w_getbestweapon(player));
406 void Item_Touch (void)
410 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
411 if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
416 if (other.classname != "player")
420 if (self.solid != SOLID_TRIGGER)
422 if (self.owner == other)
425 if(!Item_GiveTo(self, other))
428 pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
430 if (self.classname == "droppedweapon")
432 else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
438 RandomSelection_Init();
439 for(head = world; (head = findfloat(head, team, self.team)); )
441 if(head.flags & FL_ITEM)
444 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
447 e = RandomSelection_chosen_ent;
451 Item_ScheduleRespawn(e);
459 if(self.effects & EF_NODRAW)
461 // marker for item team search
462 dprint("Initializing item team ", ftos(self.team), "\n");
463 RandomSelection_Init();
464 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
465 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
466 e = RandomSelection_chosen_ent;
470 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
474 // make it a non-spawned item
476 head.state = 1; // state 1 = initially hidden item
478 head.effects &~= EF_NODRAW;
481 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
482 Item_ScheduleInitialRespawn(e);
488 Item_Show(self, !self.state);
489 setorigin (self, self.origin);
490 self.think = SUB_Null;
493 if(self.flags & FL_POWERUP) // do not spawn powerups initially!
494 Item_ScheduleInitialRespawn(self);
497 // Savage: used for item garbage-collection
498 // TODO: perhaps nice special effect?
499 void RemoveItem(void)
504 // pickup evaluation functions
505 // these functions decide how desirable an item is to the bots
507 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
509 float weapon_pickupevalfunc(entity player, entity item)
511 float c, i, j, position;
513 // See if I have it already
514 if(player.weapons & item.weapons == item.weapons)
516 // If I can pick it up
519 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
521 // Skilled bots will grab more
522 c = bound(0, skill / 10, 1) * 0.5;
530 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
531 if( bot_custom_weapon && c )
533 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
536 if( (get_weaponinfo(i)).weapons & item.weapons != item.weapons )
539 // Find the highest position on any range
541 for(j = 0; j < WEP_LAST ; ++j){
543 bot_weapons_far[j] == i ||
544 bot_weapons_mid[j] == i ||
545 bot_weapons_close[j] == i
556 position = WEP_LAST - position;
557 // item.bot_pickupbasevalue is overwritten here
558 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
563 return item.bot_pickupbasevalue * c;
566 float commodity_pickupevalfunc(entity player, entity item)
568 float c, i, need_shells, need_nails, need_rockets, need_cells;
572 // Detect needed ammo
573 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
575 wi = get_weaponinfo(i);
577 if not(wi.weapons & player.weapons)
580 if(wi.items & IT_SHELLS)
582 else if(wi.items & IT_NAILS)
584 else if(wi.items & IT_ROCKETS)
586 else if(wi.items & IT_CELLS)
590 // TODO: figure out if the player even has the weapon this ammo is for?
591 // may not affect strategy much though...
592 // find out how much more ammo/armor/health the player can hold
594 if (item.ammo_shells)
595 if (player.ammo_shells < g_pickup_shells_max)
596 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
599 if (player.ammo_nails < g_pickup_nails_max)
600 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
602 if (item.ammo_rockets)
603 if (player.ammo_rockets < g_pickup_rockets_max)
604 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
607 if (player.ammo_cells < g_pickup_cells_max)
608 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
610 if (player.armorvalue < item.max_armorvalue*0.5)
611 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
613 if (player.health < item.max_health*0.5)
614 c = c + max(0, 1 - player.health / (item.max_health*0.5));
616 return item.bot_pickupbasevalue * c;
621 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)
623 startitem_failed = FALSE;
625 // is it a dropped weapon?
626 if (self.classname == "droppedweapon")
628 self.reset = SUB_Remove;
629 // it's a dropped weapon
630 self.movetype = MOVETYPE_TOSS;
631 // Savage: remove thrown items after a certain period of time ("garbage collection")
632 self.think = RemoveItem;
633 self.nextthink = time + 60;
634 // don't drop if in a NODROP zone (such as lava)
635 traceline(self.origin, self.origin, MOVE_NORMAL, self);
636 if (trace_dpstartcontents & DPCONTENTS_NODROP)
638 startitem_failed = TRUE;
645 self.reset = Item_Reset;
647 if(self.spawnflags & 1)
650 self.movetype = MOVETYPE_NONE;
652 self.movetype = MOVETYPE_TOSS;
653 // do item filtering according to game mode and other things
656 // first nudge it off the floor a little bit to avoid math errors
657 setorigin(self, self.origin + '0 0 1');
658 // set item size before we spawn a spawnfunc_waypoint
659 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
660 setsize (self, '-16 -16 0', '16 16 48');
662 setsize (self, '-16 -16 0', '16 16 32');
663 // note droptofloor returns FALSE if stuck/or would fall too far
665 waypoint_spawnforitem(self);
672 print("removed non-teamplay ", self.classname, "\n");
673 startitem_failed = TRUE;
682 print("removed non-FFA ", self.classname, "\n");
683 startitem_failed = TRUE;
691 // We aren't TA or something like that, so we keep the Q3A entities
692 print("removed non-Q3A ", self.classname, "\n");
693 startitem_failed = TRUE;
699 * can't do it that way, as it would break maps
700 * TODO make a target_give like entity another way, that perhaps has
701 * the weapon name in a key
704 // target_give not yet supported; maybe later
705 print("removed targeted ", self.classname, "\n");
706 startitem_failed = TRUE;
712 if(cvar("spawn_debug") >= 2)
715 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
717 if(otheritem.is_item)
719 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
720 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
721 error("Mapper sucks.");
727 weaponsInMap |= weaponid;
731 startitem_failed = TRUE;
735 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
737 startitem_failed = TRUE;
741 else if (g_minstagib)
743 // don't remove dropped items and powerups
744 if (self.classname != "minstagib")
746 startitem_failed = TRUE;
763 if (cvar("g_nixnex_with_healtharmor"))
768 if (cvar("g_nixnex_with_powerups"))
775 startitem_failed = TRUE;
780 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
782 startitem_failed = TRUE;
787 precache_model (itemmodel);
788 precache_sound (pickupsound);
789 precache_sound ("misc/itemrespawn.wav");
790 precache_sound ("misc/itemrespawncountdown.wav");
792 if(itemid == IT_STRENGTH)
793 precache_sound ("misc/strength_respawn.wav");
794 if(itemid == IT_INVINCIBLE)
795 precache_sound ("misc/shield_respawn.wav");
797 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
798 self.target = "###item###"; // for finding the nearest item using find()
801 self.bot_pickup = TRUE;
802 self.bot_pickupevalfunc = pickupevalfunc;
803 self.bot_pickupbasevalue = pickupbasevalue;
804 self.mdl = itemmodel;
805 self.item_pickupsound = pickupsound;
806 // let mappers override respawntime
807 if(!self.respawntime) // both set
809 self.respawntime = defaultrespawntime;
810 self.respawntimejitter = defaultrespawntimejitter;
812 self.netname = itemname;
814 self.weapons = weaponid;
815 self.flags = FL_ITEM | itemflags;
816 self.touch = Item_Touch;
817 setmodel (self, self.mdl); // precision set below
818 self.effects |= EF_LOWPRECISION;
819 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
820 setsize (self, '-16 -16 0', '16 16 48');
822 setsize (self, '-16 -16 0', '16 16 32');
823 if(itemflags & FL_WEAPON)
824 self.modelflags |= MF_ROTATE;
826 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
827 if (itemflags & FL_WEAPON)
829 // neutral team color for pickup weapons
830 self.colormap = 1024; // color shirt=0 pants=0 grey
838 self.cnt = 1; // item probability weight
839 self.effects = self.effects | EF_NODRAW; // marker for item team search
840 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
842 else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
843 Item_ScheduleInitialRespawn(self);
846 /* replace items in minstagib
847 * IT_STRENGTH = invisibility
848 * IT_NAILS = extra lives
849 * IT_INVINCIBLE = speed
851 void minstagib_items (float itemid)
853 // we don't want to replace dropped weapons ;)
854 if (self.classname == "droppedweapon")
856 self.ammo_cells = 25;
857 StartItem ("models/weapons/g_nex.md3",
858 "weapons/weaponpickup.wav", 15, 0,
859 "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
864 self.classname = "minstagib";
866 // replace rocket launchers and nex guns with ammo cells
867 if (itemid == IT_CELLS)
870 StartItem ("models/items/a_cells.md3",
871 "misc/itempickup.wav", 45, 0,
872 "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
879 itemid = IT_STRENGTH;
883 itemid = IT_INVINCIBLE;
885 // replace with invis
886 if (itemid == IT_STRENGTH)
888 self.strength_finished = 30;
889 StartItem ("models/items/g_strength.md3",
890 "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
891 "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
893 // replace with extra lives
894 if (itemid == IT_NAILS)
897 StartItem ("models/items/g_h100.md3",
898 "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
899 "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
902 // replace with speed
903 if (itemid == IT_INVINCIBLE)
905 self.invincible_finished = 30;
906 StartItem ("models/items/g_invincible.md3",
907 "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
908 "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
913 float minst_no_auto_cells;
914 void minst_remove_item (void) {
915 if(minst_no_auto_cells)
919 float weaponswapping;
922 void weapon_defaultspawnfunc(float wpn)
926 var .float ammofield;
931 // set the respawntime in advance (so replaced weapons can copy it)
933 if(!self.respawntime)
935 e = get_weaponinfo(wpn);
936 if(e.items == IT_SUPERWEAPON)
938 self.respawntime = g_pickup_respawntime_powerup;
939 self.respawntimejitter = g_pickup_respawntimejitter_powerup;
943 self.respawntime = g_pickup_respawntime_weapon;
944 self.respawntimejitter = g_pickup_respawntimejitter_weapon;
948 if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
950 e = get_weaponinfo(wpn);
951 s = cvar_string(strcat("g_weaponreplace_", e.netname));
955 startitem_failed = TRUE;
958 t = tokenize_console(s);
961 self.team = --internalteam;
963 for(i = 1; i < t; ++i)
966 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
968 e = get_weaponinfo(j);
972 copyentity(oldself, self);
973 self.classname = "replacedweapon";
974 weapon_defaultspawnfunc(j);
980 print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
989 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
991 e = get_weaponinfo(j);
1000 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1006 startitem_failed = TRUE;
1011 e = get_weaponinfo(wpn);
1013 if(e.items && e.items != IT_SUPERWEAPON)
1015 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1019 ammofield = Item_CounterField(j);
1021 self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1027 self.flags |= FL_NO_WEAPON_STAY;
1030 // weapon stay isn't supported for teamed weapons
1032 self.flags |= FL_NO_WEAPON_STAY;
1034 if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1036 self.ammo_shells = 0;
1037 self.ammo_nails = 0;
1038 self.ammo_cells = 0;
1039 self.ammo_rockets = 0;
1040 // weapon stay 2: don't use ammo on weapon pickups; instead
1041 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1044 StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1045 if (self.modelindex) // don't precache if self was removed
1046 weapon_action(e.weapon, WR_PRECACHE);
1049 void spawnfunc_weapon_shotgun (void);
1050 void spawnfunc_weapon_uzi (void) {
1051 if(q3acompat_machineshotgunswap)
1052 if(self.classname != "droppedweapon")
1054 weapon_defaultspawnfunc(WEP_SHOTGUN);
1057 weapon_defaultspawnfunc(WEP_UZI);
1060 void spawnfunc_weapon_shotgun (void) {
1061 if(q3acompat_machineshotgunswap)
1062 if(self.classname != "droppedweapon")
1064 weapon_defaultspawnfunc(WEP_UZI);
1067 weapon_defaultspawnfunc(WEP_SHOTGUN);
1070 void spawnfunc_weapon_nex (void)
1074 minstagib_items(IT_CELLS);
1075 self.think = minst_remove_item;
1076 self.nextthink = time;
1079 weapon_defaultspawnfunc(WEP_NEX);
1082 void spawnfunc_weapon_minstanex (void)
1086 minstagib_items(IT_CELLS);
1087 self.think = minst_remove_item;
1088 self.nextthink = time;
1091 weapon_defaultspawnfunc(WEP_MINSTANEX);
1094 void spawnfunc_weapon_rocketlauncher (void)
1098 minstagib_items(IT_CELLS);
1099 self.think = minst_remove_item;
1100 self.nextthink = time;
1103 weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1106 void spawnfunc_item_rockets (void) {
1107 if(!self.ammo_rockets)
1108 self.ammo_rockets = g_pickup_rockets;
1109 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);
1112 void spawnfunc_item_shells (void);
1113 void spawnfunc_item_bullets (void) {
1115 if(q3acompat_machineshotgunswap)
1116 if(self.classname != "droppedweapon")
1118 weaponswapping = TRUE;
1119 spawnfunc_item_shells();
1120 weaponswapping = FALSE;
1124 if(!self.ammo_nails)
1125 self.ammo_nails = g_pickup_nails;
1126 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);
1129 void spawnfunc_item_cells (void) {
1130 if(!self.ammo_cells)
1131 self.ammo_cells = g_pickup_cells;
1132 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);
1135 void spawnfunc_item_shells (void) {
1137 if(q3acompat_machineshotgunswap)
1138 if(self.classname != "droppedweapon")
1140 weaponswapping = TRUE;
1141 spawnfunc_item_bullets();
1142 weaponswapping = FALSE;
1146 if(!self.ammo_shells)
1147 self.ammo_shells = g_pickup_shells;
1148 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);
1151 void spawnfunc_item_armor_small (void) {
1152 if(!self.armorvalue)
1153 self.armorvalue = g_pickup_armorsmall;
1154 if(!self.max_armorvalue)
1155 self.max_armorvalue = g_pickup_armorsmall_max;
1156 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);
1159 void spawnfunc_item_armor_medium (void) {
1160 if(!self.armorvalue)
1161 self.armorvalue = g_pickup_armormedium;
1162 if(!self.max_armorvalue)
1163 self.max_armorvalue = g_pickup_armormedium_max;
1164 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);
1167 void spawnfunc_item_armor_big (void) {
1168 if(!self.armorvalue)
1169 self.armorvalue = g_pickup_armorbig;
1170 if(!self.max_armorvalue)
1171 self.max_armorvalue = g_pickup_armorbig_max;
1172 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);
1175 void spawnfunc_item_armor_large (void) {
1176 if(!self.armorvalue)
1177 self.armorvalue = g_pickup_armorlarge;
1178 if(!self.max_armorvalue)
1179 self.max_armorvalue = g_pickup_armorlarge_max;
1180 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);
1183 void spawnfunc_item_health_small (void) {
1184 if(!self.max_health)
1185 self.max_health = g_pickup_healthsmall_max;
1187 self.health = g_pickup_healthsmall;
1188 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);
1191 void spawnfunc_item_health_medium (void) {
1192 if(!self.max_health)
1193 self.max_health = g_pickup_healthmedium_max;
1195 self.health = g_pickup_healthmedium;
1196 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);
1199 void spawnfunc_item_health_large (void) {
1200 if(!self.max_health)
1201 self.max_health = g_pickup_healthlarge_max;
1203 self.health = g_pickup_healthlarge;
1204 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);
1207 void spawnfunc_item_health_mega (void) {
1208 if(!cvar("g_powerup_superhealth"))
1211 if(g_arena && !cvar("g_arena_powerups"))
1215 minstagib_items(IT_NAILS);
1217 if(!self.max_health)
1218 self.max_health = g_pickup_healthmega_max;
1220 self.health = g_pickup_healthmega;
1221 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);
1225 // support old misnamed entities
1226 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1227 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1228 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1229 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1230 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1232 void spawnfunc_item_strength (void) {
1233 if(!cvar("g_powerup_strength"))
1236 if(g_arena && !cvar("g_arena_powerups"))
1240 minstagib_items(IT_STRENGTH);
1242 precache_sound("weapons/strength_fire.wav");
1243 self.strength_finished = 30;
1244 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);
1248 void spawnfunc_item_invincible (void) {
1249 if(!cvar("g_powerup_shield"))
1252 if(g_arena && !cvar("g_arena_powerups"))
1256 minstagib_items(IT_INVINCIBLE);
1258 self.invincible_finished = 30;
1259 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);
1263 void spawnfunc_item_minst_cells (void) {
1266 minst_no_auto_cells = 1;
1267 minstagib_items(IT_CELLS);
1274 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1276 float target_item_func_set(float a, float b)
1286 float target_item_func_min(float a, float b)
1296 float target_item_func_max(float a, float b)
1301 float target_item_func_bitset(float a, float b)
1306 float target_item_func_and(float a, float b)
1311 float target_item_func_itembitset(float a, float b)
1313 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1316 float target_item_func_itemand(float a, float b)
1318 return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1321 float target_item_func_or(float a, float b)
1326 float target_item_func_andnot(float a, float b)
1331 float target_item_changed;
1332 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1335 n = func(activator.field, self.field);
1339 d = n & activator.field;
1340 if(d != n) // bits added?
1342 else if(d != activator.field) // bits removed?
1348 d = n - activator.field;
1352 if(sound_decrease != "")
1353 sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1354 target_item_changed = 1;
1358 if(sound_increase != "")
1359 sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1360 target_item_changed = 1;
1362 activator.field = n;
1365 void target_items_use (void)
1369 if(activator.classname == "droppedweapon")
1376 if(activator.classname != "player")
1378 if(activator.deadflag != DEAD_NO)
1383 for(e = world; (e = find(e, classname, "droppedweapon")); )
1384 if(e.enemy == activator)
1387 float _switchweapon;
1388 _switchweapon = FALSE;
1389 if (activator.autoswitch)
1390 if (activator.switchweapon == w_getbestweapon(activator))
1391 _switchweapon = TRUE;
1393 a0 = activator.armorvalue;
1394 h0 = activator.health;
1395 f0 = activator.ammo_fuel;
1396 target_item_changed = 0;
1398 if(self.spawnflags == 0) // SET
1400 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1401 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1402 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1403 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1404 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1405 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1406 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1407 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1408 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1410 if((self.items & activator.items) & IT_STRENGTH)
1411 activator.strength_finished = time + self.strength_finished;
1412 if((self.items & activator.items) & IT_INVINCIBLE)
1413 activator.invincible_finished = time + self.invincible_finished;
1415 else if(self.spawnflags == 1) // AND/MIN
1417 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1418 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1419 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1420 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1421 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1422 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1423 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1424 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1425 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1427 if((self.items & activator.items) & IT_STRENGTH)
1428 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1429 if((self.items & activator.items) & IT_INVINCIBLE)
1430 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1432 else if(self.spawnflags == 2) // OR/MAX
1434 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1435 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1436 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1437 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1438 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1439 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1440 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1441 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1442 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1444 if((self.items & activator.items) & IT_STRENGTH)
1445 activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1446 if((self.items & activator.items) & IT_INVINCIBLE)
1447 activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1449 else if(self.spawnflags == 4) // ANDNOT/MIN
1451 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1452 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1453 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1454 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1455 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1456 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1457 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1458 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1459 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1461 if((self.items & activator.items) & IT_STRENGTH)
1462 activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1463 if((self.items & activator.items) & IT_INVINCIBLE)
1464 activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1467 if not(activator.items & IT_STRENGTH)
1468 activator.strength_finished = 0;
1469 if not(activator.items & IT_INVINCIBLE)
1470 activator.invincible_finished = 0;
1472 if(activator.health > h0)
1473 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1474 else if(activator.health < h0)
1475 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1477 if(activator.ammo_fuel > f0)
1478 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1479 else if(activator.ammo_fuel < f0)
1480 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1482 if(activator.armorvalue > a0)
1483 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1485 if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1486 _switchweapon = TRUE;
1488 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1490 if(target_item_changed)
1491 centerprint(activator, self.message);
1494 void spawnfunc_target_items (void)
1501 // items triggers cannot work in nixnex (as they change weapons/ammo)
1506 self.use = target_items_use;
1507 if(!self.strength_finished)
1508 self.strength_finished = cvar("g_balance_powerup_strength_time");
1509 if(!self.invincible_finished)
1510 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1512 precache_sound("misc/itempickup.wav");
1513 precache_sound("misc/itempickup.wav");
1514 precache_sound("misc/itempickup.wav");
1515 precache_sound("misc/itempickup.wav");
1516 precache_sound("misc/megahealth.wav");
1517 precache_sound("misc/armor25.wav");
1518 precache_sound("misc/powerup.wav");
1519 precache_sound("misc/poweroff.wav");
1520 precache_sound("weapons/weaponpickup.wav");
1522 n = tokenize_console(self.netname);
1523 for(i = 0; i < n; ++i)
1525 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1526 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1527 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1528 else if(argv(i) == "strength") self.items |= IT_STRENGTH;
1529 else if(argv(i) == "invincible") self.items |= IT_INVINCIBLE;
1530 else if(argv(i) == "jetpack") self.items |= IT_JETPACK;
1531 else if(argv(i) == "fuel_regen") self.items |= IT_FUEL_REGEN;
1534 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1536 e = get_weaponinfo(j);
1537 if(argv(i) == e.netname)
1539 self.weapons |= e.weapons;
1540 if(self.spawnflags == 0 || self.spawnflags == 2)
1541 weapon_action(e.weapon, WR_PRECACHE);
1546 print("target_items: invalid item ", argv(i), "\n");
1551 void spawnfunc_item_fuel(void)
1554 self.ammo_fuel = g_pickup_fuel;
1555 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);
1558 void spawnfunc_item_fuel_regen(void)
1560 if(start_items & IT_FUEL_REGEN)
1562 spawnfunc_item_fuel();
1565 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);
1568 void spawnfunc_item_jetpack(void)
1570 if(g_grappling_hook)
1571 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1573 self.ammo_fuel = g_pickup_fuel_jetpack;
1574 if(start_items & IT_JETPACK)
1576 spawnfunc_item_fuel();
1579 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);
1582 // we no longer have the seeker
1583 void spawnfunc_weapon_seeker()
1585 spawnfunc_weapon_fireball();