X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=7b0d760df6e61afe908d4aaaf17b3263d1f022ca;hb=ba1679d72b9a726f53c206467c665ed8b75c5426;hp=b92aceb8d0b342028f8c64f3aca50f3e975c8c78;hpb=2dfdf060fe0af57cd8b0026b5e7e235742e5ace6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index b92aceb8d..7b0d760df 100644 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@ -1,10 +1,6 @@ #pragma once -#ifdef SVQC -#include -#endif - -const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel +const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel // item networking const int ISF_LOCATION = BIT(1); @@ -30,6 +26,8 @@ const int ISF_SIZE = BIT(7); #ifdef SVQC void StartItem(entity this, entity a); +.int item_group; +.int item_group_count; #endif #ifdef CSQC @@ -38,7 +36,6 @@ bool autocvar_cl_items_nofade; 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; @@ -48,32 +45,23 @@ string autocvar_cl_simpleitems_postfix = "_simple"; .vector colormod; void ItemDraw(entity this); -void ItemDrawSimple(entity this); #endif #ifdef SVQC -spawnfunc(item_strength); -spawnfunc(item_invincible); -spawnfunc(item_armor_small); -spawnfunc(item_shells); -spawnfunc(item_bullets); -spawnfunc(item_rockets); float autocvar_sv_simple_items; bool ItemSend(entity this, entity to, int sf); - bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; -#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS)) - // range: 10 .. respawntime + respawntimejitter - .float max_armorvalue; .float pickup_anyway; -void Item_Show (entity e, float mode); +.float item_respawncounter; + +void Item_Show (entity e, int mode); void Item_Respawn (entity this); @@ -83,13 +71,18 @@ void Item_ScheduleRespawnIn(entity e, float t); void Item_ScheduleRespawn(entity e); void Item_ScheduleInitialRespawn(entity e); -float ITEM_MODE_NONE = 0; -float ITEM_MODE_HEALTH = 1; -float ITEM_MODE_ARMOR = 2; -float ITEM_MODE_FUEL = 3; -float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode); -float Item_GiveTo(entity item, entity player); +/// \brief Give several random weapons and ammo to the entity. +/// \param[in,out] receiver Entity to give weapons to. +/// \param[in] num_weapons Number of weapons to give. +/// \param[in] weapon_names Names of weapons to give separated by spaces. +/// \param[in] ammo Entity containing the ammo amount for each possible weapon. +/// \return No return. +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity); + +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax); + +bool Item_GiveTo(entity item, entity player); void Item_Touch(entity this, entity toucher); @@ -112,7 +105,7 @@ float weapon_pickupevalfunc(entity player, entity item); float ammo_pickupevalfunc(entity player, entity item); float healtharmor_pickupevalfunc(entity player, entity item); -.float is_item; +.bool is_item; .entity itemdef; void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); @@ -129,10 +122,15 @@ void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons +spawnfunc(target_items); + +#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) #define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) +#define PREGIVE_RESOURCE(e,f) float save_##f = GetResource((e), (f)) +#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) +#define POSTGIVE_RESOURCE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, GetResource((e), (f)), t, snd_incr, snd_decr) +#define POSTGIVE_RES_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e),save_##f,GetResource((e),(f)),rotfield,rottime,regenfield,regentime);GiveSound((e),save_##f,GetResource((e),(f)),t,snd_incr,snd_decr) #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)