From: Mario Date: Sat, 1 Aug 2020 22:37:28 +0000 (+1000) Subject: Reorganise item code so that VM-specific code is in its correct directories and not... X-Git-Tag: xonotic-v0.8.5~809 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c3e3dd71484d563af474cb4b9e8624b6093e0b0f;p=xonotic%2Fxonotic-data.pk3dir.git Reorganise item code so that VM-specific code is in its correct directories and not considered common code --- diff --git a/qcsrc/client/_mod.inc b/qcsrc/client/_mod.inc index ab9184b9b..1bd12928a 100644 --- a/qcsrc/client/_mod.inc +++ b/qcsrc/client/_mod.inc @@ -13,5 +13,6 @@ #include #include +#include #include #include diff --git a/qcsrc/client/_mod.qh b/qcsrc/client/_mod.qh index 971cc01de..1f008660b 100644 --- a/qcsrc/client/_mod.qh +++ b/qcsrc/client/_mod.qh @@ -13,5 +13,6 @@ #include #include +#include #include #include diff --git a/qcsrc/client/hud/hud.qc b/qcsrc/client/hud/hud.qc index 0bcf1fefd..c8191ba9e 100644 --- a/qcsrc/client/hud/hud.qc +++ b/qcsrc/client/hud/hud.qc @@ -1,6 +1,7 @@ #include "hud.qh" #include +#include #include #include #include "panel/scoreboard.qh" @@ -8,7 +9,6 @@ #include "../mapvoting.qh" #include "../teamradar.qh" #include -#include #include #include #include diff --git a/qcsrc/client/hud/panel/ammo.qc b/qcsrc/client/hud/panel/ammo.qc index ea4c1f5ac..69a42f426 100644 --- a/qcsrc/client/hud/panel/ammo.qc +++ b/qcsrc/client/hud/panel/ammo.qc @@ -2,9 +2,9 @@ #include #include +#include #include #include -#include #include #include diff --git a/qcsrc/client/items/_mod.inc b/qcsrc/client/items/_mod.inc new file mode 100644 index 000000000..781cf2a60 --- /dev/null +++ b/qcsrc/client/items/_mod.inc @@ -0,0 +1,2 @@ +// generated file; do not modify +#include diff --git a/qcsrc/client/items/_mod.qh b/qcsrc/client/items/_mod.qh new file mode 100644 index 000000000..39d72e23a --- /dev/null +++ b/qcsrc/client/items/_mod.qh @@ -0,0 +1,2 @@ +// generated file; do not modify +#include diff --git a/qcsrc/client/items/items.qc b/qcsrc/client/items/items.qc new file mode 100644 index 000000000..72f69ee07 --- /dev/null +++ b/qcsrc/client/items/items.qc @@ -0,0 +1,273 @@ +#include "items.qh" + +#include + +#include +#include +#include +#include +#include +#include + +bool autocvar_cl_ghost_items_vehicle = true; +.vector item_glowmod; +.bool item_simple; // probably not really needed, but better safe than sorry +.float alpha; +void Item_SetAlpha(entity this) +{ + bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); + + if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE)) + { + this.alpha = 1; + this.colormod = '1 1 1'; + this.glowmod = this.item_glowmod; + } + else + { + this.alpha = autocvar_cl_ghost_items; + this.colormod = this.glowmod = autocvar_cl_ghost_items_color; + } + + if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) + { + this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; + this.alpha = autocvar_cl_weapon_stay_alpha; + } + + this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL); +} + +void ItemDraw(entity this) +{ + if(this.gravity) + { + Movetype_Physics_MatchServer(this, false); + if(IS_ONGROUND(this)) + { // For some reason avelocity gets set to '0 0 0' here ... + this.oldorigin = this.origin; + this.gravity = 0; + + if(autocvar_cl_animate_items) + { // ... so reset it if animations are requested. + if(this.ItemStatus & ITS_ANIMATE1) + this.avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.avelocity = '0 -90 0'; + } + + // delay is for blocking item's position for a while; + // it's a workaround for dropped weapons that receive the position + // another time right after they spawn overriding animation position + this.onground_time = time + 0.5; + } + } + else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons) + { + if(this.ItemStatus & ITS_ANIMATE1) + { + this.angles += this.avelocity * frametime; + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); + } + + if(this.ItemStatus & ITS_ANIMATE2) + { + this.angles += this.avelocity * frametime; + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); + } + } + + Item_SetAlpha(this); +} + +void Item_PreDraw(entity this) +{ + if(warpzone_warpzones_exist) + { + setpredraw(this, func_null); // no need to keep running this + return; + } + float alph; + vector org = getpropertyvec(VF_ORIGIN); + //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones + //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway + if(this.fade_start) + { + if(vdist(org - this.origin, >, this.fade_end)) + alph = 0; // save on some processing + else if(vdist(org - this.origin, <, this.fade_start)) + alph = 1; // more processing saved + else + alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); + } + else + alph = 1; + //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); + if(!hud && (this.ItemStatus & ITS_AVAILABLE)) + this.alpha = alph; + if(alph <= 0) + this.drawmask = 0; + //else + //this.drawmask = MASK_NORMAL; // reset by the setalpha function +} + +void ItemRemove(entity this) +{ + strfree(this.mdl); +} + +HashMap ENT_CLIENT_ITEM_simple; +STATIC_INIT(ENT_CLIENT_ITEM_simple) +{ + HM_NEW(ENT_CLIENT_ITEM_simple); +} +SHUTDOWN(ENT_CLIENT_ITEM_simple) +{ + HM_DELETE(ENT_CLIENT_ITEM_simple); +} + +NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) +{ + int sf = ReadByte(); + + if(sf & ISF_LOCATION) + { + this.origin = ReadVector(); + setorigin(this, this.origin); + this.oldorigin = this.origin; + } + + if(sf & ISF_ANGLES) + { + this.angles = ReadAngleVector(); + } + + if(sf & ISF_SIZE) + { + setsize(this, '-16 -16 0', '16 16 48'); + } + + if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. + { + this.ItemStatus = ReadByte(); + + Item_SetAlpha(this); + + if(this.ItemStatus & ITS_ALLOWFB) + this.effects |= EF_FULLBRIGHT; + else + this.effects &= ~EF_FULLBRIGHT; + + if(this.ItemStatus & ITS_GLOW) + { + if(this.ItemStatus & ITS_AVAILABLE) + this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); + else + this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); + } + } + + if(sf & ISF_MODEL) + { + this.drawmask = MASK_NORMAL; + set_movetype(this, MOVETYPE_TOSS); + if (isnew) IL_PUSH(g_drawables, this); + this.draw = ItemDraw; + this.solid = SOLID_TRIGGER; + //this.flags |= FL_ITEM; + + this.fade_end = ReadShort(); + this.fade_start = ReadShort(); + if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) + setpredraw(this, Item_PreDraw); + + strfree(this.mdl); + + string _fn = ReadString(); + this.item_simple = false; // reset it! + + if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) + { + string _fn2 = substring(_fn, 0 , strlen(_fn) -4); + this.item_simple = true; + + #define extensions(x) \ + x(md3) \ + x(dpm) \ + x(iqm) \ + x(mdl) \ + /**/ + #define tryext(ext) { \ + string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ + string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ + if (cached == "") { \ + HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ + } \ + if (cached != "0") { \ + strcpy(this.mdl, s); \ + break; \ + } \ + } + do { + extensions(tryext); + this.item_simple = false; + LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); + } while (0); + #undef tryext + #undef extensions + } + + if(!this.item_simple) + strcpy(this.mdl, _fn); + + if(this.mdl == "") + LOG_WARNF("this.mdl is unset for item %s", this.classname); + + precache_model(this.mdl); + _setmodel(this, this.mdl); + + setsize(this, '-16 -16 0', '16 16 48'); + } + + if(sf & ISF_COLORMAP) + { + this.colormap = ReadShort(); + this.item_glowmod_x = ReadByte() / 255.0; + this.item_glowmod_y = ReadByte() / 255.0; + this.item_glowmod_z = ReadByte() / 255.0; + } + + if(sf & ISF_DROP) + { + this.gravity = 1; + this.pushable = true; + //this.angles = '0 0 0'; + set_movetype(this, MOVETYPE_TOSS); + this.velocity = ReadVector(); + setorigin(this, this.oldorigin); + + if(!this.move_time) + { + this.move_time = time; + this.spawntime = time; + } + else + this.move_time = max(this.move_time, time); + } + + if(autocvar_cl_animate_items) + { + if(this.ItemStatus & ITS_ANIMATE1) + this.avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.avelocity = '0 -90 0'; + } + + this.entremove = ItemRemove; + + return true; +} diff --git a/qcsrc/client/items/items.qh b/qcsrc/client/items/items.qh new file mode 100644 index 000000000..78e109db4 --- /dev/null +++ b/qcsrc/client/items/items.qh @@ -0,0 +1,19 @@ +#pragma once + +const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel + +.float onground_time; + +bool autocvar_cl_items_nofade; +float autocvar_cl_animate_items = 1; +float autocvar_cl_ghost_items = 0.45; +vector autocvar_cl_ghost_items_color = '-1 -1 -1'; +vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; +float autocvar_cl_weapon_stay_alpha = 0.75; +float autocvar_cl_simple_items = 0; +string autocvar_cl_simpleitems_postfix = "_simple"; +.float spawntime; +.float gravity; +.vector colormod; + +void ItemDraw(entity this); diff --git a/qcsrc/client/main.qc b/qcsrc/client/main.qc index ab508e490..9660a8137 100644 --- a/qcsrc/client/main.qc +++ b/qcsrc/client/main.qc @@ -1,6 +1,7 @@ #include "main.qh" #include "defs.qh" +#include #include #include "miscfunctions.qh" #include @@ -16,7 +17,6 @@ #include "hud/panel/quickmenu.qh" #include "shownames.qh" #include "view.qh" -#include #include "weapons/projectile.qh" #include #include diff --git a/qcsrc/common/_all.inc b/qcsrc/common/_all.inc index 492b752ba..fa80064c9 100644 --- a/qcsrc/common/_all.inc +++ b/qcsrc/common/_all.inc @@ -39,7 +39,6 @@ noref float autocvar_net_connecttimeout = 30; #include "effects/all.qc" #include "impulses/all.qc" #include "notifications/all.qc" -#include "items.qc" #endif #include "items/_mod.inc" diff --git a/qcsrc/common/_mod.inc b/qcsrc/common/_mod.inc index 5df2bbd81..bc4b66aec 100644 --- a/qcsrc/common/_mod.inc +++ b/qcsrc/common/_mod.inc @@ -8,7 +8,6 @@ #include #include #include -#include #include #include #include diff --git a/qcsrc/common/_mod.qh b/qcsrc/common/_mod.qh index 853712e13..7aadf6aa1 100644 --- a/qcsrc/common/_mod.qh +++ b/qcsrc/common/_mod.qh @@ -8,7 +8,6 @@ #include #include #include -#include #include #include #include diff --git a/qcsrc/common/items.qc b/qcsrc/common/items.qc deleted file mode 100644 index 02f44c389..000000000 --- a/qcsrc/common/items.qc +++ /dev/null @@ -1,1920 +0,0 @@ -#include "items.qh" - -#include "items/_mod.qh" - -#if defined(SVQC) - - #include "../server/bot/api.qh" - - #include - - #include "../server/weapons/common.qh" - #include "../server/weapons/selection.qh" - #include "../server/weapons/weaponsystem.qh" - - #include "constants.qh" - #include - #include - #include "mapobjects/subs.qh" - #include "util.qh" - - #include - - #include - - #include - #include - - #include "../lib/warpzone/util_server.qh" -#elif defined(CSQC) - #include "physics/movetypes/movetypes.qh" - #include - #include "../lib/csqcmodel/cl_model.qh" - #include "../lib/csqcmodel/common.qh" -#endif - -REGISTER_NET_LINKED(ENT_CLIENT_ITEM) - -#ifdef CSQC -bool autocvar_cl_ghost_items_vehicle = true; -.vector item_glowmod; -.bool item_simple; // probably not really needed, but better safe than sorry -void Item_SetAlpha(entity this) -{ - bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); - - if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE)) - { - this.alpha = 1; - this.colormod = '1 1 1'; - this.glowmod = this.item_glowmod; - } - else - { - this.alpha = autocvar_cl_ghost_items; - this.colormod = this.glowmod = autocvar_cl_ghost_items_color; - } - - if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) - { - this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; - this.alpha = autocvar_cl_weapon_stay_alpha; - } - - this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL); -} - -void ItemDraw(entity this) -{ - if(this.gravity) - { - Movetype_Physics_MatchServer(this, false); - if(IS_ONGROUND(this)) - { // For some reason avelocity gets set to '0 0 0' here ... - this.oldorigin = this.origin; - this.gravity = 0; - - if(autocvar_cl_animate_items) - { // ... so reset it if animations are requested. - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - // delay is for blocking item's position for a while; - // it's a workaround for dropped weapons that receive the position - // another time right after they spawn overriding animation position - this.onground_time = time + 0.5; - } - } - else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons) - { - if(this.ItemStatus & ITS_ANIMATE1) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); - } - - if(this.ItemStatus & ITS_ANIMATE2) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); - } - } - - Item_SetAlpha(this); -} - -void Item_PreDraw(entity this) -{ - if(warpzone_warpzones_exist) - { - setpredraw(this, func_null); // no need to keep running this - return; - } - float alph; - vector org = getpropertyvec(VF_ORIGIN); - //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones - //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway - if(this.fade_start) - { - if(vdist(org - this.origin, >, this.fade_end)) - alph = 0; // save on some processing - else if(vdist(org - this.origin, <, this.fade_start)) - alph = 1; // more processing saved - else - alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); - } - else - alph = 1; - //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); - if(!hud && (this.ItemStatus & ITS_AVAILABLE)) - this.alpha = alph; - if(alph <= 0) - this.drawmask = 0; - //else - //this.drawmask = MASK_NORMAL; // reset by the setalpha function -} - -void ItemRemove(entity this) -{ - strfree(this.mdl); -} - -HashMap ENT_CLIENT_ITEM_simple; -STATIC_INIT(ENT_CLIENT_ITEM_simple) -{ - HM_NEW(ENT_CLIENT_ITEM_simple); -} -SHUTDOWN(ENT_CLIENT_ITEM_simple) -{ - HM_DELETE(ENT_CLIENT_ITEM_simple); -} - -NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) -{ - int sf = ReadByte(); - - if(sf & ISF_LOCATION) - { - this.origin = ReadVector(); - setorigin(this, this.origin); - this.oldorigin = this.origin; - } - - if(sf & ISF_ANGLES) - { - this.angles = ReadAngleVector(); - } - - if(sf & ISF_SIZE) - { - setsize(this, '-16 -16 0', '16 16 48'); - } - - if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. - { - this.ItemStatus = ReadByte(); - - Item_SetAlpha(this); - - if(this.ItemStatus & ITS_ALLOWFB) - this.effects |= EF_FULLBRIGHT; - else - this.effects &= ~EF_FULLBRIGHT; - - if(this.ItemStatus & ITS_GLOW) - { - if(this.ItemStatus & ITS_AVAILABLE) - this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); - else - this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); - } - } - - if(sf & ISF_MODEL) - { - this.drawmask = MASK_NORMAL; - set_movetype(this, MOVETYPE_TOSS); - if (isnew) IL_PUSH(g_drawables, this); - this.draw = ItemDraw; - this.solid = SOLID_TRIGGER; - //this.flags |= FL_ITEM; - - this.fade_end = ReadShort(); - this.fade_start = ReadShort(); - if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) - setpredraw(this, Item_PreDraw); - - strfree(this.mdl); - - string _fn = ReadString(); - this.item_simple = false; // reset it! - - if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) - { - string _fn2 = substring(_fn, 0 , strlen(_fn) -4); - this.item_simple = true; - - #define extensions(x) \ - x(md3) \ - x(dpm) \ - x(iqm) \ - x(mdl) \ - /**/ - #define tryext(ext) { \ - string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ - string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ - if (cached == "") { \ - HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ - } \ - if (cached != "0") { \ - strcpy(this.mdl, s); \ - break; \ - } \ - } - do { - extensions(tryext); - this.item_simple = false; - LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); - } while (0); - #undef tryext - #undef extensions - } - - if(!this.item_simple) - strcpy(this.mdl, _fn); - - if(this.mdl == "") - LOG_WARNF("this.mdl is unset for item %s", this.classname); - - precache_model(this.mdl); - _setmodel(this, this.mdl); - - setsize(this, '-16 -16 0', '16 16 48'); - } - - if(sf & ISF_COLORMAP) - { - this.colormap = ReadShort(); - this.item_glowmod_x = ReadByte() / 255.0; - this.item_glowmod_y = ReadByte() / 255.0; - this.item_glowmod_z = ReadByte() / 255.0; - } - - if(sf & ISF_DROP) - { - this.gravity = 1; - this.pushable = true; - //this.angles = '0 0 0'; - set_movetype(this, MOVETYPE_TOSS); - this.velocity = ReadVector(); - setorigin(this, this.oldorigin); - - if(!this.move_time) - { - this.move_time = time; - this.spawntime = time; - } - else - this.move_time = max(this.move_time, time); - } - - if(autocvar_cl_animate_items) - { - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - this.entremove = ItemRemove; - - return true; -} - -#endif - -#ifdef SVQC -bool ItemSend(entity this, entity to, int sf) -{ - if(this.gravity) - sf |= ISF_DROP; - else - sf &= ~ISF_DROP; - - WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM); - WriteByte(MSG_ENTITY, sf); - - //WriteByte(MSG_ENTITY, this.cnt); - if(sf & ISF_LOCATION) - { - WriteVector(MSG_ENTITY, this.origin); - } - - if(sf & ISF_ANGLES) - { - WriteAngleVector(MSG_ENTITY, this.angles); - } - - // sets size on the client, unused on server - //if(sf & ISF_SIZE) - - if(sf & ISF_STATUS) - WriteByte(MSG_ENTITY, this.ItemStatus); - - if(sf & ISF_MODEL) - { - WriteShort(MSG_ENTITY, this.fade_end); - WriteShort(MSG_ENTITY, this.fade_start); - - if(this.mdl == "") - LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now"); - - WriteString(MSG_ENTITY, this.mdl); - } - - - if(sf & ISF_COLORMAP) - { - WriteShort(MSG_ENTITY, this.colormap); - WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); - } - - if(sf & ISF_DROP) - { - WriteVector(MSG_ENTITY, this.velocity); - } - - return true; -} - -void ItemUpdate(entity this) -{ - this.oldorigin = this.origin; - this.SendFlags |= ISF_LOCATION; -} - -void UpdateItemAfterTeleport(entity this) -{ - if(getSendEntity(this) == ItemSend) - ItemUpdate(this); -} - -bool have_pickup_item(entity this) -{ - if(this.itemdef.instanceOfPowerup) - { - if(autocvar_g_powerups > 0) - return true; - if(autocvar_g_powerups == 0) - return false; - } - else - { - if(autocvar_g_pickup_items > 0) - return true; - if(autocvar_g_pickup_items == 0) - return false; - if(g_weaponarena) - if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena - return false; - } - return true; -} - -void Item_Show(entity e, int mode) -{ - e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); - e.ItemStatus &= ~ITS_STAYWEP; - entity def = e.itemdef; - if (mode > 0) - { - // make the item look normal, and be touchable - e.model = e.mdl; - e.solid = SOLID_TRIGGER; - e.spawnshieldtime = 1; - e.ItemStatus |= ITS_AVAILABLE; - } - else if (mode < 0) - { - // hide the item completely - e.model = string_null; - e.solid = SOLID_NOT; - e.spawnshieldtime = 1; - e.ItemStatus &= ~ITS_AVAILABLE; - } - else - { - bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons - || e.team // weapon stay isn't supported for teamed weapons - ; - if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) - { - // make the item translucent and not touchable - e.model = e.mdl; - e.solid = SOLID_TRIGGER; // can STILL be picked up! - e.effects |= EF_STARDUST; - e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon - e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); - } - else - { - //setmodel(e, "null"); - e.solid = SOLID_NOT; - e.colormod = '0 0 0'; - //e.glowmod = e.colormod; - e.spawnshieldtime = 1; - e.ItemStatus &= ~ITS_AVAILABLE; - } - } - - if (def.m_glow) - e.ItemStatus |= ITS_GLOW; - - if (autocvar_g_nodepthtestitems) - e.effects |= EF_NODEPTHTEST; - - if (autocvar_g_fullbrightitems) - e.ItemStatus |= ITS_ALLOWFB; - else - e.ItemStatus &= ~ITS_ALLOWFB; - - if (autocvar_sv_simple_items) - e.ItemStatus |= ITS_ALLOWSI; - - // relink entity (because solid may have changed) - setorigin(e, e.origin); - e.SendFlags |= ISF_STATUS; -} - -void Item_Think(entity this) -{ - this.nextthink = time; - if(this.origin != this.oldorigin) - ItemUpdate(this); -} - -bool Item_ItemsTime_SpectatorOnly(GameItem it); -bool Item_ItemsTime_Allow(GameItem it); -float Item_ItemsTime_UpdateTime(entity e, float t); -void Item_ItemsTime_SetTime(entity e, float t); -void Item_ItemsTime_SetTimesForAllPlayers(); - -void Item_Respawn(entity this) -{ - Item_Show(this, 1); - sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound - setorigin(this, this.origin); - - if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) - { - float t = Item_ItemsTime_UpdateTime(this, 0); - Item_ItemsTime_SetTime(this, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - - setthink(this, Item_Think); - this.nextthink = time; - - //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); - Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); -} - -void Item_RespawnCountdown(entity this) -{ - if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) - { - if(this.waypointsprite_attached) - WaypointSprite_Kill(this.waypointsprite_attached); - Item_Respawn(this); - } - else - { - this.nextthink = time + 1; - this.item_respawncounter += 1; - if(this.item_respawncounter == 1) - { - do { - { - entity wi = REGISTRY_GET(Weapons, this.weapon); - if (wi != WEP_Null) { - entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon); - wp.wp_extra = wi.m_id; - break; - } - } - { - entity ii = this.itemdef; - if (ii != NULL) { - entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item); - wp.wp_extra = ii.m_id; - break; - } - } - } while (0); - bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this); - if(this.waypointsprite_attached) - { - GameItem def = this.itemdef; - if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue) - WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR); - WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); - } - } - - if(this.waypointsprite_attached) - { - FOREACH_CLIENT(IS_REAL_CLIENT(it), { - if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it)) - { - msg_entity = it; - soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound - } - }); - - WaypointSprite_Ping(this.waypointsprite_attached); - //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter); - } - } -} - -void Item_RespawnThink(entity this) -{ - this.nextthink = time; - if(this.origin != this.oldorigin) - ItemUpdate(this); - - if(time >= this.wait) - Item_Respawn(this); -} - -void Item_ScheduleRespawnIn(entity e, float t) -{ - // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally - if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) - { - setthink(e, Item_RespawnCountdown); - e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); - e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; - e.item_respawncounter = 0; - if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - { - t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); - Item_ItemsTime_SetTime(e, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - } - else - { - setthink(e, Item_RespawnThink); - e.nextthink = time; - e.scheduledrespawntime = time + t; - e.wait = time + t; - - if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - { - t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); - Item_ItemsTime_SetTime(e, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - } -} - -AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"); -AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"); -AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"); - -/// Adjust respawn time according to the number of players. -float adjust_respawntime(float normal_respawntime) { - float r = autocvar_g_pickup_respawntime_scaling_reciprocal; - float o = autocvar_g_pickup_respawntime_scaling_offset; - float l = autocvar_g_pickup_respawntime_scaling_linear; - - if (r == 0 && l == 1) { - return normal_respawntime; - } - - entity balance = TeamBalance_CheckAllowedTeams(NULL); - TeamBalance_GetTeamCounts(balance, NULL); - int players = 0; - for (int i = 1; i <= NUM_TEAMS; ++i) - { - if (TeamBalance_IsTeamAllowed(balance, i)) - { - players += TeamBalance_GetNumberOfPlayers(balance, i); - } - } - TeamBalance_Destroy(balance); - - if (players >= 2) { - return normal_respawntime * (r / (players + o) + l); - } else { - return normal_respawntime; - } -} - -void Item_ScheduleRespawn(entity e) -{ - if(e.respawntime > 0) - { - Item_Show(e, 0); - - float adjusted_respawntime = adjust_respawntime(e.respawntime); - //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime); - - // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter - float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; - Item_ScheduleRespawnIn(e, respawn_in); - } - else // if respawntime is -1, this item does not respawn - Item_Show(e, -1); -} - -AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, - "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random"); - -void Item_ScheduleInitialRespawn(entity e) -{ - Item_Show(e, 0); - - float spawn_in; - if (autocvar_g_pickup_respawntime_initial_random == 0) - { - // range: respawntime .. respawntime + respawntimejitter - spawn_in = e.respawntime + random() * e.respawntimejitter; - } - else - { - float rnd; - if (autocvar_g_pickup_respawntime_initial_random == 1) - { - static float shared_random = 0; - // NOTE this code works only if items are scheduled at the same time (normal case) - // NOTE2 random() can't return exactly 1 so this check always work as intended - if (!shared_random || floor(time) > shared_random) - shared_random = floor(time) + random(); - rnd = shared_random - floor(time); - } - else - rnd = random(); - - // range: - // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter - // else: 0 .. ITEM_RESPAWN_TICKS - // this is to prevent powerups spawning unexpectedly without waypoints - spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); - } - - Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); -} - -void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, - entity ammo_entity) -{ - if (num_weapons == 0) - { - return; - } - int num_potential_weapons = tokenize_console(weapon_names); - for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt) - { - RandomSelection_Init(); - for (int weapon_index = 0; weapon_index < num_potential_weapons; - ++weapon_index) - { - string weapon = argv(weapon_index); - FOREACH(Weapons, it != WEP_Null, - { - // Finding a weapon which player doesn't have. - if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) - { - RandomSelection_AddEnt(it, 1, 1); - break; - } - }); - } - if (RandomSelection_chosen_ent == NULL) - { - return; - } - STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; - if (RandomSelection_chosen_ent.ammo_type == RES_NONE) - { - continue; - } - if (GetResource(receiver, - RandomSelection_chosen_ent.ammo_type) != 0) - { - continue; - } - GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, - GetResource(ammo_entity, - RandomSelection_chosen_ent.ammo_type)); - } -} - -bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) -{ - float amount = GetResource(item, res_type); - if (amount == 0) - { - return false; - } - float player_amount = GetResource(player, res_type); - if (item.spawnshieldtime) - { - if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) - return false; - } - else if (g_weapon_stay == 2) - { - ammomax = min(amount, ammomax); - if(player_amount >= ammomax) - return false; - } - else - return false; - if (amount < 0) - TakeResourceWithLimit(player, res_type, -amount, ammomax); - else - GiveResourceWithLimit(player, res_type, amount, ammomax); - return true; -} - -bool Item_GiveTo(entity item, entity player) -{ - // if nothing happens to player, just return without taking the item - int _switchweapon = 0; - // in case the player has autoswitch enabled do the following: - // if the player is using their best weapon before items are given, they - // probably want to switch to an even better weapon after items are given - - if(CS(player).autoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - { - if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) - _switchweapon |= BIT(slot); - - if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) - _switchweapon |= BIT(slot); - } - } - } - bool pickedup = false; - pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health); - pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue); - pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max); - if (item.itemdef.instanceOfWeaponPickup) - { - WepSet w; - w = STAT(WEAPONS, item); - w &= ~STAT(WEAPONS, player); - - if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) - { - pickedup = true; - FOREACH(Weapons, it != WEP_Null, { - if(w & (it.m_wepset)) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); - } - W_GiveWeapon(player, it.m_id); - } - }); - } - } - - if (item.itemdef.instanceOfPowerup) - { - if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN)) - Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT); - else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK)) - Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT); - } - - int its; - if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) - { - pickedup = true; - player.items |= its; - // TODO: we probably want to show a message in the console, but not this one! - //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); - } - - if (item.strength_finished) - { - pickedup = true; - STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished; - } - if (item.invincible_finished) - { - pickedup = true; - STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished; - } - if (item.superweapons_finished) - { - pickedup = true; - STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished; - } - - // always eat teamed entities - if(item.team) - pickedup = true; - - if (!pickedup) - return false; - - // crude hack to enforce switching weapons - if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity); - } - return true; - } - - if(_switchweapon) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(_switchweapon & BIT(slot)) - if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) - W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); - } - } - - return true; -} - -void Item_Touch(entity this, entity toucher) -{ - // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) - if (Item_IsLoot(this)) - { - if (ITEM_TOUCH_NEEDKILL()) - { - delete(this); - return; - } - } - - if(!(toucher.flags & FL_PICKUPITEMS) - || STAT(FROZEN, toucher) - || IS_DEAD(toucher) - || (this.solid != SOLID_TRIGGER) - || (this.owner == toucher) - || (time < this.item_spawnshieldtime) - ) { return; } - - switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher)) - { - case MUT_ITEMTOUCH_RETURN: { return; } - case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; } - } - - toucher = M_ARGV(1, entity); - - if (Item_IsExpiring(this)) - { - this.strength_finished = max(0, this.strength_finished - time); - this.invincible_finished = max(0, this.invincible_finished - time); - this.superweapons_finished = max(0, this.superweapons_finished - time); - } - bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher); - if (!gave) - { - if (Item_IsExpiring(this)) - { - // undo what we did above - this.strength_finished += time; - this.invincible_finished += time; - this.superweapons_finished += time; - } - return; - } - -LABEL(pickup) - - if(this.target && this.target != "" && this.target != "###item###") // defrag support - SUB_UseTargets(this, toucher, NULL); - - STAT(LAST_PICKUP, toucher) = time; - - Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); - - MUTATOR_CALLHOOK(ItemTouched, this, toucher); - if (wasfreed(this)) - { - return; - } - - if (Item_IsLoot(this)) - { - delete(this); - return; - } - if (!this.spawnshieldtime) - { - return; - } - entity e; - if (this.team) - { - RandomSelection_Init(); - IL_EACH(g_items, it.team == this.team, - { - if (it.itemdef) // is a registered item - { - Item_Show(it, -1); - it.scheduledrespawntime = 0; - RandomSelection_AddEnt(it, it.cnt, 0); - } - }); - e = RandomSelection_chosen_ent; - Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) - } - else - e = this; - Item_ScheduleRespawn(e); -} - -void Item_Reset(entity this) -{ - Item_Show(this, !this.state); - setorigin(this, this.origin); - - if (Item_IsLoot(this)) - { - return; - } - setthink(this, Item_Think); - this.nextthink = time; - if (this.waypointsprite_attached) - { - WaypointSprite_Kill(this.waypointsprite_attached); - } - if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! - { - Item_ScheduleInitialRespawn(this); - } -} - -void Item_FindTeam(entity this) -{ - entity e; - - if(this.effects & EF_NODRAW) - { - // marker for item team search - LOG_TRACE("Initializing item team ", ftos(this.team)); - RandomSelection_Init(); - IL_EACH(g_items, it.team == this.team, - { - if(it.itemdef) // is a registered item - RandomSelection_AddEnt(it, it.cnt, 0); - }); - - e = RandomSelection_chosen_ent; - if (!e) - return; - - IL_EACH(g_items, it.team == this.team, - { - if(it.itemdef) // is a registered item - { - if(it != e) - { - // make it non-spawned - Item_Show(it, -1); - it.state = 1; // state 1 = initially hidden item, apparently - } - else - Item_Reset(it); - it.effects &= ~EF_NODRAW; - } - }); - } -} - -// Savage: used for item garbage-collection -void RemoveItem(entity this) -{ - if(wasfreed(this) || !this) { return; } - Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - delete(this); -} - -// pickup evaluation functions -// these functions decide how desirable an item is to the bots - -float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} - -float weapon_pickupevalfunc(entity player, entity item) -{ - // See if I have it already - if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) - { - // If I can pick it up - if(!item.spawnshieldtime) - return 0; - return ammo_pickupevalfunc(player, item); - } - - // reduce weapon value if bot already got a good arsenal - float c = 1; - int weapons_value = 0; - FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { - weapons_value += it.bot_pickupbasevalue; - }); - c -= bound(0, weapons_value / 20000, 1) * 0.5; - - return item.bot_pickupbasevalue * c; -} - -float ammo_pickupevalfunc(entity player, entity item) -{ - bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false; - entity wpn = NULL; - float c = 0; - float rating = 0; - - // Detect needed ammo - if(item.itemdef.instanceOfWeaponPickup) - { - entity ammo = NULL; - if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } - else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } - else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } - else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; } - else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } - else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } - - if(!ammo) - return 0; - wpn = item; - rating = ammo.m_botvalue; - } - else - { - FOREACH(Weapons, it != WEP_Null, { - if(!(STAT(WEAPONS, player) & (it.m_wepset))) - continue; - - switch(it.ammo_type) - { - case RES_SHELLS: need_shells = true; break; - case RES_BULLETS: need_nails = true; break; - case RES_ROCKETS: need_rockets = true; break; - case RES_CELLS: need_cells = true; break; - case RES_PLASMA: need_plasma = true; break; - case RES_FUEL: need_fuel = true; break; - } - }); - rating = item.bot_pickupbasevalue; - } - - float noammorating = 0.5; - - if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max)) - c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS)); - - if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max)) - c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS)); - - if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max)) - c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS)); - - if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max)) - c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS)); - - if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max)) - c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA)); - - if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max)) - c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL)); - - rating *= min(c, 2); - if(wpn) - rating += wpn.bot_pickupbasevalue * 0.1; - return rating; -} - -float healtharmor_pickupevalfunc(entity player, entity item) -{ - float c = 0; - float rating = item.bot_pickupbasevalue; - - float itemarmor = GetResource(item, RES_ARMOR); - float itemhealth = GetResource(item, RES_HEALTH); - - if(item.item_group) - { - itemarmor *= min(4, item.item_group_count); - itemhealth *= min(4, item.item_group_count); - } - - if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue)) - c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3); - - if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health)) - c = itemhealth / max(1, GetResource(player, RES_HEALTH)); - - rating *= min(2, c); - return rating; -} - -void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) -{ - if(ITEM_DAMAGE_NEEDKILL(deathtype)) - RemoveItem(this); -} - -void item_use(entity this, entity actor, entity trigger) -{ - // use the touch function to handle collection - gettouch(this)(this, actor); -} - -void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) -{ - string itemname = def.m_name; - Model itemmodel = def.m_model; - Sound pickupsound = def.m_sound; - float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; - float pickupbasevalue = def.m_botvalue; - int itemflags = def.m_itemflags; - - startitem_failed = false; - - this.item_model_ent = itemmodel; - this.item_pickupsound_ent = pickupsound; - - if(def.m_iteminit) - def.m_iteminit(def, this); - - if(!this.respawntime) // both need to be set - { - this.respawntime = defaultrespawntime; - this.respawntimejitter = defaultrespawntimejitter; - } - - if(!this.pickup_anyway && def.m_pickupanyway) - this.pickup_anyway = def.m_pickupanyway(); - - int itemid = def.m_itemid; - this.items = itemid; - int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0; - this.weapon = weaponid; - - if(!this.fade_end) - { - this.fade_start = autocvar_g_items_mindist; - this.fade_end = autocvar_g_items_maxdist; - } - - if(weaponid) - STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); - - this.flags = FL_ITEM | itemflags; - IL_PUSH(g_items, this); - - if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item - { - startitem_failed = true; - delete(this); - return; - } - - precache_model(this.model); - precache_sound(this.item_pickupsound); - - if (Item_IsLoot(this)) - { - this.reset = SUB_Remove; - set_movetype(this, MOVETYPE_TOSS); - - // Savage: remove thrown items after a certain period of time ("garbage collection") - setthink(this, RemoveItem); - this.nextthink = time + 20; - - this.takedamage = DAMAGE_YES; - this.event_damage = Item_Damage; - - if (Item_IsExpiring(this)) - { - // if item is worthless after a timer, have it expire then - this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); - } - - // don't drop if in a NODROP zone (such as lava) - traceline(this.origin, this.origin, MOVE_NORMAL, this); - if (trace_dpstartcontents & DPCONTENTS_NODROP) - { - startitem_failed = true; - delete(this); - return; - } - } - else - { - if(!have_pickup_item(this)) - { - startitem_failed = true; - delete(this); - return; - } - - if(this.angles != '0 0 0') - this.SendFlags |= ISF_ANGLES; - - this.reset = Item_Reset; - // it's a level item - if(this.spawnflags & 1) - this.noalign = 1; - if (this.noalign > 0) - set_movetype(this, MOVETYPE_NONE); - else - set_movetype(this, MOVETYPE_TOSS); - // do item filtering according to game mode and other things - if (this.noalign <= 0) - { - // first nudge it off the floor a little bit to avoid math errors - setorigin(this, this.origin + '0 0 1'); - // set item size before we spawn a spawnfunc_waypoint - setsize(this, def.m_mins, def.m_maxs); - this.SendFlags |= ISF_SIZE; - // note droptofloor returns false if stuck/or would fall too far - if (!this.noalign) - droptofloor(this); - waypoint_spawnforitem(this); - } - - /* - * can't do it that way, as it would break maps - * TODO make a target_give like entity another way, that perhaps has - * the weapon name in a key - if(this.targetname) - { - // target_give not yet supported; maybe later - print("removed targeted ", this.classname, "\n"); - startitem_failed = true; - delete(this); - return; - } - */ - - if(this.targetname != "" && (this.spawnflags & 16)) - this.use = item_use; - - if(autocvar_spawn_debug >= 2) - { - // why not flags & fl_item? - FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { - LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); - LOG_TRACE(" vs ", it.netname, vtos(it.origin)); - error("Mapper sucks."); - }); - this.is_item = true; - } - - weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); - - if ( def.instanceOfPowerup - || def.instanceOfWeaponPickup - || (def.instanceOfHealth && def != ITEM_HealthSmall) - || (def.instanceOfArmor && def != ITEM_ArmorSmall) - || (itemid & (IT_KEY1 | IT_KEY2)) - ) - { - if(!this.target || this.target == "") - this.target = "###item###"; // for finding the nearest item using findnearest - } - - Item_ItemsTime_SetTime(this, 0); - } - - this.bot_pickup = true; - this.bot_pickupevalfunc = pickupevalfunc; - this.bot_pickupbasevalue = pickupbasevalue; - this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); - this.netname = itemname; - settouch(this, Item_Touch); - setmodel(this, MDL_Null); // precision set below - //this.effects |= EF_LOWPRECISION; - - setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); - - this.SendFlags |= ISF_SIZE; - - if (!(this.spawnflags & 1024)) { - if(def.instanceOfPowerup) - this.ItemStatus |= ITS_ANIMATE1; - - if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH)) - this.ItemStatus |= ITS_ANIMATE2; - } - - if(Item_IsLoot(this)) - this.gravity = 1; - - if(def.instanceOfWeaponPickup) - { - if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely - this.colormap = 1024; // color shirt=0 pants=0 grey - if (!(this.spawnflags & 1024)) - this.ItemStatus |= ITS_ANIMATE1; - this.SendFlags |= ISF_COLORMAP; - } - - this.state = 0; - if(this.team) - { - if(!this.cnt) - this.cnt = 1; // item probability weight - - this.effects |= EF_NODRAW; // marker for item team search - InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); - } - else - Item_Reset(this); - - Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); - - // call this hook after everything else has been done - if (MUTATOR_CALLHOOK(Item_Spawn, this)) - { - startitem_failed = true; - delete(this); - return; - } - - setItemGroup(this); -} - -void StartItem(entity this, GameItem def) -{ - def = def.m_spawnfunc_hookreplace(def, this); - if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED) - { - delete(this); - return; - } - this.classname = def.m_canonical_spawnfunc; - _StartItem( - this, - this.itemdef = def, - def.m_respawntime(), // defaultrespawntime - def.m_respawntimejitter() // defaultrespawntimejitter - ); -} - -#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall)) -int group_count = 1; - -void setItemGroup(entity this) -{ - if(!IS_SMALL(this.itemdef) || Item_IsLoot(this)) - return; - - FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef), - { - if(!this.item_group) - { - if(!it.item_group) - { - it.item_group = group_count; - group_count++; - } - this.item_group = it.item_group; - } - else // spawning item is already part of a item_group X - { - if(!it.item_group) - it.item_group = this.item_group; - else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y - { - int grY = it.item_group; - // move all items of item_group Y to item_group X - IL_EACH(g_items, IS_SMALL(it.itemdef), - { - if(it.item_group == grY) - it.item_group = this.item_group; - }); - } - } - }); -} - -void setItemGroupCount() -{ - for (int k = 1; k <= group_count; k++) - { - int count = 0; - IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; }); - if (count) - IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; }); - } -} - -void target_items_use(entity this, entity actor, entity trigger) -{ - if(Item_IsLoot(actor)) - { - EXACTTRIGGER_TOUCH(this, trigger); - delete(actor); - return; - } - - if (!IS_PLAYER(actor) || IS_DEAD(actor)) - return; - - if(trigger.solid == SOLID_TRIGGER) - { - EXACTTRIGGER_TOUCH(this, trigger); - } - - IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it), - { - delete(it); - }); - - if(GiveItems(actor, 0, tokenize_console(this.netname))) - centerprint(actor, this.message); -} - -spawnfunc(target_items) -{ - this.use = target_items_use; - if(!this.strength_finished) - this.strength_finished = autocvar_g_balance_powerup_strength_time; - if(!this.invincible_finished) - this.invincible_finished = autocvar_g_balance_powerup_invincible_time; - if(!this.superweapons_finished) - this.superweapons_finished = autocvar_g_balance_superweapons_time; - - string str; - int n = tokenize_console(this.netname); - if(argv(0) == "give") - { - str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); - } - else - { - for(int j = 0; j < n; ++j) - { - // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code - if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS; - else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO; - else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; - else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; - else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; - else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON; - else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; - else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; - else - { - FOREACH(Buffs, it != BUFF_Null, - { - string s = Buff_UndeprecateName(argv(j)); - if(s == it.netname) - { - STAT(BUFFS, this) |= (it.m_itemid); - if(!STAT(BUFF_TIME, this)) - STAT(BUFF_TIME, this) = it.m_time(it); - break; - } - }); - FOREACH(Weapons, it != WEP_Null, { - string s = W_UndeprecateName(argv(j)); - if(s == it.netname) - { - STAT(WEAPONS, this) |= (it.m_wepset); - if(this.spawnflags == 0 || this.spawnflags == 2) - it.wr_init(it); - break; - } - }); - } - } - - string itemprefix, valueprefix; - if(this.spawnflags == 0) - { - itemprefix = ""; - valueprefix = ""; - } - else if(this.spawnflags == 1) - { - itemprefix = "max "; - valueprefix = "max "; - } - else if(this.spawnflags == 2) - { - itemprefix = "min "; - valueprefix = "min "; - } - else if(this.spawnflags == 4) - { - itemprefix = "minus "; - valueprefix = "max "; - } - else - { - error("invalid spawnflags"); - itemprefix = valueprefix = string_null; - } - - str = ""; - str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); - str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); - str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); - str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); - str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); - str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); - str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); - float res; - res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells"); - res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails"); - res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets"); - res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells"); - res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma"); - res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel"); - res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health"); - res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor"); - // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss - FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); - FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); - FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); - } - this.netname = strzone(str); - - n = tokenize_console(this.netname); - for(int j = 0; j < n; ++j) - { - FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { - it.wr_init(it); - break; - }); - } -} - -float GiveWeapon(entity e, float wpn, float op, float val) -{ - WepSet v0, v1; - WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)); - v0 = (STAT(WEAPONS, e) & s); - switch(op) - { - case OP_SET: - if(val > 0) - STAT(WEAPONS, e) |= s; - else - STAT(WEAPONS, e) &= ~s; - break; - case OP_MIN: - case OP_PLUS: - if(val > 0) - STAT(WEAPONS, e) |= s; - break; - case OP_MAX: - if(val <= 0) - STAT(WEAPONS, e) &= ~s; - break; - case OP_MINUS: - if(val > 0) - STAT(WEAPONS, e) &= ~s; - break; - } - v1 = (STAT(WEAPONS, e) & s); - return (v0 != v1); -} - -bool GiveBuff(entity e, Buff thebuff, int op, int val) -{ - bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); - float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0); - switch (op) - { - case OP_SET: - new_buff_time = val; - break; - case OP_MIN: - new_buff_time = max(new_buff_time, val); - break; - case OP_MAX: - new_buff_time = min(new_buff_time, val); - break; - case OP_PLUS: - new_buff_time += val; - break; - case OP_MINUS: - new_buff_time -= val; - break; - } - if(new_buff_time <= 0) - { - if(had_buff) - STAT(BUFF_TIME, e) = new_buff_time; - STAT(BUFFS, e) &= ~thebuff.m_itemid; - } - else - { - STAT(BUFF_TIME, e) = new_buff_time; - STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player! - } - bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); - return (had_buff != have_buff); -} - -void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) -{ - if(v1 == v0) - return; - if(v1 <= v0 - t) - { - if(snd_decr != NULL) - sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); - } - else if(v0 >= v0 + t) - { - if(snd_incr != NULL) - sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); - } -} - -void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) -{ - if(v0 < v1) - e.(rotfield) = max(e.(rotfield), time + rottime); - else if(v0 > v1) - e.(regenfield) = max(e.(regenfield), time + regentime); -} -bool GiveResourceValue(entity e, int res_type, int op, int val) -{ - int v0 = GetResource(e, res_type); - float new_val = 0; - switch (op) - { - // min 100 cells = at least 100 cells - case OP_SET: new_val = val; break; - case OP_MIN: new_val = max(v0, val); break; - case OP_MAX: new_val = min(v0, val); break; - case OP_PLUS: new_val = v0 + val; break; - case OP_MINUS: new_val = v0 - val; break; - default: return false; - } - - return SetResourceExplicit(e, res_type, new_val); -} - -float GiveItems(entity e, float beginarg, float endarg) -{ - float got, i, val, op; - string cmd; - - val = 999; - op = OP_SET; - - got = 0; - - int _switchweapon = 0; - - if(CS(e).autoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) - _switchweapon |= BIT(slot); - } - } - - STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time); - STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time); - STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time); - STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time); - - PREGIVE(e, items); - PREGIVE_WEAPONS(e); - PREGIVE(e, stat_STRENGTH_FINISHED); - PREGIVE(e, stat_INVINCIBLE_FINISHED); - PREGIVE(e, stat_SUPERWEAPONS_FINISHED); - PREGIVE_RESOURCE(e, RES_BULLETS); - PREGIVE_RESOURCE(e, RES_CELLS); - PREGIVE_RESOURCE(e, RES_PLASMA); - PREGIVE_RESOURCE(e, RES_SHELLS); - PREGIVE_RESOURCE(e, RES_ROCKETS); - PREGIVE_RESOURCE(e, RES_FUEL); - PREGIVE_RESOURCE(e, RES_ARMOR); - PREGIVE_RESOURCE(e, RES_HEALTH); - - for(i = beginarg; i < endarg; ++i) - { - cmd = argv(i); - - if(cmd == "0" || stof(cmd)) - { - val = stof(cmd); - continue; - } - switch(cmd) - { - case "no": - op = OP_MAX; - val = 0; - continue; - case "max": - op = OP_MAX; - continue; - case "min": - op = OP_MIN; - continue; - case "plus": - op = OP_PLUS; - continue; - case "minus": - op = OP_MINUS; - continue; - case "ALL": - got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); - got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); - got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); - got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); - got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); - case "all": - got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - got += GiveResourceValue(e, RES_HEALTH, op, val); - got += GiveResourceValue(e, RES_ARMOR, op, val); - case "allweapons": - FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val)); - //case "allbuffs": // all buffs makes a player god, do not want! - //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); - case "allammo": - got += GiveResourceValue(e, RES_CELLS, op, val); - got += GiveResourceValue(e, RES_PLASMA, op, val); - got += GiveResourceValue(e, RES_SHELLS, op, val); - got += GiveResourceValue(e, RES_BULLETS, op, val); - got += GiveResourceValue(e, RES_ROCKETS, op, val); - got += GiveResourceValue(e, RES_FUEL, op, val); - break; - case "unlimited_ammo": - // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code - got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); - break; - case "unlimited_weapon_ammo": - got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); - break; - case "unlimited_superweapons": - got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); - break; - case "jetpack": - got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - break; - case "fuel_regen": - got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); - break; - case "strength": - got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); - break; - case "invincible": - got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); - break; - case "superweapons": - got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); - break; - case "cells": - got += GiveResourceValue(e, RES_CELLS, op, val); - break; - case "plasma": - got += GiveResourceValue(e, RES_PLASMA, op, val); - break; - case "shells": - got += GiveResourceValue(e, RES_SHELLS, op, val); - break; - case "nails": - case "bullets": - got += GiveResourceValue(e, RES_BULLETS, op, val); - break; - case "rockets": - got += GiveResourceValue(e, RES_ROCKETS, op, val); - break; - case "health": - got += GiveResourceValue(e, RES_HEALTH, op, val); - break; - case "armor": - got += GiveResourceValue(e, RES_ARMOR, op, val); - break; - case "fuel": - got += GiveResourceValue(e, RES_FUEL, op, val); - break; - default: - FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname, - { - got += GiveBuff(e, it, op, val); - break; - }); - FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { - got += GiveWeapon(e, it.m_id, op, val); - break; - }); - break; - } - val = 999; - op = OP_SET; - } - - POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); - POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); - POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF); - POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); - FOREACH(Weapons, it != WEP_Null, { - POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); - if(!(save_weapons & (it.m_wepset))) - if(STAT(WEAPONS, e) & (it.m_wepset)) - it.wr_init(it); - }); - POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF); - POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF); - //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null); - POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); - POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); - - if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) - if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time; - - if(STAT(STRENGTH_FINISHED, e) <= 0) - STAT(STRENGTH_FINISHED, e) = 0; - else - STAT(STRENGTH_FINISHED, e) += time; - if(STAT(INVINCIBLE_FINISHED, e) <= 0) - STAT(INVINCIBLE_FINISHED, e) = 0; - else - STAT(INVINCIBLE_FINISHED, e) += time; - if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) - STAT(SUPERWEAPONS_FINISHED, e) = 0; - else - STAT(SUPERWEAPONS_FINISHED, e) += time; - if(STAT(BUFF_TIME, e) <= 0) - STAT(BUFF_TIME, e) = 0; - else - STAT(BUFF_TIME, e) += time; - - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) - _switchweapon |= BIT(slot); - } - - if(_switchweapon) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(_switchweapon & BIT(slot)) - { - Weapon wep = w_getbestweapon(e, weaponentity); - if(wep != e.(weaponentity).m_switchweapon) - W_SwitchWeapon_Force(e, wep, weaponentity); - } - } - } - - return got; -} -#endif diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh deleted file mode 100644 index 7b0d760df..000000000 --- a/qcsrc/common/items.qh +++ /dev/null @@ -1,138 +0,0 @@ -#pragma once - -const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel - -// item networking -const int ISF_LOCATION = BIT(1); -const int ISF_MODEL = BIT(2); -const int ISF_STATUS = BIT(3); - const int ITS_STAYWEP = BIT(0); - const int ITS_ANIMATE1 = BIT(1); - const int ITS_ANIMATE2 = BIT(2); - const int ITS_AVAILABLE = BIT(3); - const int ITS_ALLOWFB = BIT(4); - const int ITS_ALLOWSI = BIT(5); - const int ITS_GLOW = BIT(6); -const int ISF_COLORMAP = BIT(4); -const int ISF_DROP = BIT(5); -const int ISF_ANGLES = BIT(6); -const int ISF_SIZE = BIT(7); - -.int ItemStatus; - -.float onground_time; -.float fade_start; -.float fade_end; - -#ifdef SVQC -void StartItem(entity this, entity a); -.int item_group; -.int item_group_count; -#endif - -#ifdef CSQC - -bool autocvar_cl_items_nofade; -float autocvar_cl_animate_items = 1; -float autocvar_cl_ghost_items = 0.45; -vector autocvar_cl_ghost_items_color = '-1 -1 -1'; -vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; -float autocvar_cl_weapon_stay_alpha = 0.75; -float autocvar_cl_simple_items = 0; -string autocvar_cl_simpleitems_postfix = "_simple"; -.float spawntime; -.float gravity; -.vector colormod; - -void ItemDraw(entity this); - -#endif -#ifdef SVQC - -float autocvar_sv_simple_items; -bool ItemSend(entity this, entity to, int sf); - -bool have_pickup_item(entity this); - -const float ITEM_RESPAWN_TICKS = 10; - -.float max_armorvalue; -.float pickup_anyway; - -.float item_respawncounter; - -void Item_Show (entity e, int mode); - -void Item_Respawn (entity this); - -void Item_RespawnCountdown(entity this); -void Item_ScheduleRespawnIn(entity e, float t); - -void Item_ScheduleRespawn(entity e); - -void Item_ScheduleInitialRespawn(entity e); - -/// \brief Give several random weapons and ammo to the entity. -/// \param[in,out] receiver Entity to give weapons to. -/// \param[in] num_weapons Number of weapons to give. -/// \param[in] weapon_names Names of weapons to give separated by spaces. -/// \param[in] ammo Entity containing the ammo amount for each possible weapon. -/// \return No return. -void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); - -bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax); - -bool Item_GiveTo(entity item, entity player); - -void Item_Touch(entity this, entity toucher); - -void Item_Reset(entity this); - -void Item_FindTeam(entity this); -// Savage: used for item garbage-collection - -bool ItemSend(entity this, entity to, int sf); -void ItemUpdate(entity this); - -void UpdateItemAfterTeleport(entity this); - -// pickup evaluation functions -// these functions decide how desirable an item is to the bots - -float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO - -float weapon_pickupevalfunc(entity player, entity item); -float ammo_pickupevalfunc(entity player, entity item); -float healtharmor_pickupevalfunc(entity player, entity item); - -.bool is_item; -.entity itemdef; -void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); - -void setItemGroup(entity this); -void setItemGroupCount(); - -float GiveWeapon(entity e, float wpn, float op, float val); - -float GiveBit(entity e, .float fld, float bit, float op, float val); - -float GiveValue(entity e, .float fld, float op, float val); - -void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr); - -void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); - -spawnfunc(target_items); - -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) -#define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) -#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) -#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) -#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr) -#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) -#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) - -float GiveItems(entity e, float beginarg, float endarg); -#endif diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh index ef909382b..02151e307 100644 --- a/qcsrc/common/items/item.qh +++ b/qcsrc/common/items/item.qh @@ -11,6 +11,7 @@ #include #endif +#ifdef GAMEQC const int IT_UNLIMITED_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. @@ -23,8 +24,6 @@ const int IT_RESOURCE = BIT(5); // bitflag to mark this item as a reso const int IT_KEY1 = BIT(6); const int IT_KEY2 = BIT(7); -const int IT_CTF_SHIELDED = BIT(8); // set for the flag shield - // special colorblend meaning in engine const int IT_INVISIBILITY = BIT(9); const int IT_INVINCIBLE = BIT(10); @@ -34,6 +33,31 @@ const int IT_STRENGTH = BIT(12); // item masks const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately +// item networking +const int ISF_LOCATION = BIT(1); +const int ISF_MODEL = BIT(2); +const int ISF_STATUS = BIT(3); +const int ISF_COLORMAP = BIT(4); +const int ISF_DROP = BIT(5); +const int ISF_ANGLES = BIT(6); +const int ISF_SIZE = BIT(7); + +REGISTER_NET_LINKED(ENT_CLIENT_ITEM) + +// item status +.int ItemStatus; +const int ITS_STAYWEP = BIT(0); +const int ITS_ANIMATE1 = BIT(1); +const int ITS_ANIMATE2 = BIT(2); +const int ITS_AVAILABLE = BIT(3); +const int ITS_ALLOWFB = BIT(4); +const int ITS_ALLOWSI = BIT(5); +const int ITS_GLOW = BIT(6); + +.float fade_start; +.float fade_end; +#endif + #ifdef SVQC .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat .float invincible_finished; // ditto diff --git a/qcsrc/common/items/item/ammo.qh b/qcsrc/common/items/item/ammo.qh index aae18626d..187080b37 100644 --- a/qcsrc/common/items/item/ammo.qh +++ b/qcsrc/common/items/item/ammo.qh @@ -3,7 +3,7 @@ #include "pickup.qh" #include #ifdef SVQC - #include + #include #include #endif diff --git a/qcsrc/common/items/item/armor.qh b/qcsrc/common/items/item/armor.qh index 469288b77..e5ae8e36b 100644 --- a/qcsrc/common/items/item/armor.qh +++ b/qcsrc/common/items/item/armor.qh @@ -11,7 +11,7 @@ CLASS(Armor, Pickup) ENDCLASS(Armor) #ifdef SVQC - #include + #include #endif #ifdef GAMEQC diff --git a/qcsrc/common/items/item/health.qh b/qcsrc/common/items/item/health.qh index 734a3f39b..27f5dafc6 100644 --- a/qcsrc/common/items/item/health.qh +++ b/qcsrc/common/items/item/health.qh @@ -11,7 +11,7 @@ CLASS(Health, Pickup) ENDCLASS(Health) #ifdef SVQC - #include + #include #endif #ifdef GAMEQC diff --git a/qcsrc/common/items/item/jetpack.qh b/qcsrc/common/items/item/jetpack.qh index 41a671120..962f16170 100644 --- a/qcsrc/common/items/item/jetpack.qh +++ b/qcsrc/common/items/item/jetpack.qh @@ -1,7 +1,7 @@ #pragma once #ifdef SVQC - #include + #include #endif #include "ammo.qh" diff --git a/qcsrc/common/items/item/powerup.qh b/qcsrc/common/items/item/powerup.qh index 43414b3d0..395db4656 100644 --- a/qcsrc/common/items/item/powerup.qh +++ b/qcsrc/common/items/item/powerup.qh @@ -45,7 +45,9 @@ REGISTER_ITEM(Strength, Powerup) { this.m_color = '0 0 1'; this.m_waypoint = _("Strength"); this.m_waypointblink = 2; +#ifdef GAMEQC this.m_itemid = IT_STRENGTH; +#endif #ifdef SVQC this.m_iteminit = powerup_strength_init; #endif @@ -81,7 +83,9 @@ REGISTER_ITEM(Shield, Powerup) { this.m_color = '1 0 1'; this.m_waypoint = _("Shield"); this.m_waypointblink = 2; +#ifdef GAMEQC this.m_itemid = IT_INVINCIBLE; +#endif #ifdef SVQC this.m_iteminit = powerup_shield_init; #endif diff --git a/qcsrc/common/mutators/mutator/instagib/items.qh b/qcsrc/common/mutators/mutator/instagib/items.qh index c0aa83121..4724eda17 100644 --- a/qcsrc/common/mutators/mutator/instagib/items.qh +++ b/qcsrc/common/mutators/mutator/instagib/items.qh @@ -61,7 +61,9 @@ REGISTER_ITEM(ExtraLife, Powerup) { this.m_color = '1 0 0'; this.m_waypoint = _("Extra life"); this.m_waypointblink = 2; +#ifdef SVQC this.m_itemid = IT_RESOURCE; +#endif } SPAWNFUNC_ITEM(item_extralife, ITEM_ExtraLife) @@ -93,7 +95,9 @@ REGISTER_ITEM(Invisibility, Powerup) { this.m_color = '0 0 1'; this.m_waypoint = _("Invisibility"); this.m_waypointblink = 2; +#ifdef GAMEQC this.m_itemid = IT_STRENGTH; +#endif #ifdef SVQC this.m_iteminit = powerup_invisibility_init; #endif @@ -128,7 +132,9 @@ REGISTER_ITEM(Speed, Powerup) { this.m_color = '1 0 1'; this.m_waypoint = _("Speed"); this.m_waypointblink = 2; +#ifdef GAMEQC this.m_itemid = IT_INVINCIBLE; +#endif #ifdef SVQC this.m_iteminit = powerup_speed_init; #endif diff --git a/qcsrc/lib/warpzone/common.qc b/qcsrc/lib/warpzone/common.qc index 2438864a5..830c56de6 100644 --- a/qcsrc/lib/warpzone/common.qc +++ b/qcsrc/lib/warpzone/common.qc @@ -1,7 +1,7 @@ #include "common.qh" #if defined(CSQC) - #include + #include #elif defined(MENUQC) #elif defined(SVQC) #include diff --git a/qcsrc/server/bot/default/bot.qc b/qcsrc/server/bot/default/bot.qc index 4594da27f..bcf02da4b 100644 --- a/qcsrc/server/bot/default/bot.qc +++ b/qcsrc/server/bot/default/bot.qc @@ -19,7 +19,7 @@ #include "../../constants.qh" #include "../../defs.qh" #include "../../race.qh" -#include +#include #include diff --git a/qcsrc/server/bot/default/navigation.qc b/qcsrc/server/bot/default/navigation.qc index 08da16f6f..26d69abbd 100644 --- a/qcsrc/server/bot/default/navigation.qc +++ b/qcsrc/server/bot/default/navigation.qc @@ -7,7 +7,7 @@ #include "bot.qh" #include "waypoints.qh" -#include +#include #include diff --git a/qcsrc/server/compat/quake3.qc b/qcsrc/server/compat/quake3.qc index 4103ccf29..4c8073b1a 100644 --- a/qcsrc/server/compat/quake3.qc +++ b/qcsrc/server/compat/quake3.qc @@ -2,10 +2,10 @@ #include #include +#include #include #include #include -#include #include #include #include diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index b26c779eb..074a070e9 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -4,13 +4,13 @@ #include "bot/api.qh" #include "g_hook.qh" #include +#include #include #include "teamplay.qh" #include "scores.qh" #include "spawnpoints.qh" #include "../common/state.qh" #include "../common/physics/player.qh" -#include "../common/items.qh" #include "resources.qh" #include "../common/vehicles/all.qh" #include "../common/items/_mod.qh" diff --git a/qcsrc/server/g_damage.qh b/qcsrc/server/g_damage.qh index 27cd8197d..794b27ccc 100644 --- a/qcsrc/server/g_damage.qh +++ b/qcsrc/server/g_damage.qh @@ -4,6 +4,7 @@ #elif defined(MENUQC) #elif defined(SVQC) #include + #include #include #include #include @@ -13,7 +14,6 @@ #include "weapons/accuracy.qh" #include "weapons/csqcprojectile.qh" #include "weapons/selection.qh" - #include #include "autocvars.qh" #include "constants.qh" #include "defs.qh" diff --git a/qcsrc/server/items/_mod.inc b/qcsrc/server/items/_mod.inc index 9c55d0b5c..33936e230 100644 --- a/qcsrc/server/items/_mod.inc +++ b/qcsrc/server/items/_mod.inc @@ -1,2 +1,3 @@ // generated file; do not modify +#include #include diff --git a/qcsrc/server/items/_mod.qh b/qcsrc/server/items/_mod.qh index eb6ff1ce5..d64b2c0bf 100644 --- a/qcsrc/server/items/_mod.qh +++ b/qcsrc/server/items/_mod.qh @@ -1,2 +1,3 @@ // generated file; do not modify +#include #include diff --git a/qcsrc/server/items/items.qc b/qcsrc/server/items/items.qc new file mode 100644 index 000000000..66b5bc9d4 --- /dev/null +++ b/qcsrc/server/items/items.qc @@ -0,0 +1,1643 @@ +#include "items.qh" + +#include + +#include + +#include + +#include +#include +#include + +#include +#include +#include +#include +#include + +#include + +#include + +#include +#include + +#include + +bool ItemSend(entity this, entity to, int sf) +{ + if(this.gravity) + sf |= ISF_DROP; + else + sf &= ~ISF_DROP; + + WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM); + WriteByte(MSG_ENTITY, sf); + + //WriteByte(MSG_ENTITY, this.cnt); + if(sf & ISF_LOCATION) + { + WriteVector(MSG_ENTITY, this.origin); + } + + if(sf & ISF_ANGLES) + { + WriteAngleVector(MSG_ENTITY, this.angles); + } + + // sets size on the client, unused on server + //if(sf & ISF_SIZE) + + if(sf & ISF_STATUS) + WriteByte(MSG_ENTITY, this.ItemStatus); + + if(sf & ISF_MODEL) + { + WriteShort(MSG_ENTITY, this.fade_end); + WriteShort(MSG_ENTITY, this.fade_start); + + if(this.mdl == "") + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now"); + + WriteString(MSG_ENTITY, this.mdl); + } + + + if(sf & ISF_COLORMAP) + { + WriteShort(MSG_ENTITY, this.colormap); + WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); + } + + if(sf & ISF_DROP) + { + WriteVector(MSG_ENTITY, this.velocity); + } + + return true; +} + +void ItemUpdate(entity this) +{ + this.oldorigin = this.origin; + this.SendFlags |= ISF_LOCATION; +} + +void UpdateItemAfterTeleport(entity this) +{ + if(getSendEntity(this) == ItemSend) + ItemUpdate(this); +} + +bool have_pickup_item(entity this) +{ + if(this.itemdef.instanceOfPowerup) + { + if(autocvar_g_powerups > 0) + return true; + if(autocvar_g_powerups == 0) + return false; + } + else + { + if(autocvar_g_pickup_items > 0) + return true; + if(autocvar_g_pickup_items == 0) + return false; + if(g_weaponarena) + if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena + return false; + } + return true; +} + +void Item_Show(entity e, int mode) +{ + e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); + e.ItemStatus &= ~ITS_STAYWEP; + entity def = e.itemdef; + if (mode > 0) + { + // make the item look normal, and be touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; + e.spawnshieldtime = 1; + e.ItemStatus |= ITS_AVAILABLE; + } + else if (mode < 0) + { + // hide the item completely + e.model = string_null; + e.solid = SOLID_NOT; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + else + { + bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons + || e.team // weapon stay isn't supported for teamed weapons + ; + if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) + { + // make the item translucent and not touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; // can STILL be picked up! + e.effects |= EF_STARDUST; + e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon + e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); + } + else + { + //setmodel(e, "null"); + e.solid = SOLID_NOT; + e.colormod = '0 0 0'; + //e.glowmod = e.colormod; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + } + + if (def.m_glow) + e.ItemStatus |= ITS_GLOW; + + if (autocvar_g_nodepthtestitems) + e.effects |= EF_NODEPTHTEST; + + if (autocvar_g_fullbrightitems) + e.ItemStatus |= ITS_ALLOWFB; + else + e.ItemStatus &= ~ITS_ALLOWFB; + + if (autocvar_sv_simple_items) + e.ItemStatus |= ITS_ALLOWSI; + + // relink entity (because solid may have changed) + setorigin(e, e.origin); + e.SendFlags |= ISF_STATUS; +} + +void Item_Think(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); +} + +bool Item_ItemsTime_SpectatorOnly(GameItem it); +bool Item_ItemsTime_Allow(GameItem it); +float Item_ItemsTime_UpdateTime(entity e, float t); +void Item_ItemsTime_SetTime(entity e, float t); +void Item_ItemsTime_SetTimesForAllPlayers(); + +void Item_Respawn(entity this) +{ + Item_Show(this, 1); + sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound + setorigin(this, this.origin); + + if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) + { + float t = Item_ItemsTime_UpdateTime(this, 0); + Item_ItemsTime_SetTime(this, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + + setthink(this, Item_Think); + this.nextthink = time; + + //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); + Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); +} + +void Item_RespawnCountdown(entity this) +{ + if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) + { + if(this.waypointsprite_attached) + WaypointSprite_Kill(this.waypointsprite_attached); + Item_Respawn(this); + } + else + { + this.nextthink = time + 1; + this.item_respawncounter += 1; + if(this.item_respawncounter == 1) + { + do { + { + entity wi = REGISTRY_GET(Weapons, this.weapon); + if (wi != WEP_Null) { + entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon); + wp.wp_extra = wi.m_id; + break; + } + } + { + entity ii = this.itemdef; + if (ii != NULL) { + entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item); + wp.wp_extra = ii.m_id; + break; + } + } + } while (0); + bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this); + if(this.waypointsprite_attached) + { + GameItem def = this.itemdef; + if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue) + WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR); + WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); + } + } + + if(this.waypointsprite_attached) + { + FOREACH_CLIENT(IS_REAL_CLIENT(it), { + if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it)) + { + msg_entity = it; + soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound + } + }); + + WaypointSprite_Ping(this.waypointsprite_attached); + //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter); + } + } +} + +void Item_RespawnThink(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); + + if(time >= this.wait) + Item_Respawn(this); +} + +void Item_ScheduleRespawnIn(entity e, float t) +{ + // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally + if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) + { + setthink(e, Item_RespawnCountdown); + e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); + e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; + e.item_respawncounter = 0; + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + { + t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); + Item_ItemsTime_SetTime(e, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + } + else + { + setthink(e, Item_RespawnThink); + e.nextthink = time; + e.scheduledrespawntime = time + t; + e.wait = time + t; + + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + { + t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); + Item_ItemsTime_SetTime(e, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + } +} + +AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"); +AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"); +AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"); + +/// Adjust respawn time according to the number of players. +float adjust_respawntime(float normal_respawntime) { + float r = autocvar_g_pickup_respawntime_scaling_reciprocal; + float o = autocvar_g_pickup_respawntime_scaling_offset; + float l = autocvar_g_pickup_respawntime_scaling_linear; + + if (r == 0 && l == 1) { + return normal_respawntime; + } + + entity balance = TeamBalance_CheckAllowedTeams(NULL); + TeamBalance_GetTeamCounts(balance, NULL); + int players = 0; + for (int i = 1; i <= NUM_TEAMS; ++i) + { + if (TeamBalance_IsTeamAllowed(balance, i)) + { + players += TeamBalance_GetNumberOfPlayers(balance, i); + } + } + TeamBalance_Destroy(balance); + + if (players >= 2) { + return normal_respawntime * (r / (players + o) + l); + } else { + return normal_respawntime; + } +} + +void Item_ScheduleRespawn(entity e) +{ + if(e.respawntime > 0) + { + Item_Show(e, 0); + + float adjusted_respawntime = adjust_respawntime(e.respawntime); + //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime); + + // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter + float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; + Item_ScheduleRespawnIn(e, respawn_in); + } + else // if respawntime is -1, this item does not respawn + Item_Show(e, -1); +} + +AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, + "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random"); + +void Item_ScheduleInitialRespawn(entity e) +{ + Item_Show(e, 0); + + float spawn_in; + if (autocvar_g_pickup_respawntime_initial_random == 0) + { + // range: respawntime .. respawntime + respawntimejitter + spawn_in = e.respawntime + random() * e.respawntimejitter; + } + else + { + float rnd; + if (autocvar_g_pickup_respawntime_initial_random == 1) + { + static float shared_random = 0; + // NOTE this code works only if items are scheduled at the same time (normal case) + // NOTE2 random() can't return exactly 1 so this check always work as intended + if (!shared_random || floor(time) > shared_random) + shared_random = floor(time) + random(); + rnd = shared_random - floor(time); + } + else + rnd = random(); + + // range: + // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter + // else: 0 .. ITEM_RESPAWN_TICKS + // this is to prevent powerups spawning unexpectedly without waypoints + spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + + Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); +} + +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + entity ammo_entity) +{ + if (num_weapons == 0) + { + return; + } + int num_potential_weapons = tokenize_console(weapon_names); + for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt) + { + RandomSelection_Init(); + for (int weapon_index = 0; weapon_index < num_potential_weapons; + ++weapon_index) + { + string weapon = argv(weapon_index); + FOREACH(Weapons, it != WEP_Null, + { + // Finding a weapon which player doesn't have. + if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) + { + RandomSelection_AddEnt(it, 1, 1); + break; + } + }); + } + if (RandomSelection_chosen_ent == NULL) + { + return; + } + STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; + if (RandomSelection_chosen_ent.ammo_type == RES_NONE) + { + continue; + } + if (GetResource(receiver, + RandomSelection_chosen_ent.ammo_type) != 0) + { + continue; + } + GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, + GetResource(ammo_entity, + RandomSelection_chosen_ent.ammo_type)); + } +} + +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) +{ + float amount = GetResource(item, res_type); + if (amount == 0) + { + return false; + } + float player_amount = GetResource(player, res_type); + if (item.spawnshieldtime) + { + if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) + return false; + } + else if (g_weapon_stay == 2) + { + ammomax = min(amount, ammomax); + if(player_amount >= ammomax) + return false; + } + else + return false; + if (amount < 0) + TakeResourceWithLimit(player, res_type, -amount, ammomax); + else + GiveResourceWithLimit(player, res_type, amount, ammomax); + return true; +} + +bool Item_GiveTo(entity item, entity player) +{ + // if nothing happens to player, just return without taking the item + int _switchweapon = 0; + // in case the player has autoswitch enabled do the following: + // if the player is using their best weapon before items are given, they + // probably want to switch to an even better weapon after items are given + + if(CS(player).autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + { + if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) + _switchweapon |= BIT(slot); + + if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + } + } + bool pickedup = false; + pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health); + pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue); + pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max); + if (item.itemdef.instanceOfWeaponPickup) + { + WepSet w; + w = STAT(WEAPONS, item); + w &= ~STAT(WEAPONS, player); + + if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) + { + pickedup = true; + FOREACH(Weapons, it != WEP_Null, { + if(w & (it.m_wepset)) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); + } + W_GiveWeapon(player, it.m_id); + } + }); + } + } + + if (item.itemdef.instanceOfPowerup) + { + if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT); + else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT); + } + + int its; + if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) + { + pickedup = true; + player.items |= its; + // TODO: we probably want to show a message in the console, but not this one! + //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); + } + + if (item.strength_finished) + { + pickedup = true; + STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished; + } + if (item.invincible_finished) + { + pickedup = true; + STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished; + } + if (item.superweapons_finished) + { + pickedup = true; + STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished; + } + + // always eat teamed entities + if(item.team) + pickedup = true; + + if (!pickedup) + return false; + + // crude hack to enforce switching weapons + if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity); + } + return true; + } + + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) + W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); + } + } + + return true; +} + +void Item_Touch(entity this, entity toucher) +{ + // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) + if (Item_IsLoot(this)) + { + if (ITEM_TOUCH_NEEDKILL()) + { + delete(this); + return; + } + } + + if(!(toucher.flags & FL_PICKUPITEMS) + || STAT(FROZEN, toucher) + || IS_DEAD(toucher) + || (this.solid != SOLID_TRIGGER) + || (this.owner == toucher) + || (time < this.item_spawnshieldtime) + ) { return; } + + switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher)) + { + case MUT_ITEMTOUCH_RETURN: { return; } + case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; } + } + + toucher = M_ARGV(1, entity); + + if (Item_IsExpiring(this)) + { + this.strength_finished = max(0, this.strength_finished - time); + this.invincible_finished = max(0, this.invincible_finished - time); + this.superweapons_finished = max(0, this.superweapons_finished - time); + } + bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher); + if (!gave) + { + if (Item_IsExpiring(this)) + { + // undo what we did above + this.strength_finished += time; + this.invincible_finished += time; + this.superweapons_finished += time; + } + return; + } + +LABEL(pickup) + + if(this.target && this.target != "" && this.target != "###item###") // defrag support + SUB_UseTargets(this, toucher, NULL); + + STAT(LAST_PICKUP, toucher) = time; + + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); + + MUTATOR_CALLHOOK(ItemTouched, this, toucher); + if (wasfreed(this)) + { + return; + } + + if (Item_IsLoot(this)) + { + delete(this); + return; + } + if (!this.spawnshieldtime) + { + return; + } + entity e; + if (this.team) + { + RandomSelection_Init(); + IL_EACH(g_items, it.team == this.team, + { + if (it.itemdef) // is a registered item + { + Item_Show(it, -1); + it.scheduledrespawntime = 0; + RandomSelection_AddEnt(it, it.cnt, 0); + } + }); + e = RandomSelection_chosen_ent; + Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) + } + else + e = this; + Item_ScheduleRespawn(e); +} + +void Item_Reset(entity this) +{ + Item_Show(this, !this.state); + setorigin(this, this.origin); + + if (Item_IsLoot(this)) + { + return; + } + setthink(this, Item_Think); + this.nextthink = time; + if (this.waypointsprite_attached) + { + WaypointSprite_Kill(this.waypointsprite_attached); + } + if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + { + Item_ScheduleInitialRespawn(this); + } +} + +void Item_FindTeam(entity this) +{ + entity e; + + if(this.effects & EF_NODRAW) + { + // marker for item team search + LOG_TRACE("Initializing item team ", ftos(this.team)); + RandomSelection_Init(); + IL_EACH(g_items, it.team == this.team, + { + if(it.itemdef) // is a registered item + RandomSelection_AddEnt(it, it.cnt, 0); + }); + + e = RandomSelection_chosen_ent; + if (!e) + return; + + IL_EACH(g_items, it.team == this.team, + { + if(it.itemdef) // is a registered item + { + if(it != e) + { + // make it non-spawned + Item_Show(it, -1); + it.state = 1; // state 1 = initially hidden item, apparently + } + else + Item_Reset(it); + it.effects &= ~EF_NODRAW; + } + }); + } +} + +// Savage: used for item garbage-collection +void RemoveItem(entity this) +{ + if(wasfreed(this) || !this) { return; } + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + delete(this); +} + +// pickup evaluation functions +// these functions decide how desirable an item is to the bots + +float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} + +float weapon_pickupevalfunc(entity player, entity item) +{ + // See if I have it already + if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) + { + // If I can pick it up + if(!item.spawnshieldtime) + return 0; + return ammo_pickupevalfunc(player, item); + } + + // reduce weapon value if bot already got a good arsenal + float c = 1; + int weapons_value = 0; + FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { + weapons_value += it.bot_pickupbasevalue; + }); + c -= bound(0, weapons_value / 20000, 1) * 0.5; + + return item.bot_pickupbasevalue * c; +} + +float ammo_pickupevalfunc(entity player, entity item) +{ + bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false; + entity wpn = NULL; + float c = 0; + float rating = 0; + + // Detect needed ammo + if(item.itemdef.instanceOfWeaponPickup) + { + entity ammo = NULL; + if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } + else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } + else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } + else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; } + else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } + else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } + + if(!ammo) + return 0; + wpn = item; + rating = ammo.m_botvalue; + } + else + { + FOREACH(Weapons, it != WEP_Null, { + if(!(STAT(WEAPONS, player) & (it.m_wepset))) + continue; + + switch(it.ammo_type) + { + case RES_SHELLS: need_shells = true; break; + case RES_BULLETS: need_nails = true; break; + case RES_ROCKETS: need_rockets = true; break; + case RES_CELLS: need_cells = true; break; + case RES_PLASMA: need_plasma = true; break; + case RES_FUEL: need_fuel = true; break; + } + }); + rating = item.bot_pickupbasevalue; + } + + float noammorating = 0.5; + + if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max)) + c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS)); + + if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max)) + c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS)); + + if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max)) + c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS)); + + if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max)) + c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS)); + + if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max)) + c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA)); + + if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max)) + c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL)); + + rating *= min(c, 2); + if(wpn) + rating += wpn.bot_pickupbasevalue * 0.1; + return rating; +} + +float healtharmor_pickupevalfunc(entity player, entity item) +{ + float c = 0; + float rating = item.bot_pickupbasevalue; + + float itemarmor = GetResource(item, RES_ARMOR); + float itemhealth = GetResource(item, RES_HEALTH); + + if(item.item_group) + { + itemarmor *= min(4, item.item_group_count); + itemhealth *= min(4, item.item_group_count); + } + + if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue)) + c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3); + + if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health)) + c = itemhealth / max(1, GetResource(player, RES_HEALTH)); + + rating *= min(2, c); + return rating; +} + +void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) +{ + if(ITEM_DAMAGE_NEEDKILL(deathtype)) + RemoveItem(this); +} + +void item_use(entity this, entity actor, entity trigger) +{ + // use the touch function to handle collection + gettouch(this)(this, actor); +} + +void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) +{ + string itemname = def.m_name; + Model itemmodel = def.m_model; + Sound pickupsound = def.m_sound; + float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; + float pickupbasevalue = def.m_botvalue; + int itemflags = def.m_itemflags; + + startitem_failed = false; + + this.item_model_ent = itemmodel; + this.item_pickupsound_ent = pickupsound; + + if(def.m_iteminit) + def.m_iteminit(def, this); + + if(!this.respawntime) // both need to be set + { + this.respawntime = defaultrespawntime; + this.respawntimejitter = defaultrespawntimejitter; + } + + if(!this.pickup_anyway && def.m_pickupanyway) + this.pickup_anyway = def.m_pickupanyway(); + + int itemid = def.m_itemid; + this.items = itemid; + int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0; + this.weapon = weaponid; + + if(!this.fade_end) + { + this.fade_start = autocvar_g_items_mindist; + this.fade_end = autocvar_g_items_maxdist; + } + + if(weaponid) + STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); + + this.flags = FL_ITEM | itemflags; + IL_PUSH(g_items, this); + + if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item + { + startitem_failed = true; + delete(this); + return; + } + + precache_model(this.model); + precache_sound(this.item_pickupsound); + + if (Item_IsLoot(this)) + { + this.reset = SUB_Remove; + set_movetype(this, MOVETYPE_TOSS); + + // Savage: remove thrown items after a certain period of time ("garbage collection") + setthink(this, RemoveItem); + this.nextthink = time + 20; + + this.takedamage = DAMAGE_YES; + this.event_damage = Item_Damage; + + if (Item_IsExpiring(this)) + { + // if item is worthless after a timer, have it expire then + this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); + } + + // don't drop if in a NODROP zone (such as lava) + traceline(this.origin, this.origin, MOVE_NORMAL, this); + if (trace_dpstartcontents & DPCONTENTS_NODROP) + { + startitem_failed = true; + delete(this); + return; + } + } + else + { + if(!have_pickup_item(this)) + { + startitem_failed = true; + delete(this); + return; + } + + if(this.angles != '0 0 0') + this.SendFlags |= ISF_ANGLES; + + this.reset = Item_Reset; + // it's a level item + if(this.spawnflags & 1) + this.noalign = 1; + if (this.noalign > 0) + set_movetype(this, MOVETYPE_NONE); + else + set_movetype(this, MOVETYPE_TOSS); + // do item filtering according to game mode and other things + if (this.noalign <= 0) + { + // first nudge it off the floor a little bit to avoid math errors + setorigin(this, this.origin + '0 0 1'); + // set item size before we spawn a spawnfunc_waypoint + setsize(this, def.m_mins, def.m_maxs); + this.SendFlags |= ISF_SIZE; + // note droptofloor returns false if stuck/or would fall too far + if (!this.noalign) + droptofloor(this); + waypoint_spawnforitem(this); + } + + /* + * can't do it that way, as it would break maps + * TODO make a target_give like entity another way, that perhaps has + * the weapon name in a key + if(this.targetname) + { + // target_give not yet supported; maybe later + print("removed targeted ", this.classname, "\n"); + startitem_failed = true; + delete(this); + return; + } + */ + + if(this.targetname != "" && (this.spawnflags & 16)) + this.use = item_use; + + if(autocvar_spawn_debug >= 2) + { + // why not flags & fl_item? + FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { + LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); + LOG_TRACE(" vs ", it.netname, vtos(it.origin)); + error("Mapper sucks."); + }); + this.is_item = true; + } + + weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); + + if ( def.instanceOfPowerup + || def.instanceOfWeaponPickup + || (def.instanceOfHealth && def != ITEM_HealthSmall) + || (def.instanceOfArmor && def != ITEM_ArmorSmall) + || (itemid & (IT_KEY1 | IT_KEY2)) + ) + { + if(!this.target || this.target == "") + this.target = "###item###"; // for finding the nearest item using findnearest + } + + Item_ItemsTime_SetTime(this, 0); + } + + this.bot_pickup = true; + this.bot_pickupevalfunc = pickupevalfunc; + this.bot_pickupbasevalue = pickupbasevalue; + this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); + this.netname = itemname; + settouch(this, Item_Touch); + setmodel(this, MDL_Null); // precision set below + //this.effects |= EF_LOWPRECISION; + + setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); + + this.SendFlags |= ISF_SIZE; + + if (!(this.spawnflags & 1024)) { + if(def.instanceOfPowerup) + this.ItemStatus |= ITS_ANIMATE1; + + if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH)) + this.ItemStatus |= ITS_ANIMATE2; + } + + if(Item_IsLoot(this)) + this.gravity = 1; + + if(def.instanceOfWeaponPickup) + { + if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely + this.colormap = 1024; // color shirt=0 pants=0 grey + if (!(this.spawnflags & 1024)) + this.ItemStatus |= ITS_ANIMATE1; + this.SendFlags |= ISF_COLORMAP; + } + + this.state = 0; + if(this.team) + { + if(!this.cnt) + this.cnt = 1; // item probability weight + + this.effects |= EF_NODRAW; // marker for item team search + InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); + } + else + Item_Reset(this); + + Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); + + // call this hook after everything else has been done + if (MUTATOR_CALLHOOK(Item_Spawn, this)) + { + startitem_failed = true; + delete(this); + return; + } + + setItemGroup(this); +} + +void StartItem(entity this, GameItem def) +{ + def = def.m_spawnfunc_hookreplace(def, this); + if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED) + { + delete(this); + return; + } + this.classname = def.m_canonical_spawnfunc; + _StartItem( + this, + this.itemdef = def, + def.m_respawntime(), // defaultrespawntime + def.m_respawntimejitter() // defaultrespawntimejitter + ); +} + +#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall)) +int group_count = 1; + +void setItemGroup(entity this) +{ + if(!IS_SMALL(this.itemdef) || Item_IsLoot(this)) + return; + + FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef), + { + if(!this.item_group) + { + if(!it.item_group) + { + it.item_group = group_count; + group_count++; + } + this.item_group = it.item_group; + } + else // spawning item is already part of a item_group X + { + if(!it.item_group) + it.item_group = this.item_group; + else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y + { + int grY = it.item_group; + // move all items of item_group Y to item_group X + IL_EACH(g_items, IS_SMALL(it.itemdef), + { + if(it.item_group == grY) + it.item_group = this.item_group; + }); + } + } + }); +} + +void setItemGroupCount() +{ + for (int k = 1; k <= group_count; k++) + { + int count = 0; + IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; }); + if (count) + IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; }); + } +} + +void target_items_use(entity this, entity actor, entity trigger) +{ + if(Item_IsLoot(actor)) + { + EXACTTRIGGER_TOUCH(this, trigger); + delete(actor); + return; + } + + if (!IS_PLAYER(actor) || IS_DEAD(actor)) + return; + + if(trigger.solid == SOLID_TRIGGER) + { + EXACTTRIGGER_TOUCH(this, trigger); + } + + IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it), + { + delete(it); + }); + + if(GiveItems(actor, 0, tokenize_console(this.netname))) + centerprint(actor, this.message); +} + +spawnfunc(target_items) +{ + this.use = target_items_use; + if(!this.strength_finished) + this.strength_finished = autocvar_g_balance_powerup_strength_time; + if(!this.invincible_finished) + this.invincible_finished = autocvar_g_balance_powerup_invincible_time; + if(!this.superweapons_finished) + this.superweapons_finished = autocvar_g_balance_superweapons_time; + + string str; + int n = tokenize_console(this.netname); + if(argv(0) == "give") + { + str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); + } + else + { + for(int j = 0; j < n; ++j) + { + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO; + else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; + else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; + else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON; + else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; + else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; + else + { + FOREACH(Buffs, it != BUFF_Null, + { + string s = Buff_UndeprecateName(argv(j)); + if(s == it.netname) + { + STAT(BUFFS, this) |= (it.m_itemid); + if(!STAT(BUFF_TIME, this)) + STAT(BUFF_TIME, this) = it.m_time(it); + break; + } + }); + FOREACH(Weapons, it != WEP_Null, { + string s = W_UndeprecateName(argv(j)); + if(s == it.netname) + { + STAT(WEAPONS, this) |= (it.m_wepset); + if(this.spawnflags == 0 || this.spawnflags == 2) + it.wr_init(it); + break; + } + }); + } + } + + string itemprefix, valueprefix; + if(this.spawnflags == 0) + { + itemprefix = ""; + valueprefix = ""; + } + else if(this.spawnflags == 1) + { + itemprefix = "max "; + valueprefix = "max "; + } + else if(this.spawnflags == 2) + { + itemprefix = "min "; + valueprefix = "min "; + } + else if(this.spawnflags == 4) + { + itemprefix = "minus "; + valueprefix = "max "; + } + else + { + error("invalid spawnflags"); + itemprefix = valueprefix = string_null; + } + + str = ""; + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); + str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); + str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); + str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); + float res; + res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells"); + res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails"); + res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets"); + res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells"); + res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma"); + res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel"); + res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health"); + res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor"); + // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss + FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); + } + this.netname = strzone(str); + + n = tokenize_console(this.netname); + for(int j = 0; j < n; ++j) + { + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { + it.wr_init(it); + break; + }); + } +} + +float GiveWeapon(entity e, float wpn, float op, float val) +{ + WepSet v0, v1; + WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)); + v0 = (STAT(WEAPONS, e) & s); + switch(op) + { + case OP_SET: + if(val > 0) + STAT(WEAPONS, e) |= s; + else + STAT(WEAPONS, e) &= ~s; + break; + case OP_MIN: + case OP_PLUS: + if(val > 0) + STAT(WEAPONS, e) |= s; + break; + case OP_MAX: + if(val <= 0) + STAT(WEAPONS, e) &= ~s; + break; + case OP_MINUS: + if(val > 0) + STAT(WEAPONS, e) &= ~s; + break; + } + v1 = (STAT(WEAPONS, e) & s); + return (v0 != v1); +} + +bool GiveBuff(entity e, Buff thebuff, int op, int val) +{ + bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); + float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0); + switch (op) + { + case OP_SET: + new_buff_time = val; + break; + case OP_MIN: + new_buff_time = max(new_buff_time, val); + break; + case OP_MAX: + new_buff_time = min(new_buff_time, val); + break; + case OP_PLUS: + new_buff_time += val; + break; + case OP_MINUS: + new_buff_time -= val; + break; + } + if(new_buff_time <= 0) + { + if(had_buff) + STAT(BUFF_TIME, e) = new_buff_time; + STAT(BUFFS, e) &= ~thebuff.m_itemid; + } + else + { + STAT(BUFF_TIME, e) = new_buff_time; + STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player! + } + bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); + return (had_buff != have_buff); +} + +void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) +{ + if(v1 == v0) + return; + if(v1 <= v0 - t) + { + if(snd_decr != NULL) + sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); + } + else if(v0 >= v0 + t) + { + if(snd_incr != NULL) + sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); + } +} + +void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) +{ + if(v0 < v1) + e.(rotfield) = max(e.(rotfield), time + rottime); + else if(v0 > v1) + e.(regenfield) = max(e.(regenfield), time + regentime); +} +bool GiveResourceValue(entity e, int res_type, int op, int val) +{ + int v0 = GetResource(e, res_type); + float new_val = 0; + switch (op) + { + // min 100 cells = at least 100 cells + case OP_SET: new_val = val; break; + case OP_MIN: new_val = max(v0, val); break; + case OP_MAX: new_val = min(v0, val); break; + case OP_PLUS: new_val = v0 + val; break; + case OP_MINUS: new_val = v0 - val; break; + default: return false; + } + + return SetResourceExplicit(e, res_type, new_val); +} + +float GiveItems(entity e, float beginarg, float endarg) +{ + float got, i, val, op; + string cmd; + + val = 999; + op = OP_SET; + + got = 0; + + int _switchweapon = 0; + + if(CS(e).autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) + _switchweapon |= BIT(slot); + } + } + + STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time); + STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time); + STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time); + STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time); + + PREGIVE(e, items); + PREGIVE_WEAPONS(e); + PREGIVE(e, stat_STRENGTH_FINISHED); + PREGIVE(e, stat_INVINCIBLE_FINISHED); + PREGIVE(e, stat_SUPERWEAPONS_FINISHED); + PREGIVE_RESOURCE(e, RES_BULLETS); + PREGIVE_RESOURCE(e, RES_CELLS); + PREGIVE_RESOURCE(e, RES_PLASMA); + PREGIVE_RESOURCE(e, RES_SHELLS); + PREGIVE_RESOURCE(e, RES_ROCKETS); + PREGIVE_RESOURCE(e, RES_FUEL); + PREGIVE_RESOURCE(e, RES_ARMOR); + PREGIVE_RESOURCE(e, RES_HEALTH); + + for(i = beginarg; i < endarg; ++i) + { + cmd = argv(i); + + if(cmd == "0" || stof(cmd)) + { + val = stof(cmd); + continue; + } + switch(cmd) + { + case "no": + op = OP_MAX; + val = 0; + continue; + case "max": + op = OP_MAX; + continue; + case "min": + op = OP_MIN; + continue; + case "plus": + op = OP_PLUS; + continue; + case "minus": + op = OP_MINUS; + continue; + case "ALL": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); + case "all": + got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); + got += GiveResourceValue(e, RES_HEALTH, op, val); + got += GiveResourceValue(e, RES_ARMOR, op, val); + case "allweapons": + FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val)); + //case "allbuffs": // all buffs makes a player god, do not want! + //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); + case "allammo": + got += GiveResourceValue(e, RES_CELLS, op, val); + got += GiveResourceValue(e, RES_PLASMA, op, val); + got += GiveResourceValue(e, RES_SHELLS, op, val); + got += GiveResourceValue(e, RES_BULLETS, op, val); + got += GiveResourceValue(e, RES_ROCKETS, op, val); + got += GiveResourceValue(e, RES_FUEL, op, val); + break; + case "unlimited_ammo": + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); + break; + case "unlimited_weapon_ammo": + got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); + break; + case "unlimited_superweapons": + got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); + break; + case "jetpack": + got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); + break; + case "fuel_regen": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + break; + case "strength": + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); + break; + case "invincible": + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); + break; + case "superweapons": + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); + break; + case "cells": + got += GiveResourceValue(e, RES_CELLS, op, val); + break; + case "plasma": + got += GiveResourceValue(e, RES_PLASMA, op, val); + break; + case "shells": + got += GiveResourceValue(e, RES_SHELLS, op, val); + break; + case "nails": + case "bullets": + got += GiveResourceValue(e, RES_BULLETS, op, val); + break; + case "rockets": + got += GiveResourceValue(e, RES_ROCKETS, op, val); + break; + case "health": + got += GiveResourceValue(e, RES_HEALTH, op, val); + break; + case "armor": + got += GiveResourceValue(e, RES_ARMOR, op, val); + break; + case "fuel": + got += GiveResourceValue(e, RES_FUEL, op, val); + break; + default: + FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname, + { + got += GiveBuff(e, it, op, val); + break; + }); + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { + got += GiveWeapon(e, it.m_id, op, val); + break; + }); + break; + } + val = 999; + op = OP_SET; + } + + POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); + POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); + FOREACH(Weapons, it != WEP_Null, { + POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); + if(!(save_weapons & (it.m_wepset))) + if(STAT(WEAPONS, e) & (it.m_wepset)) + it.wr_init(it); + }); + POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF); + POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF); + //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null); + POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); + POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); + + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) + if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time; + + if(STAT(STRENGTH_FINISHED, e) <= 0) + STAT(STRENGTH_FINISHED, e) = 0; + else + STAT(STRENGTH_FINISHED, e) += time; + if(STAT(INVINCIBLE_FINISHED, e) <= 0) + STAT(INVINCIBLE_FINISHED, e) = 0; + else + STAT(INVINCIBLE_FINISHED, e) += time; + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) + STAT(SUPERWEAPONS_FINISHED, e) = 0; + else + STAT(SUPERWEAPONS_FINISHED, e) += time; + if(STAT(BUFF_TIME, e) <= 0) + STAT(BUFF_TIME, e) = 0; + else + STAT(BUFF_TIME, e) += time; + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + { + Weapon wep = w_getbestweapon(e, weaponentity); + if(wep != e.(weaponentity).m_switchweapon) + W_SwitchWeapon_Force(e, wep, weaponentity); + } + } + } + + return got; +} diff --git a/qcsrc/server/items/items.qh b/qcsrc/server/items/items.qh new file mode 100644 index 000000000..825bd2f01 --- /dev/null +++ b/qcsrc/server/items/items.qh @@ -0,0 +1,92 @@ +#pragma once + +void StartItem(entity this, entity a); +.int item_group; +.int item_group_count; + +float autocvar_sv_simple_items; +bool ItemSend(entity this, entity to, int sf); + +bool have_pickup_item(entity this); + +const float ITEM_RESPAWN_TICKS = 10; + +.float max_armorvalue; +.float pickup_anyway; + +.float item_respawncounter; + +void Item_Show (entity e, int mode); + +void Item_Respawn (entity this); + +void Item_RespawnCountdown(entity this); +void Item_ScheduleRespawnIn(entity e, float t); + +void Item_ScheduleRespawn(entity e); + +void Item_ScheduleInitialRespawn(entity e); + +/// \brief Give several random weapons and ammo to the entity. +/// \param[in,out] receiver Entity to give weapons to. +/// \param[in] num_weapons Number of weapons to give. +/// \param[in] weapon_names Names of weapons to give separated by spaces. +/// \param[in] ammo Entity containing the ammo amount for each possible weapon. +/// \return No return. +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); + +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax); + +bool Item_GiveTo(entity item, entity player); + +void Item_Touch(entity this, entity toucher); + +void Item_Reset(entity this); + +void Item_FindTeam(entity this); +// Savage: used for item garbage-collection + +bool ItemSend(entity this, entity to, int sf); +void ItemUpdate(entity this); + +void UpdateItemAfterTeleport(entity this); + +// pickup evaluation functions +// these functions decide how desirable an item is to the bots + +float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO + +float weapon_pickupevalfunc(entity player, entity item); +float ammo_pickupevalfunc(entity player, entity item); +float healtharmor_pickupevalfunc(entity player, entity item); + +.bool is_item; +.entity itemdef; +void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); + +void setItemGroup(entity this); +void setItemGroupCount(); + +float GiveWeapon(entity e, float wpn, float op, float val); + +float GiveBit(entity e, .float fld, float bit, float op, float val); + +float GiveValue(entity e, .float fld, float op, float val); + +void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr); + +void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); + +spawnfunc(target_items); + +#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) +#define PREGIVE(e,f) float save_##f; save_##f = (e).f +#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) +#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) +#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) +#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) +#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr) +#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) +#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) + +float GiveItems(entity e, float beginarg, float endarg); diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc index bb99abb4b..73b732978 100644 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@ -6,8 +6,8 @@ #include "g_hook.qh" #include #include "ipban.qh" +#include #include -#include "../common/items.qh" #include "mapvoting.qh" #include "resources.qh" #include diff --git a/qcsrc/server/miscfunctions.qh b/qcsrc/server/miscfunctions.qh index bafd368f6..7b440bb0d 100644 --- a/qcsrc/server/miscfunctions.qh +++ b/qcsrc/server/miscfunctions.qh @@ -3,7 +3,7 @@ #include #include -#include +#include #include diff --git a/qcsrc/server/weapons/common.qc b/qcsrc/server/weapons/common.qc index 3592e3f7e..c910983b9 100644 --- a/qcsrc/server/weapons/common.qc +++ b/qcsrc/server/weapons/common.qc @@ -1,8 +1,8 @@ #include "common.qh" #include +#include #include -#include #include #include #include diff --git a/qcsrc/server/weapons/csqcprojectile.qc b/qcsrc/server/weapons/csqcprojectile.qc index f6fc2e622..504bbd451 100644 --- a/qcsrc/server/weapons/csqcprojectile.qc +++ b/qcsrc/server/weapons/csqcprojectile.qc @@ -1,8 +1,8 @@ #include "csqcprojectile.qh" #include +#include #include -#include #include "../command/common.qh" diff --git a/qcsrc/server/weapons/selection.qc b/qcsrc/server/weapons/selection.qc index 94034bdbb..3f362016d 100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@ -1,7 +1,7 @@ #include "selection.qh" #include "weaponsystem.qh" -#include +#include #include #include #include diff --git a/qcsrc/server/weapons/spawning.qc b/qcsrc/server/weapons/spawning.qc index 684ea842b..63bc865e2 100644 --- a/qcsrc/server/weapons/spawning.qc +++ b/qcsrc/server/weapons/spawning.qc @@ -3,7 +3,7 @@ #include "weaponsystem.qh" #include "../resources.qh" #include -#include +#include #include #include diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index d111a7a4f..395bfb9b1 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -4,7 +4,7 @@ #include "../resources.qh" #include #include -#include +#include #include "../g_damage.qh" #include #include diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index dc2ed5dfe..73727759b 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -3,11 +3,11 @@ #include "selection.qh" #include "../command/common.qh" +#include #include #include "../round_handler.qh" #include #include -#include #include #include #include