]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/items/spawning.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / items / spawning.qc
diff --git a/qcsrc/server/items/spawning.qc b/qcsrc/server/items/spawning.qc
new file mode 100644 (file)
index 0000000..d2f1530
--- /dev/null
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+#include "spawning.qh"
+
+/// \file
+/// \brief Source file that contains implementation of the functions related to
+/// creation of game items.
+/// \copyright GNU GPLv2 or any later version.
+
+#include <server/items/items.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/spawning.qh>
+#include <common/weapons/all.qh>
+#include <common/mapobjects/subs.qh>
+
+.bool m_isloot; ///< Holds whether item is loot.
+/// \brief Holds whether strength, shield or superweapon timers expire while
+/// this item is on the ground.
+.bool m_isexpiring;
+
+entity Item_FindDefinition(string class_name)
+{
+       FOREACH(Items, it.m_canonical_spawnfunc == class_name,
+       {
+               return it;
+       });
+       FOREACH(Weapons, it.m_canonical_spawnfunc == class_name,
+       {
+               return it.m_pickup;
+       });
+       return NULL;
+}
+
+bool Item_IsAllowed(string class_name)
+{
+       entity definition = Item_FindDefinition(class_name);
+       if (definition == NULL)
+       {
+               return false;
+       }
+       return Item_IsDefinitionAllowed(definition);
+}
+
+bool Item_IsDefinitionAllowed(entity definition)
+{
+       return !MUTATOR_CALLHOOK(FilterItemDefinition, definition);
+}
+
+entity Item_Create(string class_name, vector position, bool no_align)
+{
+       entity item = spawn();
+       item.classname = class_name;
+       item.spawnfunc_checked = true;
+       setorigin(item, position);
+       item.noalign = no_align;
+       Item_Initialize(item, class_name);
+       if (wasfreed(item))
+       {
+               return NULL;
+       }
+       return item;
+}
+
+void Item_Initialize(entity item, string class_name)
+{
+       FOREACH(Weapons, it.m_canonical_spawnfunc == class_name,
+       {
+               weapon_defaultspawnfunc(item, it);
+               return;
+       });
+       FOREACH(Items, it.m_canonical_spawnfunc == class_name,
+       {
+               StartItem(item, it);
+               return;
+       });
+       LOG_FATALF("Item_Initialize: Invalid classname: %s", class_name);
+}
+
+entity Item_CreateLoot(string class_name, vector position, vector vel,
+       float time_to_live)
+{
+       entity item = spawn();
+       if (!Item_InitializeLoot(item, class_name, position, vel, time_to_live))
+       {
+               return NULL;
+       }
+       return item;
+}
+
+bool Item_InitializeLoot(entity item, string class_name, vector position,
+       vector vel, float time_to_live)
+{
+       item.classname = class_name;
+       Item_SetLoot(item, true);
+       item.noalign = true;
+       setorigin(item, position);
+       item.pickup_anyway = true;
+       item.spawnfunc_checked = true;
+       Item_Initialize(item, class_name);
+       if (wasfreed(item))
+       {
+               return false;
+       }
+       item.gravity = 1;
+       item.velocity = vel;
+       SUB_SetFade(item, time + time_to_live, 1);
+       return true;
+}
+
+bool Item_IsLoot(entity item)
+{
+       return item.m_isloot || item.classname == "droppedweapon";
+}
+
+void Item_SetLoot(entity item, bool loot)
+{
+       item.m_isloot = loot;
+}
+
+bool Item_ShouldKeepPosition(entity item)
+{
+       return item.noalign || (item.spawnflags & 1);
+}
+
+bool Item_IsExpiring(entity item)
+{
+       return item.m_isexpiring;
+}
+
+void Item_SetExpiring(entity item, bool expiring)
+{
+       item.m_isexpiring = expiring;
+}
+
+// Compatibility spawn functions
+
+// FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
+SPAWNFUNC_ITEM(item_armor1, ITEM_ArmorSmall)
+
+SPAWNFUNC_ITEM(item_armor25, ITEM_ArmorMega)
+
+SPAWNFUNC_ITEM(item_armor_large, ITEM_ArmorMega)
+
+SPAWNFUNC_ITEM(item_health1, ITEM_HealthSmall)
+
+SPAWNFUNC_ITEM(item_health25, ITEM_HealthMedium)
+
+SPAWNFUNC_ITEM(item_health_large, ITEM_HealthBig)
+
+SPAWNFUNC_ITEM(item_health100, ITEM_HealthMega)
+
+SPAWNFUNC_ITEM(item_quad, ITEM_Strength)