3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
32 bool ItemSend(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40 WriteByte(MSG_ENTITY, sf);
42 //WriteByte(MSG_ENTITY, this.cnt);
45 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
53 // sets size on the client, unused on server
57 WriteByte(MSG_ENTITY, this.ItemStatus);
61 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
64 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
66 WriteString(MSG_ENTITY, this.mdl);
67 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
72 WriteShort(MSG_ENTITY, this.colormap);
73 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
74 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
75 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
80 WriteVector(MSG_ENTITY, this.velocity);
86 void ItemUpdate(entity this)
88 this.oldorigin = this.origin;
89 this.SendFlags |= ISF_LOCATION;
92 void UpdateItemAfterTeleport(entity this)
94 if(getSendEntity(this) == ItemSend)
98 bool have_pickup_item(entity this)
100 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
103 if(!this.itemdef.instanceOfPowerup)
105 if(autocvar_g_pickup_items > 0)
107 if(autocvar_g_pickup_items == 0)
110 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
116 void Item_Show(entity e, int mode)
118 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
119 e.ItemStatus &= ~ITS_STAYWEP;
120 entity def = e.itemdef;
123 // make the item look normal, and be touchable
125 e.solid = SOLID_TRIGGER;
126 e.spawnshieldtime = 1;
127 e.ItemStatus |= ITS_AVAILABLE;
131 // hide the item completely
132 e.model = string_null;
134 e.spawnshieldtime = 1;
135 e.ItemStatus &= ~ITS_AVAILABLE;
139 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
140 || e.team // weapon stay isn't supported for teamed weapons
142 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
144 // make the item translucent and not touchable
146 e.solid = SOLID_TRIGGER; // can STILL be picked up!
147 e.effects |= EF_STARDUST;
148 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
149 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
154 e.spawnshieldtime = 1;
155 e.ItemStatus &= ~ITS_AVAILABLE;
160 e.ItemStatus |= ITS_GLOW;
162 if (autocvar_g_nodepthtestitems)
163 e.effects |= EF_NODEPTHTEST;
165 if (autocvar_g_fullbrightitems)
166 e.ItemStatus |= ITS_ALLOWFB;
168 e.ItemStatus &= ~ITS_ALLOWFB;
170 if (autocvar_sv_simple_items)
171 e.ItemStatus |= ITS_ALLOWSI;
173 // relink entity (because solid may have changed)
174 setorigin(e, e.origin);
175 e.SendFlags |= ISF_STATUS;
178 void Item_Think(entity this)
180 if (ITEM_IS_LOOT(this))
182 if (time < this.wait - IT_DESPAWNFX_TIME)
183 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
186 // despawning soon, start effects
187 this.ItemStatus |= ITS_EXPIRING;
188 this.SendFlags |= ISF_STATUS;
189 if (time < this.wait - IT_UPDATE_INTERVAL)
190 this.nextthink = time + IT_UPDATE_INTERVAL;
193 setthink(this, RemoveItem);
194 this.nextthink = this.wait;
198 if (this.itemdef.instanceOfPowerup)
199 powerups_DropItem_Think(this);
201 // caution: kludge FIXME (with sv_legacy_bbox_expand)
202 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
203 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
204 this.gravity = 0; // don't send ISF_DROP anymore
206 // send slow updates even if the item didn't move
207 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
212 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
213 // and then send those less often too (and not all on the same frame)
214 this.nextthink = time;
216 if(this.origin != this.oldorigin)
221 bool Item_ItemsTime_SpectatorOnly(GameItem it);
222 bool Item_ItemsTime_Allow(GameItem it);
223 float Item_ItemsTime_UpdateTime(entity e, float t);
224 void Item_ItemsTime_SetTime(entity e, float t);
225 void Item_ItemsTime_SetTimesForAllPlayers();
227 void Item_Respawn(entity this)
230 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
232 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
234 float t = Item_ItemsTime_UpdateTime(this, 0);
235 Item_ItemsTime_SetTime(this, t);
236 Item_ItemsTime_SetTimesForAllPlayers();
239 setthink(this, Item_Think);
240 this.nextthink = time;
243 void Item_RespawnCountdown(entity this)
245 if(game_timeout) { this.nextthink = time + 1; return; }
247 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
249 if(this.waypointsprite_attached)
250 WaypointSprite_Kill(this.waypointsprite_attached);
255 this.nextthink = time + 1;
256 this.item_respawncounter = floor((time - game_starttime) - (this.scheduledrespawntime - ITEM_RESPAWN_TICKS)) + 1;
257 //this.item_respawncounter += 1;
258 //LOG_INFOF("Respawncounter: %d", this.item_respawncounter);
259 if(this.item_respawncounter < 1) return;
261 if(this.item_respawncounter == 1)
265 entity wi = REGISTRY_GET(Weapons, this.weapon);
266 if (wi != WEP_Null) {
267 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
268 wp.wp_extra = wi.m_id;
273 entity ii = this.itemdef;
275 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
276 wp.wp_extra = ii.m_id;
281 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
282 if(this.waypointsprite_attached)
284 GameItem def = this.itemdef;
285 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
286 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
287 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
291 if(this.waypointsprite_attached)
293 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
294 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
297 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
301 WaypointSprite_Ping(this.waypointsprite_attached);
302 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
307 void Item_RespawnThink(entity this)
309 this.nextthink = time + 1;
310 if(this.origin != this.oldorigin)
313 if(!game_timeout && time - game_starttime >= this.wait)
316 //LOG_INFOF("time until respawn %d", (this.wait) - (time - game_starttime));
319 void Item_ScheduleRespawnIn(entity e, float t)
321 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
322 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
324 setthink(e, Item_RespawnCountdown);
325 //e.nextthink = time - timeout_total_time + max(0, t - ITEM_RESPAWN_TICKS);
326 //e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
328 e.scheduledrespawntime = time - game_starttime + t;
329 e.item_respawncounter = 0;
331 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
333 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
334 Item_ItemsTime_SetTime(e, t);
335 Item_ItemsTime_SetTimesForAllPlayers();
340 setthink(e, Item_RespawnThink);
342 e.scheduledrespawntime = time - game_starttime + t;
343 e.wait = time - game_starttime + t;
345 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
347 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
348 Item_ItemsTime_SetTime(e, t);
349 Item_ItemsTime_SetTimesForAllPlayers();
354 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*");
355 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");
356 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");
358 /// Adjust respawn time according to the number of players.
359 float adjust_respawntime(float normal_respawntime) {
360 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
361 float o = autocvar_g_pickup_respawntime_scaling_offset;
362 float l = autocvar_g_pickup_respawntime_scaling_linear;
364 if (r == 0 && l == 1) {
365 return normal_respawntime;
368 entity balance = TeamBalance_CheckAllowedTeams(NULL);
369 TeamBalance_GetTeamCounts(balance, NULL);
371 for (int i = 1; i <= NUM_TEAMS; ++i)
373 if (TeamBalance_IsTeamAllowed(balance, i))
375 players += TeamBalance_GetNumberOfPlayers(balance, i);
378 TeamBalance_Destroy(balance);
381 return normal_respawntime * (r / (players + o) + l);
383 return normal_respawntime;
387 void Item_ScheduleRespawn(entity e)
389 if(e.respawntime > 0)
393 float adjusted_respawntime = adjust_respawntime(e.respawntime);
394 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
396 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
397 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
398 Item_ScheduleRespawnIn(e, respawn_in);
400 else // if respawntime is -1, this item does not respawn
404 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
405 "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");
407 void Item_ScheduleInitialRespawn(entity e)
412 if (autocvar_g_pickup_respawntime_initial_random == 0)
414 // range: respawntime .. respawntime + respawntimejitter
415 spawn_in = e.respawntime + random() * e.respawntimejitter;
420 if (autocvar_g_pickup_respawntime_initial_random == 1)
422 static float shared_random = 0;
423 // NOTE this code works only if items are scheduled at the same time (normal case)
424 // NOTE2 random() can't return exactly 1 so this check always work as intended
425 if (!shared_random || floor(time) > shared_random)
426 shared_random = floor(time) + random();
427 rnd = shared_random - floor(time);
433 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
434 // else: 0 .. ITEM_RESPAWN_TICKS
435 // this is to prevent powerups spawning unexpectedly without waypoints
436 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
439 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
442 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
445 if (num_weapons == 0)
449 int num_potential_weapons = tokenize_console(weapon_names);
450 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
452 RandomSelection_Init();
453 for (int weapon_index = 0; weapon_index < num_potential_weapons;
456 string weapon = argv(weapon_index);
457 FOREACH(Weapons, it != WEP_Null,
459 // Finding a weapon which player doesn't have.
460 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
462 RandomSelection_AddEnt(it, 1, 1);
467 if (RandomSelection_chosen_ent == NULL)
471 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
472 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
476 if (GetResource(receiver,
477 RandomSelection_chosen_ent.ammo_type) != 0)
481 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
482 GetResource(ammo_entity,
483 RandomSelection_chosen_ent.ammo_type));
487 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
489 float amount = GetResource(item, res_type);
494 float player_amount = GetResource(player, res_type);
495 if (item.spawnshieldtime)
497 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
500 else if (g_weapon_stay == 2)
502 ammomax = min(amount, ammomax);
503 if(player_amount >= ammomax)
509 TakeResourceWithLimit(player, res_type, -amount, ammomax);
511 GiveResourceWithLimit(player, res_type, amount, ammomax);
515 void Item_NotifyWeapon(entity player, int wep)
517 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
519 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
520 WriteByte(MSG_ONE, wep);
524 bool Item_GiveTo(entity item, entity player)
526 // if nothing happens to player, just return without taking the item
527 int _switchweapon = 0;
528 // in case the player has autoswitch enabled do the following:
529 // if the player is using their best weapon before items are given, they
530 // probably want to switch to an even better weapon after items are given
532 if(CS_CVAR(player).cvar_cl_autoswitch)
534 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
536 .entity weaponentity = weaponentities[slot];
537 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
539 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
540 _switchweapon |= BIT(slot);
542 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
543 _switchweapon |= BIT(slot);
547 bool pickedup = false;
548 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
549 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
550 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
551 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
552 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
553 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
554 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
555 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
558 if (autocvar_rjz_count_shards && !warmup_stage && item.itemdef == ITEM_ArmorSmall) {
560 send_TotalShardsAll();
563 if (item.itemdef.instanceOfWeaponPickup)
566 w = STAT(WEAPONS, item);
567 wp = w & ~STAT(WEAPONS, player);
569 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
572 FOREACH(Weapons, it != WEP_Null, {
573 if(w & (it.m_wepset))
574 Item_NotifyWeapon(player, it.m_id);
576 if(wp & (it.m_wepset))
578 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
580 .entity weaponentity = weaponentities[slot];
581 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
582 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
584 W_GiveWeapon(player, it.m_id);
590 if (item.itemdef.instanceOfPowerup)
592 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
593 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
594 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
595 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
599 if((its = (item.items - ((item.items & player.items)) & IT_PICKUPMASK)))
603 // TODO: we probably want to show a message in the console, but not this one!
604 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
607 if (item.strength_finished)
610 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
611 if (autocvar_g_powerups_stack)
612 t += item.strength_finished;
614 t = max(t, time + item.strength_finished);
615 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
617 if (item.invincible_finished)
620 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
621 if (autocvar_g_powerups_stack)
622 t += item.invincible_finished;
624 t = max(t, time + item.invincible_finished);
625 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
627 if (item.speed_finished)
630 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
631 if (autocvar_g_powerups_stack)
632 t += item.speed_finished;
634 t = max(t, time + item.speed_finished);
635 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
637 if (item.invisibility_finished)
640 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
641 if (autocvar_g_powerups_stack)
642 t += item.invisibility_finished;
644 t = max(t, time + item.invisibility_finished);
645 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
647 if (item.superweapons_finished)
650 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
653 // always eat teamed entities
660 // crude hack to enforce switching weapons
661 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
663 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
665 .entity weaponentity = weaponentities[slot];
666 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
667 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
674 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676 .entity weaponentity = weaponentities[slot];
677 if(_switchweapon & BIT(slot))
678 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
679 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
686 void Item_Touch(entity this, entity toucher)
688 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
689 if (ITEM_IS_LOOT(this))
691 if (ITEM_TOUCH_NEEDKILL())
693 this.SendFlags |= ISF_REMOVEFX;
699 if(!(toucher.flags & FL_PICKUPITEMS)
700 || STAT(FROZEN, toucher)
702 || (this.solid != SOLID_TRIGGER)
703 || (this.owner == toucher)
704 || (time < this.item_spawnshieldtime)
707 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
709 case MUT_ITEMTOUCH_RETURN: { return; }
710 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
713 toucher = M_ARGV(1, entity);
715 if (ITEM_IS_EXPIRING(this))
717 this.strength_finished = max(0, this.strength_finished - time);
718 this.invincible_finished = max(0, this.invincible_finished - time);
719 this.speed_finished = max(0, this.speed_finished - time);
720 this.invisibility_finished = max(0, this.invisibility_finished - time);
721 this.superweapons_finished = max(0, this.superweapons_finished - time);
723 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
726 if (ITEM_IS_EXPIRING(this))
728 // undo what we did above
729 this.strength_finished += time;
730 this.invincible_finished += time;
731 this.speed_finished += time;
732 this.invisibility_finished += time;
733 this.superweapons_finished += time;
740 if(this.target && this.target != "" && this.target != "###item###") // defrag support
741 SUB_UseTargets(this, toucher, NULL);
743 STAT(LAST_PICKUP, toucher) = time;
745 GameItem def = this.itemdef;
746 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
747 _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM);
749 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
755 if (ITEM_IS_LOOT(this))
757 this.SendFlags |= ISF_REMOVEFX;
761 if (!this.spawnshieldtime)
768 RandomSelection_Init();
769 IL_EACH(g_items, it.team == this.team,
771 if (it.itemdef) // is a registered item
774 it.scheduledrespawntime = 0;
775 RandomSelection_AddEnt(it, it.cnt, 0);
778 e = RandomSelection_chosen_ent;
779 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
783 Item_ScheduleRespawn(e);
786 void Item_Reset(entity this)
788 Item_Show(this, !this.state);
790 if (ITEM_IS_LOOT(this))
794 setthink(this, Item_Think);
795 this.nextthink = time;
796 if (this.waypointsprite_attached)
798 WaypointSprite_Kill(this.waypointsprite_attached);
800 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
802 Item_ScheduleInitialRespawn(this);
806 void Item_FindTeam(entity this)
808 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
811 LOG_TRACE("Initializing item team ", ftos(this.team));
812 RandomSelection_Init();
813 IL_EACH(g_items, it.team == this.team,
815 if(it.itemdef) // is a registered item
816 RandomSelection_AddEnt(it, it.cnt, 0);
819 entity e = RandomSelection_chosen_ent;
823 IL_EACH(g_items, it.team == this.team,
825 if(it.itemdef) // is a registered item
829 Item_Show(it, -1); // make it non-spawned
830 if (it.waypointsprite_attached)
831 WaypointSprite_Kill(it.waypointsprite_attached);
832 it.nextthink = 0; // disable any scheduled powerup spawn
837 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
839 it.effects &= ~EF_NOGUNBOB;
844 void Item_CopyFields(entity this, entity to)
846 setorigin(to, this.origin);
847 to.spawnflags = this.spawnflags;
848 to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
851 to.spawnfunc_checked = true;
852 // TODO: copy respawn times? this may not be desirable in some cases
853 //to.respawntime = this.respawntime;
854 //to.respawntimejitter = this.respawntimejitter;
857 // Savage: used for item garbage-collection
858 void RemoveItem(entity this)
860 if(wasfreed(this) || !this) { return; }
861 if(this.waypointsprite_attached)
862 WaypointSprite_Kill(this.waypointsprite_attached);
864 if (this.SendFlags & ISF_REMOVEFX)
866 // delay removal until ISF_REMOVEFX has been sent
867 setthink(this, RemoveItem);
868 this.nextthink = time + 2 * autocvar_sys_ticrate; // micro optimisation: next frame will be too soon
869 this.solid = SOLID_NOT; // untouchable
875 // pickup evaluation functions
876 // these functions decide how desirable an item is to the bots
878 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
880 float weapon_pickupevalfunc(entity player, entity item)
882 // See if I have it already
883 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
885 // If I can pick it up
886 if(!item.spawnshieldtime)
888 return ammo_pickupevalfunc(player, item);
891 // reduce weapon value if bot already got a good arsenal
893 int weapons_value = 0;
894 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
895 weapons_value += it.bot_pickupbasevalue;
897 c -= bound(0, weapons_value / 20000, 1) * 0.5;
899 return item.bot_pickupbasevalue * c;
902 float ammo_pickupevalfunc(entity player, entity item)
904 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
909 // detect needed ammo
910 if(item.itemdef.instanceOfWeaponPickup)
912 entity res = item.itemdef.m_weapon.ammo_type;
913 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
916 if(res != RES_NONE && GetResource(item, res))
920 rating = ammo.m_botvalue;
924 FOREACH(Weapons, it != WEP_Null, {
925 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
927 if(it.ammo_type == RES_NONE)
930 if(GetResource(item, it.ammo_type))
932 item_resource = it.ammo_type;
936 rating = item.bot_pickupbasevalue;
939 float noammorating = 0.5;
941 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
942 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
946 rating += wpn.bot_pickupbasevalue * 0.1;
950 float healtharmor_pickupevalfunc(entity player, entity item)
953 float rating = item.bot_pickupbasevalue;
955 float itemarmor = GetResource(item, RES_ARMOR);
956 float itemhealth = GetResource(item, RES_HEALTH);
960 itemarmor *= min(4, item.item_group_count);
961 itemhealth *= min(4, item.item_group_count);
964 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
965 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
967 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
968 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
974 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
976 if(ITEM_DAMAGE_NEEDKILL(deathtype))
980 void item_use(entity this, entity actor, entity trigger)
982 // use the touch function to handle collection
983 gettouch(this)(this, actor);
986 void StartItem(entity this, entity def)
988 if (def.m_spawnfunc_hookreplace)
989 def = def.m_spawnfunc_hookreplace(def, this);
991 if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
992 this.classname = def.m_canonical_spawnfunc;
994 startitem_failed = true; // early return means failure
996 // some mutators check for resources set by m_iteminit in FilterItem
998 def.m_iteminit(def, this);
1000 // also checked by some mutators in FilterItem
1001 this.items = def.m_itemid;
1002 this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1004 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1005 this.flags = FL_ITEM | def.m_itemflags;
1007 // FilterItem may change any field of a specific instance of an item, but
1008 // it must not change any itemdef field (would cause mutators to break other mutators),
1009 // and must not convert items into different ones (StartItem could be refactored to support that).
1010 if(MUTATOR_CALLHOOK(FilterItem, this))
1016 if (!this.item_model_ent)
1017 this.item_model_ent = def.m_model;
1019 if (!this.item_pickupsound_ent)
1020 this.item_pickupsound_ent = def.m_sound;
1021 if (!this.item_pickupsound && this.item_pickupsound_ent)
1022 this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
1023 if (this.item_pickupsound == "")
1024 LOG_WARNF("No pickup sound set for a %s", this.classname);
1026 if(!this.pickup_anyway && def.m_pickupanyway)
1027 this.pickup_anyway = def.m_pickupanyway();
1029 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1031 this.fade_end = autocvar_g_items_maxdist;
1033 // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
1034 IL_PUSH(g_items, this);
1036 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1037 setmodel(this, MDL_Null); // precision set below
1038 // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1039 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1041 if (ITEM_IS_LOOT(this))
1043 this.reset = RemoveItem;
1045 set_movetype(this, MOVETYPE_TOSS);
1048 setthink(this, Item_Think);
1049 this.nextthink = time + IT_UPDATE_INTERVAL;
1050 this.wait = time + autocvar_g_items_dropped_lifetime;
1052 this.owner = NULL; // anyone can pick this up, including the player who threw it
1053 this.item_spawnshieldtime = time + 0.5; // but not straight away
1055 this.takedamage = DAMAGE_YES;
1056 this.event_damage = Item_Damage;
1057 // enable this to have thrown items burn in lava
1058 //this.damagedbycontents = true;
1059 //IL_PUSH(g_damagedbycontents, this);
1061 if (ITEM_IS_EXPIRING(this))
1063 // if item is worthless after a timer, have it expire then
1064 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1067 // don't drop if in a NODROP zone (such as lava)
1068 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1069 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1077 this.reset = Item_Reset;
1079 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1080 if(!have_pickup_item(this))
1086 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1087 if(!this.respawntime) // both need to be set
1089 if (def.m_respawntime)
1090 this.respawntime = def.m_respawntime();
1092 LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
1094 if (def.m_respawntimejitter)
1095 this.respawntimejitter = def.m_respawntimejitter();
1097 LOG_WARNF("Default respawntimejitter for a %s is unavailable from its itemdef", this.classname);
1100 if(this.angles != '0 0 0')
1101 this.SendFlags |= ISF_ANGLES;
1103 if(q3compat && !this.team)
1105 string t = GetField_fullspawndata(this, "team");
1106 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1107 if(t) this.team = crc16(false, t);
1110 // it's a level item
1111 if(this.spawnflags & 1)
1113 if (this.noalign > 0)
1114 set_movetype(this, MOVETYPE_NONE);
1116 set_movetype(this, MOVETYPE_TOSS);
1117 // do item filtering according to game mode and other things
1118 if (this.noalign <= 0)
1120 // first nudge it off the floor a little bit to avoid math errors
1121 setorigin(this, this.origin + '0 0 1');
1122 // note droptofloor returns false if stuck/or would fall too far
1125 waypoint_spawnforitem(this);
1129 * can't do it that way, as it would break maps
1130 * TODO make a target_give like entity another way, that perhaps has
1131 * the weapon name in a key
1134 // target_give not yet supported; maybe later
1135 print("removed targeted ", this.classname, "\n");
1141 if(this.targetname != "" && (this.spawnflags & 16))
1142 this.use = item_use;
1144 if(autocvar_spawn_debug >= 2)
1146 // why not flags & fl_item?
1147 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1148 LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
1149 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1150 error("Mapper sucks.");
1152 this.is_item = true;
1155 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1157 if ( def.instanceOfPowerup
1158 || def.instanceOfWeaponPickup
1159 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1160 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1161 || (def.m_itemid & (IT_KEY1 | IT_KEY2))
1164 if(!this.target || this.target == "")
1165 this.target = "###item###"; // for finding the nearest item using findnearest
1168 Item_ItemsTime_SetTime(this, 0);
1170 this.glowmod = def.m_color;
1173 this.bot_pickup = true;
1174 this.bot_pickupevalfunc = def.m_pickupevalfunc;
1175 this.bot_pickupbasevalue = def.m_botvalue;
1176 this.netname = def.m_name;
1177 settouch(this, Item_Touch);
1178 //this.effects |= EF_LOWPRECISION;
1180 // support skinned models for powerups
1182 this.skin = def.m_skin;
1184 if (!(this.spawnflags & 1024)) {
1185 if(def.instanceOfPowerup)
1186 this.ItemStatus |= ITS_ANIMATE1;
1188 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1189 this.ItemStatus |= ITS_ANIMATE2;
1192 if(def.instanceOfWeaponPickup)
1194 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1195 this.colormap = 1024; // color shirt=0 pants=0 grey
1196 if (!(this.spawnflags & 1024))
1197 this.ItemStatus |= ITS_ANIMATE1;
1198 this.SendFlags |= ISF_COLORMAP;
1205 this.cnt = 1; // item probability weight
1207 this.effects |= EF_NOGUNBOB; // marker for item team search
1208 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1209 this.reset = Item_FindTeam;
1214 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1216 // call this hook after everything else has been done
1217 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1223 // we should be sure this item will spawn before loading its assets
1224 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1225 //precache_model(this.mdl);
1226 precache_sound(this.item_pickupsound);
1230 startitem_failed = false;
1233 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1234 int group_count = 1;
1236 void setItemGroup(entity this)
1238 if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1241 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1243 if(!this.item_group)
1247 it.item_group = group_count;
1250 this.item_group = it.item_group;
1252 else // spawning item is already part of a item_group X
1255 it.item_group = this.item_group;
1256 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1258 int grY = it.item_group;
1259 // move all items of item_group Y to item_group X
1260 IL_EACH(g_items, IS_SMALL(it.itemdef),
1262 if(it.item_group == grY)
1263 it.item_group = this.item_group;
1270 void setItemGroupCount()
1272 for (int k = 1; k <= group_count; k++)
1275 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1277 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1281 void target_items_use(entity this, entity actor, entity trigger)
1283 if(ITEM_IS_LOOT(actor))
1285 EXACTTRIGGER_TOUCH(this, trigger);
1290 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1293 if(trigger.solid == SOLID_TRIGGER)
1295 EXACTTRIGGER_TOUCH(this, trigger);
1298 IL_EACH(g_items, it.enemy == actor && ITEM_IS_LOOT(it),
1303 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1304 centerprint(actor, this.message);
1307 spawnfunc(target_items)
1309 this.use = target_items_use;
1310 if(!this.strength_finished)
1311 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1312 if(!this.invincible_finished)
1313 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1314 if(!this.speed_finished)
1315 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1316 if(!this.invisibility_finished)
1317 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1318 if(!this.superweapons_finished)
1319 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1322 int n = tokenize_console(this.netname);
1323 if(argv(0) == "give")
1325 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1329 for(int j = 0; j < n; ++j)
1331 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1332 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1333 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1334 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1335 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1336 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1337 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1338 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1339 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1340 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1341 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1344 FOREACH(StatusEffect, it.instanceOfBuff,
1346 string s = Buff_CompatName(argv(j));
1350 if(!this.buffs_finished)
1351 this.buffs_finished = it.m_time(it);
1355 FOREACH(Weapons, it != WEP_Null, {
1357 if(s == it.netname || s == it.m_deprecated_netname)
1359 STAT(WEAPONS, this) |= (it.m_wepset);
1360 if(this.spawnflags == 0 || this.spawnflags == 2)
1368 string itemprefix, valueprefix;
1369 if(this.spawnflags == 0)
1374 else if(this.spawnflags == 1)
1376 itemprefix = "max ";
1377 valueprefix = "max ";
1379 else if(this.spawnflags == 2)
1381 itemprefix = "min ";
1382 valueprefix = "min ";
1384 else if(this.spawnflags == 4)
1386 itemprefix = "minus ";
1387 valueprefix = "max ";
1391 error("invalid spawnflags");
1392 itemprefix = valueprefix = string_null;
1396 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1397 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1398 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1399 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1400 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1401 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1402 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1403 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1404 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1406 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1407 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1408 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1409 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1410 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1411 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1412 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1413 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1414 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1415 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1417 this.netname = strzone(str);
1419 n = tokenize_console(this.netname);
1420 for(int j = 0; j < n; ++j)
1422 string cmd = argv(j);
1423 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1430 float GiveWeapon(entity e, float wpn, float op, float val)
1433 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1434 v0 = (STAT(WEAPONS, e) & s);
1439 STAT(WEAPONS, e) |= s;
1441 STAT(WEAPONS, e) &= ~s;
1446 STAT(WEAPONS, e) |= s;
1450 STAT(WEAPONS, e) &= ~s;
1454 STAT(WEAPONS, e) &= ~s;
1457 v1 = (STAT(WEAPONS, e) & s);
1461 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1463 bool had_buff = StatusEffects_active(thebuff, e);
1464 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1468 new_buff_time = val;
1471 new_buff_time = max(new_buff_time, val);
1474 new_buff_time = min(new_buff_time, val);
1477 new_buff_time += val;
1480 new_buff_time -= val;
1483 if(new_buff_time <= 0)
1485 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1486 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1490 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1491 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1493 bool have_buff = StatusEffects_active(thebuff, e);
1494 return (had_buff != have_buff);
1497 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1503 if(snd_decr != NULL)
1504 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1506 else if(v0 >= v0 + t)
1508 if(snd_incr != NULL)
1509 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1513 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1516 e.(rotfield) = max(e.(rotfield), time + rottime);
1518 e.(regenfield) = max(e.(regenfield), time + regentime);
1520 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1522 int v0 = GetResource(e, res_type);
1526 // min 100 cells = at least 100 cells
1527 case OP_SET: new_val = val; break;
1528 case OP_MIN: new_val = max(v0, val); break;
1529 case OP_MAX: new_val = min(v0, val); break;
1530 case OP_PLUS: new_val = v0 + val; break;
1531 case OP_MINUS: new_val = v0 - val; break;
1532 default: return false;
1535 return SetResourceExplicit(e, res_type, new_val);
1537 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1539 bool had_eff = StatusEffects_active(this, e);
1540 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1547 new_eff_time = max(new_eff_time, val);
1550 new_eff_time = min(new_eff_time, val);
1553 new_eff_time += val;
1556 new_eff_time -= val;
1559 if(new_eff_time <= 0)
1561 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1562 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1565 StatusEffects_apply(this, e, new_eff_time, 0);
1566 bool have_eff = StatusEffects_active(this, e);
1567 return (had_eff != have_eff);
1570 float GiveItems(entity e, float beginarg, float endarg)
1572 float got, i, val, op;
1580 int _switchweapon = 0;
1582 if(CS_CVAR(e).cvar_cl_autoswitch)
1584 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1586 .entity weaponentity = weaponentities[slot];
1587 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1588 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1589 _switchweapon |= BIT(slot);
1595 FOREACH(StatusEffect, true,
1597 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1603 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1604 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1605 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1606 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1607 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1608 PREGIVE_RESOURCE(e, RES_BULLETS);
1609 PREGIVE_RESOURCE(e, RES_CELLS);
1610 PREGIVE_RESOURCE(e, RES_PLASMA);
1611 PREGIVE_RESOURCE(e, RES_SHELLS);
1612 PREGIVE_RESOURCE(e, RES_ROCKETS);
1613 PREGIVE_RESOURCE(e, RES_FUEL);
1614 PREGIVE_RESOURCE(e, RES_ARMOR);
1615 PREGIVE_RESOURCE(e, RES_HEALTH);
1617 for(i = beginarg; i < endarg; ++i)
1621 if(cmd == "0" || stof(cmd))
1645 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1646 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1647 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1649 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1650 got += GiveResourceValue(e, RES_HEALTH, op, val);
1651 got += GiveResourceValue(e, RES_ARMOR, op, val);
1653 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1654 //case "allbuffs": // all buffs makes a player god, do not want!
1655 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1657 got += GiveResourceValue(e, RES_CELLS, op, val);
1658 got += GiveResourceValue(e, RES_PLASMA, op, val);
1659 got += GiveResourceValue(e, RES_SHELLS, op, val);
1660 got += GiveResourceValue(e, RES_BULLETS, op, val);
1661 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1662 got += GiveResourceValue(e, RES_FUEL, op, val);
1664 case "unlimited_ammo":
1665 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1666 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1668 case "unlimited_weapon_ammo":
1669 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1671 case "unlimited_superweapons":
1672 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1675 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1678 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1681 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1685 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1688 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1690 case "invisibility":
1691 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1693 case "superweapons":
1694 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1697 got += GiveResourceValue(e, RES_CELLS, op, val);
1700 got += GiveResourceValue(e, RES_PLASMA, op, val);
1703 got += GiveResourceValue(e, RES_SHELLS, op, val);
1707 got += GiveResourceValue(e, RES_BULLETS, op, val);
1710 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1713 got += GiveResourceValue(e, RES_HEALTH, op, val);
1716 got += GiveResourceValue(e, RES_ARMOR, op, val);
1719 got += GiveResourceValue(e, RES_FUEL, op, val);
1722 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1724 got += GiveBuff(e, it, op, val);
1727 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1728 got += GiveWeapon(e, it.m_id, op, val);
1737 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1738 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1739 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1740 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1741 FOREACH(Weapons, it != WEP_Null, {
1742 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1743 if(!(save_weapons & (it.m_wepset)))
1744 if(STAT(WEAPONS, e) & (it.m_wepset))
1747 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1748 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1749 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1750 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1751 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1752 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1753 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1754 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1755 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1756 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);
1757 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);
1758 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);
1760 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1762 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1763 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1768 FOREACH(StatusEffect, true,
1770 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1771 e.statuseffects.statuseffect_time[it.m_id] = 0;
1773 e.statuseffects.statuseffect_time[it.m_id] += time;
1776 StatusEffects_update(e);
1779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1781 .entity weaponentity = weaponentities[slot];
1782 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1783 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1784 _switchweapon |= BIT(slot);
1789 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1791 .entity weaponentity = weaponentities[slot];
1792 if(_switchweapon & BIT(slot))
1794 Weapon wep = w_getbestweapon(e, weaponentity);
1795 if(wep != e.(weaponentity).m_switchweapon)
1796 W_SwitchWeapon_Force(e, wep, weaponentity);