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 // if this item is being spawned (in CSQC's perspective)
40 // reuse ISF_SIZE and ISF_SIZE2 to also tell CSQC its bbox size
43 if(this.maxs == ITEM_S_MAXS) // Small
48 else if(this.maxs == ITEM_L_MAXS) // Large
54 sf |= ISF_SIZE | ISF_SIZE2;
57 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
58 WriteByte(MSG_ENTITY, sf);
60 //WriteByte(MSG_ENTITY, this.cnt);
63 WriteVector(MSG_ENTITY, this.origin);
68 WriteAngleVector(MSG_ENTITY, this.angles);
72 WriteByte(MSG_ENTITY, this.ItemStatus);
74 if(sf & ISF_SIZE || sf & ISF_SIZE2) // always true when it's spawned (in CSQC's perspective)
76 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
79 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
81 WriteString(MSG_ENTITY, this.mdl);
82 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
87 WriteShort(MSG_ENTITY, this.colormap);
88 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
89 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
90 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
95 WriteVector(MSG_ENTITY, this.velocity);
101 void ItemUpdate(entity this)
103 this.oldorigin = this.origin;
104 this.SendFlags |= ISF_LOCATION;
107 void UpdateItemAfterTeleport(entity this)
109 if(getSendEntity(this) == ItemSend)
113 bool have_pickup_item(entity this)
115 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
118 if(!this.itemdef.instanceOfPowerup)
120 if(autocvar_g_pickup_items > 0)
122 if(autocvar_g_pickup_items == 0)
125 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
131 void Item_Show(entity e, int mode)
133 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
134 e.ItemStatus &= ~ITS_STAYWEP;
135 entity def = e.itemdef;
138 // make the item look normal, and be touchable
140 e.solid = SOLID_TRIGGER;
141 e.spawnshieldtime = 1;
142 e.ItemStatus |= ITS_AVAILABLE;
146 // hide the item completely
147 e.model = string_null;
149 e.spawnshieldtime = 1;
150 e.ItemStatus &= ~ITS_AVAILABLE;
154 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
155 || e.team // weapon stay isn't supported for teamed weapons
157 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
159 // make the item translucent and not touchable
161 e.solid = SOLID_TRIGGER; // can STILL be picked up!
162 e.effects |= EF_STARDUST;
163 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
164 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
169 e.spawnshieldtime = 1;
170 e.ItemStatus &= ~ITS_AVAILABLE;
175 e.ItemStatus |= ITS_GLOW;
177 if (autocvar_g_nodepthtestitems)
178 e.effects |= EF_NODEPTHTEST;
180 if (autocvar_g_fullbrightitems)
181 e.ItemStatus |= ITS_ALLOWFB;
183 e.ItemStatus &= ~ITS_ALLOWFB;
185 if (autocvar_sv_simple_items)
186 e.ItemStatus |= ITS_ALLOWSI;
188 // relink entity (because solid may have changed)
189 setorigin(e, e.origin);
190 e.SendFlags |= ISF_STATUS;
193 void Item_Think(entity this)
195 if (ITEM_IS_LOOT(this))
197 if (time < this.wait - IT_DESPAWNFX_TIME)
198 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
201 // despawning soon, start effects
202 this.ItemStatus |= ITS_EXPIRING;
203 this.SendFlags |= ISF_STATUS;
204 if (time < this.wait - IT_UPDATE_INTERVAL)
205 this.nextthink = time + IT_UPDATE_INTERVAL;
208 setthink(this, RemoveItem);
209 this.nextthink = this.wait;
213 if (this.itemdef.instanceOfPowerup)
214 powerups_DropItem_Think(this);
216 // caution: kludge FIXME (with sv_legacy_bbox_expand)
217 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
218 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
219 this.gravity = 0; // don't send ISF_DROP anymore
221 // send slow updates even if the item didn't move
222 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
227 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
228 // and then send those less often too (and not all on the same frame)
229 this.nextthink = time;
231 if(this.origin != this.oldorigin)
236 bool Item_ItemsTime_SpectatorOnly(GameItem it);
237 bool Item_ItemsTime_Allow(GameItem it);
238 float Item_ItemsTime_UpdateTime(entity e, float t);
239 void Item_ItemsTime_SetTime(entity e, float t);
240 void Item_ItemsTime_SetTimesForAllPlayers();
242 void Item_Respawn(entity this)
245 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
247 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
249 float t = Item_ItemsTime_UpdateTime(this, 0);
250 Item_ItemsTime_SetTime(this, t);
251 Item_ItemsTime_SetTimesForAllPlayers();
254 setthink(this, Item_Think);
255 this.nextthink = time;
258 void Item_RespawnCountdown(entity this)
260 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
262 if(this.waypointsprite_attached)
263 WaypointSprite_Kill(this.waypointsprite_attached);
268 this.nextthink = time + 1;
269 this.item_respawncounter += 1;
270 if(this.item_respawncounter == 1)
274 entity wi = REGISTRY_GET(Weapons, this.weapon);
275 if (wi != WEP_Null) {
276 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
277 wp.wp_extra = wi.m_id;
282 entity ii = this.itemdef;
284 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
285 wp.wp_extra = ii.m_id;
290 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
291 if(this.waypointsprite_attached)
293 GameItem def = this.itemdef;
294 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
295 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
296 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
300 if(this.waypointsprite_attached)
302 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
303 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
306 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
310 WaypointSprite_Ping(this.waypointsprite_attached);
311 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
316 void Item_RespawnThink(entity this)
318 this.nextthink = time;
319 if(this.origin != this.oldorigin)
322 if(time >= this.wait)
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 + max(0, t - ITEM_RESPAWN_TICKS);
333 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
334 e.item_respawncounter = 0;
335 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
337 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
338 Item_ItemsTime_SetTime(e, t);
339 Item_ItemsTime_SetTimesForAllPlayers();
344 setthink(e, Item_RespawnThink);
346 e.scheduledrespawntime = time + t;
349 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
351 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
352 Item_ItemsTime_SetTime(e, t);
353 Item_ItemsTime_SetTimesForAllPlayers();
358 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*");
359 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");
360 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");
362 /// Adjust respawn time according to the number of players.
363 float adjust_respawntime(float normal_respawntime) {
364 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
365 float o = autocvar_g_pickup_respawntime_scaling_offset;
366 float l = autocvar_g_pickup_respawntime_scaling_linear;
368 if (r == 0 && l == 1) {
369 return normal_respawntime;
372 entity balance = TeamBalance_CheckAllowedTeams(NULL);
373 TeamBalance_GetTeamCounts(balance, NULL);
375 for (int i = 1; i <= NUM_TEAMS; ++i)
377 if (TeamBalance_IsTeamAllowed(balance, i))
379 players += TeamBalance_GetNumberOfPlayers(balance, i);
382 TeamBalance_Destroy(balance);
385 return normal_respawntime * (r / (players + o) + l);
387 return normal_respawntime;
391 void Item_ScheduleRespawn(entity e)
393 if(e.respawntime > 0)
397 float adjusted_respawntime = adjust_respawntime(e.respawntime);
398 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
400 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
401 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
402 Item_ScheduleRespawnIn(e, respawn_in);
404 else // if respawntime is -1, this item does not respawn
408 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
409 "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");
411 void Item_ScheduleInitialRespawn(entity e)
416 if (autocvar_g_pickup_respawntime_initial_random == 0)
418 // range: respawntime .. respawntime + respawntimejitter
419 spawn_in = e.respawntime + random() * e.respawntimejitter;
424 if (autocvar_g_pickup_respawntime_initial_random == 1)
426 static float shared_random = 0;
427 // NOTE this code works only if items are scheduled at the same time (normal case)
428 // NOTE2 random() can't return exactly 1 so this check always work as intended
429 if (!shared_random || floor(time) > shared_random)
430 shared_random = floor(time) + random();
431 rnd = shared_random - floor(time);
437 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
438 // else: 0 .. ITEM_RESPAWN_TICKS
439 // this is to prevent powerups spawning unexpectedly without waypoints
440 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
443 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
446 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
449 if (num_weapons == 0)
453 int num_potential_weapons = tokenize_console(weapon_names);
454 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
456 RandomSelection_Init();
457 for (int weapon_index = 0; weapon_index < num_potential_weapons;
460 string weapon = argv(weapon_index);
461 FOREACH(Weapons, it != WEP_Null,
463 // Finding a weapon which player doesn't have.
464 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
466 RandomSelection_AddEnt(it, 1, 1);
471 if (RandomSelection_chosen_ent == NULL)
475 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
476 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
480 if (GetResource(receiver,
481 RandomSelection_chosen_ent.ammo_type) != 0)
485 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
486 GetResource(ammo_entity,
487 RandomSelection_chosen_ent.ammo_type));
491 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
493 float amount = GetResource(item, res_type);
498 float player_amount = GetResource(player, res_type);
499 if (item.spawnshieldtime)
501 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
504 else if (g_weapon_stay == 2)
506 ammomax = min(amount, ammomax);
507 if(player_amount >= ammomax)
513 TakeResourceWithLimit(player, res_type, -amount, ammomax);
515 GiveResourceWithLimit(player, res_type, amount, ammomax);
519 void Item_NotifyWeapon(entity player, int wep)
521 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
523 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
524 WriteByte(MSG_ONE, wep);
528 bool Item_GiveTo(entity item, entity player)
530 // if nothing happens to player, just return without taking the item
531 int _switchweapon = 0;
532 // in case the player has autoswitch enabled do the following:
533 // if the player is using their best weapon before items are given, they
534 // probably want to switch to an even better weapon after items are given
536 if(CS_CVAR(player).cvar_cl_autoswitch)
538 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
540 .entity weaponentity = weaponentities[slot];
541 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
543 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
544 _switchweapon |= BIT(slot);
546 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
547 _switchweapon |= BIT(slot);
551 bool pickedup = false;
552 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
553 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
554 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
555 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
556 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
557 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
558 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
559 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
560 if (item.itemdef.instanceOfWeaponPickup)
563 w = STAT(WEAPONS, item);
564 wp = w & ~STAT(WEAPONS, player);
566 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
569 FOREACH(Weapons, it != WEP_Null, {
570 if(w & (it.m_wepset))
571 Item_NotifyWeapon(player, it.m_id);
573 if(wp & (it.m_wepset))
575 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
577 .entity weaponentity = weaponentities[slot];
578 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
579 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
581 W_GiveWeapon(player, it.m_id);
587 if (item.itemdef.instanceOfPowerup)
589 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
590 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
591 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
592 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
595 int its = (item.items - (item.items & player.items)) & IT_PICKUPMASK;
600 // TODO: we probably want to show a message in the console, but not this one!
601 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
604 if (item.strength_finished)
607 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
608 if (autocvar_g_powerups_stack)
609 t += item.strength_finished;
611 t = max(t, time + item.strength_finished);
612 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
614 if (item.invincible_finished)
617 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
618 if (autocvar_g_powerups_stack)
619 t += item.invincible_finished;
621 t = max(t, time + item.invincible_finished);
622 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
624 if (item.speed_finished)
627 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
628 if (autocvar_g_powerups_stack)
629 t += item.speed_finished;
631 t = max(t, time + item.speed_finished);
632 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
634 if (item.invisibility_finished)
637 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
638 if (autocvar_g_powerups_stack)
639 t += item.invisibility_finished;
641 t = max(t, time + item.invisibility_finished);
642 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
644 if (item.superweapons_finished)
647 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
650 // always eat teamed entities
657 // crude hack to enforce switching weapons
658 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
662 .entity weaponentity = weaponentities[slot];
663 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
664 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
671 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
673 .entity weaponentity = weaponentities[slot];
674 if(_switchweapon & BIT(slot))
675 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
676 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
683 void Item_Touch(entity this, entity toucher)
685 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
686 if (ITEM_IS_LOOT(this))
688 if (ITEM_TOUCH_NEEDKILL())
690 this.SendFlags |= ISF_REMOVEFX;
696 if(!(toucher.flags & FL_PICKUPITEMS)
697 || STAT(FROZEN, toucher)
699 || (this.solid != SOLID_TRIGGER)
700 || (this.owner == toucher)
701 || (time < this.item_spawnshieldtime)
704 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
706 case MUT_ITEMTOUCH_RETURN: { return; }
707 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
710 toucher = M_ARGV(1, entity);
712 if (ITEM_IS_EXPIRING(this))
714 this.strength_finished = max(0, this.strength_finished - time);
715 this.invincible_finished = max(0, this.invincible_finished - time);
716 this.speed_finished = max(0, this.speed_finished - time);
717 this.invisibility_finished = max(0, this.invisibility_finished - time);
718 this.superweapons_finished = max(0, this.superweapons_finished - time);
720 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
723 if (ITEM_IS_EXPIRING(this))
725 // undo what we did above
726 this.strength_finished += time;
727 this.invincible_finished += time;
728 this.speed_finished += time;
729 this.invisibility_finished += time;
730 this.superweapons_finished += time;
737 if(this.target && this.target != "" && this.target != "###item###") // defrag support
738 SUB_UseTargets(this, toucher, NULL);
740 STAT(LAST_PICKUP, toucher) = time;
742 GameItem def = this.itemdef;
743 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
744 _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM);
746 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
752 if (ITEM_IS_LOOT(this))
754 this.SendFlags |= ISF_REMOVEFX;
758 if (!this.spawnshieldtime)
765 RandomSelection_Init();
766 IL_EACH(g_items, it.team == this.team,
768 if (it.itemdef) // is a registered item
771 it.scheduledrespawntime = 0;
772 RandomSelection_AddEnt(it, it.cnt, 0);
775 e = RandomSelection_chosen_ent;
776 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
780 Item_ScheduleRespawn(e);
783 void Item_Reset(entity this)
785 Item_Show(this, !this.state);
787 if (ITEM_IS_LOOT(this))
791 setthink(this, Item_Think);
792 this.nextthink = time;
793 if (this.waypointsprite_attached)
795 WaypointSprite_Kill(this.waypointsprite_attached);
797 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
799 Item_ScheduleInitialRespawn(this);
803 void Item_FindTeam(entity this)
805 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
808 LOG_TRACE("Initializing item team ", ftos(this.team));
809 RandomSelection_Init();
810 IL_EACH(g_items, it.team == this.team,
812 if(it.itemdef) // is a registered item
813 RandomSelection_AddEnt(it, it.cnt, 0);
816 entity e = RandomSelection_chosen_ent;
820 IL_EACH(g_items, it.team == this.team,
822 if(it.itemdef) // is a registered item
826 Item_Show(it, -1); // make it non-spawned
827 if (it.waypointsprite_attached)
828 WaypointSprite_Kill(it.waypointsprite_attached);
829 it.nextthink = 0; // disable any scheduled powerup spawn
834 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
836 it.effects &= ~EF_NOGUNBOB;
841 void Item_CopyFields(entity this, entity to)
843 setorigin(to, this.origin);
844 to.spawnflags = this.spawnflags;
845 to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
848 to.spawnfunc_checked = true;
849 // TODO: copy respawn times? this may not be desirable in some cases
850 //to.respawntime = this.respawntime;
851 //to.respawntimejitter = this.respawntimejitter;
854 // Savage: used for item garbage-collection
855 void RemoveItem(entity this)
857 if(wasfreed(this) || !this) { return; }
858 if(this.waypointsprite_attached)
859 WaypointSprite_Kill(this.waypointsprite_attached);
861 if (this.SendFlags & ISF_REMOVEFX)
863 // delay removal until ISF_REMOVEFX has been sent
864 setthink(this, RemoveItem);
865 this.nextthink = time + 2 * autocvar_sys_ticrate; // micro optimisation: next frame will be too soon
866 this.solid = SOLID_NOT; // untouchable
872 // pickup evaluation functions
873 // these functions decide how desirable an item is to the bots
875 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
877 float weapon_pickupevalfunc(entity player, entity item)
879 // See if I have it already
880 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
882 // If I can pick it up
883 if(!item.spawnshieldtime)
885 return ammo_pickupevalfunc(player, item);
888 // reduce weapon value if bot already got a good arsenal
890 int weapons_value = 0;
891 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
892 weapons_value += it.bot_pickupbasevalue;
894 c -= bound(0, weapons_value / 20000, 1) * 0.5;
896 return item.bot_pickupbasevalue * c;
899 float ammo_pickupevalfunc(entity player, entity item)
901 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
906 // detect needed ammo
907 if(item.itemdef.instanceOfWeaponPickup)
909 entity res = item.itemdef.m_weapon.ammo_type;
910 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
913 if(res != RES_NONE && GetResource(item, res))
917 rating = ammo.m_botvalue;
921 FOREACH(Weapons, it != WEP_Null, {
922 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
924 if(it.ammo_type == RES_NONE)
927 if(GetResource(item, it.ammo_type))
929 item_resource = it.ammo_type;
933 rating = item.bot_pickupbasevalue;
936 float noammorating = 0.5;
938 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
939 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
943 rating += wpn.bot_pickupbasevalue * 0.1;
947 float healtharmor_pickupevalfunc(entity player, entity item)
950 float rating = item.bot_pickupbasevalue;
952 float itemarmor = GetResource(item, RES_ARMOR);
953 float itemhealth = GetResource(item, RES_HEALTH);
957 itemarmor *= min(4, item.item_group_count);
958 itemhealth *= min(4, item.item_group_count);
961 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
962 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
964 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
965 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
971 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
973 if(ITEM_DAMAGE_NEEDKILL(deathtype))
977 void item_use(entity this, entity actor, entity trigger)
979 // use the touch function to handle collection
980 gettouch(this)(this, actor);
983 void StartItem(entity this, entity def)
985 if (def.m_spawnfunc_hookreplace)
986 def = def.m_spawnfunc_hookreplace(def, this);
988 if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
989 this.classname = def.m_canonical_spawnfunc;
991 startitem_failed = true; // early return means failure
993 // some mutators check for resources set by m_iteminit in FilterItem
995 def.m_iteminit(def, this);
997 // also checked by some mutators in FilterItem
998 this.items = def.m_itemid;
999 this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1001 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1002 this.flags = FL_ITEM | def.m_itemflags;
1004 // FilterItem may change any field of a specific instance of an item, but
1005 // it must not change any itemdef field (would cause mutators to break other mutators),
1006 // and must not convert items into different ones (StartItem could be refactored to support that).
1007 if(MUTATOR_CALLHOOK(FilterItem, this))
1013 if (!this.item_model_ent)
1014 this.item_model_ent = def.m_model;
1016 if (!this.item_pickupsound_ent)
1017 this.item_pickupsound_ent = def.m_sound;
1018 if (!this.item_pickupsound && this.item_pickupsound_ent)
1019 this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
1020 if (this.item_pickupsound == "")
1021 LOG_WARNF("No pickup sound set for a %s", this.classname);
1023 if(!this.pickup_anyway && def.m_pickupanyway)
1024 this.pickup_anyway = def.m_pickupanyway();
1026 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1028 this.fade_end = autocvar_g_items_maxdist;
1030 // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
1031 IL_PUSH(g_items, this);
1033 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1034 setmodel(this, MDL_Null); // precision set below
1035 // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1036 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1038 if (ITEM_IS_LOOT(this))
1040 this.reset = RemoveItem;
1042 set_movetype(this, MOVETYPE_TOSS);
1045 setthink(this, Item_Think);
1046 this.nextthink = time + IT_UPDATE_INTERVAL;
1047 this.wait = time + autocvar_g_items_dropped_lifetime;
1049 this.owner = NULL; // anyone can pick this up, including the player who threw it
1050 this.item_spawnshieldtime = time + 0.5; // but not straight away
1052 this.takedamage = DAMAGE_YES;
1053 this.event_damage = Item_Damage;
1054 // enable this to have thrown items burn in lava
1055 //this.damagedbycontents = true;
1056 //IL_PUSH(g_damagedbycontents, this);
1058 if (ITEM_IS_EXPIRING(this))
1060 // if item is worthless after a timer, have it expire then
1061 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1064 // most loot items have a bigger horizontal size than a player
1065 nudgeoutofsolid(this);
1067 // don't drop if in a NODROP zone (such as lava)
1068 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1069 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1077 this.reset = Item_Reset;
1079 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1080 if(!have_pickup_item(this))
1086 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1087 if(!this.respawntime) // both need to be set
1089 if (def.m_respawntime)
1090 this.respawntime = def.m_respawntime();
1092 LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
1094 if (def.m_respawntimejitter)
1095 this.respawntimejitter = def.m_respawntimejitter();
1097 LOG_WARNF("Default respawntimejitter for a %s is unavailable from its itemdef", this.classname);
1100 if(this.angles != '0 0 0')
1101 this.SendFlags |= ISF_ANGLES;
1107 string t = GetField_fullspawndata(this, "team");
1108 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1109 if(t) this.team = crc16(false, t);
1112 // In Q3 the origin is in the middle of the bbox ("radius" 15), in Xon it's at the bottom
1113 // so we need to offset vertically (only for items placed by the mapper).
1114 this.origin.z += -15 - this.mins.z;
1115 setorigin(this, this.origin);
1118 // it's a level item
1119 if(this.spawnflags & 1)
1121 if (this.noalign > 0)
1122 set_movetype(this, MOVETYPE_NONE);
1124 set_movetype(this, MOVETYPE_TOSS);
1125 // do item filtering according to game mode and other things
1126 if (this.noalign <= 0)
1128 // note droptofloor returns false if stuck/or would fall too far
1131 waypoint_spawnforitem(this);
1135 * can't do it that way, as it would break maps
1136 * TODO make a target_give like entity another way, that perhaps has
1137 * the weapon name in a key
1140 // target_give not yet supported; maybe later
1141 print("removed targeted ", this.classname, "\n");
1147 if(this.targetname != "" && (this.spawnflags & 16))
1148 this.use = item_use;
1150 if(autocvar_spawn_debug >= 2)
1152 // why not flags & fl_item?
1153 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1154 LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
1155 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1156 error("Mapper sucks.");
1158 this.is_item = true;
1161 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1163 if ( def.instanceOfPowerup
1164 || def.instanceOfWeaponPickup
1165 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1166 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1167 || (def.m_itemid & (IT_KEY1 | IT_KEY2))
1170 if(!this.target || this.target == "")
1171 this.target = "###item###"; // for finding the nearest item using findnearest
1174 Item_ItemsTime_SetTime(this, 0);
1176 this.glowmod = def.m_color;
1179 this.bot_pickup = true;
1180 this.bot_pickupevalfunc = def.m_pickupevalfunc;
1181 this.bot_pickupbasevalue = def.m_botvalue;
1182 this.netname = def.m_name;
1183 settouch(this, Item_Touch);
1184 //this.effects |= EF_LOWPRECISION;
1186 // support skinned models for powerups
1188 this.skin = def.m_skin;
1190 if (!(this.spawnflags & 1024)) {
1191 if(def.instanceOfPowerup)
1192 this.ItemStatus |= ITS_ANIMATE1;
1194 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1195 this.ItemStatus |= ITS_ANIMATE2;
1198 if(def.instanceOfWeaponPickup)
1200 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1201 this.colormap = 1024; // color shirt=0 pants=0 grey
1202 if (!(this.spawnflags & 1024))
1203 this.ItemStatus |= ITS_ANIMATE1;
1204 this.SendFlags |= ISF_COLORMAP;
1211 this.cnt = 1; // item probability weight
1213 this.effects |= EF_NOGUNBOB; // marker for item team search
1214 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1215 this.reset = Item_FindTeam;
1220 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1222 // call this hook after everything else has been done
1223 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1229 // we should be sure this item will spawn before loading its assets
1230 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1231 //precache_model(this.mdl);
1232 precache_sound(this.item_pickupsound);
1236 startitem_failed = false;
1239 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1240 int group_count = 1;
1242 void setItemGroup(entity this)
1244 if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1247 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1249 if(!this.item_group)
1253 it.item_group = group_count;
1256 this.item_group = it.item_group;
1258 else // spawning item is already part of a item_group X
1261 it.item_group = this.item_group;
1262 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1264 int grY = it.item_group;
1265 // move all items of item_group Y to item_group X
1266 IL_EACH(g_items, IS_SMALL(it.itemdef),
1268 if(it.item_group == grY)
1269 it.item_group = this.item_group;
1276 void setItemGroupCount()
1278 for (int k = 1; k <= group_count; ++k)
1281 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1283 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1287 void target_items_use(entity this, entity actor, entity trigger)
1289 if(ITEM_IS_LOOT(actor))
1291 EXACTTRIGGER_TOUCH(this, trigger);
1296 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1299 if(trigger.solid == SOLID_TRIGGER)
1301 EXACTTRIGGER_TOUCH(this, trigger);
1304 IL_EACH(g_items, it.enemy == actor && ITEM_IS_LOOT(it),
1309 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1310 centerprint(actor, this.message);
1313 spawnfunc(target_items)
1315 this.use = target_items_use;
1316 if(!this.strength_finished)
1317 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1318 if(!this.invincible_finished)
1319 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1320 if(!this.speed_finished)
1321 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1322 if(!this.invisibility_finished)
1323 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1324 if(!this.superweapons_finished)
1325 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1328 int n = tokenize_console(this.netname);
1329 if(argv(0) == "give")
1331 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1335 for(int j = 0; j < n; ++j)
1337 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1338 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1339 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1340 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1341 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1342 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1343 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1344 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1345 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1346 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1347 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1350 FOREACH(StatusEffect, it.instanceOfBuff,
1352 string s = Buff_CompatName(argv(j));
1356 if(!this.buffs_finished)
1357 this.buffs_finished = it.m_time(it);
1361 FOREACH(Weapons, it != WEP_Null, {
1363 if(s == it.netname || s == it.m_deprecated_netname)
1365 STAT(WEAPONS, this) |= (it.m_wepset);
1366 if(this.spawnflags == 0 || this.spawnflags == 2)
1374 string itemprefix, valueprefix;
1375 if(this.spawnflags == 0)
1380 else if(this.spawnflags == 1)
1382 itemprefix = "max ";
1383 valueprefix = "max ";
1385 else if(this.spawnflags == 2)
1387 itemprefix = "min ";
1388 valueprefix = "min ";
1390 else if(this.spawnflags == 4)
1392 itemprefix = "minus ";
1393 valueprefix = "max ";
1397 error("invalid spawnflags");
1398 itemprefix = valueprefix = string_null;
1402 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1403 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1404 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1405 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1406 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1407 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1408 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1409 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1410 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1412 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1413 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1414 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1415 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1416 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1417 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1418 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1419 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1420 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1421 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1423 this.netname = strzone(str);
1425 n = tokenize_console(this.netname);
1426 for(int j = 0; j < n; ++j)
1428 string cmd = argv(j);
1429 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1436 float GiveWeapon(entity e, float wpn, float op, float val)
1439 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1440 v0 = (STAT(WEAPONS, e) & s);
1445 STAT(WEAPONS, e) |= s;
1447 STAT(WEAPONS, e) &= ~s;
1452 STAT(WEAPONS, e) |= s;
1456 STAT(WEAPONS, e) &= ~s;
1460 STAT(WEAPONS, e) &= ~s;
1463 v1 = (STAT(WEAPONS, e) & s);
1467 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1469 bool had_buff = StatusEffects_active(thebuff, e);
1470 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1474 new_buff_time = val;
1477 new_buff_time = max(new_buff_time, val);
1480 new_buff_time = min(new_buff_time, val);
1483 new_buff_time += val;
1486 new_buff_time -= val;
1489 if(new_buff_time <= 0)
1491 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1492 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1496 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1497 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1499 bool have_buff = StatusEffects_active(thebuff, e);
1500 return (had_buff != have_buff);
1503 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1509 if(snd_decr != NULL)
1510 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1512 else if(v0 >= v0 + t)
1514 if(snd_incr != NULL)
1515 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1519 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1522 e.(rotfield) = max(e.(rotfield), time + rottime);
1524 e.(regenfield) = max(e.(regenfield), time + regentime);
1526 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1528 int v0 = GetResource(e, res_type);
1532 // min 100 cells = at least 100 cells
1533 case OP_SET: new_val = val; break;
1534 case OP_MIN: new_val = max(v0, val); break;
1535 case OP_MAX: new_val = min(v0, val); break;
1536 case OP_PLUS: new_val = v0 + val; break;
1537 case OP_MINUS: new_val = v0 - val; break;
1538 default: return false;
1541 return SetResourceExplicit(e, res_type, new_val);
1543 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1545 bool had_eff = StatusEffects_active(this, e);
1546 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1553 new_eff_time = max(new_eff_time, val);
1556 new_eff_time = min(new_eff_time, val);
1559 new_eff_time += val;
1562 new_eff_time -= val;
1565 if(new_eff_time <= 0)
1567 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1568 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1571 StatusEffects_apply(this, e, new_eff_time, 0);
1572 bool have_eff = StatusEffects_active(this, e);
1573 return (had_eff != have_eff);
1576 float GiveItems(entity e, float beginarg, float endarg)
1578 float got, i, val, op;
1586 int _switchweapon = 0;
1588 if(CS_CVAR(e).cvar_cl_autoswitch)
1590 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1592 .entity weaponentity = weaponentities[slot];
1593 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1594 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1595 _switchweapon |= BIT(slot);
1601 FOREACH(StatusEffect, true,
1603 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1609 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1610 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1611 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1612 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1613 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1614 PREGIVE_RESOURCE(e, RES_BULLETS);
1615 PREGIVE_RESOURCE(e, RES_CELLS);
1616 PREGIVE_RESOURCE(e, RES_PLASMA);
1617 PREGIVE_RESOURCE(e, RES_SHELLS);
1618 PREGIVE_RESOURCE(e, RES_ROCKETS);
1619 PREGIVE_RESOURCE(e, RES_FUEL);
1620 PREGIVE_RESOURCE(e, RES_ARMOR);
1621 PREGIVE_RESOURCE(e, RES_HEALTH);
1623 for(i = beginarg; i < endarg; ++i)
1627 if(cmd == "0" || stof(cmd))
1651 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1652 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1653 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1655 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1656 got += GiveResourceValue(e, RES_HEALTH, op, val);
1657 got += GiveResourceValue(e, RES_ARMOR, op, val);
1659 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1660 //case "allbuffs": // all buffs makes a player god, do not want!
1661 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1663 got += GiveResourceValue(e, RES_CELLS, op, val);
1664 got += GiveResourceValue(e, RES_PLASMA, op, val);
1665 got += GiveResourceValue(e, RES_SHELLS, op, val);
1666 got += GiveResourceValue(e, RES_BULLETS, op, val);
1667 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1668 got += GiveResourceValue(e, RES_FUEL, op, val);
1670 case "unlimited_ammo":
1671 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1672 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1674 case "unlimited_weapon_ammo":
1675 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1677 case "unlimited_superweapons":
1678 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1681 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1684 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1687 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1691 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1694 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1696 case "invisibility":
1697 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1699 case "superweapons":
1700 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1703 got += GiveResourceValue(e, RES_CELLS, op, val);
1706 got += GiveResourceValue(e, RES_PLASMA, op, val);
1709 got += GiveResourceValue(e, RES_SHELLS, op, val);
1713 got += GiveResourceValue(e, RES_BULLETS, op, val);
1716 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1719 got += GiveResourceValue(e, RES_HEALTH, op, val);
1722 got += GiveResourceValue(e, RES_ARMOR, op, val);
1725 got += GiveResourceValue(e, RES_FUEL, op, val);
1728 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1730 got += GiveBuff(e, it, op, val);
1733 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1734 got += GiveWeapon(e, it.m_id, op, val);
1743 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1744 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1745 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1746 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1747 FOREACH(Weapons, it != WEP_Null, {
1748 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1749 if(!(save_weapons & (it.m_wepset)))
1750 if(STAT(WEAPONS, e) & (it.m_wepset))
1753 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1754 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1755 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1756 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1757 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1758 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1759 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1760 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1761 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1762 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);
1763 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);
1764 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);
1766 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1768 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1769 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1774 FOREACH(StatusEffect, true,
1776 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1777 e.statuseffects.statuseffect_time[it.m_id] = 0;
1779 e.statuseffects.statuseffect_time[it.m_id] += time;
1782 StatusEffects_update(e);
1785 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1787 .entity weaponentity = weaponentities[slot];
1788 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1789 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1790 _switchweapon |= BIT(slot);
1795 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1797 .entity weaponentity = weaponentities[slot];
1798 if(_switchweapon & BIT(slot))
1800 Weapon wep = w_getbestweapon(e, weaponentity);
1801 if(wep != e.(weaponentity).m_switchweapon)
1802 W_SwitchWeapon_Force(e, wep, weaponentity);