3 #include "items/_mod.qh"
7 #include "../server/bot/api.qh"
9 #include <server/mutators/_mod.qh>
11 #include "../server/weapons/common.qh"
12 #include "../server/weapons/selection.qh"
13 #include "../server/weapons/weaponsystem.qh"
15 #include "constants.qh"
16 #include <common/deathtypes/all.qh>
17 #include <common/notifications/all.qh>
18 #include "mapobjects/subs.qh"
21 #include <common/monsters/_mod.qh>
23 #include <common/weapons/_all.qh>
25 #include <common/mutators/mutator/buffs/buffs.qh>
26 #include <common/mutators/mutator/buffs/sv_buffs.qh>
28 #include "../lib/warpzone/util_server.qh"
30 #include "physics/movetypes/movetypes.qh"
31 #include <common/weapons/_all.qh>
32 #include "../lib/csqcmodel/cl_model.qh"
33 #include "../lib/csqcmodel/common.qh"
36 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
39 bool autocvar_cl_ghost_items_vehicle = true;
41 .bool item_simple; // probably not really needed, but better safe than sorry
42 void Item_SetAlpha(entity this)
44 bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
46 if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
49 this.colormod = '1 1 1';
50 this.glowmod = this.item_glowmod;
54 this.alpha = autocvar_cl_ghost_items;
55 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
58 if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
60 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
61 this.alpha = autocvar_cl_weapon_stay_alpha;
64 this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
67 void ItemDraw(entity this)
71 Movetype_Physics_MatchServer(this, false);
73 { // For some reason avelocity gets set to '0 0 0' here ...
74 this.oldorigin = this.origin;
77 if(autocvar_cl_animate_items)
78 { // ... so reset it if animations are requested.
79 if(this.ItemStatus & ITS_ANIMATE1)
80 this.avelocity = '0 180 0';
82 if(this.ItemStatus & ITS_ANIMATE2)
83 this.avelocity = '0 -90 0';
86 // delay is for blocking item's position for a while;
87 // it's a workaround for dropped weapons that receive the position
88 // another time right after they spawn overriding animation position
89 this.onground_time = time + 0.5;
92 else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
94 if(this.ItemStatus & ITS_ANIMATE1)
96 this.angles += this.avelocity * frametime;
97 float fade_in = bound(0, time - this.onground_time, 1);
98 setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
101 if(this.ItemStatus & ITS_ANIMATE2)
103 this.angles += this.avelocity * frametime;
104 float fade_in = bound(0, time - this.onground_time, 1);
105 setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112 void Item_PreDraw(entity this)
114 if(warpzone_warpzones_exist)
116 setpredraw(this, func_null); // no need to keep running this
120 vector org = getpropertyvec(VF_ORIGIN);
121 //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
122 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
125 if(vdist(org - this.origin, >, this.fade_end))
126 alph = 0; // save on some processing
127 else if(vdist(org - this.origin, <, this.fade_start))
128 alph = 1; // more processing saved
130 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
134 //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
135 if(!hud && (this.ItemStatus & ITS_AVAILABLE))
140 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
143 void ItemRemove(entity this)
148 HashMap ENT_CLIENT_ITEM_simple;
149 STATIC_INIT(ENT_CLIENT_ITEM_simple)
151 HM_NEW(ENT_CLIENT_ITEM_simple);
153 SHUTDOWN(ENT_CLIENT_ITEM_simple)
155 HM_DELETE(ENT_CLIENT_ITEM_simple);
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
162 if(sf & ISF_LOCATION)
164 this.origin = ReadVector();
165 setorigin(this, this.origin);
166 this.oldorigin = this.origin;
171 this.angles_x = ReadAngle();
172 this.angles_y = ReadAngle();
173 this.angles_z = ReadAngle();
178 setsize(this, '-16 -16 0', '16 16 48');
181 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
183 this.ItemStatus = ReadByte();
187 if(this.ItemStatus & ITS_ALLOWFB)
188 this.effects |= EF_FULLBRIGHT;
190 this.effects &= ~EF_FULLBRIGHT;
192 if(this.ItemStatus & ITS_GLOW)
194 if(this.ItemStatus & ITS_AVAILABLE)
195 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
197 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
203 this.drawmask = MASK_NORMAL;
204 set_movetype(this, MOVETYPE_TOSS);
205 if (isnew) IL_PUSH(g_drawables, this);
206 this.draw = ItemDraw;
207 this.solid = SOLID_TRIGGER;
208 //this.flags |= FL_ITEM;
210 this.fade_end = ReadShort();
211 this.fade_start = ReadShort();
212 if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
213 setpredraw(this, Item_PreDraw);
217 string _fn = ReadString();
218 this.item_simple = false; // reset it!
220 if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
222 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
223 this.item_simple = true;
225 #define extensions(x) \
231 #define tryext(ext) { \
232 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
233 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
234 if (cached == "") { \
235 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
237 if (cached != "0") { \
238 strcpy(this.mdl, s); \
244 this.item_simple = false;
245 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
251 if(!this.item_simple)
252 strcpy(this.mdl, _fn);
255 LOG_WARNF("this.mdl is unset for item %s", this.classname);
257 precache_model(this.mdl);
258 _setmodel(this, this.mdl);
260 setsize(this, '-16 -16 0', '16 16 48');
263 if(sf & ISF_COLORMAP)
265 this.colormap = ReadShort();
266 this.item_glowmod_x = ReadByte() / 255.0;
267 this.item_glowmod_y = ReadByte() / 255.0;
268 this.item_glowmod_z = ReadByte() / 255.0;
274 this.pushable = true;
275 //this.angles = '0 0 0';
276 set_movetype(this, MOVETYPE_TOSS);
277 this.velocity = ReadVector();
278 setorigin(this, this.oldorigin);
282 this.move_time = time;
283 this.spawntime = time;
286 this.move_time = max(this.move_time, time);
289 if(autocvar_cl_animate_items)
291 if(this.ItemStatus & ITS_ANIMATE1)
292 this.avelocity = '0 180 0';
294 if(this.ItemStatus & ITS_ANIMATE2)
295 this.avelocity = '0 -90 0';
298 this.entremove = ItemRemove;
306 bool ItemSend(entity this, entity to, int sf)
313 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
314 WriteByte(MSG_ENTITY, sf);
316 //WriteByte(MSG_ENTITY, this.cnt);
317 if(sf & ISF_LOCATION)
319 WriteVector(MSG_ENTITY, this.origin);
324 WriteAngle(MSG_ENTITY, this.angles_x);
325 WriteAngle(MSG_ENTITY, this.angles_y);
326 WriteAngle(MSG_ENTITY, this.angles_z);
329 // sets size on the client, unused on server
333 WriteByte(MSG_ENTITY, this.ItemStatus);
337 WriteShort(MSG_ENTITY, this.fade_end);
338 WriteShort(MSG_ENTITY, this.fade_start);
341 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
343 WriteString(MSG_ENTITY, this.mdl);
347 if(sf & ISF_COLORMAP)
349 WriteShort(MSG_ENTITY, this.colormap);
350 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
351 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
352 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
357 WriteVector(MSG_ENTITY, this.velocity);
363 void ItemUpdate(entity this)
365 this.oldorigin = this.origin;
366 this.SendFlags |= ISF_LOCATION;
369 void UpdateItemAfterTeleport(entity this)
371 if(getSendEntity(this) == ItemSend)
375 bool have_pickup_item(entity this)
377 if(this.itemdef.instanceOfPowerup)
379 if(autocvar_g_powerups > 0)
381 if(autocvar_g_powerups == 0)
386 if(autocvar_g_pickup_items > 0)
388 if(autocvar_g_pickup_items == 0)
391 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
397 void Item_Show(entity e, int mode)
399 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
400 e.ItemStatus &= ~ITS_STAYWEP;
401 entity def = e.itemdef;
404 // make the item look normal, and be touchable
406 e.solid = SOLID_TRIGGER;
407 e.spawnshieldtime = 1;
408 e.ItemStatus |= ITS_AVAILABLE;
412 // hide the item completely
413 e.model = string_null;
415 e.spawnshieldtime = 1;
416 e.ItemStatus &= ~ITS_AVAILABLE;
420 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
421 || e.team // weapon stay isn't supported for teamed weapons
423 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
425 // make the item translucent and not touchable
427 e.solid = SOLID_TRIGGER; // can STILL be picked up!
428 e.effects |= EF_STARDUST;
429 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
430 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
434 //setmodel(e, "null");
436 e.colormod = '0 0 0';
437 //e.glowmod = e.colormod;
438 e.spawnshieldtime = 1;
439 e.ItemStatus &= ~ITS_AVAILABLE;
444 e.ItemStatus |= ITS_GLOW;
446 if (autocvar_g_nodepthtestitems)
447 e.effects |= EF_NODEPTHTEST;
449 if (autocvar_g_fullbrightitems)
450 e.ItemStatus |= ITS_ALLOWFB;
452 e.ItemStatus &= ~ITS_ALLOWFB;
454 if (autocvar_sv_simple_items)
455 e.ItemStatus |= ITS_ALLOWSI;
457 // relink entity (because solid may have changed)
458 setorigin(e, e.origin);
459 e.SendFlags |= ISF_STATUS;
462 void Item_Think(entity this)
464 this.nextthink = time;
465 if(this.origin != this.oldorigin)
469 bool Item_ItemsTime_SpectatorOnly(GameItem it);
470 bool Item_ItemsTime_Allow(GameItem it);
471 float Item_ItemsTime_UpdateTime(entity e, float t);
472 void Item_ItemsTime_SetTime(entity e, float t);
473 void Item_ItemsTime_SetTimesForAllPlayers();
475 void Item_Respawn(entity this)
478 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
479 setorigin(this, this.origin);
481 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
483 float t = Item_ItemsTime_UpdateTime(this, 0);
484 Item_ItemsTime_SetTime(this, t);
485 Item_ItemsTime_SetTimesForAllPlayers();
488 setthink(this, Item_Think);
489 this.nextthink = time;
491 //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
492 Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
495 void Item_RespawnCountdown(entity this)
497 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
499 if(this.waypointsprite_attached)
500 WaypointSprite_Kill(this.waypointsprite_attached);
505 this.nextthink = time + 1;
506 this.item_respawncounter += 1;
507 if(this.item_respawncounter == 1)
511 entity wi = Weapons_from(this.weapon);
512 if (wi != WEP_Null) {
513 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
514 wp.wp_extra = wi.m_id;
519 entity ii = this.itemdef;
521 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
522 wp.wp_extra = ii.m_id;
527 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
528 if(this.waypointsprite_attached)
530 GameItem def = this.itemdef;
531 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
532 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
533 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
537 if(this.waypointsprite_attached)
539 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
540 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
543 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
547 WaypointSprite_Ping(this.waypointsprite_attached);
548 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
553 void Item_RespawnThink(entity this)
555 this.nextthink = time;
556 if(this.origin != this.oldorigin)
559 if(time >= this.wait)
563 void Item_ScheduleRespawnIn(entity e, float t)
565 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
566 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
568 setthink(e, Item_RespawnCountdown);
569 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
570 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
571 e.item_respawncounter = 0;
572 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
574 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
575 Item_ItemsTime_SetTime(e, t);
576 Item_ItemsTime_SetTimesForAllPlayers();
581 setthink(e, Item_RespawnThink);
583 e.scheduledrespawntime = time + t;
586 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
588 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
589 Item_ItemsTime_SetTime(e, t);
590 Item_ItemsTime_SetTimesForAllPlayers();
595 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*");
596 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");
597 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");
599 /// Adjust respawn time according to the number of players.
600 float adjust_respawntime(float normal_respawntime) {
601 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
602 float o = autocvar_g_pickup_respawntime_scaling_offset;
603 float l = autocvar_g_pickup_respawntime_scaling_linear;
605 if (r == 0 && l == 1) {
606 return normal_respawntime;
609 entity balance = TeamBalance_CheckAllowedTeams(NULL);
610 TeamBalance_GetTeamCounts(balance, NULL);
612 for (int i = 1; i <= NUM_TEAMS; ++i)
614 if (TeamBalance_IsTeamAllowed(balance, i))
616 players += TeamBalance_GetNumberOfPlayers(balance, i);
619 TeamBalance_Destroy(balance);
622 return normal_respawntime * (r / (players + o) + l);
624 return normal_respawntime;
628 void Item_ScheduleRespawn(entity e)
630 if(e.respawntime > 0)
634 float adjusted_respawntime = adjust_respawntime(e.respawntime);
635 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
637 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
638 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
639 Item_ScheduleRespawnIn(e, respawn_in);
641 else // if respawntime is -1, this item does not respawn
645 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
646 "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");
648 void Item_ScheduleInitialRespawn(entity e)
653 if (autocvar_g_pickup_respawntime_initial_random == 0)
655 // range: respawntime .. respawntime + respawntimejitter
656 spawn_in = e.respawntime + random() * e.respawntimejitter;
661 if (autocvar_g_pickup_respawntime_initial_random == 1)
663 static float shared_random = 0;
664 // NOTE this code works only if items are scheduled at the same time (normal case)
665 // NOTE2 random() can't return exactly 1 so this check always work as intended
666 if (!shared_random || floor(time) > shared_random)
667 shared_random = floor(time) + random();
668 rnd = shared_random - floor(time);
674 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
675 // else: 0 .. ITEM_RESPAWN_TICKS
676 // this is to prevent powerups spawning unexpectedly without waypoints
677 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
680 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
683 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
686 if (num_weapons == 0)
690 int num_potential_weapons = tokenize_console(weapon_names);
691 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
693 RandomSelection_Init();
694 for (int weapon_index = 0; weapon_index < num_potential_weapons;
697 string weapon = argv(weapon_index);
698 FOREACH(Weapons, it != WEP_Null,
700 // Finding a weapon which player doesn't have.
701 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
703 RandomSelection_AddEnt(it, 1, 1);
708 if (RandomSelection_chosen_ent == NULL)
712 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
713 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
717 if (GetResource(receiver,
718 RandomSelection_chosen_ent.ammo_type) != 0)
722 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
723 GetResource(ammo_entity,
724 RandomSelection_chosen_ent.ammo_type));
728 bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax)
730 float amount = GetResource(item, res_type);
735 float player_amount = GetResource(player, res_type);
736 if (item.spawnshieldtime)
738 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
741 else if (g_weapon_stay == 2)
743 ammomax = min(amount, ammomax);
744 if(player_amount >= ammomax)
750 TakeResourceWithLimit(player, res_type, -amount, ammomax);
752 GiveResourceWithLimit(player, res_type, amount, ammomax);
756 bool Item_GiveTo(entity item, entity player)
758 // if nothing happens to player, just return without taking the item
759 int _switchweapon = 0;
760 // in case the player has autoswitch enabled do the following:
761 // if the player is using their best weapon before items are given, they
762 // probably want to switch to an even better weapon after items are given
764 if(CS(player).autoswitch)
766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768 .entity weaponentity = weaponentities[slot];
769 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
771 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
772 _switchweapon |= BIT(slot);
774 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
775 _switchweapon |= BIT(slot);
779 bool pickedup = false;
780 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
781 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
782 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
783 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
784 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
785 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
786 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
787 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
788 if (item.itemdef.instanceOfWeaponPickup)
791 w = STAT(WEAPONS, item);
792 w &= ~STAT(WEAPONS, player);
794 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
797 FOREACH(Weapons, it != WEP_Null, {
798 if(w & (it.m_wepset))
800 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
802 .entity weaponentity = weaponentities[slot];
803 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
804 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
806 W_GiveWeapon(player, it.m_id);
812 if (item.itemdef.instanceOfPowerup)
814 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
815 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
816 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
817 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
821 if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
825 // TODO: we probably want to show a message in the console, but not this one!
826 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
829 if (item.strength_finished)
832 STAT(STRENGTH_FINISHED, player) = max(STAT(STRENGTH_FINISHED, player), time) + item.strength_finished;
834 if (item.invincible_finished)
837 STAT(INVINCIBLE_FINISHED, player) = max(STAT(INVINCIBLE_FINISHED, player), time) + item.invincible_finished;
839 if (item.superweapons_finished)
842 STAT(SUPERWEAPONS_FINISHED, player) = max(STAT(SUPERWEAPONS_FINISHED, player), time) + item.superweapons_finished;
845 // always eat teamed entities
852 // crude hack to enforce switching weapons
853 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
855 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
857 .entity weaponentity = weaponentities[slot];
858 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
859 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
866 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
868 .entity weaponentity = weaponentities[slot];
869 if(_switchweapon & BIT(slot))
870 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
871 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
878 void Item_Touch(entity this, entity toucher)
880 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
881 if (Item_IsLoot(this))
883 if (ITEM_TOUCH_NEEDKILL())
890 if(!(toucher.flags & FL_PICKUPITEMS)
891 || STAT(FROZEN, toucher)
893 || (this.solid != SOLID_TRIGGER)
894 || (this.owner == toucher)
895 || (time < this.item_spawnshieldtime)
898 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
900 case MUT_ITEMTOUCH_RETURN: { return; }
901 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
904 toucher = M_ARGV(1, entity);
906 if (Item_IsExpiring(this))
908 this.strength_finished = max(0, this.strength_finished - time);
909 this.invincible_finished = max(0, this.invincible_finished - time);
910 this.superweapons_finished = max(0, this.superweapons_finished - time);
912 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
915 if (Item_IsExpiring(this))
917 // undo what we did above
918 this.strength_finished += time;
919 this.invincible_finished += time;
920 this.superweapons_finished += time;
927 if(this.target && this.target != "" && this.target != "###item###") // defrag support
928 SUB_UseTargets(this, toucher, NULL);
930 STAT(LAST_PICKUP, toucher) = time;
932 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
933 _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);
935 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
941 if (Item_IsLoot(this))
946 if (!this.spawnshieldtime)
953 RandomSelection_Init();
954 IL_EACH(g_items, it.team == this.team,
956 if (it.itemdef) // is a registered item
959 it.scheduledrespawntime = 0;
960 RandomSelection_AddEnt(it, it.cnt, 0);
963 e = RandomSelection_chosen_ent;
964 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
968 Item_ScheduleRespawn(e);
971 void Item_Reset(entity this)
973 Item_Show(this, !this.state);
974 setorigin(this, this.origin);
976 if (Item_IsLoot(this))
980 setthink(this, Item_Think);
981 this.nextthink = time;
982 if (this.waypointsprite_attached)
984 WaypointSprite_Kill(this.waypointsprite_attached);
986 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
988 Item_ScheduleInitialRespawn(this);
992 void Item_FindTeam(entity this)
996 if(this.effects & EF_NODRAW)
998 // marker for item team search
999 LOG_TRACE("Initializing item team ", ftos(this.team));
1000 RandomSelection_Init();
1001 IL_EACH(g_items, it.team == this.team,
1003 if(it.itemdef) // is a registered item
1004 RandomSelection_AddEnt(it, it.cnt, 0);
1007 e = RandomSelection_chosen_ent;
1011 IL_EACH(g_items, it.team == this.team,
1013 if(it.itemdef) // is a registered item
1017 // make it non-spawned
1019 it.state = 1; // state 1 = initially hidden item, apparently
1023 it.effects &= ~EF_NODRAW;
1029 // Savage: used for item garbage-collection
1030 void RemoveItem(entity this)
1032 if(wasfreed(this) || !this) { return; }
1033 Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1037 // pickup evaluation functions
1038 // these functions decide how desirable an item is to the bots
1040 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1042 float weapon_pickupevalfunc(entity player, entity item)
1044 // See if I have it already
1045 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
1047 // If I can pick it up
1048 if(!item.spawnshieldtime)
1050 return ammo_pickupevalfunc(player, item);
1053 // reduce weapon value if bot already got a good arsenal
1055 int weapons_value = 0;
1056 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
1057 weapons_value += it.bot_pickupbasevalue;
1059 c -= bound(0, weapons_value / 20000, 1) * 0.5;
1061 return item.bot_pickupbasevalue * c;
1064 float ammo_pickupevalfunc(entity player, entity item)
1066 bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1071 // Detect needed ammo
1072 if(item.itemdef.instanceOfWeaponPickup)
1075 if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; }
1076 else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; }
1077 else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; }
1078 else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; }
1079 else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; }
1080 else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; }
1085 rating = ammo.m_botvalue;
1089 FOREACH(Weapons, it != WEP_Null, {
1090 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
1093 switch(it.ammo_type)
1095 case RES_SHELLS: need_shells = true; break;
1096 case RES_BULLETS: need_nails = true; break;
1097 case RES_ROCKETS: need_rockets = true; break;
1098 case RES_CELLS: need_cells = true; break;
1099 case RES_PLASMA: need_plasma = true; break;
1100 case RES_FUEL: need_fuel = true; break;
1103 rating = item.bot_pickupbasevalue;
1106 float noammorating = 0.5;
1108 if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max))
1109 c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS));
1111 if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max))
1112 c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS));
1114 if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max))
1115 c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS));
1117 if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max))
1118 c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS));
1120 if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max))
1121 c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA));
1123 if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max))
1124 c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL));
1126 rating *= min(c, 2);
1128 rating += wpn.bot_pickupbasevalue * 0.1;
1132 float healtharmor_pickupevalfunc(entity player, entity item)
1135 float rating = item.bot_pickupbasevalue;
1137 float itemarmor = GetResource(item, RES_ARMOR);
1138 float itemhealth = GetResource(item, RES_HEALTH);
1142 itemarmor *= min(4, item.item_group_count);
1143 itemhealth *= min(4, item.item_group_count);
1146 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
1147 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
1149 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
1150 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
1152 rating *= min(2, c);
1156 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1158 if(ITEM_DAMAGE_NEEDKILL(deathtype))
1162 void item_use(entity this, entity actor, entity trigger)
1164 // use the touch function to handle collection
1165 gettouch(this)(this, actor);
1168 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1170 string itemname = def.m_name;
1171 Model itemmodel = def.m_model;
1172 Sound pickupsound = def.m_sound;
1173 float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1174 float pickupbasevalue = def.m_botvalue;
1175 int itemflags = def.m_itemflags;
1177 startitem_failed = false;
1179 this.item_model_ent = itemmodel;
1180 this.item_pickupsound_ent = pickupsound;
1183 def.m_iteminit(def, this);
1185 if(!this.respawntime) // both need to be set
1187 this.respawntime = defaultrespawntime;
1188 this.respawntimejitter = defaultrespawntimejitter;
1191 if(!this.pickup_anyway && def.m_pickupanyway)
1192 this.pickup_anyway = def.m_pickupanyway();
1194 int itemid = def.m_itemid;
1195 this.items = itemid;
1196 int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1197 this.weapon = weaponid;
1201 this.fade_start = autocvar_g_items_mindist;
1202 this.fade_end = autocvar_g_items_maxdist;
1206 STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid));
1208 this.flags = FL_ITEM | itemflags;
1209 IL_PUSH(g_items, this);
1211 if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1213 startitem_failed = true;
1218 precache_model(this.model);
1219 precache_sound(this.item_pickupsound);
1221 if (Item_IsLoot(this))
1223 this.reset = SUB_Remove;
1224 set_movetype(this, MOVETYPE_TOSS);
1226 // Savage: remove thrown items after a certain period of time ("garbage collection")
1227 setthink(this, RemoveItem);
1228 this.nextthink = time + 20;
1230 this.takedamage = DAMAGE_YES;
1231 this.event_damage = Item_Damage;
1233 if (Item_IsExpiring(this))
1235 // if item is worthless after a timer, have it expire then
1236 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1239 // don't drop if in a NODROP zone (such as lava)
1240 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1241 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1243 startitem_failed = true;
1250 if(!have_pickup_item(this))
1252 startitem_failed = true;
1257 if(this.angles != '0 0 0')
1258 this.SendFlags |= ISF_ANGLES;
1260 this.reset = Item_Reset;
1261 // it's a level item
1262 if(this.spawnflags & 1)
1264 if (this.noalign > 0)
1265 set_movetype(this, MOVETYPE_NONE);
1267 set_movetype(this, MOVETYPE_TOSS);
1268 // do item filtering according to game mode and other things
1269 if (this.noalign <= 0)
1271 // first nudge it off the floor a little bit to avoid math errors
1272 setorigin(this, this.origin + '0 0 1');
1273 // set item size before we spawn a spawnfunc_waypoint
1274 setsize(this, def.m_mins, def.m_maxs);
1275 this.SendFlags |= ISF_SIZE;
1276 // note droptofloor returns false if stuck/or would fall too far
1279 waypoint_spawnforitem(this);
1283 * can't do it that way, as it would break maps
1284 * TODO make a target_give like entity another way, that perhaps has
1285 * the weapon name in a key
1288 // target_give not yet supported; maybe later
1289 print("removed targeted ", this.classname, "\n");
1290 startitem_failed = true;
1296 if(this.targetname != "" && (this.spawnflags & 16))
1297 this.use = item_use;
1299 if(autocvar_spawn_debug >= 2)
1301 // why not flags & fl_item?
1302 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1303 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1304 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1305 error("Mapper sucks.");
1307 this.is_item = true;
1310 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1312 if ( def.instanceOfPowerup
1313 || def.instanceOfWeaponPickup
1314 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1315 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1316 || (itemid & (IT_KEY1 | IT_KEY2))
1319 if(!this.target || this.target == "")
1320 this.target = "###item###"; // for finding the nearest item using findnearest
1323 Item_ItemsTime_SetTime(this, 0);
1326 this.bot_pickup = true;
1327 this.bot_pickupevalfunc = pickupevalfunc;
1328 this.bot_pickupbasevalue = pickupbasevalue;
1329 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1330 this.netname = itemname;
1331 settouch(this, Item_Touch);
1332 setmodel(this, MDL_Null); // precision set below
1333 //this.effects |= EF_LOWPRECISION;
1335 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1337 this.SendFlags |= ISF_SIZE;
1339 if (!(this.spawnflags & 1024)) {
1340 if(def.instanceOfPowerup)
1341 this.ItemStatus |= ITS_ANIMATE1;
1343 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1344 this.ItemStatus |= ITS_ANIMATE2;
1347 if(Item_IsLoot(this))
1350 if(def.instanceOfWeaponPickup)
1352 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1353 this.colormap = 1024; // color shirt=0 pants=0 grey
1354 if (!(this.spawnflags & 1024))
1355 this.ItemStatus |= ITS_ANIMATE1;
1356 this.SendFlags |= ISF_COLORMAP;
1363 this.cnt = 1; // item probability weight
1365 this.effects |= EF_NODRAW; // marker for item team search
1366 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1371 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1373 // call this hook after everything else has been done
1374 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1376 startitem_failed = true;
1384 void StartItem(entity this, GameItem def)
1386 def = def.m_spawnfunc_hookreplace(def, this);
1387 if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1392 this.classname = def.m_canonical_spawnfunc;
1396 def.m_respawntime(), // defaultrespawntime
1397 def.m_respawntimejitter() // defaultrespawntimejitter
1401 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1402 int group_count = 1;
1404 void setItemGroup(entity this)
1406 if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1409 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1411 if(!this.item_group)
1415 it.item_group = group_count;
1418 this.item_group = it.item_group;
1420 else // spawning item is already part of a item_group X
1423 it.item_group = this.item_group;
1424 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1426 int grY = it.item_group;
1427 // move all items of item_group Y to item_group X
1428 IL_EACH(g_items, IS_SMALL(it.itemdef),
1430 if(it.item_group == grY)
1431 it.item_group = this.item_group;
1438 void setItemGroupCount()
1440 for (int k = 1; k <= group_count; k++)
1443 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1445 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1449 void target_items_use(entity this, entity actor, entity trigger)
1451 if(Item_IsLoot(actor))
1453 EXACTTRIGGER_TOUCH(this, trigger);
1458 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1461 if(trigger.solid == SOLID_TRIGGER)
1463 EXACTTRIGGER_TOUCH(this, trigger);
1466 IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1471 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1472 centerprint(actor, this.message);
1475 spawnfunc(target_items)
1477 this.use = target_items_use;
1478 if(!this.strength_finished)
1479 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1480 if(!this.invincible_finished)
1481 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1482 if(!this.superweapons_finished)
1483 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1486 int n = tokenize_console(this.netname);
1487 if(argv(0) == "give")
1489 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1493 for(int j = 0; j < n; ++j)
1495 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1496 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1497 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1498 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1499 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1500 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1501 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1502 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1503 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1506 FOREACH(Buffs, it != BUFF_Null,
1508 string s = Buff_UndeprecateName(argv(j));
1511 STAT(BUFFS, this) |= (it.m_itemid);
1512 if(!STAT(BUFF_TIME, this))
1513 STAT(BUFF_TIME, this) = it.m_time(it);
1517 FOREACH(Weapons, it != WEP_Null, {
1518 string s = W_UndeprecateName(argv(j));
1521 STAT(WEAPONS, this) |= (it.m_wepset);
1522 if(this.spawnflags == 0 || this.spawnflags == 2)
1530 string itemprefix, valueprefix;
1531 if(this.spawnflags == 0)
1536 else if(this.spawnflags == 1)
1538 itemprefix = "max ";
1539 valueprefix = "max ";
1541 else if(this.spawnflags == 2)
1543 itemprefix = "min ";
1544 valueprefix = "min ";
1546 else if(this.spawnflags == 4)
1548 itemprefix = "minus ";
1549 valueprefix = "max ";
1553 error("invalid spawnflags");
1554 itemprefix = valueprefix = string_null;
1558 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1559 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1560 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1561 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1562 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1563 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1564 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1566 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1567 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1568 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1569 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1570 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1571 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1572 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1573 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1574 // HACK: buffs share a single timer, so we need to include enabled buffs AFTER disabled ones to avoid loss
1575 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));
1576 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));
1577 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1579 this.netname = strzone(str);
1581 n = tokenize_console(this.netname);
1582 for(int j = 0; j < n; ++j)
1584 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1591 float GiveWeapon(entity e, float wpn, float op, float val)
1594 WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1595 v0 = (STAT(WEAPONS, e) & s);
1600 STAT(WEAPONS, e) |= s;
1602 STAT(WEAPONS, e) &= ~s;
1607 STAT(WEAPONS, e) |= s;
1611 STAT(WEAPONS, e) &= ~s;
1615 STAT(WEAPONS, e) &= ~s;
1618 v1 = (STAT(WEAPONS, e) & s);
1622 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1624 bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1625 float new_buff_time = ((had_buff) ? STAT(BUFF_TIME, e) : 0);
1629 new_buff_time = val;
1632 new_buff_time = max(new_buff_time, val);
1635 new_buff_time = min(new_buff_time, val);
1638 new_buff_time += val;
1641 new_buff_time -= val;
1644 if(new_buff_time <= 0)
1647 STAT(BUFF_TIME, e) = new_buff_time;
1648 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1652 STAT(BUFF_TIME, e) = new_buff_time;
1653 STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player!
1655 bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1656 return (had_buff != have_buff);
1659 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1665 if(snd_decr != NULL)
1666 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1668 else if(v0 >= v0 + t)
1670 if(snd_incr != NULL)
1671 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1675 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1678 e.(rotfield) = max(e.(rotfield), time + rottime);
1680 e.(regenfield) = max(e.(regenfield), time + regentime);
1682 bool GiveResourceValue(entity e, int res_type, int op, int val)
1684 int v0 = GetResource(e, res_type);
1688 // min 100 cells = at least 100 cells
1689 case OP_SET: new_val = val; break;
1690 case OP_MIN: new_val = max(v0, val); break;
1691 case OP_MAX: new_val = min(v0, val); break;
1692 case OP_PLUS: new_val = v0 + val; break;
1693 case OP_MINUS: new_val = v0 - val; break;
1694 default: return false;
1697 return SetResourceExplicit(e, res_type, new_val);
1700 float GiveItems(entity e, float beginarg, float endarg)
1702 float got, i, val, op;
1710 int _switchweapon = 0;
1712 if(CS(e).autoswitch)
1714 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1716 .entity weaponentity = weaponentities[slot];
1717 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1718 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1719 _switchweapon |= BIT(slot);
1723 STAT(STRENGTH_FINISHED, e) = max(0, STAT(STRENGTH_FINISHED, e) - time);
1724 STAT(INVINCIBLE_FINISHED, e) = max(0, STAT(INVINCIBLE_FINISHED, e) - time);
1725 STAT(SUPERWEAPONS_FINISHED, e) = max(0, STAT(SUPERWEAPONS_FINISHED, e) - time);
1726 STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time);
1730 PREGIVE(e, stat_STRENGTH_FINISHED);
1731 PREGIVE(e, stat_INVINCIBLE_FINISHED);
1732 PREGIVE(e, stat_SUPERWEAPONS_FINISHED);
1733 PREGIVE_RESOURCE(e, RES_BULLETS);
1734 PREGIVE_RESOURCE(e, RES_CELLS);
1735 PREGIVE_RESOURCE(e, RES_PLASMA);
1736 PREGIVE_RESOURCE(e, RES_SHELLS);
1737 PREGIVE_RESOURCE(e, RES_ROCKETS);
1738 PREGIVE_RESOURCE(e, RES_FUEL);
1739 PREGIVE_RESOURCE(e, RES_ARMOR);
1740 PREGIVE_RESOURCE(e, RES_HEALTH);
1742 for(i = beginarg; i < endarg; ++i)
1746 if(cmd == "0" || stof(cmd))
1770 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1771 got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
1772 got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
1773 got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
1774 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1776 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1777 got += GiveResourceValue(e, RES_HEALTH, op, val);
1778 got += GiveResourceValue(e, RES_ARMOR, op, val);
1780 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1781 //case "allbuffs": // all buffs makes a player god, do not want!
1782 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1784 got += GiveResourceValue(e, RES_CELLS, op, val);
1785 got += GiveResourceValue(e, RES_PLASMA, op, val);
1786 got += GiveResourceValue(e, RES_SHELLS, op, val);
1787 got += GiveResourceValue(e, RES_BULLETS, op, val);
1788 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1789 got += GiveResourceValue(e, RES_FUEL, op, val);
1791 case "unlimited_ammo":
1792 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1793 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1795 case "unlimited_weapon_ammo":
1796 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1798 case "unlimited_superweapons":
1799 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1802 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1805 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1808 got += GiveValue(e, stat_STRENGTH_FINISHED, op, val);
1811 got += GiveValue(e, stat_INVINCIBLE_FINISHED, op, val);
1813 case "superweapons":
1814 got += GiveValue(e, stat_SUPERWEAPONS_FINISHED, op, val);
1817 got += GiveResourceValue(e, RES_CELLS, op, val);
1820 got += GiveResourceValue(e, RES_PLASMA, op, val);
1823 got += GiveResourceValue(e, RES_SHELLS, op, val);
1827 got += GiveResourceValue(e, RES_BULLETS, op, val);
1830 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1833 got += GiveResourceValue(e, RES_HEALTH, op, val);
1836 got += GiveResourceValue(e, RES_ARMOR, op, val);
1839 got += GiveResourceValue(e, RES_FUEL, op, val);
1842 FOREACH(Buffs, it != BUFF_Null && buff_Available(it) && Buff_UndeprecateName(cmd) == it.netname,
1844 got += GiveBuff(e, it, op, val);
1847 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1848 got += GiveWeapon(e, it.m_id, op, val);
1857 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1858 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1859 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1860 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1861 FOREACH(Weapons, it != WEP_Null, {
1862 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1863 if(!(save_weapons & (it.m_wepset)))
1864 if(STAT(WEAPONS, e) & (it.m_wepset))
1867 POSTGIVE_VALUE(e, stat_STRENGTH_FINISHED, 1, SND_POWERUP, SND_POWEROFF);
1868 POSTGIVE_VALUE(e, stat_INVINCIBLE_FINISHED, 1, SND_Shield, SND_POWEROFF);
1869 //POSTGIVE_VALUE(e, stat_SUPERWEAPONS_FINISHED, 1, SND_Null, SND_Null);
1870 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1871 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1872 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1873 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1874 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1875 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);
1876 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);
1877 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);
1879 if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
1880 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1881 STAT(SUPERWEAPONS_FINISHED, e) = autocvar_g_balance_superweapons_time;
1883 if(STAT(STRENGTH_FINISHED, e) <= 0)
1884 STAT(STRENGTH_FINISHED, e) = 0;
1886 STAT(STRENGTH_FINISHED, e) += time;
1887 if(STAT(INVINCIBLE_FINISHED, e) <= 0)
1888 STAT(INVINCIBLE_FINISHED, e) = 0;
1890 STAT(INVINCIBLE_FINISHED, e) += time;
1891 if(STAT(SUPERWEAPONS_FINISHED, e) <= 0)
1892 STAT(SUPERWEAPONS_FINISHED, e) = 0;
1894 STAT(SUPERWEAPONS_FINISHED, e) += time;
1895 if(STAT(BUFF_TIME, e) <= 0)
1896 STAT(BUFF_TIME, e) = 0;
1898 STAT(BUFF_TIME, e) += time;
1900 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1902 .entity weaponentity = weaponentities[slot];
1903 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1904 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1905 _switchweapon |= BIT(slot);
1910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1912 .entity weaponentity = weaponentities[slot];
1913 if(_switchweapon & BIT(slot))
1915 Weapon wep = w_getbestweapon(e, weaponentity);
1916 if(wep != e.(weaponentity).m_switchweapon)
1917 W_SwitchWeapon_Force(e, wep, weaponentity);