X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fitems%2Fitems.qc;fp=qcsrc%2Fserver%2Fitems%2Fitems.qc;h=861b21eed2b566df931eef6a382f4b848139ec7c;hp=0000000000000000000000000000000000000000;hb=ca2b4af3846cb6e38d166006cc3b32c89cf99142;hpb=f53ede36a1898c157e840c96ffac2534ab3c8e31 diff --git a/qcsrc/server/items/items.qc b/qcsrc/server/items/items.qc new file mode 100644 index 000000000..861b21eed --- /dev/null +++ b/qcsrc/server/items/items.qc @@ -0,0 +1,1651 @@ +#include "items.qh" + +#include + +#include + +#include + +#include + +#include + +#include + +#include +#include +#include + +#include +#include +#include +#include +#include +#include + +#include + +#include +#include + +#include +#include + +#include + +bool ItemSend(entity this, entity to, int sf) +{ + if(this.gravity) + sf |= ISF_DROP; + else + sf &= ~ISF_DROP; + + WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM); + WriteByte(MSG_ENTITY, sf); + + //WriteByte(MSG_ENTITY, this.cnt); + if(sf & ISF_LOCATION) + { + WriteVector(MSG_ENTITY, this.origin); + } + + if(sf & ISF_ANGLES) + { + WriteAngleVector(MSG_ENTITY, this.angles); + } + + // sets size on the client, unused on server + //if(sf & ISF_SIZE) + + if(sf & ISF_STATUS) + WriteByte(MSG_ENTITY, this.ItemStatus); + + if(sf & ISF_MODEL) + { + WriteShort(MSG_ENTITY, this.fade_end); + WriteShort(MSG_ENTITY, this.fade_start); + + if(this.mdl == "") + LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now"); + + WriteString(MSG_ENTITY, this.mdl); + } + + + if(sf & ISF_COLORMAP) + { + WriteShort(MSG_ENTITY, this.colormap); + WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); + WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); + } + + if(sf & ISF_DROP) + { + WriteVector(MSG_ENTITY, this.velocity); + } + + return true; +} + +void ItemUpdate(entity this) +{ + this.oldorigin = this.origin; + this.SendFlags |= ISF_LOCATION; +} + +void UpdateItemAfterTeleport(entity this) +{ + if(getSendEntity(this) == ItemSend) + ItemUpdate(this); +} + +bool have_pickup_item(entity this) +{ + if(this.itemdef.instanceOfPowerup) + { + if(autocvar_g_powerups > 0) + return true; + if(autocvar_g_powerups == 0) + return false; + } + else + { + if(autocvar_g_pickup_items > 0) + return true; + if(autocvar_g_pickup_items == 0) + return false; + if(g_weaponarena) + if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena + return false; + } + return true; +} + +void Item_Show(entity e, int mode) +{ + e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); + e.ItemStatus &= ~ITS_STAYWEP; + entity def = e.itemdef; + if (mode > 0) + { + // make the item look normal, and be touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; + e.spawnshieldtime = 1; + e.ItemStatus |= ITS_AVAILABLE; + } + else if (mode < 0) + { + // hide the item completely + e.model = string_null; + e.solid = SOLID_NOT; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + else + { + bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons + || e.team // weapon stay isn't supported for teamed weapons + ; + if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) + { + // make the item translucent and not touchable + e.model = e.mdl; + e.solid = SOLID_TRIGGER; // can STILL be picked up! + e.effects |= EF_STARDUST; + e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon + e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); + } + else + { + //setmodel(e, "null"); + e.solid = SOLID_NOT; + e.colormod = '0 0 0'; + //e.glowmod = e.colormod; + e.spawnshieldtime = 1; + e.ItemStatus &= ~ITS_AVAILABLE; + } + } + + if (def.m_glow) + e.ItemStatus |= ITS_GLOW; + + if (autocvar_g_nodepthtestitems) + e.effects |= EF_NODEPTHTEST; + + if (autocvar_g_fullbrightitems) + e.ItemStatus |= ITS_ALLOWFB; + else + e.ItemStatus &= ~ITS_ALLOWFB; + + if (autocvar_sv_simple_items) + e.ItemStatus |= ITS_ALLOWSI; + + // relink entity (because solid may have changed) + setorigin(e, e.origin); + e.SendFlags |= ISF_STATUS; +} + +void Item_Think(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); +} + +bool Item_ItemsTime_SpectatorOnly(GameItem it); +bool Item_ItemsTime_Allow(GameItem it); +float Item_ItemsTime_UpdateTime(entity e, float t); +void Item_ItemsTime_SetTime(entity e, float t); +void Item_ItemsTime_SetTimesForAllPlayers(); + +void Item_Respawn(entity this) +{ + Item_Show(this, 1); + sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound + setorigin(this, this.origin); + + if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) + { + float t = Item_ItemsTime_UpdateTime(this, 0); + Item_ItemsTime_SetTime(this, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + + setthink(this, Item_Think); + this.nextthink = time; + + //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); + Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); +} + +void Item_RespawnCountdown(entity this) +{ + if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) + { + if(this.waypointsprite_attached) + WaypointSprite_Kill(this.waypointsprite_attached); + Item_Respawn(this); + } + else + { + this.nextthink = time + 1; + this.item_respawncounter += 1; + if(this.item_respawncounter == 1) + { + do { + { + entity wi = REGISTRY_GET(Weapons, this.weapon); + if (wi != WEP_Null) { + entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon); + wp.wp_extra = wi.m_id; + break; + } + } + { + entity ii = this.itemdef; + if (ii != NULL) { + entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item); + wp.wp_extra = ii.m_id; + break; + } + } + } while (0); + bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this); + if(this.waypointsprite_attached) + { + GameItem def = this.itemdef; + if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue) + WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR); + WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); + } + } + + if(this.waypointsprite_attached) + { + FOREACH_CLIENT(IS_REAL_CLIENT(it), { + if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it)) + { + msg_entity = it; + soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound + } + }); + + WaypointSprite_Ping(this.waypointsprite_attached); + //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter); + } + } +} + +void Item_RespawnThink(entity this) +{ + this.nextthink = time; + if(this.origin != this.oldorigin) + ItemUpdate(this); + + if(time >= this.wait) + Item_Respawn(this); +} + +void Item_ScheduleRespawnIn(entity e, float t) +{ + // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally + if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) + { + setthink(e, Item_RespawnCountdown); + e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); + e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; + e.item_respawncounter = 0; + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + { + t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); + Item_ItemsTime_SetTime(e, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + } + else + { + setthink(e, Item_RespawnThink); + e.nextthink = time; + e.scheduledrespawntime = time + t; + e.wait = time + t; + + if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + { + t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); + Item_ItemsTime_SetTime(e, t); + Item_ItemsTime_SetTimesForAllPlayers(); + } + } +} + +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*"); +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"); +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"); + +/// Adjust respawn time according to the number of players. +float adjust_respawntime(float normal_respawntime) { + float r = autocvar_g_pickup_respawntime_scaling_reciprocal; + float o = autocvar_g_pickup_respawntime_scaling_offset; + float l = autocvar_g_pickup_respawntime_scaling_linear; + + if (r == 0 && l == 1) { + return normal_respawntime; + } + + entity balance = TeamBalance_CheckAllowedTeams(NULL); + TeamBalance_GetTeamCounts(balance, NULL); + int players = 0; + for (int i = 1; i <= NUM_TEAMS; ++i) + { + if (TeamBalance_IsTeamAllowed(balance, i)) + { + players += TeamBalance_GetNumberOfPlayers(balance, i); + } + } + TeamBalance_Destroy(balance); + + if (players >= 2) { + return normal_respawntime * (r / (players + o) + l); + } else { + return normal_respawntime; + } +} + +void Item_ScheduleRespawn(entity e) +{ + if(e.respawntime > 0) + { + Item_Show(e, 0); + + float adjusted_respawntime = adjust_respawntime(e.respawntime); + //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime); + + // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter + float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; + Item_ScheduleRespawnIn(e, respawn_in); + } + else // if respawntime is -1, this item does not respawn + Item_Show(e, -1); +} + +AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, + "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"); + +void Item_ScheduleInitialRespawn(entity e) +{ + Item_Show(e, 0); + + float spawn_in; + if (autocvar_g_pickup_respawntime_initial_random == 0) + { + // range: respawntime .. respawntime + respawntimejitter + spawn_in = e.respawntime + random() * e.respawntimejitter; + } + else + { + float rnd; + if (autocvar_g_pickup_respawntime_initial_random == 1) + { + static float shared_random = 0; + // NOTE this code works only if items are scheduled at the same time (normal case) + // NOTE2 random() can't return exactly 1 so this check always work as intended + if (!shared_random || floor(time) > shared_random) + shared_random = floor(time) + random(); + rnd = shared_random - floor(time); + } + else + rnd = random(); + + // range: + // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter + // else: 0 .. ITEM_RESPAWN_TICKS + // this is to prevent powerups spawning unexpectedly without waypoints + spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); + } + + Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); +} + +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + entity ammo_entity) +{ + if (num_weapons == 0) + { + return; + } + int num_potential_weapons = tokenize_console(weapon_names); + for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt) + { + RandomSelection_Init(); + for (int weapon_index = 0; weapon_index < num_potential_weapons; + ++weapon_index) + { + string weapon = argv(weapon_index); + FOREACH(Weapons, it != WEP_Null, + { + // Finding a weapon which player doesn't have. + if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) + { + RandomSelection_AddEnt(it, 1, 1); + break; + } + }); + } + if (RandomSelection_chosen_ent == NULL) + { + return; + } + STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; + if (RandomSelection_chosen_ent.ammo_type == RES_NONE) + { + continue; + } + if (GetResource(receiver, + RandomSelection_chosen_ent.ammo_type) != 0) + { + continue; + } + GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, + GetResource(ammo_entity, + RandomSelection_chosen_ent.ammo_type)); + } +} + +bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) +{ + float amount = GetResource(item, res_type); + if (amount == 0) + { + return false; + } + float player_amount = GetResource(player, res_type); + if (item.spawnshieldtime) + { + if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) + return false; + } + else if (g_weapon_stay == 2) + { + ammomax = min(amount, ammomax); + if(player_amount >= ammomax) + return false; + } + else + return false; + if (amount < 0) + TakeResourceWithLimit(player, res_type, -amount, ammomax); + else + GiveResourceWithLimit(player, res_type, amount, ammomax); + return true; +} + +bool Item_GiveTo(entity item, entity player) +{ + // if nothing happens to player, just return without taking the item + int _switchweapon = 0; + // in case the player has autoswitch enabled do the following: + // if the player is using their best weapon before items are given, they + // probably want to switch to an even better weapon after items are given + + if(CS(player).autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + { + if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) + _switchweapon |= BIT(slot); + + if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + } + } + bool pickedup = false; + pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health); + pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue); + pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max); + pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max); + if (item.itemdef.instanceOfWeaponPickup) + { + WepSet w; + w = STAT(WEAPONS, item); + w &= ~STAT(WEAPONS, player); + + if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) + { + pickedup = true; + FOREACH(Weapons, it != WEP_Null, { + if(w & (it.m_wepset)) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); + } + W_GiveWeapon(player, it.m_id); + } + }); + } + } + + if (item.itemdef.instanceOfPowerup) + { + if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT); + else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK)) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT); + } + + int its; + if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) + { + pickedup = true; + player.items |= its; + // TODO: we probably want to show a message in the console, but not this one! + //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); + } + + if (item.strength_finished) + { + pickedup = true; + STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished; + } + if (item.invincible_finished) + { + pickedup = true; + STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished; + } + if (item.superweapons_finished) + { + pickedup = true; + STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished; + } + + // always eat teamed entities + if(item.team) + pickedup = true; + + if (!pickedup) + return false; + + // crude hack to enforce switching weapons + if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) + W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity); + } + return true; + } + + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) + W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); + } + } + + return true; +} + +void Item_Touch(entity this, entity toucher) +{ + // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) + if (Item_IsLoot(this)) + { + if (ITEM_TOUCH_NEEDKILL()) + { + delete(this); + return; + } + } + + if(!(toucher.flags & FL_PICKUPITEMS) + || STAT(FROZEN, toucher) + || IS_DEAD(toucher) + || (this.solid != SOLID_TRIGGER) + || (this.owner == toucher) + || (time < this.item_spawnshieldtime) + ) { return; } + + switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher)) + { + case MUT_ITEMTOUCH_RETURN: { return; } + case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; } + } + + toucher = M_ARGV(1, entity); + + if (Item_IsExpiring(this)) + { + this.strength_finished = max(0, this.strength_finished - time); + this.invincible_finished = max(0, this.invincible_finished - time); + this.superweapons_finished = max(0, this.superweapons_finished - time); + } + bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher); + if (!gave) + { + if (Item_IsExpiring(this)) + { + // undo what we did above + this.strength_finished += time; + this.invincible_finished += time; + this.superweapons_finished += time; + } + return; + } + +LABEL(pickup) + + if(this.target && this.target != "" && this.target != "###item###") // defrag support + SUB_UseTargets(this, toucher, NULL); + + STAT(LAST_PICKUP, toucher) = time; + + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); + + MUTATOR_CALLHOOK(ItemTouched, this, toucher); + if (wasfreed(this)) + { + return; + } + + if (Item_IsLoot(this)) + { + delete(this); + return; + } + if (!this.spawnshieldtime) + { + return; + } + entity e; + if (this.team) + { + RandomSelection_Init(); + IL_EACH(g_items, it.team == this.team, + { + if (it.itemdef) // is a registered item + { + Item_Show(it, -1); + it.scheduledrespawntime = 0; + RandomSelection_AddEnt(it, it.cnt, 0); + } + }); + e = RandomSelection_chosen_ent; + Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) + } + else + e = this; + Item_ScheduleRespawn(e); +} + +void Item_Reset(entity this) +{ + Item_Show(this, !this.state); + setorigin(this, this.origin); + + if (Item_IsLoot(this)) + { + return; + } + setthink(this, Item_Think); + this.nextthink = time; + if (this.waypointsprite_attached) + { + WaypointSprite_Kill(this.waypointsprite_attached); + } + if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! + { + Item_ScheduleInitialRespawn(this); + } +} + +void Item_FindTeam(entity this) +{ + entity e; + + if(this.effects & EF_NODRAW) + { + // marker for item team search + LOG_TRACE("Initializing item team ", ftos(this.team)); + RandomSelection_Init(); + IL_EACH(g_items, it.team == this.team, + { + if(it.itemdef) // is a registered item + RandomSelection_AddEnt(it, it.cnt, 0); + }); + + e = RandomSelection_chosen_ent; + if (!e) + return; + + IL_EACH(g_items, it.team == this.team, + { + if(it.itemdef) // is a registered item + { + if(it != e) + { + // make it non-spawned + Item_Show(it, -1); + it.state = 1; // state 1 = initially hidden item, apparently + } + else + Item_Reset(it); + it.effects &= ~EF_NODRAW; + } + }); + } +} + +// Savage: used for item garbage-collection +void RemoveItem(entity this) +{ + if(wasfreed(this) || !this) { return; } + Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); + delete(this); +} + +// pickup evaluation functions +// these functions decide how desirable an item is to the bots + +float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} + +float weapon_pickupevalfunc(entity player, entity item) +{ + // See if I have it already + if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) + { + // If I can pick it up + if(!item.spawnshieldtime) + return 0; + return ammo_pickupevalfunc(player, item); + } + + // reduce weapon value if bot already got a good arsenal + float c = 1; + int weapons_value = 0; + FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { + weapons_value += it.bot_pickupbasevalue; + }); + c -= bound(0, weapons_value / 20000, 1) * 0.5; + + return item.bot_pickupbasevalue * c; +} + +float ammo_pickupevalfunc(entity player, entity item) +{ + bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false; + entity wpn = NULL; + float c = 0; + float rating = 0; + + // Detect needed ammo + if(item.itemdef.instanceOfWeaponPickup) + { + entity ammo = NULL; + if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } + else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } + else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } + else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; } + else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } + else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } + + if(!ammo) + return 0; + wpn = item; + rating = ammo.m_botvalue; + } + else + { + FOREACH(Weapons, it != WEP_Null, { + if(!(STAT(WEAPONS, player) & (it.m_wepset))) + continue; + + switch(it.ammo_type) + { + case RES_SHELLS: need_shells = true; break; + case RES_BULLETS: need_nails = true; break; + case RES_ROCKETS: need_rockets = true; break; + case RES_CELLS: need_cells = true; break; + case RES_PLASMA: need_plasma = true; break; + case RES_FUEL: need_fuel = true; break; + } + }); + rating = item.bot_pickupbasevalue; + } + + float noammorating = 0.5; + + if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max)) + c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS)); + + if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max)) + c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS)); + + if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max)) + c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS)); + + if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max)) + c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS)); + + if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max)) + c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA)); + + if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max)) + c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL)); + + rating *= min(c, 2); + if(wpn) + rating += wpn.bot_pickupbasevalue * 0.1; + return rating; +} + +float healtharmor_pickupevalfunc(entity player, entity item) +{ + float c = 0; + float rating = item.bot_pickupbasevalue; + + float itemarmor = GetResource(item, RES_ARMOR); + float itemhealth = GetResource(item, RES_HEALTH); + + if(item.item_group) + { + itemarmor *= min(4, item.item_group_count); + itemhealth *= min(4, item.item_group_count); + } + + if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue)) + c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3); + + if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health)) + c = itemhealth / max(1, GetResource(player, RES_HEALTH)); + + rating *= min(2, c); + return rating; +} + +void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) +{ + if(ITEM_DAMAGE_NEEDKILL(deathtype)) + RemoveItem(this); +} + +void item_use(entity this, entity actor, entity trigger) +{ + // use the touch function to handle collection + gettouch(this)(this, actor); +} + +void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) +{ + string itemname = def.m_name; + Model itemmodel = def.m_model; + Sound pickupsound = def.m_sound; + float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; + float pickupbasevalue = def.m_botvalue; + int itemflags = def.m_itemflags; + + startitem_failed = false; + + this.item_model_ent = itemmodel; + this.item_pickupsound_ent = pickupsound; + + if(def.m_iteminit) + def.m_iteminit(def, this); + + if(!this.respawntime) // both need to be set + { + this.respawntime = defaultrespawntime; + this.respawntimejitter = defaultrespawntimejitter; + } + + if(!this.pickup_anyway && def.m_pickupanyway) + this.pickup_anyway = def.m_pickupanyway(); + + int itemid = def.m_itemid; + this.items = itemid; + int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0; + this.weapon = weaponid; + + if(!this.fade_end) + { + this.fade_start = autocvar_g_items_mindist; + this.fade_end = autocvar_g_items_maxdist; + } + + if(weaponid) + STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); + + this.flags = FL_ITEM | itemflags; + IL_PUSH(g_items, this); + + if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item + { + startitem_failed = true; + delete(this); + return; + } + + precache_model(this.model); + precache_sound(this.item_pickupsound); + + if (Item_IsLoot(this)) + { + this.reset = SUB_Remove; + set_movetype(this, MOVETYPE_TOSS); + + // Savage: remove thrown items after a certain period of time ("garbage collection") + setthink(this, RemoveItem); + this.nextthink = time + 20; + + this.takedamage = DAMAGE_YES; + this.event_damage = Item_Damage; + + if (Item_IsExpiring(this)) + { + // if item is worthless after a timer, have it expire then + this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); + } + + // don't drop if in a NODROP zone (such as lava) + traceline(this.origin, this.origin, MOVE_NORMAL, this); + if (trace_dpstartcontents & DPCONTENTS_NODROP) + { + startitem_failed = true; + delete(this); + return; + } + } + else + { + if(!have_pickup_item(this)) + { + startitem_failed = true; + delete(this); + return; + } + + if(this.angles != '0 0 0') + this.SendFlags |= ISF_ANGLES; + + this.reset = Item_Reset; + // it's a level item + if(this.spawnflags & 1) + this.noalign = 1; + if (this.noalign > 0) + set_movetype(this, MOVETYPE_NONE); + else + set_movetype(this, MOVETYPE_TOSS); + // do item filtering according to game mode and other things + if (this.noalign <= 0) + { + // first nudge it off the floor a little bit to avoid math errors + setorigin(this, this.origin + '0 0 1'); + // set item size before we spawn a spawnfunc_waypoint + setsize(this, def.m_mins, def.m_maxs); + this.SendFlags |= ISF_SIZE; + // note droptofloor returns false if stuck/or would fall too far + if (!this.noalign) + droptofloor(this); + waypoint_spawnforitem(this); + } + + /* + * can't do it that way, as it would break maps + * TODO make a target_give like entity another way, that perhaps has + * the weapon name in a key + if(this.targetname) + { + // target_give not yet supported; maybe later + print("removed targeted ", this.classname, "\n"); + startitem_failed = true; + delete(this); + return; + } + */ + + if(this.targetname != "" && (this.spawnflags & 16)) + this.use = item_use; + + if(autocvar_spawn_debug >= 2) + { + // why not flags & fl_item? + FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { + LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); + LOG_TRACE(" vs ", it.netname, vtos(it.origin)); + error("Mapper sucks."); + }); + this.is_item = true; + } + + weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid)); + + if ( def.instanceOfPowerup + || def.instanceOfWeaponPickup + || (def.instanceOfHealth && def != ITEM_HealthSmall) + || (def.instanceOfArmor && def != ITEM_ArmorSmall) + || (itemid & (IT_KEY1 | IT_KEY2)) + ) + { + if(!this.target || this.target == "") + this.target = "###item###"; // for finding the nearest item using findnearest + } + + Item_ItemsTime_SetTime(this, 0); + } + + this.bot_pickup = true; + this.bot_pickupevalfunc = pickupevalfunc; + this.bot_pickupbasevalue = pickupbasevalue; + this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); + this.netname = itemname; + settouch(this, Item_Touch); + setmodel(this, MDL_Null); // precision set below + //this.effects |= EF_LOWPRECISION; + + setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); + + this.SendFlags |= ISF_SIZE; + + if (!(this.spawnflags & 1024)) { + if(def.instanceOfPowerup) + this.ItemStatus |= ITS_ANIMATE1; + + if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH)) + this.ItemStatus |= ITS_ANIMATE2; + } + + if(Item_IsLoot(this)) + this.gravity = 1; + + if(def.instanceOfWeaponPickup) + { + if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely + this.colormap = 1024; // color shirt=0 pants=0 grey + if (!(this.spawnflags & 1024)) + this.ItemStatus |= ITS_ANIMATE1; + this.SendFlags |= ISF_COLORMAP; + } + + this.state = 0; + if(this.team) + { + if(!this.cnt) + this.cnt = 1; // item probability weight + + this.effects |= EF_NODRAW; // marker for item team search + InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); + } + else + Item_Reset(this); + + Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); + + // call this hook after everything else has been done + if (MUTATOR_CALLHOOK(Item_Spawn, this)) + { + startitem_failed = true; + delete(this); + return; + } + + setItemGroup(this); +} + +void StartItem(entity this, GameItem def) +{ + def = def.m_spawnfunc_hookreplace(def, this); + if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED) + { + delete(this); + return; + } + this.classname = def.m_canonical_spawnfunc; + _StartItem( + this, + this.itemdef = def, + def.m_respawntime(), // defaultrespawntime + def.m_respawntimejitter() // defaultrespawntimejitter + ); +} + +#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall)) +int group_count = 1; + +void setItemGroup(entity this) +{ + if(!IS_SMALL(this.itemdef) || Item_IsLoot(this)) + return; + + FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef), + { + if(!this.item_group) + { + if(!it.item_group) + { + it.item_group = group_count; + group_count++; + } + this.item_group = it.item_group; + } + else // spawning item is already part of a item_group X + { + if(!it.item_group) + it.item_group = this.item_group; + else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y + { + int grY = it.item_group; + // move all items of item_group Y to item_group X + IL_EACH(g_items, IS_SMALL(it.itemdef), + { + if(it.item_group == grY) + it.item_group = this.item_group; + }); + } + } + }); +} + +void setItemGroupCount() +{ + for (int k = 1; k <= group_count; k++) + { + int count = 0; + IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; }); + if (count) + IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; }); + } +} + +void target_items_use(entity this, entity actor, entity trigger) +{ + if(Item_IsLoot(actor)) + { + EXACTTRIGGER_TOUCH(this, trigger); + delete(actor); + return; + } + + if (!IS_PLAYER(actor) || IS_DEAD(actor)) + return; + + if(trigger.solid == SOLID_TRIGGER) + { + EXACTTRIGGER_TOUCH(this, trigger); + } + + IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it), + { + delete(it); + }); + + if(GiveItems(actor, 0, tokenize_console(this.netname))) + centerprint(actor, this.message); +} + +spawnfunc(target_items) +{ + this.use = target_items_use; + if(!this.strength_finished) + this.strength_finished = autocvar_g_balance_powerup_strength_time; + if(!this.invincible_finished) + this.invincible_finished = autocvar_g_balance_powerup_invincible_time; + if(!this.superweapons_finished) + this.superweapons_finished = autocvar_g_balance_superweapons_time; + + string str; + int n = tokenize_console(this.netname); + if(argv(0) == "give") + { + str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); + } + else + { + for(int j = 0; j < n; ++j) + { + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO; + else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; + else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; + else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; + else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON; + else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; + else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; + else + { + FOREACH(Buffs, it != BUFF_Null, + { + string s = Buff_UndeprecateName(argv(j)); + if(s == it.netname) + { + STAT(BUFFS, this) |= (it.m_itemid); + if(!STAT(BUFF_TIME, this)) + STAT(BUFF_TIME, this) = it.m_time(it); + break; + } + }); + FOREACH(Weapons, it != WEP_Null, { + string s = W_UndeprecateName(argv(j)); + if(s == it.netname) + { + STAT(WEAPONS, this) |= (it.m_wepset); + if(this.spawnflags == 0 || this.spawnflags == 2) + it.wr_init(it); + break; + } + }); + } + } + + string itemprefix, valueprefix; + if(this.spawnflags == 0) + { + itemprefix = ""; + valueprefix = ""; + } + else if(this.spawnflags == 1) + { + itemprefix = "max "; + valueprefix = "max "; + } + else if(this.spawnflags == 2) + { + itemprefix = "min "; + valueprefix = "min "; + } + else if(this.spawnflags == 4) + { + itemprefix = "minus "; + valueprefix = "max "; + } + else + { + error("invalid spawnflags"); + itemprefix = valueprefix = string_null; + } + + str = ""; + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); + str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); + str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); + str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); + str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); + float res; + res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells"); + res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails"); + res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets"); + res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells"); + res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma"); + res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel"); + res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health"); + res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor"); + // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss + FOREACH(Buffs, it != BUFF_Null && !(STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), str = sprintf("%s %s%d %s", str, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); + FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); + } + this.netname = strzone(str); + + n = tokenize_console(this.netname); + for(int j = 0; j < n; ++j) + { + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { + it.wr_init(it); + break; + }); + } +} + +float GiveWeapon(entity e, float wpn, float op, float val) +{ + WepSet v0, v1; + WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)); + v0 = (STAT(WEAPONS, e) & s); + switch(op) + { + case OP_SET: + if(val > 0) + STAT(WEAPONS, e) |= s; + else + STAT(WEAPONS, e) &= ~s; + break; + case OP_MIN: + case OP_PLUS: + if(val > 0) + STAT(WEAPONS, e) |= s; + break; + case OP_MAX: + if(val <= 0) + STAT(WEAPONS, e) &= ~s; + break; + case OP_MINUS: + if(val > 0) + STAT(WEAPONS, e) &= ~s; + break; + } + v1 = (STAT(WEAPONS, e) & s); + return (v0 != v1); +} + +bool GiveBuff(entity e, Buff thebuff, int op, int val) +{ + bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); + float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0); + switch (op) + { + case OP_SET: + new_buff_time = val; + break; + case OP_MIN: + new_buff_time = max(new_buff_time, val); + break; + case OP_MAX: + new_buff_time = min(new_buff_time, val); + break; + case OP_PLUS: + new_buff_time += val; + break; + case OP_MINUS: + new_buff_time -= val; + break; + } + if(new_buff_time <= 0) + { + if(had_buff) + STAT(BUFF_TIME, e) = new_buff_time; + STAT(BUFFS, e) &= ~thebuff.m_itemid; + } + else + { + STAT(BUFF_TIME, e) = new_buff_time; + STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player! + } + bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); + return (had_buff != have_buff); +} + +void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) +{ + if(v1 == v0) + return; + if(v1 <= v0 - t) + { + if(snd_decr != NULL) + sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); + } + else if(v0 >= v0 + t) + { + if(snd_incr != NULL) + sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); + } +} + +void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) +{ + if(v0 < v1) + e.(rotfield) = max(e.(rotfield), time + rottime); + else if(v0 > v1) + e.(regenfield) = max(e.(regenfield), time + regentime); +} +bool GiveResourceValue(entity e, int res_type, int op, int val) +{ + int v0 = GetResource(e, res_type); + float new_val = 0; + switch (op) + { + // min 100 cells = at least 100 cells + case OP_SET: new_val = val; break; + case OP_MIN: new_val = max(v0, val); break; + case OP_MAX: new_val = min(v0, val); break; + case OP_PLUS: new_val = v0 + val; break; + case OP_MINUS: new_val = v0 - val; break; + default: return false; + } + + return SetResourceExplicit(e, res_type, new_val); +} + +float GiveItems(entity e, float beginarg, float endarg) +{ + float got, i, val, op; + string cmd; + + val = 999; + op = OP_SET; + + got = 0; + + int _switchweapon = 0; + + if(CS(e).autoswitch) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) + _switchweapon |= BIT(slot); + } + } + + STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time); + STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time); + STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time); + STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time); + + PREGIVE(e, items); + PREGIVE_WEAPONS(e); + PREGIVE(e, stat_STRENGTH_FINISHED); + PREGIVE(e, stat_INVINCIBLE_FINISHED); + PREGIVE(e, stat_SUPERWEAPONS_FINISHED); + PREGIVE_RESOURCE(e, RES_BULLETS); + PREGIVE_RESOURCE(e, RES_CELLS); + PREGIVE_RESOURCE(e, RES_PLASMA); + PREGIVE_RESOURCE(e, RES_SHELLS); + PREGIVE_RESOURCE(e, RES_ROCKETS); + PREGIVE_RESOURCE(e, RES_FUEL); + PREGIVE_RESOURCE(e, RES_ARMOR); + PREGIVE_RESOURCE(e, RES_HEALTH); + + for(i = beginarg; i < endarg; ++i) + { + cmd = argv(i); + + if(cmd == "0" || stof(cmd)) + { + val = stof(cmd); + continue; + } + switch(cmd) + { + case "no": + op = OP_MAX; + val = 0; + continue; + case "max": + op = OP_MAX; + continue; + case "min": + op = OP_MIN; + continue; + case "plus": + op = OP_PLUS; + continue; + case "minus": + op = OP_MINUS; + continue; + case "ALL": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); + case "all": + got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); + got += GiveResourceValue(e, RES_HEALTH, op, val); + got += GiveResourceValue(e, RES_ARMOR, op, val); + case "allweapons": + FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val)); + //case "allbuffs": // all buffs makes a player god, do not want! + //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); + case "allammo": + got += GiveResourceValue(e, RES_CELLS, op, val); + got += GiveResourceValue(e, RES_PLASMA, op, val); + got += GiveResourceValue(e, RES_SHELLS, op, val); + got += GiveResourceValue(e, RES_BULLETS, op, val); + got += GiveResourceValue(e, RES_ROCKETS, op, val); + got += GiveResourceValue(e, RES_FUEL, op, val); + break; + case "unlimited_ammo": + // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code + got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); + break; + case "unlimited_weapon_ammo": + got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); + break; + case "unlimited_superweapons": + got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); + break; + case "jetpack": + got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); + break; + case "fuel_regen": + got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); + break; + case "strength": + got += GiveValue(e, stat_STRENGTH_FINISHED, op, val); + break; + case "invincible": + got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val); + break; + case "superweapons": + got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val); + break; + case "cells": + got += GiveResourceValue(e, RES_CELLS, op, val); + break; + case "plasma": + got += GiveResourceValue(e, RES_PLASMA, op, val); + break; + case "shells": + got += GiveResourceValue(e, RES_SHELLS, op, val); + break; + case "nails": + case "bullets": + got += GiveResourceValue(e, RES_BULLETS, op, val); + break; + case "rockets": + got += GiveResourceValue(e, RES_ROCKETS, op, val); + break; + case "health": + got += GiveResourceValue(e, RES_HEALTH, op, val); + break; + case "armor": + got += GiveResourceValue(e, RES_ARMOR, op, val); + break; + case "fuel": + got += GiveResourceValue(e, RES_FUEL, op, val); + break; + default: + FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname, + { + got += GiveBuff(e, it, op, val); + break; + }); + FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { + got += GiveWeapon(e, it.m_id, op, val); + break; + }); + break; + } + val = 999; + op = OP_SET; + } + + POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); + POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF); + POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); + FOREACH(Weapons, it != WEP_Null, { + POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); + if(!(save_weapons & (it.m_wepset))) + if(STAT(WEAPONS, e) & (it.m_wepset)) + it.wr_init(it); + }); + POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF); + POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF); + //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null); + POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null); + POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); + 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); + 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); + 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); + + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) + if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) + STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time; + + if(STAT(STRENGTH_FINISHED, e) <= 0) + STAT(STRENGTH_FINISHED, e) = 0; + else + STAT(STRENGTH_FINISHED, e) += time; + if(STAT(INVINCIBLE_FINISHED, e) <= 0) + STAT(INVINCIBLE_FINISHED, e) = 0; + else + STAT(INVINCIBLE_FINISHED, e) += time; + if(STAT(SUPERWEAPONS_FINISHED, e) <= 0) + STAT(SUPERWEAPONS_FINISHED, e) = 0; + else + STAT(SUPERWEAPONS_FINISHED, e) += time; + if(STAT(BUFF_TIME, e) <= 0) + STAT(BUFF_TIME, e) = 0; + else + STAT(BUFF_TIME, e) += time; + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) + if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) + _switchweapon |= BIT(slot); + } + + if(_switchweapon) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(_switchweapon & BIT(slot)) + { + Weapon wep = w_getbestweapon(e, weaponentity); + if(wep != e.(weaponentity).m_switchweapon) + W_SwitchWeapon_Force(e, wep, weaponentity); + } + } + } + + return got; +}