/* items.qc This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ void () W_SetCurrentAmmo; /* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD BE .8 .3 .4 IN COLOR */ void () SUB_regen = { self.model = self.mdl; // restore original model self.solid = SOLID_TRIGGER; // allow it to be touched again // play respawn sound sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); setorigin (self, self.origin); }; /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) prints a warning message when spawned */ void () noclass = { dprint ("noclass spawned at"); dprint (vtos(self.origin)); dprint ("\n"); remove (self); }; /* ============ PlaceItem plants the object on the floor ============ */ void () PlaceItem = { local float oldz; self.mdl = self.model; // so it can be restored on respawn self.flags = FL_ITEM; // make extra wide self.solid = SOLID_TRIGGER; self.movetype = MOVETYPE_TOSS; self.velocity = '0 0 0'; self.origin_z += 6; oldz = self.origin_z; if (!droptofloor ()) { dprint ("Bonus item fell out of level at "); dprint (vtos (self.origin)); dprint ("\n"); remove (self); return; } }; /* ============ StartItem Sets the clipping size and plants the object on the floor ============ */ void () StartItem = { self.nextthink = time + 0.2; // items start after other solids self.think = PlaceItem; }; // HEALTH BOX ================================================================= // T_Heal: add health to an entity, limiting health to max_health // "ignore" will ignore max_health limit float (entity e, float healamount, float ignore) T_Heal = { if (e.health <= 0) return 0; if ((!ignore) && (e.health >= other.max_health)) return 0; healamount = ceil (healamount); e.health = e.health + healamount; if ((!ignore) && (e.health >= other.max_health)) e.health = other.max_health; if (e.health > 250) e.health = 250; return 1; }; float H_ROTTEN = 1; float H_MEGA = 2; .float healamount, healtype; void () item_megahealth_rot = { other = self.owner; // ZOID: player doesn't rot if they have Elder Magic rune if (other.health > other.max_health && !(other.player_flag & ITEM_RUNE4_FLAG)) { other.health = other.health - 1; self.nextthink = time + 1; return; } // it is possible for a player to die and respawn between rots, so don't // just blindly subtract the flag off other.items &= ~IT_SUPERHEALTH; if (deathmatch == 1 || deathmatch == 3) { // deathmatch 2 = silly old rules self.nextthink = time + 20; self.think = SUB_regen; } }; void () health_touch = { local string s; if (other.classname != "player") return; if (self.healtype == 2) { // Megahealth? Ignore max_health... if (other.health >= 250) return; if (!T_Heal (other, self.healamount, 1)) return; } else { if (!T_Heal (other, self.healamount, 0)) return; } sprint (other, PRINT_LOW, "You receive "); s = ftos (self.healamount); sprint (other, PRINT_LOW, s); sprint (other, PRINT_LOW, " health\n"); // health touch sound sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.model = string_null; self.solid = SOLID_NOT; // Megahealth = rot down the player's super health if (self.healtype == 2) { other.items |= IT_SUPERHEALTH; self.nextthink = time + 5; self.think = item_megahealth_rot; self.owner = other; } else { if (deathmatch != 2) { // deathmatch 2 is the silly old rules self.nextthink = time + 20; self.think = SUB_regen; } } activator = other; SUB_UseTargets (); // fire all targets / killtargets }; /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth Health box. Normally gives 25 points. Rotten box heals 5-10 points, megahealth will add 100 health, then rot you down to your maximum health limit, one point per second. */ void () item_health = { self.touch = health_touch; if (self.spawnflags & H_ROTTEN) { precache_model("maps/b_bh10.bsp"); precache_sound("items/r_item1.wav"); setmodel(self, "maps/b_bh10.bsp"); self.noise = "items/r_item1.wav"; self.healamount = 15; self.healtype = 0; } else if (self.spawnflags & H_MEGA) { precache_model("maps/b_bh100.bsp"); precache_sound("items/r_item2.wav"); setmodel(self, "maps/b_bh100.bsp"); self.noise = "items/r_item2.wav"; self.healamount = 100; self.healtype = 2; } else { precache_model("maps/b_bh25.bsp"); precache_sound("items/health1.wav"); setmodel(self, "maps/b_bh25.bsp"); self.noise = "items/health1.wav"; self.healamount = 25; self.healtype = 1; } setsize (self, '0 0 0', '32 32 56'); StartItem (); }; // ARMOR ====================================================================== void () armor_touch = { local float type = 0, value = 0, bit = 0; if (other.health <= 0) return; if (other.classname != "player") return; switch (self.classname) { case "item_armor1": type = 0.3; value = 100; bit = IT_ARMOR1; break; case "item_armor2": type = 0.6; value = 150; bit = IT_ARMOR2; break; case "item_armorInv": type = 0.8; value = 200; bit = IT_ARMOR3; default: break; } if (other.armortype * other.armorvalue >= type * value) return; other.armortype = type; other.armorvalue = value; other.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3); other.items |= bit; self.solid = SOLID_NOT; self.model = string_null; if (deathmatch == 1 || deathmatch == 3) self.nextthink = time + 20; self.think = SUB_regen; sprint (other, PRINT_LOW, "You got armor\n"); // armor touch sound sound (other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); activator = other; SUB_UseTargets (); // fire all targets / killtargets }; /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) */ void () item_armor1 = { self.touch = armor_touch; precache_model ("progs/armor.mdl"); setmodel (self, "progs/armor.mdl"); self.skin = 0; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) */ void () item_armor2 = { self.touch = armor_touch; precache_model ("progs/armor.mdl"); setmodel (self, "progs/armor.mdl"); self.skin = 1; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) */ void () item_armorInv = { self.touch = armor_touch; precache_model ("progs/armor.mdl"); setmodel (self, "progs/armor.mdl"); self.skin = 2; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; // WEAPONS ==================================================================== void () bound_other_ammo = { if (other.ammo_shells > 100) other.ammo_shells = 100; if (other.ammo_nails > 200) other.ammo_nails = 200; if (other.ammo_rockets > 100) other.ammo_rockets = 100; if (other.ammo_cells > 100) other.ammo_cells = 100; }; float (float w) RankForWeapon = { switch (w) { case IT_LIGHTNING: return 1; case IT_ROCKET_LAUNCHER: return 2; case IT_SUPER_NAILGUN: return 3; case IT_GRENADE_LAUNCHER: return 4; case IT_SUPER_SHOTGUN: return 5; case IT_NAILGUN: return 6; default: return 7; } }; float (float w) WeaponCode = { switch (w) { case IT_SUPER_SHOTGUN: return 3; case IT_NAILGUN: return 4; case IT_SUPER_NAILGUN: return 5; case IT_GRENADE_LAUNCHER: return 6; case IT_ROCKET_LAUNCHER: return 7; case IT_LIGHTNING: return 8; default: return 1; } }; /* ============= Deathmatch_Weapon Deathmatch weapon change rules for picking up a weapon .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; ============= */ void (float old, float new) Deathmatch_Weapon = { local float or, nr; if (self.weapon == IT_GRAPPLE && self.button0) return; // never change if we pulled ourselves to it // change self.weapon if desired or = RankForWeapon (self.weapon); nr = RankForWeapon (new); if (nr < or) self.weapon = new; }; float () W_BestWeapon; void () weapon_touch = { local float best, hadammo, leave, w_switch, new = 0, old; // McBain: added prevweapon local variable local float prevweapon; local entity stemp; if (!(other.flags & FL_CLIENT)) return; if ((stof (infokey (other, "w_switch"))) == 0) w_switch = 8; else w_switch = stof (infokey (other, "w_switch")); // if the player was using his best weapon, change to new one if better stemp = self; self = other; best = W_BestWeapon (); self = stemp; if (deathmatch == 2 || deathmatch == 3) leave = 1; else leave = 0; switch (self.classname) { case "weapon_nailgun": if (leave && (other.items & IT_NAILGUN) ) return; hadammo = other.ammo_nails; new = IT_NAILGUN; other.ammo_nails = other.ammo_nails + 30; break; case "weapon_supernailgun": if (leave && (other.items & IT_SUPER_NAILGUN) ) return; hadammo = other.ammo_rockets; new = IT_SUPER_NAILGUN; other.ammo_nails = other.ammo_nails + 30; break; case "weapon_supershotgun": if (leave && (other.items & IT_SUPER_SHOTGUN) ) return; hadammo = other.ammo_rockets; new = IT_SUPER_SHOTGUN; other.ammo_shells = other.ammo_shells + 5; break; case "weapon_rocketlauncher": if (leave && (other.items & IT_ROCKET_LAUNCHER) ) return; hadammo = other.ammo_rockets; new = IT_ROCKET_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; break; case "weapon_grenadelauncher": if (leave && (other.items & IT_GRENADE_LAUNCHER) ) return; hadammo = other.ammo_rockets; new = IT_GRENADE_LAUNCHER; other.ammo_rockets = other.ammo_rockets + 5; break; case "weapon_lightning": if (leave && (other.items & IT_LIGHTNING) ) return; hadammo = other.ammo_rockets; new = IT_LIGHTNING; other.ammo_cells = other.ammo_cells + 15; break; default: objerror ("weapon_touch: unknown classname"); break; } sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other, PRINT_LOW, "\n"); // weapon touch sound sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); bound_other_ammo (); // change to the weapon old = other.items; other.items |= new; stemp = self; self = other; prevweapon = self.weapon; if (WeaponCode (new) <= w_switch ) { if (self.flags & FL_INWATER) { if (new != IT_LIGHTNING) Deathmatch_Weapon (old, new); } else Deathmatch_Weapon (old, new); } if (self.weapon != prevweapon) self.previous_weapon = prevweapon; W_SetCurrentAmmo (); self = stemp; if (leave) return; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch == 1 || deathmatch == 3) self.nextthink = time + 30; self.think = SUB_regen; activator = other; SUB_UseTargets (); // fire all targets / killtargets }; /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_supershotgun = { precache_model ("progs/g_shot.mdl"); setmodel (self, "progs/g_shot.mdl"); self.weapon = IT_SUPER_SHOTGUN; self.netname = "Double-barrelled Shotgun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_nailgun = { precache_model ("progs/g_nail.mdl"); setmodel (self, "progs/g_nail.mdl"); self.weapon = IT_NAILGUN; self.netname = "nailgun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_supernailgun = { precache_model ("progs/g_nail2.mdl"); setmodel (self, "progs/g_nail2.mdl"); self.weapon = IT_SUPER_NAILGUN; self.netname = "Super Nailgun"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_grenadelauncher = { precache_model ("progs/g_rock.mdl"); setmodel (self, "progs/g_rock.mdl"); self.weapon = 3; self.netname = "Grenade Launcher"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_rocketlauncher = { precache_model ("progs/g_rock2.mdl"); setmodel (self, "progs/g_rock2.mdl"); self.weapon = 3; self.netname = "Rocket Launcher"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) */ void () weapon_lightning = { precache_model ("progs/g_light.mdl"); setmodel (self, "progs/g_light.mdl"); self.weapon = 3; self.netname = "Thunderbolt"; self.touch = weapon_touch; setsize (self, '-16 -16 0', '16 16 56'); StartItem (); }; // AMMO ======================================================================= void () ammo_touch = { local entity stemp; local float best; if (other.classname != "player") return; if (other.health <= 0) return; // if the player was using his best weapon, change to new one if better stemp = self; self = other; best = W_BestWeapon (); self = stemp; switch (self.weapon) { case 1: // shotgun if (other.ammo_shells >= 100) return; other.ammo_shells = other.ammo_shells + self.aflag; break; case 2: // spikes if (other.ammo_nails >= 200) return; other.ammo_nails = other.ammo_nails + self.aflag; break; case 3: // rockets if (other.ammo_rockets >= 100) return; other.ammo_rockets = other.ammo_rockets + self.aflag; break; case 4: // cells if (other.ammo_cells >= 100) return; other.ammo_cells = other.ammo_cells + self.aflag; default: break; } bound_other_ammo (); sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other, PRINT_LOW, "\n"); // ammo touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); // change to a better weapon if appropriate if (other.weapon == best) { stemp = self; self = other; self.weapon = W_BestWeapon(); W_SetCurrentAmmo (); self = stemp; } // if changed current ammo, update it stemp = self; self = other; W_SetCurrentAmmo (); self = stemp; // remove it in single player, or setup for respawning in deathmatch self.model = string_null; self.solid = SOLID_NOT; if (deathmatch == 1 || deathmatch == 3) self.nextthink = time + 30; self.think = SUB_regen; activator = other; SUB_UseTargets(); // fire all targets / killtargets }; float WEAPON_BIG2 = 1; /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big */ void () item_shells = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_shell1.bsp"); setmodel (self, "maps/b_shell1.bsp"); self.aflag = 40; } else { precache_model ("maps/b_shell0.bsp"); setmodel (self, "maps/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big */ void () item_spikes = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_nail1.bsp"); setmodel (self, "maps/b_nail1.bsp"); self.aflag = 50; } else { precache_model ("maps/b_nail0.bsp"); setmodel (self, "maps/b_nail0.bsp"); self.aflag = 25; } self.weapon = 2; self.netname = "nails"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big */ void () item_rockets = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_rock1.bsp"); setmodel (self, "maps/b_rock1.bsp"); self.aflag = 10; } else { precache_model ("maps/b_rock0.bsp"); setmodel (self, "maps/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big */ void () item_cells = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_BIG2) { precache_model ("maps/b_batt1.bsp"); setmodel (self, "maps/b_batt1.bsp"); self.aflag = 12; } else { precache_model ("maps/b_batt0.bsp"); setmodel (self, "maps/b_batt0.bsp"); self.aflag = 6; } self.weapon = 4; self.netname = "cells"; setsize (self, '0 0 0', '32 32 56'); StartItem (); }; /*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big DO NOT USE THIS!!!! IT WILL BE REMOVED! */ float WEAPON_SHOTGUN = 1; float WEAPON_ROCKET = 2; float WEAPON_SPIKES = 4; float WEAPON_BIG = 8; void () item_weapon = { self.touch = ammo_touch; if (self.spawnflags & WEAPON_SHOTGUN) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/b_shell1.bsp"); setmodel (self, "maps/b_shell1.bsp"); self.aflag = 40; } else { precache_model ("maps/b_shell0.bsp"); setmodel (self, "maps/b_shell0.bsp"); self.aflag = 20; } self.weapon = 1; self.netname = "shells"; } if (self.spawnflags & WEAPON_SPIKES) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/b_nail1.bsp"); setmodel (self, "maps/b_nail1.bsp"); self.aflag = 40; } else { precache_model ("maps/b_nail0.bsp"); setmodel (self, "maps/b_nail0.bsp"); self.aflag = 20; } self.weapon = 2; self.netname = "spikes"; } if (self.spawnflags & WEAPON_ROCKET) { if (self.spawnflags & WEAPON_BIG) { precache_model ("maps/b_rock1.bsp"); setmodel (self, "maps/b_rock1.bsp"); self.aflag = 10; } else { precache_model ("maps/b_rock0.bsp"); setmodel (self, "maps/b_rock0.bsp"); self.aflag = 5; } self.weapon = 3; self.netname = "rockets"; } setsize (self, '0 0 0', '32 32 56'); StartItem (); }; // KEYS ======================================================================= void () key_touch = { if (other.classname != "player") return; if (other.health <= 0) return; if (other.items & self.items) return; sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other,PRINT_LOW, "\n"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); other.items |= self.items; self.solid = SOLID_NOT; self.model = string_null; activator = other; SUB_UseTargets (); // fire all targets / killtargets }; void () key_setsounds = { switch (world.worldtype) { case 0: precache_sound ("misc/medkey.wav"); self.noise = "misc/medkey.wav"; break; case 1: precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; break; case 2: precache_sound2 ("misc/basekey.wav"); self.noise = "misc/basekey.wav"; default: break; } }; /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) SILVER key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ void () item_key1 = { switch (world.worldtype) { case 0: precache_model ("progs/w_s_key.mdl"); setmodel (self, "progs/w_s_key.mdl"); self.netname = "silver key"; break; case 1: precache_model ("progs/m_s_key.mdl"); setmodel (self, "progs/m_s_key.mdl"); self.netname = "silver runekey"; break; case 2: precache_model2 ("progs/b_s_key.mdl"); setmodel (self, "progs/b_s_key.mdl"); self.netname = "silver keycard"; default: break; } key_setsounds (); self.touch = key_touch; self.items = IT_KEY1; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) GOLD key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ void () item_key2 = { switch (world.worldtype) { case 0: precache_model ("progs/w_g_key.mdl"); setmodel (self, "progs/w_g_key.mdl"); self.netname = "gold key"; break; case 1: precache_model ("progs/m_g_key.mdl"); setmodel (self, "progs/m_g_key.mdl"); self.netname = "gold runekey"; break; case 2: precache_model2 ("progs/b_g_key.mdl"); setmodel (self, "progs/b_g_key.mdl"); self.netname = "gold keycard"; default: break; } key_setsounds (); self.touch = key_touch; self.items = IT_KEY2; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; // END OF LEVEL RUNES ========================================================= void () sigil_touch = { if (other.classname != "player") return; if (other.health <= 0) return; centerprint (other, "You got the rune!"); sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; self.model = string_null; serverflags |= (self.spawnflags & 15); self.classname = ""; // so rune doors won't find it activator = other; SUB_UseTargets(); // fire all targets / killtargets }; /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 End of level sigil, pick up to end episode and return to jrstart. */ void () item_sigil = { if (!self.spawnflags) objerror ("no spawnflags"); precache_sound ("misc/runekey.wav"); self.noise = "misc/runekey.wav"; if (self.spawnflags & 1) { precache_model ("progs/end1.mdl"); setmodel (self, "progs/end1.mdl"); } if (self.spawnflags & 2) { precache_model2 ("progs/end2.mdl"); setmodel (self, "progs/end2.mdl"); } if (self.spawnflags & 4) { precache_model2 ("progs/end3.mdl"); setmodel (self, "progs/end3.mdl"); } if (self.spawnflags & 8) { precache_model2 ("progs/end4.mdl"); setmodel (self, "progs/end4.mdl"); } self.touch = sigil_touch; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; // POWERUPS void () powerup_touch = { if (other.classname != "player") return; if (other.health <= 0) return; sprint (other, PRINT_LOW, "You got the "); sprint (other, PRINT_LOW, self.netname); sprint (other, PRINT_LOW, "\n"); self.mdl = self.model; self.think = SUB_regen; sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); stuffcmd (other, "bf\n"); self.solid = SOLID_NOT; other.items |= self.items; self.model = string_null; // do the apropriate action switch (self.classname) { case "item_artifact_envirosuit": other.rad_time = 1; other.radsuit_finished = time + 30; self.nextthink = time + 60; break; case "item_artifact_invulnerability": other.invincible_time = 1; other.invincible_finished = time + 30; self.nextthink = time + 300; break; case "item_artifact_invisibility": other.invisible_time = 1; other.invisible_finished = time + 30; self.nextthink = time + 300; break; case "item_artifact_super_damage": other.super_time = 1; other.super_damage_finished = time + 30; default: self.nextthink = time + 60; break; } activator = other; SUB_UseTargets (); // fire all targets / killtargets }; /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invulnerable for 30 seconds */ void () item_artifact_invulnerability = { self.touch = powerup_touch; precache_model ("progs/invulner.mdl"); precache_sound ("items/protect.wav"); precache_sound ("items/protect2.wav"); precache_sound ("items/protect3.wav"); self.noise = "items/protect.wav"; setmodel (self, "progs/invulner.mdl"); self.netname = "Pentagram of Protection"; self.items = IT_INVULNERABILITY; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32) Player takes no damage from water or slime for 30 seconds */ void () item_artifact_envirosuit = { self.touch = powerup_touch; precache_model ("progs/suit.mdl"); precache_sound ("items/suit.wav"); precache_sound ("items/suit2.wav"); self.noise = "items/suit.wav"; setmodel (self, "progs/suit.mdl"); self.netname = "Biosuit"; self.items = IT_SUIT; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invisible for 30 seconds */ void () item_artifact_invisibility = { self.touch = powerup_touch; precache_model ("progs/invisibl.mdl"); precache_sound ("items/inv1.wav"); precache_sound ("items/inv2.wav"); precache_sound ("items/inv3.wav"); self.noise = "items/inv1.wav"; setmodel (self, "progs/invisibl.mdl"); self.netname = "Ring of Shadows"; self.items = IT_INVISIBILITY; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32) The next attack from the player will do 4x damage */ void () item_artifact_super_damage = { self.touch = powerup_touch; precache_model ("progs/quaddama.mdl"); precache_sound ("items/damage.wav"); precache_sound ("items/damage2.wav"); precache_sound ("items/damage3.wav"); self.noise = "items/damage.wav"; setmodel (self, "progs/quaddama.mdl"); self.netname = "Quad Damage"; self.items = IT_QUAD; setsize (self, '-16 -16 -24', '16 16 32'); StartItem (); }; // PLAYER BACKPACKS =========================================================== void () BackpackTouch = { local entity stemp; local float acount, best, old, new, b_switch = 0; // XXX eh? local string s; if (other.classname != "player") return; if (other.health <= 0) return; //don't let self pick it up for a sec if ((other == self.owner) && ((self.nextthink - time) > 118)) return; acount = 0; sprint (other, PRINT_LOW, "You get "); if (self.items) if ((other.items & self.items) == 0) { acount = 1; sprint (other, PRINT_LOW, "the "); sprint (other, PRINT_LOW, self.netname); } // if the player was using his best weapon, change to new one if better stemp = self; self = other; best = W_BestWeapon (); self = stemp; // change weapons other.ammo_shells += self.ammo_shells; other.ammo_nails += self.ammo_nails; other.ammo_rockets += self.ammo_rockets; other.ammo_cells += self.ammo_cells; new = self.items; if (!new) new = other.weapon; old = other.items; other.items |= new; bound_other_ammo (); if (self.ammo_shells) { if (acount) sprint (other, PRINT_LOW, ", "); acount = 1; s = ftos(self.ammo_shells); sprint (other, PRINT_LOW, s); sprint (other, PRINT_LOW, " shells"); } if (self.ammo_nails) { if (acount) sprint (other, PRINT_LOW, ", "); acount = 1; s = ftos(self.ammo_nails); sprint (other, PRINT_LOW, s); sprint (other, PRINT_LOW, " nails"); } if (self.ammo_rockets) { if (acount) sprint (other, PRINT_LOW, ", "); acount = 1; s = ftos(self.ammo_rockets); sprint (other, PRINT_LOW, s); sprint (other, PRINT_LOW, " rockets"); } if (self.ammo_cells) { if (acount) sprint (other, PRINT_LOW, ", "); acount = 1; s = ftos(self.ammo_cells); sprint (other, PRINT_LOW, s); sprint (other, PRINT_LOW, " cells"); } sprint (other, PRINT_LOW, "\n"); // backpack touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); // remove the backpack, change self to the player remove (self); self = other; // change to the weapon if (WeaponCode(new) <= b_switch) { if (self.flags & FL_INWATER) { if (new != IT_LIGHTNING) Deathmatch_Weapon (old, new); } else Deathmatch_Weapon (old, new); } W_SetCurrentAmmo (); }; void () DropBackpack = { local entity item; if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells)) return; // nothing in it item = spawn (); item.origin = self.origin - '0 0 24'; item.items = 0; // none by default // ZOID -- axe doesn't go into backpack if (self.weapon != IT_AXE) item.items = self.weapon; switch (item.items) { case IT_SHOTGUN: item.netname = "Shotgun"; break; case IT_SUPER_SHOTGUN: item.netname = "Double-barrelled Shotgun"; break; case IT_NAILGUN: item.netname = "Nailgun"; break; case IT_SUPER_NAILGUN: item.netname = "Super Nailgun"; break; case IT_GRENADE_LAUNCHER: item.netname = "Grenade Launcher"; break; case IT_ROCKET_LAUNCHER: item.netname = "Rocket Launcher"; break; case IT_LIGHTNING: item.netname = "Thunderbolt"; break; default: item.netname = ""; break; } item.ammo_shells = self.ammo_shells; item.ammo_nails = self.ammo_nails; item.ammo_rockets = self.ammo_rockets; item.ammo_cells = self.ammo_cells; item.velocity_x = (200 * random ()) - 100; item.velocity_y = (200 * random ()) - 100; item.velocity_z = 300; item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; setmodel (item, "progs/backpack.mdl"); setsize (item, '-16 -16 0', '16 16 56'); item.touch = BackpackTouch; item.nextthink = time + 120; // remove after 2 minutes item.think = SUB_Remove; }; /*---------------------------------------------------------------------- The Rune Game modes Rune 1 - Earth Magic resistance Rune 2 - Black Magic strength Rune 3 - Hell Magic haste Rune 4 - Elder Magic regeneration ----------------------------------------------------------------------*/ entity () SelectRuneSpawnPoint = { runespawn = find (runespawn, classname, "info_player_deathmatch"); if (runespawn == world) runespawn = find (runespawn, classname, "info_player_deathmatch"); if (runespawn == world) error ("no info_player_deathmatch to spawn rune"); return runespawn; }; void () RuneTouch = { if (other.classname != "player") return; if (other.health <= 0) return; if (other.player_flag & ITEM_RUNE_MASK) { if (other.rune_notice_time < time) { TeamPlayerUpdate (other, "You already have a rune."); other.rune_notice_time = time + 5; } return; // one per customer } other.player_flag |= self.player_flag; // notification of rune, no nofity in team mode if (self.player_flag & ITEM_RUNE1_FLAG) { self.items |= IT_SIGIL1; if (teamplay == 0) { bprint (PRINT_LOW, other.netname); bprint (PRINT_LOW, " got the rune of Åáòôè Íáçéã!\n"); } TeamPlayerUpdate(other, "Åáòôè Íáçéã! Òåóéóôáîãå"); } if (self.player_flag & ITEM_RUNE2_FLAG) { self.items |= IT_SIGIL2; if (teamplay == 0) { bprint (PRINT_LOW, other.netname); bprint (PRINT_LOW, " got the rune of Âìáãë Íáçéã!\n"); } TeamPlayerUpdate(other, "Âìáãë Íáçéã! Óôòåîçôè"); } if (self.player_flag & ITEM_RUNE3_FLAG) { self.items |= IT_SIGIL3; if (teamplay == 0) { bprint (PRINT_LOW, other.netname); bprint (PRINT_LOW, " got the rune of Èåìì Íáçéã!\n"); } TeamPlayerUpdate (other, "Èåìì Íáçéã! Èáóôå"); other.maxspeed = other.maxspeed * 1.25; } if (self.player_flag & ITEM_RUNE4_FLAG) { self.items |= IT_SIGIL4; if (teamplay == 0) { bprint (PRINT_LOW, other.netname); bprint (PRINT_LOW, " got the rune of Åìäåò Íáçéã!\n"); } TeamPlayerUpdate (other, "Åìäåò Íáçéã! Òåçåîåòáôéïî"); } // backpack touch sound sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); stuffcmd (other, "bf\n"); remove (self); }; void (float flag) Do_DropRune; void () RuneRespawn = { local entity oself; oself = self; // choose random starting points self = SelectRuneSpawnPoint (); Do_DropRune (oself.player_flag); remove (oself); }; void (float flag) Do_DropRune = { local entity item; item = spawn (); item.origin = self.origin - '0 0 24'; item.player_flag = flag; item.velocity_x = -500 + (1000 * random ()); item.velocity_y = -500 + (1000 * random ()); item.velocity_z = 400; item.flags = FL_ITEM; item.solid = SOLID_TRIGGER; item.movetype = MOVETYPE_TOSS; if (flag & ITEM_RUNE1_FLAG) setmodel (item, "progs/end1.mdl"); else if (flag & ITEM_RUNE2_FLAG) setmodel (item, "progs/end2.mdl"); else if (flag & ITEM_RUNE3_FLAG) setmodel (item, "progs/end3.mdl"); else if (flag & ITEM_RUNE4_FLAG) setmodel (item, "progs/end4.mdl"); setsize (item, '-16 -16 0', '16 16 56'); item.touch = RuneTouch; item.nextthink = time + 120; /* if no one touches it in two minutes, respawn it somewhere else, so inaccessible ones will come 'back' */ item.think = RuneRespawn; }; /* =============== Droprune self is player =============== */ void () DropRune = { if (self.player_flag & ITEM_RUNE1_FLAG) Do_DropRune (ITEM_RUNE1_FLAG); if (self.player_flag & ITEM_RUNE2_FLAG) Do_DropRune (ITEM_RUNE2_FLAG); if (self.player_flag & ITEM_RUNE3_FLAG) Do_DropRune (ITEM_RUNE3_FLAG); if (self.player_flag & ITEM_RUNE4_FLAG) Do_DropRune (ITEM_RUNE4_FLAG); self.player_flag &= ~ITEM_RUNE_MASK; }; /* ================ SpawnRunes spawn all the runes self is the entity that was created for us, we remove it ================ */ void () SpawnRunes = { local entity oself; local float i; oself = self; // choose random starting points i = 10 * random (); while (i > 0) { self = SelectRuneSpawnPoint (); i--; } self = SelectRuneSpawnPoint (); Do_DropRune (ITEM_RUNE1_FLAG); self = SelectRuneSpawnPoint (); Do_DropRune (ITEM_RUNE2_FLAG); self = SelectRuneSpawnPoint (); Do_DropRune (ITEM_RUNE3_FLAG); self = SelectRuneSpawnPoint (); Do_DropRune (ITEM_RUNE4_FLAG); remove (oself); }; void () StartRuneSpawn = { local entity rspawn; if (runespawned || gamestart) return; runespawned = 1; precache_model ("progs/end1.mdl"); precache_model ("progs/end2.mdl"); precache_model ("progs/end3.mdl"); precache_model ("progs/end4.mdl"); precache_model ("progs/m_s_key.mdl"); precache_model ("progs/m_g_key.mdl"); precache_sound("rune/rune1.wav"); precache_sound("rune/rune2.wav"); precache_sound("rune/rune22.wav"); // special rune and quad combo precache_sound("rune/rune3.wav"); precache_sound("rune/rune4.wav"); // spawn the runes rspawn = spawn (); rspawn.nextthink = time + 0.1; rspawn.think = SpawnRunes; };