4 #include <server/defs.qh>
7 /// \brief Unconditional maximum amount of items the player can have.
8 const int ITEM_COUNT_HARD_LIMIT = 999;
10 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
13 const int ISF_LOCATION = BIT(1);
14 const int ISF_MODEL = BIT(2);
15 const int ISF_STATUS = BIT(3);
16 const int ITS_STAYWEP = BIT(0);
17 const int ITS_ANIMATE1 = BIT(1);
18 const int ITS_ANIMATE2 = BIT(2);
19 const int ITS_AVAILABLE = BIT(3);
20 const int ITS_ALLOWFB = BIT(4);
21 const int ITS_ALLOWSI = BIT(5);
22 const int ITS_GLOW = BIT(6);
23 const int ISF_COLORMAP = BIT(4);
24 const int ISF_DROP = BIT(5);
25 const int ISF_ANGLES = BIT(6);
26 const int ISF_SIZE = BIT(7);
35 void StartItem(entity this, entity a);
40 bool autocvar_cl_items_nofade;
41 float autocvar_cl_animate_items = 1;
42 float autocvar_cl_ghost_items = 0.45;
43 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
44 float autocvar_cl_fullbright_items = 0;
45 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
46 float autocvar_cl_weapon_stay_alpha = 0.75;
47 float autocvar_cl_simple_items = 0;
48 string autocvar_cl_simpleitems_postfix = "_simple";
53 void ItemDraw(entity this);
54 void ItemDrawSimple(entity this);
58 spawnfunc(item_strength);
59 spawnfunc(item_invincible);
60 spawnfunc(item_armor_small);
61 spawnfunc(item_shells);
62 spawnfunc(item_bullets);
63 spawnfunc(item_rockets);
65 float autocvar_sv_simple_items;
66 bool ItemSend(entity this, entity to, int sf);
69 bool have_pickup_item(entity this);
71 const float ITEM_RESPAWN_TICKS = 10;
73 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
74 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
75 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
76 // range: 10 .. respawntime + respawntimejitter
78 .float max_armorvalue;
81 void Item_Show (entity e, float mode);
83 void Item_Respawn (entity this);
85 void Item_RespawnCountdown(entity this);
86 void Item_ScheduleRespawnIn(entity e, float t);
88 void Item_ScheduleRespawn(entity e);
90 void Item_ScheduleInitialRespawn(entity e);
92 /// \brief Gives player a resource such as health, armor or ammo.
93 /// \param[in,out] player Player to give resource to.
94 /// \param[in] resource_type Type of the resource.
95 /// \param[in] amount Amount of resource to give.
96 /// \return No return.
97 void GivePlayerResource(entity player, .float resource_type, float amount);
99 /// \brief Gives health to the player.
100 /// \param[in,out] player Player to give health to.
101 /// \param[in] amount Amount of health to give.
102 /// \return No return.
103 void GivePlayerHealth(entity player, float amount);
105 /// \brief Gives armor to the player.
106 /// \param[in,out] player Player to give armor to.
107 /// \param[in] amount Amount of armor to give.
108 /// \return No return.
109 void GivePlayerArmor(entity player, float amount);
111 /// \brief Gives ammo of the specified type to the player.
112 /// \param[in,out] player Player to give ammo to.
113 /// \param[in] type Ammo type property.
114 /// \param[in] amount Amount of ammo to give.
115 /// \return No return.
116 void GivePlayerAmmo(entity player, .float ammotype, float amount);
118 /// \brief Gives fuel to the player.
119 /// \param[in,out] player Player to give fuel to.
120 /// \param[in] amount Amount of fuel to give.
121 /// \return No return.
122 void GivePlayerFuel(entity player, float amount);
124 /// \brief Give several random weapons and ammo to the player.
125 /// \param[in,out] player Player to give weapons to.
126 /// \param[in] num_weapons Number of weapons to give.
127 /// \param[in] weapon_names Names of weapons to give separated by spaces.
128 /// \param[in] shells Amount of shells to give with shell-based weapon.
129 /// \param[in] bullets Amount of bullets to give with bullet-based weapon.
130 /// \param[in] rockets Amount of rockets to give with rocket-based weapon.
131 /// \param[in] cells Amount of cells to give with cell-based weapon.
132 /// \param[in] cells Amount of plasma to give with plasma-based weapon.
133 /// \return No return.
134 void GivePlayerRandomWeapons(entity player, int num_weapons,
135 string weapon_names, float shells, float bullets, float rockets,
136 float cells, float plasma);
138 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax);
140 float Item_GiveTo(entity item, entity player);
142 void Item_Touch(entity this, entity toucher);
144 void Item_Reset(entity this);
146 void Item_FindTeam(entity this);
147 // Savage: used for item garbage-collection
149 bool ItemSend(entity this, entity to, int sf);
150 void ItemUpdate(entity this);
152 void UpdateItemAfterTeleport(entity this);
154 // pickup evaluation functions
155 // these functions decide how desirable an item is to the bots
157 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
159 float weapon_pickupevalfunc(entity player, entity item);
160 float ammo_pickupevalfunc(entity player, entity item);
161 float healtharmor_pickupevalfunc(entity player, entity item);
165 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
167 void setItemGroup(entity this);
168 void setItemGroupCount();
170 float GiveWeapon(entity e, float wpn, float op, float val);
172 float GiveBit(entity e, .float fld, float bit, float op, float val);
174 float GiveValue(entity e, .float fld, float op, float val);
176 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
178 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
180 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
181 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
182 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
183 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
184 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
185 #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)
187 float GiveItems(entity e, float beginarg, float endarg);