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_powerups > 0)
107 if(autocvar_g_powerups == 0)
112 if(autocvar_g_pickup_items > 0)
114 if(autocvar_g_pickup_items == 0)
117 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
123 void Item_Show(entity e, int mode)
125 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
126 e.ItemStatus &= ~ITS_STAYWEP;
127 entity def = e.itemdef;
130 // make the item look normal, and be touchable
132 e.solid = SOLID_TRIGGER;
133 e.spawnshieldtime = 1;
134 e.ItemStatus |= ITS_AVAILABLE;
138 // hide the item completely
139 e.model = string_null;
141 e.spawnshieldtime = 1;
142 e.ItemStatus &= ~ITS_AVAILABLE;
146 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
147 || e.team // weapon stay isn't supported for teamed weapons
149 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
151 // make the item translucent and not touchable
153 e.solid = SOLID_TRIGGER; // can STILL be picked up!
154 e.effects |= EF_STARDUST;
155 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
156 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
161 e.spawnshieldtime = 1;
162 e.ItemStatus &= ~ITS_AVAILABLE;
167 e.ItemStatus |= ITS_GLOW;
169 if (autocvar_g_nodepthtestitems)
170 e.effects |= EF_NODEPTHTEST;
172 if (autocvar_g_fullbrightitems)
173 e.ItemStatus |= ITS_ALLOWFB;
175 e.ItemStatus &= ~ITS_ALLOWFB;
177 if (autocvar_sv_simple_items)
178 e.ItemStatus |= ITS_ALLOWSI;
180 // relink entity (because solid may have changed)
181 setorigin(e, e.origin);
182 e.SendFlags |= ISF_STATUS;
185 void Item_Think(entity this)
187 if (ITEM_IS_LOOT(this))
189 if (time < this.wait - IT_DESPAWNFX_TIME)
190 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
193 // despawning soon, start effects
194 this.ItemStatus |= ITS_EXPIRING;
195 this.SendFlags |= ISF_STATUS;
196 if (time < this.wait - IT_UPDATE_INTERVAL)
197 this.nextthink = time + IT_UPDATE_INTERVAL;
200 setthink(this, RemoveItem);
201 this.nextthink = this.wait;
205 if (this.itemdef.instanceOfPowerup)
206 powerups_DropItem_Think(this);
208 // caution: kludge FIXME (with sv_legacy_bbox_expand)
209 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
210 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
211 this.gravity = 0; // don't send ISF_DROP anymore
213 // send slow updates even if the item didn't move
214 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
219 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
220 // and then send those less often too (and not all on the same frame)
221 this.nextthink = time;
223 if(this.origin != this.oldorigin)
228 bool Item_ItemsTime_SpectatorOnly(GameItem it);
229 bool Item_ItemsTime_Allow(GameItem it);
230 float Item_ItemsTime_UpdateTime(entity e, float t);
231 void Item_ItemsTime_SetTime(entity e, float t);
232 void Item_ItemsTime_SetTimesForAllPlayers();
234 void Item_Respawn(entity this)
237 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
239 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
241 float t = Item_ItemsTime_UpdateTime(this, 0);
242 Item_ItemsTime_SetTime(this, t);
243 Item_ItemsTime_SetTimesForAllPlayers();
246 setthink(this, Item_Think);
247 this.nextthink = time;
250 void Item_RespawnCountdown(entity this)
252 if(game_timeout) { this.nextthink = time + 1; return; }
254 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
256 if(this.waypointsprite_attached)
257 WaypointSprite_Kill(this.waypointsprite_attached);
262 this.nextthink = time + 1;
263 this.item_respawncounter = floor((time - game_starttime) - (this.scheduledrespawntime - ITEM_RESPAWN_TICKS)) + 1;
264 //this.item_respawncounter += 1;
265 //LOG_INFOF("Respawncounter: %d", this.item_respawncounter);
266 if(this.item_respawncounter < 1) return;
268 if(this.item_respawncounter == 1)
272 entity wi = REGISTRY_GET(Weapons, this.weapon);
273 if (wi != WEP_Null) {
274 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
275 wp.wp_extra = wi.m_id;
280 entity ii = this.itemdef;
282 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
283 wp.wp_extra = ii.m_id;
288 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
289 if(this.waypointsprite_attached)
291 GameItem def = this.itemdef;
292 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
293 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
294 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
298 if(this.waypointsprite_attached)
300 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
301 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
304 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
308 WaypointSprite_Ping(this.waypointsprite_attached);
309 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
314 void Item_RespawnThink(entity this)
316 this.nextthink = time + 1;
317 if(this.origin != this.oldorigin)
320 if(!game_timeout && time - game_starttime >= this.wait)
323 //LOG_INFOF("time until respawn %d", (this.wait) - (time - game_starttime));
326 void Item_ScheduleRespawnIn(entity e, float t)
328 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
329 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
331 setthink(e, Item_RespawnCountdown);
332 //e.nextthink = time - timeout_total_time + max(0, t - ITEM_RESPAWN_TICKS);
333 //e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
335 e.scheduledrespawntime = time - game_starttime + t;
336 e.item_respawncounter = 0;
338 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
340 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
341 Item_ItemsTime_SetTime(e, t);
342 Item_ItemsTime_SetTimesForAllPlayers();
347 setthink(e, Item_RespawnThink);
349 e.scheduledrespawntime = time - game_starttime + t;
350 e.wait = time - game_starttime + t;
352 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
354 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
355 Item_ItemsTime_SetTime(e, t);
356 Item_ItemsTime_SetTimesForAllPlayers();
361 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*");
362 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");
363 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");
365 /// Adjust respawn time according to the number of players.
366 float adjust_respawntime(float normal_respawntime) {
367 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
368 float o = autocvar_g_pickup_respawntime_scaling_offset;
369 float l = autocvar_g_pickup_respawntime_scaling_linear;
371 if (r == 0 && l == 1) {
372 return normal_respawntime;
375 entity balance = TeamBalance_CheckAllowedTeams(NULL);
376 TeamBalance_GetTeamCounts(balance, NULL);
378 for (int i = 1; i <= NUM_TEAMS; ++i)
380 if (TeamBalance_IsTeamAllowed(balance, i))
382 players += TeamBalance_GetNumberOfPlayers(balance, i);
385 TeamBalance_Destroy(balance);
388 return normal_respawntime * (r / (players + o) + l);
390 return normal_respawntime;
394 void Item_ScheduleRespawn(entity e)
396 if(e.respawntime > 0)
400 float adjusted_respawntime = adjust_respawntime(e.respawntime);
401 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
403 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
404 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
405 Item_ScheduleRespawnIn(e, respawn_in);
407 else // if respawntime is -1, this item does not respawn
411 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
412 "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");
414 void Item_ScheduleInitialRespawn(entity e)
419 if (autocvar_g_pickup_respawntime_initial_random == 0)
421 // range: respawntime .. respawntime + respawntimejitter
422 spawn_in = e.respawntime + random() * e.respawntimejitter;
427 if (autocvar_g_pickup_respawntime_initial_random == 1)
429 static float shared_random = 0;
430 // NOTE this code works only if items are scheduled at the same time (normal case)
431 // NOTE2 random() can't return exactly 1 so this check always work as intended
432 if (!shared_random || floor(time) > shared_random)
433 shared_random = floor(time) + random();
434 rnd = shared_random - floor(time);
440 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
441 // else: 0 .. ITEM_RESPAWN_TICKS
442 // this is to prevent powerups spawning unexpectedly without waypoints
443 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
446 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
449 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
452 if (num_weapons == 0)
456 int num_potential_weapons = tokenize_console(weapon_names);
457 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
459 RandomSelection_Init();
460 for (int weapon_index = 0; weapon_index < num_potential_weapons;
463 string weapon = argv(weapon_index);
464 FOREACH(Weapons, it != WEP_Null,
466 // Finding a weapon which player doesn't have.
467 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
469 RandomSelection_AddEnt(it, 1, 1);
474 if (RandomSelection_chosen_ent == NULL)
478 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
479 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
483 if (GetResource(receiver,
484 RandomSelection_chosen_ent.ammo_type) != 0)
488 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
489 GetResource(ammo_entity,
490 RandomSelection_chosen_ent.ammo_type));
494 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
496 float amount = GetResource(item, res_type);
501 float player_amount = GetResource(player, res_type);
502 if (item.spawnshieldtime)
504 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
507 else if (g_weapon_stay == 2)
509 ammomax = min(amount, ammomax);
510 if(player_amount >= ammomax)
516 TakeResourceWithLimit(player, res_type, -amount, ammomax);
518 GiveResourceWithLimit(player, res_type, amount, ammomax);
522 void Item_NotifyWeapon(entity player, int wep)
524 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
526 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
527 WriteByte(MSG_ONE, wep);
531 bool Item_GiveTo(entity item, entity player)
533 // if nothing happens to player, just return without taking the item
534 int _switchweapon = 0;
535 // in case the player has autoswitch enabled do the following:
536 // if the player is using their best weapon before items are given, they
537 // probably want to switch to an even better weapon after items are given
539 if(CS_CVAR(player).cvar_cl_autoswitch)
541 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
543 .entity weaponentity = weaponentities[slot];
544 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
546 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
547 _switchweapon |= BIT(slot);
549 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
550 _switchweapon |= BIT(slot);
554 bool pickedup = false;
555 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
556 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
557 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
558 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
559 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
560 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
561 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
562 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
565 if (autocvar_rjz_count_shards && !warmup_stage && item.itemdef == ITEM_ArmorSmall) {
567 send_TotalShardsAll();
570 if (item.itemdef.instanceOfWeaponPickup)
573 w = STAT(WEAPONS, item);
574 wp = w & ~STAT(WEAPONS, player);
576 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
579 FOREACH(Weapons, it != WEP_Null, {
580 if(w & (it.m_wepset))
581 Item_NotifyWeapon(player, it.m_id);
583 if(wp & (it.m_wepset))
585 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
587 .entity weaponentity = weaponentities[slot];
588 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
589 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
591 W_GiveWeapon(player, it.m_id);
597 if (item.itemdef.instanceOfPowerup)
599 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
600 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
601 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
602 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
606 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
610 // TODO: we probably want to show a message in the console, but not this one!
611 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
614 if (item.strength_finished)
617 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
618 if (autocvar_g_powerups_stack)
619 t += item.strength_finished;
621 t = max(t, time + item.strength_finished);
622 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
624 if (item.invincible_finished)
627 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
628 if (autocvar_g_powerups_stack)
629 t += item.invincible_finished;
631 t = max(t, time + item.invincible_finished);
632 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
634 if (item.speed_finished)
637 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
638 if (autocvar_g_powerups_stack)
639 t += item.speed_finished;
641 t = max(t, time + item.speed_finished);
642 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
644 if (item.invisibility_finished)
647 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
648 if (autocvar_g_powerups_stack)
649 t += item.invisibility_finished;
651 t = max(t, time + item.invisibility_finished);
652 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
654 if (item.superweapons_finished)
657 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
660 // always eat teamed entities
667 // crude hack to enforce switching weapons
668 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
670 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672 .entity weaponentity = weaponentities[slot];
673 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
674 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
681 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
683 .entity weaponentity = weaponentities[slot];
684 if(_switchweapon & BIT(slot))
685 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
686 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
693 void Item_Touch(entity this, entity toucher)
695 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
696 if (ITEM_IS_LOOT(this))
698 if (ITEM_TOUCH_NEEDKILL())
705 if(!(toucher.flags & FL_PICKUPITEMS)
706 || STAT(FROZEN, toucher)
708 || (this.solid != SOLID_TRIGGER)
709 || (this.owner == toucher)
710 || (time < this.item_spawnshieldtime)
713 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
715 case MUT_ITEMTOUCH_RETURN: { return; }
716 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
719 toucher = M_ARGV(1, entity);
721 if (ITEM_IS_EXPIRING(this))
723 this.strength_finished = max(0, this.strength_finished - time);
724 this.invincible_finished = max(0, this.invincible_finished - time);
725 this.speed_finished = max(0, this.speed_finished - time);
726 this.invisibility_finished = max(0, this.invisibility_finished - time);
727 this.superweapons_finished = max(0, this.superweapons_finished - time);
729 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
732 if (ITEM_IS_EXPIRING(this))
734 // undo what we did above
735 this.strength_finished += time;
736 this.invincible_finished += time;
737 this.speed_finished += time;
738 this.invisibility_finished += time;
739 this.superweapons_finished += time;
746 if(this.target && this.target != "" && this.target != "###item###") // defrag support
747 SUB_UseTargets(this, toucher, NULL);
749 STAT(LAST_PICKUP, toucher) = time;
751 GameItem def = this.itemdef;
752 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
753 _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM);
755 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
761 if (ITEM_IS_LOOT(this))
766 if (!this.spawnshieldtime)
773 RandomSelection_Init();
774 IL_EACH(g_items, it.team == this.team,
776 if (it.itemdef) // is a registered item
779 it.scheduledrespawntime = 0;
780 RandomSelection_AddEnt(it, it.cnt, 0);
783 e = RandomSelection_chosen_ent;
784 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
788 Item_ScheduleRespawn(e);
791 void Item_Reset(entity this)
793 Item_Show(this, !this.state);
795 if (ITEM_IS_LOOT(this))
799 setthink(this, Item_Think);
800 this.nextthink = time;
801 if (this.waypointsprite_attached)
803 WaypointSprite_Kill(this.waypointsprite_attached);
805 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
807 Item_ScheduleInitialRespawn(this);
811 void Item_FindTeam(entity this)
813 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
816 LOG_TRACE("Initializing item team ", ftos(this.team));
817 RandomSelection_Init();
818 IL_EACH(g_items, it.team == this.team,
820 if(it.itemdef) // is a registered item
821 RandomSelection_AddEnt(it, it.cnt, 0);
824 entity e = RandomSelection_chosen_ent;
828 IL_EACH(g_items, it.team == this.team,
830 if(it.itemdef) // is a registered item
834 Item_Show(it, -1); // make it non-spawned
835 if (it.waypointsprite_attached)
836 WaypointSprite_Kill(it.waypointsprite_attached);
837 it.nextthink = 0; // disable any scheduled powerup spawn
842 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
844 it.effects &= ~EF_NOGUNBOB;
849 void Item_CopyFields(entity this, entity to)
851 setorigin(to, this.origin);
852 to.spawnflags = this.spawnflags;
853 to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
856 to.spawnfunc_checked = true;
857 // TODO: copy respawn times? this may not be desirable in some cases
858 //to.respawntime = this.respawntime;
859 //to.respawntimejitter = this.respawntimejitter;
862 // Savage: used for item garbage-collection
863 void RemoveItem(entity this)
865 if(wasfreed(this) || !this) { return; }
866 if(this.waypointsprite_attached)
867 WaypointSprite_Kill(this.waypointsprite_attached);
871 // pickup evaluation functions
872 // these functions decide how desirable an item is to the bots
874 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
876 float weapon_pickupevalfunc(entity player, entity item)
878 // See if I have it already
879 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
881 // If I can pick it up
882 if(!item.spawnshieldtime)
884 return ammo_pickupevalfunc(player, item);
887 // reduce weapon value if bot already got a good arsenal
889 int weapons_value = 0;
890 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
891 weapons_value += it.bot_pickupbasevalue;
893 c -= bound(0, weapons_value / 20000, 1) * 0.5;
895 return item.bot_pickupbasevalue * c;
898 float ammo_pickupevalfunc(entity player, entity item)
900 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
905 // detect needed ammo
906 if(item.itemdef.instanceOfWeaponPickup)
908 entity res = item.itemdef.m_weapon.ammo_type;
909 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
912 if(res != RES_NONE && GetResource(item, res))
916 rating = ammo.m_botvalue;
920 FOREACH(Weapons, it != WEP_Null, {
921 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
923 if(it.ammo_type == RES_NONE)
926 if(GetResource(item, it.ammo_type))
928 item_resource = it.ammo_type;
932 rating = item.bot_pickupbasevalue;
935 float noammorating = 0.5;
937 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
938 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
942 rating += wpn.bot_pickupbasevalue * 0.1;
946 float healtharmor_pickupevalfunc(entity player, entity item)
949 float rating = item.bot_pickupbasevalue;
951 float itemarmor = GetResource(item, RES_ARMOR);
952 float itemhealth = GetResource(item, RES_HEALTH);
956 itemarmor *= min(4, item.item_group_count);
957 itemhealth *= min(4, item.item_group_count);
960 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
961 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
963 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
964 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
970 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
972 if(ITEM_DAMAGE_NEEDKILL(deathtype))
976 void item_use(entity this, entity actor, entity trigger)
978 // use the touch function to handle collection
979 gettouch(this)(this, actor);
982 // if defaultrespawntime is 0 get respawntime from the item definition
983 // if defaultrespawntimejitter is 0 get respawntimejitter from the item definition
984 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
986 string itemname = def.m_name;
987 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
988 float pickupbasevalue = def.m_botvalue;
990 startitem_failed = false;
992 this.item_model_ent = def.m_model;
993 this.item_pickupsound_ent = def.m_sound;
994 if (!this.item_pickupsound)
995 this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
998 def.m_iteminit(def, this);
1000 if(!this.pickup_anyway && def.m_pickupanyway)
1001 this.pickup_anyway = def.m_pickupanyway();
1003 int itemid = def.m_itemid;
1004 this.items = itemid;
1005 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1006 this.weapon = weaponid;
1008 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1010 this.fade_end = autocvar_g_items_maxdist;
1013 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1015 this.flags = FL_ITEM | def.m_itemflags;
1016 IL_PUSH(g_items, this);
1018 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1020 startitem_failed = true;
1025 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1026 setmodel(this, MDL_Null); // precision set below
1027 // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1028 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1030 if (ITEM_IS_LOOT(this))
1032 this.reset = RemoveItem;
1034 set_movetype(this, MOVETYPE_TOSS);
1037 setthink(this, Item_Think);
1038 this.nextthink = time + IT_UPDATE_INTERVAL;
1039 this.wait = time + autocvar_g_items_dropped_lifetime;
1041 this.owner = NULL; // anyone can pick this up, including the player who threw it
1042 this.item_spawnshieldtime = time + 0.5; // but not straight away
1044 this.takedamage = DAMAGE_YES;
1045 this.event_damage = Item_Damage;
1046 // enable this to have thrown items burn in lava
1047 //this.damagedbycontents = true;
1048 //IL_PUSH(g_damagedbycontents, this);
1050 if (ITEM_IS_EXPIRING(this))
1052 // if item is worthless after a timer, have it expire then
1053 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1056 // don't drop if in a NODROP zone (such as lava)
1057 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1058 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1060 startitem_failed = true;
1067 this.reset = Item_Reset;
1069 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1070 if(!have_pickup_item(this))
1072 startitem_failed = true;
1077 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1078 if(!this.respawntime) // both need to be set
1080 this.respawntime = defaultrespawntime ? defaultrespawntime : def.m_respawntime();
1081 this.respawntimejitter = defaultrespawntimejitter ? defaultrespawntimejitter : def.m_respawntimejitter();
1084 if(this.angles != '0 0 0')
1085 this.SendFlags |= ISF_ANGLES;
1087 if(q3compat && !this.team)
1089 string t = GetField_fullspawndata(this, "team");
1090 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1091 if(t) this.team = crc16(false, t);
1094 // it's a level item
1095 if(this.spawnflags & 1)
1097 if (this.noalign > 0)
1098 set_movetype(this, MOVETYPE_NONE);
1100 set_movetype(this, MOVETYPE_TOSS);
1101 // do item filtering according to game mode and other things
1102 if (this.noalign <= 0)
1104 // first nudge it off the floor a little bit to avoid math errors
1105 setorigin(this, this.origin + '0 0 1');
1106 // note droptofloor returns false if stuck/or would fall too far
1109 waypoint_spawnforitem(this);
1113 * can't do it that way, as it would break maps
1114 * TODO make a target_give like entity another way, that perhaps has
1115 * the weapon name in a key
1118 // target_give not yet supported; maybe later
1119 print("removed targeted ", this.classname, "\n");
1120 startitem_failed = true;
1126 if(this.targetname != "" && (this.spawnflags & 16))
1127 this.use = item_use;
1129 if(autocvar_spawn_debug >= 2)
1131 // why not flags & fl_item?
1132 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1133 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1134 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1135 error("Mapper sucks.");
1137 this.is_item = true;
1140 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1142 if ( def.instanceOfPowerup
1143 || def.instanceOfWeaponPickup
1144 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1145 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1146 || (itemid & (IT_KEY1 | IT_KEY2))
1149 if(!this.target || this.target == "")
1150 this.target = "###item###"; // for finding the nearest item using findnearest
1153 Item_ItemsTime_SetTime(this, 0);
1155 this.glowmod = def.m_color;
1158 this.bot_pickup = true;
1159 this.bot_pickupevalfunc = pickupevalfunc;
1160 this.bot_pickupbasevalue = pickupbasevalue;
1161 this.netname = itemname;
1162 settouch(this, Item_Touch);
1163 //this.effects |= EF_LOWPRECISION;
1165 // support skinned models for powerups
1167 this.skin = def.m_skin;
1169 if (!(this.spawnflags & 1024)) {
1170 if(def.instanceOfPowerup)
1171 this.ItemStatus |= ITS_ANIMATE1;
1173 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1174 this.ItemStatus |= ITS_ANIMATE2;
1177 if(def.instanceOfWeaponPickup)
1179 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1180 this.colormap = 1024; // color shirt=0 pants=0 grey
1181 if (!(this.spawnflags & 1024))
1182 this.ItemStatus |= ITS_ANIMATE1;
1183 this.SendFlags |= ISF_COLORMAP;
1190 this.cnt = 1; // item probability weight
1192 this.effects |= EF_NOGUNBOB; // marker for item team search
1193 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1194 this.reset = Item_FindTeam;
1199 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1201 // call this hook after everything else has been done
1202 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1204 startitem_failed = true;
1209 // we should be sure this item will spawn before loading its assets
1210 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1211 //precache_model(this.mdl);
1212 precache_sound(this.item_pickupsound);
1217 void StartItem(entity this, GameItem def)
1219 def = def.m_spawnfunc_hookreplace(def, this);
1221 this.classname = def.m_canonical_spawnfunc;
1224 _StartItem(this, this.itemdef, 0, 0);
1227 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1228 int group_count = 1;
1230 void setItemGroup(entity this)
1232 if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1235 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1237 if(!this.item_group)
1241 it.item_group = group_count;
1244 this.item_group = it.item_group;
1246 else // spawning item is already part of a item_group X
1249 it.item_group = this.item_group;
1250 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1252 int grY = it.item_group;
1253 // move all items of item_group Y to item_group X
1254 IL_EACH(g_items, IS_SMALL(it.itemdef),
1256 if(it.item_group == grY)
1257 it.item_group = this.item_group;
1264 void setItemGroupCount()
1266 for (int k = 1; k <= group_count; k++)
1269 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1271 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1275 void target_items_use(entity this, entity actor, entity trigger)
1277 if(ITEM_IS_LOOT(actor))
1279 EXACTTRIGGER_TOUCH(this, trigger);
1284 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1287 if(trigger.solid == SOLID_TRIGGER)
1289 EXACTTRIGGER_TOUCH(this, trigger);
1292 IL_EACH(g_items, it.enemy == actor && ITEM_IS_LOOT(it),
1297 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1298 centerprint(actor, this.message);
1301 spawnfunc(target_items)
1303 this.use = target_items_use;
1304 if(!this.strength_finished)
1305 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1306 if(!this.invincible_finished)
1307 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1308 if(!this.speed_finished)
1309 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1310 if(!this.invisibility_finished)
1311 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1312 if(!this.superweapons_finished)
1313 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1316 int n = tokenize_console(this.netname);
1317 if(argv(0) == "give")
1319 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1323 for(int j = 0; j < n; ++j)
1325 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1326 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1327 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1328 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1329 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1330 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1331 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1332 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1333 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1334 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1335 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1338 FOREACH(StatusEffect, it.instanceOfBuff,
1340 string s = Buff_CompatName(argv(j));
1344 if(!this.buffs_finished)
1345 this.buffs_finished = it.m_time(it);
1349 FOREACH(Weapons, it != WEP_Null, {
1351 if(s == it.netname || s == it.m_deprecated_netname)
1353 STAT(WEAPONS, this) |= (it.m_wepset);
1354 if(this.spawnflags == 0 || this.spawnflags == 2)
1362 string itemprefix, valueprefix;
1363 if(this.spawnflags == 0)
1368 else if(this.spawnflags == 1)
1370 itemprefix = "max ";
1371 valueprefix = "max ";
1373 else if(this.spawnflags == 2)
1375 itemprefix = "min ";
1376 valueprefix = "min ";
1378 else if(this.spawnflags == 4)
1380 itemprefix = "minus ";
1381 valueprefix = "max ";
1385 error("invalid spawnflags");
1386 itemprefix = valueprefix = string_null;
1390 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1391 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1392 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1393 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1394 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1395 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1396 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1397 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1398 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1400 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1401 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1402 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1403 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1404 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1405 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1406 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1407 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1408 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1409 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1411 this.netname = strzone(str);
1413 n = tokenize_console(this.netname);
1414 for(int j = 0; j < n; ++j)
1416 string cmd = argv(j);
1417 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1424 float GiveWeapon(entity e, float wpn, float op, float val)
1427 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1428 v0 = (STAT(WEAPONS, e) & s);
1433 STAT(WEAPONS, e) |= s;
1435 STAT(WEAPONS, e) &= ~s;
1440 STAT(WEAPONS, e) |= s;
1444 STAT(WEAPONS, e) &= ~s;
1448 STAT(WEAPONS, e) &= ~s;
1451 v1 = (STAT(WEAPONS, e) & s);
1455 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1457 bool had_buff = StatusEffects_active(thebuff, e);
1458 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1462 new_buff_time = val;
1465 new_buff_time = max(new_buff_time, val);
1468 new_buff_time = min(new_buff_time, val);
1471 new_buff_time += val;
1474 new_buff_time -= val;
1477 if(new_buff_time <= 0)
1479 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1480 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1484 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1485 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1487 bool have_buff = StatusEffects_active(thebuff, e);
1488 return (had_buff != have_buff);
1491 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1497 if(snd_decr != NULL)
1498 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1500 else if(v0 >= v0 + t)
1502 if(snd_incr != NULL)
1503 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1507 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1510 e.(rotfield) = max(e.(rotfield), time + rottime);
1512 e.(regenfield) = max(e.(regenfield), time + regentime);
1514 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1516 int v0 = GetResource(e, res_type);
1520 // min 100 cells = at least 100 cells
1521 case OP_SET: new_val = val; break;
1522 case OP_MIN: new_val = max(v0, val); break;
1523 case OP_MAX: new_val = min(v0, val); break;
1524 case OP_PLUS: new_val = v0 + val; break;
1525 case OP_MINUS: new_val = v0 - val; break;
1526 default: return false;
1529 return SetResourceExplicit(e, res_type, new_val);
1531 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1533 bool had_eff = StatusEffects_active(this, e);
1534 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1541 new_eff_time = max(new_eff_time, val);
1544 new_eff_time = min(new_eff_time, val);
1547 new_eff_time += val;
1550 new_eff_time -= val;
1553 if(new_eff_time <= 0)
1555 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1556 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1559 StatusEffects_apply(this, e, new_eff_time, 0);
1560 bool have_eff = StatusEffects_active(this, e);
1561 return (had_eff != have_eff);
1564 float GiveItems(entity e, float beginarg, float endarg)
1566 float got, i, val, op;
1574 int _switchweapon = 0;
1576 if(CS_CVAR(e).cvar_cl_autoswitch)
1578 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1580 .entity weaponentity = weaponentities[slot];
1581 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1582 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1583 _switchweapon |= BIT(slot);
1589 FOREACH(StatusEffect, true,
1591 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1597 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1598 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1599 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1600 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1601 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1602 PREGIVE_RESOURCE(e, RES_BULLETS);
1603 PREGIVE_RESOURCE(e, RES_CELLS);
1604 PREGIVE_RESOURCE(e, RES_PLASMA);
1605 PREGIVE_RESOURCE(e, RES_SHELLS);
1606 PREGIVE_RESOURCE(e, RES_ROCKETS);
1607 PREGIVE_RESOURCE(e, RES_FUEL);
1608 PREGIVE_RESOURCE(e, RES_ARMOR);
1609 PREGIVE_RESOURCE(e, RES_HEALTH);
1611 for(i = beginarg; i < endarg; ++i)
1615 if(cmd == "0" || stof(cmd))
1639 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1640 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1641 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1643 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1644 got += GiveResourceValue(e, RES_HEALTH, op, val);
1645 got += GiveResourceValue(e, RES_ARMOR, op, val);
1647 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1648 //case "allbuffs": // all buffs makes a player god, do not want!
1649 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1651 got += GiveResourceValue(e, RES_CELLS, op, val);
1652 got += GiveResourceValue(e, RES_PLASMA, op, val);
1653 got += GiveResourceValue(e, RES_SHELLS, op, val);
1654 got += GiveResourceValue(e, RES_BULLETS, op, val);
1655 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1656 got += GiveResourceValue(e, RES_FUEL, op, val);
1658 case "unlimited_ammo":
1659 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1660 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1662 case "unlimited_weapon_ammo":
1663 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1665 case "unlimited_superweapons":
1666 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1669 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1672 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1675 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1679 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1682 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1684 case "invisibility":
1685 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1687 case "superweapons":
1688 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1691 got += GiveResourceValue(e, RES_CELLS, op, val);
1694 got += GiveResourceValue(e, RES_PLASMA, op, val);
1697 got += GiveResourceValue(e, RES_SHELLS, op, val);
1701 got += GiveResourceValue(e, RES_BULLETS, op, val);
1704 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1707 got += GiveResourceValue(e, RES_HEALTH, op, val);
1710 got += GiveResourceValue(e, RES_ARMOR, op, val);
1713 got += GiveResourceValue(e, RES_FUEL, op, val);
1716 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1718 got += GiveBuff(e, it, op, val);
1721 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1722 got += GiveWeapon(e, it.m_id, op, val);
1731 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1732 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1733 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1734 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1735 FOREACH(Weapons, it != WEP_Null, {
1736 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1737 if(!(save_weapons & (it.m_wepset)))
1738 if(STAT(WEAPONS, e) & (it.m_wepset))
1741 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1742 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1743 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1744 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1745 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1746 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1747 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1748 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1749 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1750 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);
1751 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);
1752 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);
1754 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1756 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1757 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1762 FOREACH(StatusEffect, true,
1764 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1765 e.statuseffects.statuseffect_time[it.m_id] = 0;
1767 e.statuseffects.statuseffect_time[it.m_id] += time;
1770 StatusEffects_update(e);
1773 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1775 .entity weaponentity = weaponentities[slot];
1776 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1777 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1778 _switchweapon |= BIT(slot);
1783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1785 .entity weaponentity = weaponentities[slot];
1786 if(_switchweapon & BIT(slot))
1788 Weapon wep = w_getbestweapon(e, weaponentity);
1789 if(wep != e.(weaponentity).m_switchweapon)
1790 W_SwitchWeapon_Force(e, wep, weaponentity);