3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "mapobjects/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
26 #include <common/mutators/mutator/buffs/sv_buffs.qh>
28 #include "../lib/warpzone/util_server.qh"
30 #include "physics/movetypes/movetypes.qh"
31 #include <common/weapons/_all.qh>
32 #include "../lib/csqcmodel/cl_model.qh"
33 #include "../lib/csqcmodel/common.qh"
36 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
39 bool autocvar_cl_ghost_items_vehicle = true;
41 .bool item_simple; // probably not really needed, but better safe than sorry
42 void Item_SetAlpha(entity this)
44 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
46 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
49 this.colormod = '1 1 1';
50 this.glowmod = this.item_glowmod;
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
58 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
60 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
61 this.alpha = autocvar_cl_weapon_stay_alpha;
64 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
67 void ItemDraw(entity this)
71 Movetype_Physics_MatchServer(this, false);
73 { // For some reason avelocity gets set to '0 0 0' here ...
74 this.oldorigin = this.origin;
77 if(autocvar_cl_animate_items)
78 { // ... so reset it if animations are requested.
79 if(this.ItemStatus & ITS_ANIMATE1)
80 this.avelocity = '0 180 0';
82 if(this.ItemStatus & ITS_ANIMATE2)
83 this.avelocity = '0 -90 0';
86 // delay is for blocking item's position for a while;
87 // it's a workaround for dropped weapons that receive the position
88 // another time right after they spawn overriding animation position
89 this.onground_time = time + 0.5;
92 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)
94 if(this.ItemStatus & ITS_ANIMATE1)
96 this.angles += this.avelocity * frametime;
97 float fade_in = bound(0, time - this.onground_time, 1);
98 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
101 if(this.ItemStatus & ITS_ANIMATE2)
103 this.angles += this.avelocity * frametime;
104 float fade_in = bound(0, time - this.onground_time, 1);
105 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112 void Item_PreDraw(entity this)
114 if(warpzone_warpzones_exist)
116 setpredraw(this, func_null); // no need to keep running this
120 vector org = getpropertyvec(VF_ORIGIN);
121 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
122 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
125 if(vdist(org - this.origin, >, this.fade_end))
126 alph = 0; // save on some processing
127 else if(vdist(org - this.origin, <, this.fade_start))
128 alph = 1; // more processing saved
130 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
134 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
135 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
140 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
143 void ItemRemove(entity this)
148 HashMap ENT_CLIENT_ITEM_simple;
149 STATIC_INIT(ENT_CLIENT_ITEM_simple)
151 HM_NEW(ENT_CLIENT_ITEM_simple);
153 SHUTDOWN(ENT_CLIENT_ITEM_simple)
155 HM_DELETE(ENT_CLIENT_ITEM_simple);
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
162 if(sf & ISF_LOCATION)
164 this.origin = ReadVector();
165 setorigin(this, this.origin);
166 this.oldorigin = this.origin;
171 this.angles_x = ReadAngle();
172 this.angles_y = ReadAngle();
173 this.angles_z = ReadAngle();
178 setsize(this, '-16 -16 0', '16 16 48');
181 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
183 this.ItemStatus = ReadByte();
187 if(this.ItemStatus & ITS_ALLOWFB)
188 this.effects |= EF_FULLBRIGHT;
190 if(this.ItemStatus & ITS_GLOW)
192 if(this.ItemStatus & ITS_AVAILABLE)
193 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
195 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
201 this.drawmask = MASK_NORMAL;
202 set_movetype(this, MOVETYPE_TOSS);
203 if (isnew) IL_PUSH(g_drawables, this);
204 this.draw = ItemDraw;
205 this.solid = SOLID_TRIGGER;
206 //this.flags |= FL_ITEM;
208 this.fade_end = ReadShort();
209 this.fade_start = ReadShort();
210 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
211 setpredraw(this, Item_PreDraw);
215 string _fn = ReadString();
216 this.item_simple = false; // reset it!
218 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
220 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
221 this.item_simple = true;
223 #define extensions(x) \
229 #define tryext(ext) { \
230 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
231 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
232 if (cached == "") { \
233 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
235 if (cached != "0") { \
236 strcpy(this.mdl, s); \
242 this.item_simple = false;
243 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
249 if(!this.item_simple)
250 strcpy(this.mdl, _fn);
253 LOG_WARNF("this.mdl is unset for item %s", this.classname);
255 precache_model(this.mdl);
256 _setmodel(this, this.mdl);
258 setsize(this, '-16 -16 0', '16 16 48');
261 if(sf & ISF_COLORMAP)
263 this.colormap = ReadShort();
264 this.item_glowmod_x = ReadByte() / 255.0;
265 this.item_glowmod_y = ReadByte() / 255.0;
266 this.item_glowmod_z = ReadByte() / 255.0;
272 this.pushable = true;
273 //this.angles = '0 0 0';
274 set_movetype(this, MOVETYPE_TOSS);
275 this.velocity = ReadVector();
276 setorigin(this, this.oldorigin);
280 this.move_time = time;
281 this.spawntime = time;
284 this.move_time = max(this.move_time, time);
287 if(autocvar_cl_animate_items)
289 if(this.ItemStatus & ITS_ANIMATE1)
290 this.avelocity = '0 180 0';
292 if(this.ItemStatus & ITS_ANIMATE2)
293 this.avelocity = '0 -90 0';
296 this.entremove = ItemRemove;
304 bool ItemSend(entity this, entity to, int sf)
311 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
312 WriteByte(MSG_ENTITY, sf);
314 //WriteByte(MSG_ENTITY, this.cnt);
315 if(sf & ISF_LOCATION)
317 WriteVector(MSG_ENTITY, this.origin);
322 WriteAngle(MSG_ENTITY, this.angles_x);
323 WriteAngle(MSG_ENTITY, this.angles_y);
324 WriteAngle(MSG_ENTITY, this.angles_z);
327 // sets size on the client, unused on server
331 WriteByte(MSG_ENTITY, this.ItemStatus);
335 WriteShort(MSG_ENTITY, this.fade_end);
336 WriteShort(MSG_ENTITY, this.fade_start);
339 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
341 WriteString(MSG_ENTITY, this.mdl);
345 if(sf & ISF_COLORMAP)
347 WriteShort(MSG_ENTITY, this.colormap);
348 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
349 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
350 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
355 WriteVector(MSG_ENTITY, this.velocity);
361 void ItemUpdate(entity this)
363 this.oldorigin = this.origin;
364 this.SendFlags |= ISF_LOCATION;
367 void UpdateItemAfterTeleport(entity this)
369 if(getSendEntity(this) == ItemSend)
373 bool have_pickup_item(entity this)
375 if(this.itemdef.instanceOfPowerup)
377 if(autocvar_g_powerups > 0)
379 if(autocvar_g_powerups == 0)
384 if(autocvar_g_pickup_items > 0)
386 if(autocvar_g_pickup_items == 0)
389 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
395 void Item_Show(entity e, int mode)
397 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
398 e.ItemStatus &= ~ITS_STAYWEP;
399 entity def = e.itemdef;
402 // make the item look normal, and be touchable
404 e.solid = SOLID_TRIGGER;
405 e.spawnshieldtime = 1;
406 e.ItemStatus |= ITS_AVAILABLE;
410 // hide the item completely
411 e.model = string_null;
413 e.spawnshieldtime = 1;
414 e.ItemStatus &= ~ITS_AVAILABLE;
418 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
419 || e.team // weapon stay isn't supported for teamed weapons
421 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
423 // make the item translucent and not touchable
425 e.solid = SOLID_TRIGGER; // can STILL be picked up!
426 e.effects |= EF_STARDUST;
427 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
428 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
432 //setmodel(e, "null");
434 e.colormod = '0 0 0';
435 //e.glowmod = e.colormod;
436 e.spawnshieldtime = 1;
437 e.ItemStatus &= ~ITS_AVAILABLE;
442 e.ItemStatus |= ITS_GLOW;
444 if (autocvar_g_nodepthtestitems)
445 e.effects |= EF_NODEPTHTEST;
448 if (autocvar_g_fullbrightitems)
449 e.ItemStatus |= ITS_ALLOWFB;
451 if (autocvar_sv_simple_items)
452 e.ItemStatus |= ITS_ALLOWSI;
454 // relink entity (because solid may have changed)
455 setorigin(e, e.origin);
456 e.SendFlags |= ISF_STATUS;
459 void Item_Think(entity this)
461 this.nextthink = time;
462 if(this.origin != this.oldorigin)
466 bool Item_ItemsTime_SpectatorOnly(GameItem it);
467 bool Item_ItemsTime_Allow(GameItem it);
468 float Item_ItemsTime_UpdateTime(entity e, float t);
469 void Item_ItemsTime_SetTime(entity e, float t);
470 void Item_ItemsTime_SetTimesForAllPlayers();
472 void Item_Respawn(entity this)
475 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
476 setorigin(this, this.origin);
478 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
480 float t = Item_ItemsTime_UpdateTime(this, 0);
481 Item_ItemsTime_SetTime(this, t);
482 Item_ItemsTime_SetTimesForAllPlayers();
485 setthink(this, Item_Think);
486 this.nextthink = time;
488 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
489 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
492 void Item_RespawnCountdown(entity this)
494 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
496 if(this.waypointsprite_attached)
497 WaypointSprite_Kill(this.waypointsprite_attached);
502 this.nextthink = time + 1;
503 this.item_respawncounter += 1;
504 if(this.item_respawncounter == 1)
508 entity wi = Weapons_from(this.weapon);
509 if (wi != WEP_Null) {
510 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
511 wp.wp_extra = wi.m_id;
516 entity ii = this.itemdef;
518 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
519 wp.wp_extra = ii.m_id;
524 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
525 if(this.waypointsprite_attached)
527 GameItem def = this.itemdef;
528 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
529 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
530 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
534 if(this.waypointsprite_attached)
536 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
537 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
540 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
544 WaypointSprite_Ping(this.waypointsprite_attached);
545 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
550 void Item_RespawnThink(entity this)
552 this.nextthink = time;
553 if(this.origin != this.oldorigin)
556 if(time >= this.wait)
560 void Item_ScheduleRespawnIn(entity e, float t)
562 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
563 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
565 setthink(e, Item_RespawnCountdown);
566 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
567 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
568 e.item_respawncounter = 0;
569 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
571 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
572 Item_ItemsTime_SetTime(e, t);
573 Item_ItemsTime_SetTimesForAllPlayers();
578 setthink(e, Item_RespawnThink);
580 e.scheduledrespawntime = time + t;
583 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
585 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
586 Item_ItemsTime_SetTime(e, t);
587 Item_ItemsTime_SetTimesForAllPlayers();
592 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*");
593 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");
594 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");
596 /// Adjust respawn time according to the number of players.
597 float adjust_respawntime(float normal_respawntime) {
598 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
599 float o = autocvar_g_pickup_respawntime_scaling_offset;
600 float l = autocvar_g_pickup_respawntime_scaling_linear;
602 if (r == 0 && l == 1) {
603 return normal_respawntime;
606 entity balance = TeamBalance_CheckAllowedTeams(NULL);
607 TeamBalance_GetTeamCounts(balance, NULL);
609 for (int i = 1; i <= NUM_TEAMS; ++i)
611 if (TeamBalance_IsTeamAllowed(balance, i))
613 players += TeamBalance_GetNumberOfPlayers(balance, i);
616 TeamBalance_Destroy(balance);
619 return normal_respawntime * (r / (players + o) + l);
621 return normal_respawntime;
625 void Item_ScheduleRespawn(entity e)
627 if(e.respawntime > 0)
631 float adjusted_respawntime = adjust_respawntime(e.respawntime);
632 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
634 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
635 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
636 Item_ScheduleRespawnIn(e, respawn_in);
638 else // if respawntime is -1, this item does not respawn
642 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
643 "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");
645 void Item_ScheduleInitialRespawn(entity e)
650 if (autocvar_g_pickup_respawntime_initial_random == 0)
652 // range: respawntime .. respawntime + respawntimejitter
653 spawn_in = e.respawntime + random() * e.respawntimejitter;
658 if (autocvar_g_pickup_respawntime_initial_random == 1)
660 static float shared_random = 0;
661 // NOTE this code works only if items are scheduled at the same time (normal case)
662 // NOTE2 random() can't return exactly 1 so this check always work as intended
663 if (!shared_random || floor(time) > shared_random)
664 shared_random = floor(time) + random();
665 rnd = shared_random - floor(time);
671 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
672 // else: 0 .. ITEM_RESPAWN_TICKS
673 // this is to prevent powerups spawning unexpectedly without waypoints
674 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
677 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
680 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
683 if (num_weapons == 0)
687 int num_potential_weapons = tokenize_console(weapon_names);
688 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
690 RandomSelection_Init();
691 for (int weapon_index = 0; weapon_index < num_potential_weapons;
694 string weapon = argv(weapon_index);
695 FOREACH(Weapons, it != WEP_Null,
697 // Finding a weapon which player doesn't have.
698 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
700 RandomSelection_AddEnt(it, 1, 1);
705 if (RandomSelection_chosen_ent == NULL)
709 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
710 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
714 if (GetResource(receiver,
715 RandomSelection_chosen_ent.ammo_type) != 0)
719 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
720 GetResource(ammo_entity,
721 RandomSelection_chosen_ent.ammo_type));
725 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
727 float amount = GetResource(item, res_type);
732 float player_amount = GetResource(player, res_type);
733 if (item.spawnshieldtime)
735 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
738 else if (g_weapon_stay == 2)
740 ammomax = min(amount, ammomax);
741 if(player_amount >= ammomax)
747 TakeResourceWithLimit(player, res_type, -amount, ammomax);
749 GiveResourceWithLimit(player, res_type, amount, ammomax);
753 bool Item_GiveTo(entity item, entity player)
755 // if nothing happens to player, just return without taking the item
756 int _switchweapon = 0;
757 // in case the player has autoswitch enabled do the following:
758 // if the player is using their best weapon before items are given, they
759 // probably want to switch to an even better weapon after items are given
761 if(CS(player).autoswitch)
763 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
765 .entity weaponentity = weaponentities[slot];
766 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
768 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
769 _switchweapon |= BIT(slot);
771 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
772 _switchweapon |= BIT(slot);
776 bool pickedup = false;
777 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
778 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
779 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
780 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
781 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
782 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
783 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
784 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
785 if (item.itemdef.instanceOfWeaponPickup)
788 w = STAT(WEAPONS, item);
789 w &= ~STAT(WEAPONS, player);
791 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
794 FOREACH(Weapons, it != WEP_Null, {
795 if(w & (it.m_wepset))
797 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799 .entity weaponentity = weaponentities[slot];
800 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
801 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
803 W_GiveWeapon(player, it.m_id);
809 if (item.itemdef.instanceOfPowerup)
811 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
812 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
813 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
814 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
818 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
822 // TODO: we probably want to show a message in the console, but not this one!
823 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
826 if (item.strength_finished)
829 STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
831 if (item.invincible_finished)
834 STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
836 if (item.superweapons_finished)
839 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
842 // always eat teamed entities
849 // crude hack to enforce switching weapons
850 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
852 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
854 .entity weaponentity = weaponentities[slot];
855 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
856 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
863 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
865 .entity weaponentity = weaponentities[slot];
866 if(_switchweapon & BIT(slot))
867 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
868 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
875 void Item_Touch(entity this, entity toucher)
877 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
878 if (Item_IsLoot(this))
880 if (ITEM_TOUCH_NEEDKILL())
887 if(!(toucher.flags & FL_PICKUPITEMS)
888 || STAT(FROZEN, toucher)
890 || (this.solid != SOLID_TRIGGER)
891 || (this.owner == toucher)
892 || (time < this.item_spawnshieldtime)
895 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
897 case MUT_ITEMTOUCH_RETURN: { return; }
898 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
901 toucher = M_ARGV(1, entity);
903 if (Item_IsExpiring(this))
905 this.strength_finished = max(0, this.strength_finished - time);
906 this.invincible_finished = max(0, this.invincible_finished - time);
907 this.superweapons_finished = max(0, this.superweapons_finished - time);
909 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
912 if (Item_IsExpiring(this))
914 // undo what we did above
915 this.strength_finished += time;
916 this.invincible_finished += time;
917 this.superweapons_finished += time;
924 if(this.target && this.target != "" && this.target != "###item###") // defrag support
925 SUB_UseTargets(this, toucher, NULL);
927 STAT(LAST_PICKUP, toucher) = time;
929 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
930 _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);
932 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
938 if (Item_IsLoot(this))
943 if (!this.spawnshieldtime)
950 RandomSelection_Init();
951 IL_EACH(g_items, it.team == this.team,
953 if (it.itemdef) // is a registered item
956 it.scheduledrespawntime = 0;
957 RandomSelection_AddEnt(it, it.cnt, 0);
960 e = RandomSelection_chosen_ent;
961 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
965 Item_ScheduleRespawn(e);
968 void Item_Reset(entity this)
970 Item_Show(this, !this.state);
971 setorigin(this, this.origin);
973 if (Item_IsLoot(this))
977 setthink(this, Item_Think);
978 this.nextthink = time;
979 if (this.waypointsprite_attached)
981 WaypointSprite_Kill(this.waypointsprite_attached);
983 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
985 Item_ScheduleInitialRespawn(this);
989 void Item_FindTeam(entity this)
993 if(this.effects & EF_NODRAW)
995 // marker for item team search
996 LOG_TRACE("Initializing item team ", ftos(this.team));
997 RandomSelection_Init();
998 IL_EACH(g_items, it.team == this.team,
1000 if(it.itemdef) // is a registered item
1001 RandomSelection_AddEnt(it, it.cnt, 0);
1004 e = RandomSelection_chosen_ent;
1008 IL_EACH(g_items, it.team == this.team,
1010 if(it.itemdef) // is a registered item
1014 // make it non-spawned
1016 it.state = 1; // state 1 = initially hidden item, apparently
1020 it.effects &= ~EF_NODRAW;
1026 // Savage: used for item garbage-collection
1027 void RemoveItem(entity this)
1029 if(wasfreed(this) || !this) { return; }
1030 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1034 // pickup evaluation functions
1035 // these functions decide how desirable an item is to the bots
1037 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1039 float weapon_pickupevalfunc(entity player, entity item)
1041 // See if I have it already
1042 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1044 // If I can pick it up
1045 if(!item.spawnshieldtime)
1047 return ammo_pickupevalfunc(player, item);
1050 // reduce weapon value if bot already got a good arsenal
1052 int weapons_value = 0;
1053 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1054 weapons_value += it.bot_pickupbasevalue;
1056 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1058 return item.bot_pickupbasevalue * c;
1061 float ammo_pickupevalfunc(entity player, entity item)
1063 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1068 // Detect needed ammo
1069 if(item.itemdef.instanceOfWeaponPickup)
1072 if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
1073 else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
1074 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
1075 else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
1076 else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
1077 else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1082 rating = ammo.m_botvalue;
1086 FOREACH(Weapons, it != WEP_Null, {
1087 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1090 switch(it.ammo_type)
1092 case RES_SHELLS: need_shells = true; break;
1093 case RES_BULLETS: need_nails = true; break;
1094 case RES_ROCKETS: need_rockets = true; break;
1095 case RES_CELLS: need_cells = true; break;
1096 case RES_PLASMA: need_plasma = true; break;
1097 case RES_FUEL: need_fuel = true; break;
1100 rating = item.bot_pickupbasevalue;
1103 float noammorating = 0.5;
1105 if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
1106 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
1108 if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
1109 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
1111 if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
1112 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
1114 if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
1115 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
1117 if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
1118 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
1120 if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
1121 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
1123 rating *= min(c, 2);
1125 rating += wpn.bot_pickupbasevalue * 0.1;
1129 float healtharmor_pickupevalfunc(entity player, entity item)
1132 float rating = item.bot_pickupbasevalue;
1134 float itemarmor = GetResource(item, RES_ARMOR);
1135 float itemhealth = GetResource(item, RES_HEALTH);
1139 itemarmor *= min(4, item.item_group_count);
1140 itemhealth *= min(4, item.item_group_count);
1143 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
1144 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
1146 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
1147 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
1149 rating *= min(2, c);
1153 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1155 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1159 void item_use(entity this, entity actor, entity trigger)
1161 // use the touch function to handle collection
1162 gettouch(this)(this, actor);
1165 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1167 string itemname = def.m_name;
1168 Model itemmodel = def.m_model;
1169 Sound pickupsound = def.m_sound;
1170 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1171 float pickupbasevalue = def.m_botvalue;
1172 int itemflags = def.m_itemflags;
1174 startitem_failed = false;
1176 this.item_model_ent = itemmodel;
1177 this.item_pickupsound_ent = pickupsound;
1180 def.m_iteminit(def, this);
1182 if(!this.respawntime) // both need to be set
1184 this.respawntime = defaultrespawntime;
1185 this.respawntimejitter = defaultrespawntimejitter;
1188 if(!this.pickup_anyway && def.m_pickupanyway)
1189 this.pickup_anyway = def.m_pickupanyway();
1191 int itemid = def.m_itemid;
1192 this.items = itemid;
1193 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1194 this.weapon = weaponid;
1198 this.fade_start = autocvar_g_items_mindist;
1199 this.fade_end = autocvar_g_items_maxdist;
1203 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1205 this.flags = FL_ITEM | itemflags;
1206 IL_PUSH(g_items, this);
1208 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1210 startitem_failed = true;
1215 precache_model(this.model);
1216 precache_sound(this.item_pickupsound);
1218 if (Item_IsLoot(this))
1220 this.reset = SUB_Remove;
1221 set_movetype(this, MOVETYPE_TOSS);
1223 // Savage: remove thrown items after a certain period of time ("garbage collection")
1224 setthink(this, RemoveItem);
1225 this.nextthink = time + 20;
1227 this.takedamage = DAMAGE_YES;
1228 this.event_damage = Item_Damage;
1230 if (Item_IsExpiring(this))
1232 // if item is worthless after a timer, have it expire then
1233 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1236 // don't drop if in a NODROP zone (such as lava)
1237 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1238 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1240 startitem_failed = true;
1247 if(!have_pickup_item(this))
1249 startitem_failed = true;
1254 if(this.angles != '0 0 0')
1255 this.SendFlags |= ISF_ANGLES;
1257 this.reset = Item_Reset;
1258 // it's a level item
1259 if(this.spawnflags & 1)
1261 if (this.noalign > 0)
1262 set_movetype(this, MOVETYPE_NONE);
1264 set_movetype(this, MOVETYPE_TOSS);
1265 // do item filtering according to game mode and other things
1266 if (this.noalign <= 0)
1268 // first nudge it off the floor a little bit to avoid math errors
1269 setorigin(this, this.origin + '0 0 1');
1270 // set item size before we spawn a spawnfunc_waypoint
1271 setsize(this, def.m_mins, def.m_maxs);
1272 this.SendFlags |= ISF_SIZE;
1273 // note droptofloor returns false if stuck/or would fall too far
1276 waypoint_spawnforitem(this);
1280 * can't do it that way, as it would break maps
1281 * TODO make a target_give like entity another way, that perhaps has
1282 * the weapon name in a key
1285 // target_give not yet supported; maybe later
1286 print("removed targeted ", this.classname, "\n");
1287 startitem_failed = true;
1293 if(this.targetname != "" && (this.spawnflags & 16))
1294 this.use = item_use;
1296 if(autocvar_spawn_debug >= 2)
1298 // why not flags & fl_item?
1299 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1300 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1301 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1302 error("Mapper sucks.");
1304 this.is_item = true;
1307 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1309 if ( def.instanceOfPowerup
1310 || def.instanceOfWeaponPickup
1311 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1312 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1313 || (itemid & (IT_KEY1 | IT_KEY2))
1316 if(!this.target || this.target == "")
1317 this.target = "###item###"; // for finding the nearest item using findnearest
1320 Item_ItemsTime_SetTime(this, 0);
1323 this.bot_pickup = true;
1324 this.bot_pickupevalfunc = pickupevalfunc;
1325 this.bot_pickupbasevalue = pickupbasevalue;
1326 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1327 this.netname = itemname;
1328 settouch(this, Item_Touch);
1329 setmodel(this, MDL_Null); // precision set below
1330 //this.effects |= EF_LOWPRECISION;
1332 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1334 this.SendFlags |= ISF_SIZE;
1336 if (!(this.spawnflags & 1024)) {
1337 if(def.instanceOfPowerup)
1338 this.ItemStatus |= ITS_ANIMATE1;
1340 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1341 this.ItemStatus |= ITS_ANIMATE2;
1344 if(Item_IsLoot(this))
1347 if(def.instanceOfWeaponPickup)
1349 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1350 this.colormap = 1024; // color shirt=0 pants=0 grey
1351 if (!(this.spawnflags & 1024))
1352 this.ItemStatus |= ITS_ANIMATE1;
1353 this.SendFlags |= ISF_COLORMAP;
1360 this.cnt = 1; // item probability weight
1362 this.effects |= EF_NODRAW; // marker for item team search
1363 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1368 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1370 // call this hook after everything else has been done
1371 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1373 startitem_failed = true;
1381 void StartItem(entity this, GameItem def)
1383 def = def.m_spawnfunc_hookreplace(def, this);
1384 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1389 this.classname = def.m_canonical_spawnfunc;
1393 def.m_respawntime(), // defaultrespawntime
1394 def.m_respawntimejitter() // defaultrespawntimejitter
1398 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1399 int group_count = 1;
1401 void setItemGroup(entity this)
1403 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1406 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1408 if(!this.item_group)
1412 it.item_group = group_count;
1415 this.item_group = it.item_group;
1417 else // spawning item is already part of a item_group X
1420 it.item_group = this.item_group;
1421 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1423 int grY = it.item_group;
1424 // move all items of item_group Y to item_group X
1425 IL_EACH(g_items, IS_SMALL(it.itemdef),
1427 if(it.item_group == grY)
1428 it.item_group = this.item_group;
1435 void setItemGroupCount()
1437 for (int k = 1; k <= group_count; k++)
1440 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1442 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1446 void target_items_use(entity this, entity actor, entity trigger)
1448 if(Item_IsLoot(actor))
1450 EXACTTRIGGER_TOUCH(this, trigger);
1455 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1458 if(trigger.solid == SOLID_TRIGGER)
1460 EXACTTRIGGER_TOUCH(this, trigger);
1463 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1468 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1469 centerprint(actor, this.message);
1472 spawnfunc(target_items)
1474 this.use = target_items_use;
1475 if(!this.strength_finished)
1476 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1477 if(!this.invincible_finished)
1478 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1479 if(!this.superweapons_finished)
1480 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1483 int n = tokenize_console(this.netname);
1484 if(argv(0) == "give")
1486 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1490 for(int j = 0; j < n; ++j)
1492 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1493 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1494 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1495 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1496 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1497 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1498 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1499 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1500 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1503 FOREACH(Buffs, it != BUFF_Null,
1505 string s = Buff_UndeprecateName(argv(j));
1508 STAT(BUFFS, this) |= (it.m_itemid);
1509 if(!STAT(BUFF_TIME, this))
1510 STAT(BUFF_TIME, this) = it.m_time(it);
1514 FOREACH(Weapons, it != WEP_Null, {
1515 string s = W_UndeprecateName(argv(j));
1518 STAT(WEAPONS, this) |= (it.m_wepset);
1519 if(this.spawnflags == 0 || this.spawnflags == 2)
1527 string itemprefix, valueprefix;
1528 if(this.spawnflags == 0)
1533 else if(this.spawnflags == 1)
1535 itemprefix = "max ";
1536 valueprefix = "max ";
1538 else if(this.spawnflags == 2)
1540 itemprefix = "min ";
1541 valueprefix = "min ";
1543 else if(this.spawnflags == 4)
1545 itemprefix = "minus ";
1546 valueprefix = "max ";
1550 error("invalid spawnflags");
1551 itemprefix = valueprefix = string_null;
1555 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1556 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1557 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1558 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1559 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1560 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1561 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1563 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1564 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1565 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1566 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1567 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1568 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1569 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1570 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1571 // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
1572 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));
1573 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));
1574 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1576 this.netname = strzone(str);
1578 n = tokenize_console(this.netname);
1579 for(int j = 0; j < n; ++j)
1581 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1588 float GiveWeapon(entity e, float wpn, float op, float val)
1591 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1592 v0 = (STAT(WEAPONS, e) & s);
1597 STAT(WEAPONS, e) |= s;
1599 STAT(WEAPONS, e) &= ~s;
1604 STAT(WEAPONS, e) |= s;
1608 STAT(WEAPONS, e) &= ~s;
1612 STAT(WEAPONS, e) &= ~s;
1615 v1 = (STAT(WEAPONS, e) & s);
1619 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1621 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1622 float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
1626 new_buff_time = val;
1629 new_buff_time = max(new_buff_time, val);
1632 new_buff_time = min(new_buff_time, val);
1635 new_buff_time += val;
1638 new_buff_time -= val;
1641 if(new_buff_time <= 0)
1644 STAT(BUFF_TIME, e) = new_buff_time;
1645 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1649 STAT(BUFF_TIME, e) = new_buff_time;
1650 STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
1652 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1653 return (had_buff != have_buff);
1656 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1662 if(snd_decr != NULL)
1663 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1665 else if(v0 >= v0 + t)
1667 if(snd_incr != NULL)
1668 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1672 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1675 e.(rotfield) = max(e.(rotfield), time + rottime);
1677 e.(regenfield) = max(e.(regenfield), time + regentime);
1679 bool GiveResourceValue(entity e, int res_type, int op, int val)
1681 int v0 = GetResource(e, res_type);
1685 // min 100 cells = at least 100 cells
1686 case OP_SET: new_val = val; break;
1687 case OP_MIN: new_val = max(v0, val); break;
1688 case OP_MAX: new_val = min(v0, val); break;
1689 case OP_PLUS: new_val = v0 + val; break;
1690 case OP_MINUS: new_val = v0 - val; break;
1691 default: return false;
1694 return SetResourceExplicit(e, res_type, new_val);
1697 float GiveItems(entity e, float beginarg, float endarg)
1699 float got, i, val, op;
1707 int _switchweapon = 0;
1709 if(CS(e).autoswitch)
1711 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1713 .entity weaponentity = weaponentities[slot];
1714 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1715 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1716 _switchweapon |= BIT(slot);
1720 STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
1721 STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
1722 e.superweapons_finished = max(0, e.superweapons_finished - time);
1723 STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
1727 PREGIVE(e, stat_STRENGTH_FINISHED);
1728 PREGIVE(e, stat_INVINCIBLE_FINISHED);
1729 PREGIVE(e, superweapons_finished);
1730 PREGIVE_RESOURCE(e, RES_BULLETS);
1731 PREGIVE_RESOURCE(e, RES_CELLS);
1732 PREGIVE_RESOURCE(e, RES_PLASMA);
1733 PREGIVE_RESOURCE(e, RES_SHELLS);
1734 PREGIVE_RESOURCE(e, RES_ROCKETS);
1735 PREGIVE_RESOURCE(e, RES_FUEL);
1736 PREGIVE_RESOURCE(e, RES_ARMOR);
1737 PREGIVE_RESOURCE(e, RES_HEALTH);
1739 for(i = beginarg; i < endarg; ++i)
1743 if(cmd == "0" || stof(cmd))
1767 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1768 got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
1769 got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
1770 got += GiveValue(e, superweapons_finished, op, val);
1771 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1773 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1774 got += GiveResourceValue(e, RES_HEALTH, op, val);
1775 got += GiveResourceValue(e, RES_ARMOR, op, val);
1777 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1778 //case "allbuffs": // all buffs makes a player god, do not want!
1779 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1781 got += GiveResourceValue(e, RES_CELLS, op, val);
1782 got += GiveResourceValue(e, RES_PLASMA, op, val);
1783 got += GiveResourceValue(e, RES_SHELLS, op, val);
1784 got += GiveResourceValue(e, RES_BULLETS, op, val);
1785 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1786 got += GiveResourceValue(e, RES_FUEL, op, val);
1788 case "unlimited_ammo":
1789 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1790 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1792 case "unlimited_weapon_ammo":
1793 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1795 case "unlimited_superweapons":
1796 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1799 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1802 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1805 got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
1808 got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
1810 case "superweapons":
1811 got += GiveValue(e, superweapons_finished, op, val);
1814 got += GiveResourceValue(e, RES_CELLS, op, val);
1817 got += GiveResourceValue(e, RES_PLASMA, op, val);
1820 got += GiveResourceValue(e, RES_SHELLS, op, val);
1824 got += GiveResourceValue(e, RES_BULLETS, op, val);
1827 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1830 got += GiveResourceValue(e, RES_HEALTH, op, val);
1833 got += GiveResourceValue(e, RES_ARMOR, op, val);
1836 got += GiveResourceValue(e, RES_FUEL, op, val);
1839 FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
1841 got += GiveBuff(e, it, op, val);
1844 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1845 got += GiveWeapon(e, it.m_id, op, val);
1854 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1855 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1856 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1857 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1858 FOREACH(Weapons, it != WEP_Null, {
1859 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1860 if(!(save_weapons & (it.m_wepset)))
1861 if(STAT(WEAPONS, e) & (it.m_wepset))
1864 POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
1865 POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
1866 //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1867 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1868 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1869 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1870 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1871 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1872 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);
1873 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);
1874 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);
1876 if(e.superweapons_finished <= 0)
1877 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1878 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1880 if(STAT(STRENGTH_FINISHED, e) <= 0)
1881 STAT(STRENGTH_FINISHED, e) = 0;
1883 STAT(STRENGTH_FINISHED, e) += time;
1884 if(STAT(INVINCIBLE_FINISHED, e) <= 0)
1885 STAT(INVINCIBLE_FINISHED, e) = 0;
1887 STAT(INVINCIBLE_FINISHED, e) += time;
1888 if(e.superweapons_finished <= 0)
1889 e.superweapons_finished = 0;
1891 e.superweapons_finished += time;
1892 if(STAT(BUFF_TIME, e) <= 0)
1893 STAT(BUFF_TIME, e) = 0;
1895 STAT(BUFF_TIME, e) += time;
1897 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1899 .entity weaponentity = weaponentities[slot];
1900 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1901 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1902 _switchweapon |= BIT(slot);
1907 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1909 .entity weaponentity = weaponentities[slot];
1910 if(_switchweapon & BIT(slot))
1912 Weapon wep = w_getbestweapon(e, weaponentity);
1913 if(wep != e.(weaponentity).m_switchweapon)
1914 W_SwitchWeapon_Force(e, wep, weaponentity);