-#define ISF_LOCATION 2
-#define ISF_MODEL 4
-#define ISF_STATUS 8
- #define ITS_STAYWEP 1
- #define ITS_ANIMATE1 2
- #define ITS_ANIMATE2 4
- #define ITS_AVAILABLE 8
- #define ITS_ALLOWFB 16
- #define ITS_ALLOWSI 32
- #define ITS_POWERUP 64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-
-.float ItemStatus;
+#ifndef T_ITEMS_H
+#define T_ITEMS_H
+
+// constants
+const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+const int IT_CTF_SHIELDED = 4; // set for the flag shield
+const int IT_USING_JETPACK = 8; // confirmation that button is pressed
+const int IT_JETPACK = 16; // actual item
+const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
+// where is 64... ?
+const int IT_FUEL = 128;
+const int IT_SHELLS = 256;
+const int IT_NAILS = 512;
+const int IT_ROCKETS = 1024;
+const int IT_CELLS = 2048;
+const int IT_SUPERWEAPON = 4096;
+const int IT_STRENGTH = 8192;
+const int IT_INVINCIBLE = 16384;
+const int IT_HEALTH = 32768;
+const int IT_PLASMA = 65536;
+
+// shared value space (union):
+ // for items:
+ const int IT_KEY1 = 131072;
+ const int IT_KEY2 = 262144;
+ // for players:
+ const int IT_RED_FLAG_TAKEN = 32768;
+ const int IT_RED_FLAG_LOST = 65536;
+ const int IT_RED_FLAG_CARRYING = 98304;
+ const int IT_BLUE_FLAG_TAKEN = 131072;
+ const int IT_BLUE_FLAG_LOST = 262144;
+ const int IT_BLUE_FLAG_CARRYING = 393216;
+// end
+
+const int IT_5HP = 524288;
+const int IT_25HP = 1048576;
+const int IT_ARMOR_SHARD = 2097152;
+const int IT_ARMOR = 4194304;
+
+// item masks
+const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
+const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+
+const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+
+// item networking
+const int ISF_LOCATION = 2;
+const int ISF_MODEL = 4;
+const int ISF_STATUS = 8;
+ const int ITS_STAYWEP = 1;
+ const int ITS_ANIMATE1 = 2;
+ const int ITS_ANIMATE2 = 4;
+ const int ITS_AVAILABLE = 8;
+ const int ITS_ALLOWFB = 16;
+ const int ITS_ALLOWSI = 32;
+ const int ITS_POWERUP = 64;
+const int ISF_COLORMAP = 16;
+const int ISF_DROP = 32;
+const int ISF_ANGLES = 64;
+const int ISF_SIZE = 128;
+
+.int ItemStatus;
#ifdef CSQC
-var float autocvar_cl_animate_items = 1;
-var float autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float autocvar_cl_weapon_stay_alpha = 0.75;
-var float autocvar_cl_simple_items = 0;
-var string autocvr_cl_simpleitems_postfix = "_simple";
+float autocvar_cl_animate_items = 1;
+float autocvar_cl_ghost_items = 0.45;
+vector autocvar_cl_ghost_items_color = '-1 -1 -1';
+float autocvar_cl_fullbright_items = 0;
+vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
+float autocvar_cl_weapon_stay_alpha = 0.75;
+float autocvar_cl_simple_items = 0;
+string autocvar_cl_simpleitems_postfix = "_simple";
.float spawntime;
.float gravity;
.vector colormod;
void ItemRead(float _IsNew);
#endif
-
#ifdef SVQC
float autocvar_sv_simple_items;
float ItemSend(entity to, float sf);
float have_pickup_item(void);
-#define ITEM_RESPAWN_TICKS 10
+const float ITEM_RESPAWN_TICKS = 10;
#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
// range: respawntime - respawntimejitter .. respawntime + respawntimejitter
#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
// range: 10 .. respawntime + respawntimejitter
-string Item_CounterFieldName(float it);
-
.float max_armorvalue;
.float pickup_anyway;
float ITEM_MODE_HEALTH = 1;
float ITEM_MODE_ARMOR = 2;
float ITEM_MODE_FUEL = 3;
-float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode);
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
float Item_GiveTo(entity item, entity player);
void Item_FindTeam();
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-void RemoveItem(void); // WEAPONTODO
+
+float ItemSend(entity to, float sf);
+void ItemUpdate(entity item);
// pickup evaluation functions
// these functions decide how desirable an item is to the bots
float commodity_pickupevalfunc(entity player, entity item);
-void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // WEAPONTODO
-
.float is_item;
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);
void target_items_use (void);
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
+const float OP_SET = 0;
+const float OP_MIN = 1;
+const float OP_MAX = 2;
+const float OP_PLUS = 3;
+const float OP_MINUS = 4;
float GiveWeapon(entity e, float wpn, float op, float val);
float GiveItems(entity e, float beginarg, float endarg);
#endif
+#endif