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 WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40 WriteByte(MSG_ENTITY, sf);
42 //WriteByte(MSG_ENTITY, this.cnt);
45 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
53 // sets size on the client, unused on server
57 WriteByte(MSG_ENTITY, this.ItemStatus);
61 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
64 LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
66 WriteString(MSG_ENTITY, this.mdl);
67 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
72 WriteShort(MSG_ENTITY, this.colormap);
73 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
74 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
75 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
80 WriteVector(MSG_ENTITY, this.velocity);
86 void ItemUpdate(entity this)
88 this.oldorigin = this.origin;
89 this.SendFlags |= ISF_LOCATION;
92 void UpdateItemAfterTeleport(entity this)
94 if(getSendEntity(this) == ItemSend)
98 bool have_pickup_item(entity this)
100 if (this.itemdef.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
103 if(!this.itemdef.instanceOfPowerup)
105 if(autocvar_g_pickup_items > 0)
107 if(autocvar_g_pickup_items == 0)
110 if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
116 void Item_Show(entity e, int mode)
118 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
119 e.ItemStatus &= ~ITS_STAYWEP;
120 entity def = e.itemdef;
123 // make the item look normal, and be touchable
125 e.solid = SOLID_TRIGGER;
126 e.spawnshieldtime = 1;
127 e.ItemStatus |= ITS_AVAILABLE;
131 // hide the item completely
132 e.model = string_null;
134 e.spawnshieldtime = 1;
135 e.ItemStatus &= ~ITS_AVAILABLE;
139 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
140 || e.team // weapon stay isn't supported for teamed weapons
142 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
144 // make the item translucent and not touchable
146 e.solid = SOLID_TRIGGER; // can STILL be picked up!
147 e.effects |= EF_STARDUST;
148 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
149 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
154 e.spawnshieldtime = 1;
155 e.ItemStatus &= ~ITS_AVAILABLE;
160 e.ItemStatus |= ITS_GLOW;
162 if (autocvar_g_nodepthtestitems)
163 e.effects |= EF_NODEPTHTEST;
165 if (autocvar_g_fullbrightitems)
166 e.ItemStatus |= ITS_ALLOWFB;
168 e.ItemStatus &= ~ITS_ALLOWFB;
170 if (autocvar_sv_simple_items)
171 e.ItemStatus |= ITS_ALLOWSI;
173 // relink entity (because solid may have changed)
174 setorigin(e, e.origin);
175 e.SendFlags |= ISF_STATUS;
178 void Item_Think(entity this)
180 if (ITEM_IS_LOOT(this))
182 if (time < this.wait - IT_DESPAWNFX_TIME)
183 this.nextthink = min(time + IT_UPDATE_INTERVAL, this.wait - IT_DESPAWNFX_TIME); // ensuring full time for effects
186 // despawning soon, start effects
187 this.ItemStatus |= ITS_EXPIRING;
188 this.SendFlags |= ISF_STATUS;
189 if (time < this.wait - IT_UPDATE_INTERVAL)
190 this.nextthink = time + IT_UPDATE_INTERVAL;
193 setthink(this, RemoveItem);
194 this.nextthink = this.wait;
198 if (this.itemdef.instanceOfPowerup)
199 powerups_DropItem_Think(this);
201 // caution: kludge FIXME (with sv_legacy_bbox_expand)
202 // this works around prediction errors caused by bbox discrepancy between SVQC and CSQC
203 if (this.velocity == '0 0 0' && IS_ONGROUND(this))
204 this.gravity = 0; // don't send ISF_DROP anymore
206 // send slow updates even if the item didn't move
207 // recovers prediction desyncs where server thinks item stopped, client thinks it didn't
212 // bones_was_here: TODO: predict movers, enable client prediction of items with a groundentity,
213 // and then send those less often too (and not all on the same frame)
214 this.nextthink = time;
216 if(this.origin != this.oldorigin)
221 bool Item_ItemsTime_SpectatorOnly(GameItem it);
222 bool Item_ItemsTime_Allow(GameItem it);
223 float Item_ItemsTime_UpdateTime(entity e, float t);
224 void Item_ItemsTime_SetTime(entity e, float t);
225 void Item_ItemsTime_SetTimesForAllPlayers();
227 void Item_Respawn(entity this)
230 sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
232 if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
234 float t = Item_ItemsTime_UpdateTime(this, 0);
235 Item_ItemsTime_SetTime(this, t);
236 Item_ItemsTime_SetTimesForAllPlayers();
239 setthink(this, Item_Think);
240 this.nextthink = time;
243 void Item_RespawnCountdown(entity this)
245 if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
247 if(this.waypointsprite_attached)
248 WaypointSprite_Kill(this.waypointsprite_attached);
253 this.nextthink = time + 1;
254 this.item_respawncounter += 1;
255 if(this.item_respawncounter == 1)
259 entity wi = REGISTRY_GET(Weapons, this.weapon);
260 if (wi != WEP_Null) {
261 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
262 wp.wp_extra = wi.m_id;
267 entity ii = this.itemdef;
269 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
270 wp.wp_extra = ii.m_id;
275 bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
276 if(this.waypointsprite_attached)
278 GameItem def = this.itemdef;
279 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
280 WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
281 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
285 if(this.waypointsprite_attached)
287 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
288 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
291 soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
295 WaypointSprite_Ping(this.waypointsprite_attached);
296 //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
301 void Item_RespawnThink(entity this)
303 this.nextthink = time;
304 if(this.origin != this.oldorigin)
307 if(time >= this.wait)
311 void Item_ScheduleRespawnIn(entity e, float t)
313 // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
314 if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
316 setthink(e, Item_RespawnCountdown);
317 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
318 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
319 e.item_respawncounter = 0;
320 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
322 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
323 Item_ItemsTime_SetTime(e, t);
324 Item_ItemsTime_SetTimesForAllPlayers();
329 setthink(e, Item_RespawnThink);
331 e.scheduledrespawntime = time + t;
334 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
336 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
337 Item_ItemsTime_SetTime(e, t);
338 Item_ItemsTime_SetTimesForAllPlayers();
343 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*");
344 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");
345 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");
347 /// Adjust respawn time according to the number of players.
348 float adjust_respawntime(float normal_respawntime) {
349 float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
350 float o = autocvar_g_pickup_respawntime_scaling_offset;
351 float l = autocvar_g_pickup_respawntime_scaling_linear;
353 if (r == 0 && l == 1) {
354 return normal_respawntime;
357 entity balance = TeamBalance_CheckAllowedTeams(NULL);
358 TeamBalance_GetTeamCounts(balance, NULL);
360 for (int i = 1; i <= NUM_TEAMS; ++i)
362 if (TeamBalance_IsTeamAllowed(balance, i))
364 players += TeamBalance_GetNumberOfPlayers(balance, i);
367 TeamBalance_Destroy(balance);
370 return normal_respawntime * (r / (players + o) + l);
372 return normal_respawntime;
376 void Item_ScheduleRespawn(entity e)
378 if(e.respawntime > 0)
382 float adjusted_respawntime = adjust_respawntime(e.respawntime);
383 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
385 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
386 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
387 Item_ScheduleRespawnIn(e, respawn_in);
389 else // if respawntime is -1, this item does not respawn
393 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
394 "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");
396 void Item_ScheduleInitialRespawn(entity e)
401 if (autocvar_g_pickup_respawntime_initial_random == 0)
403 // range: respawntime .. respawntime + respawntimejitter
404 spawn_in = e.respawntime + random() * e.respawntimejitter;
409 if (autocvar_g_pickup_respawntime_initial_random == 1)
411 static float shared_random = 0;
412 // NOTE this code works only if items are scheduled at the same time (normal case)
413 // NOTE2 random() can't return exactly 1 so this check always work as intended
414 if (!shared_random || floor(time) > shared_random)
415 shared_random = floor(time) + random();
416 rnd = shared_random - floor(time);
422 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
423 // else: 0 .. ITEM_RESPAWN_TICKS
424 // this is to prevent powerups spawning unexpectedly without waypoints
425 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
428 Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
431 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
434 if (num_weapons == 0)
438 int num_potential_weapons = tokenize_console(weapon_names);
439 for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
441 RandomSelection_Init();
442 for (int weapon_index = 0; weapon_index < num_potential_weapons;
445 string weapon = argv(weapon_index);
446 FOREACH(Weapons, it != WEP_Null,
448 // Finding a weapon which player doesn't have.
449 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
451 RandomSelection_AddEnt(it, 1, 1);
456 if (RandomSelection_chosen_ent == NULL)
460 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
461 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
465 if (GetResource(receiver,
466 RandomSelection_chosen_ent.ammo_type) != 0)
470 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
471 GetResource(ammo_entity,
472 RandomSelection_chosen_ent.ammo_type));
476 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
478 float amount = GetResource(item, res_type);
483 float player_amount = GetResource(player, res_type);
484 if (item.spawnshieldtime)
486 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
489 else if (g_weapon_stay == 2)
491 ammomax = min(amount, ammomax);
492 if(player_amount >= ammomax)
498 TakeResourceWithLimit(player, res_type, -amount, ammomax);
500 GiveResourceWithLimit(player, res_type, amount, ammomax);
504 void Item_NotifyWeapon(entity player, int wep)
506 FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
508 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
509 WriteByte(MSG_ONE, wep);
513 bool Item_GiveTo(entity item, entity player)
515 // if nothing happens to player, just return without taking the item
516 int _switchweapon = 0;
517 // in case the player has autoswitch enabled do the following:
518 // if the player is using their best weapon before items are given, they
519 // probably want to switch to an even better weapon after items are given
521 if(CS_CVAR(player).cvar_cl_autoswitch)
523 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
525 .entity weaponentity = weaponentities[slot];
526 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
528 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
529 _switchweapon |= BIT(slot);
531 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
532 _switchweapon |= BIT(slot);
536 bool pickedup = false;
537 pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
538 pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
539 pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
540 pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
541 pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
542 pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
543 pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
544 pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
545 if (item.itemdef.instanceOfWeaponPickup)
548 w = STAT(WEAPONS, item);
549 wp = w & ~STAT(WEAPONS, player);
551 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
554 FOREACH(Weapons, it != WEP_Null, {
555 if(w & (it.m_wepset))
556 Item_NotifyWeapon(player, it.m_id);
558 if(wp & (it.m_wepset))
560 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
562 .entity weaponentity = weaponentities[slot];
563 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
564 W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
566 W_GiveWeapon(player, it.m_id);
572 if (item.itemdef.instanceOfPowerup)
574 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
575 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
576 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
577 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
580 int its = (item.items - (item.items & player.items)) & IT_PICKUPMASK;
585 // TODO: we probably want to show a message in the console, but not this one!
586 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
589 if (item.strength_finished)
592 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
593 if (autocvar_g_powerups_stack)
594 t += item.strength_finished;
596 t = max(t, time + item.strength_finished);
597 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
599 if (item.invincible_finished)
602 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
603 if (autocvar_g_powerups_stack)
604 t += item.invincible_finished;
606 t = max(t, time + item.invincible_finished);
607 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
609 if (item.speed_finished)
612 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
613 if (autocvar_g_powerups_stack)
614 t += item.speed_finished;
616 t = max(t, time + item.speed_finished);
617 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
619 if (item.invisibility_finished)
622 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
623 if (autocvar_g_powerups_stack)
624 t += item.invisibility_finished;
626 t = max(t, time + item.invisibility_finished);
627 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
629 if (item.superweapons_finished)
632 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
635 // always eat teamed entities
642 // crude hack to enforce switching weapons
643 if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
645 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
647 .entity weaponentity = weaponentities[slot];
648 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
649 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
656 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
658 .entity weaponentity = weaponentities[slot];
659 if(_switchweapon & BIT(slot))
660 if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
661 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
668 void Item_Touch(entity this, entity toucher)
670 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
671 if (ITEM_IS_LOOT(this))
673 if (ITEM_TOUCH_NEEDKILL())
675 this.SendFlags |= ISF_REMOVEFX;
681 if(!(toucher.flags & FL_PICKUPITEMS)
682 || STAT(FROZEN, toucher)
684 || (this.solid != SOLID_TRIGGER)
685 || (this.owner == toucher)
686 || (time < this.item_spawnshieldtime)
689 switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
691 case MUT_ITEMTOUCH_RETURN: { return; }
692 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
695 toucher = M_ARGV(1, entity);
697 if (ITEM_IS_EXPIRING(this))
699 this.strength_finished = max(0, this.strength_finished - time);
700 this.invincible_finished = max(0, this.invincible_finished - time);
701 this.speed_finished = max(0, this.speed_finished - time);
702 this.invisibility_finished = max(0, this.invisibility_finished - time);
703 this.superweapons_finished = max(0, this.superweapons_finished - time);
705 bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
708 if (ITEM_IS_EXPIRING(this))
710 // undo what we did above
711 this.strength_finished += time;
712 this.invincible_finished += time;
713 this.speed_finished += time;
714 this.invisibility_finished += time;
715 this.superweapons_finished += time;
722 if(this.target && this.target != "" && this.target != "###item###") // defrag support
723 SUB_UseTargets(this, toucher, NULL);
725 STAT(LAST_PICKUP, toucher) = time;
727 GameItem def = this.itemdef;
728 int ch = ((def.instanceOfPowerup && def.m_itemid != IT_RESOURCE) ? CH_TRIGGER_SINGLE : CH_TRIGGER);
729 _sound(toucher, ch, this.item_pickupsound, VOL_BASE, ATTEN_NORM);
731 MUTATOR_CALLHOOK(ItemTouched, this, toucher);
737 if (ITEM_IS_LOOT(this))
739 this.SendFlags |= ISF_REMOVEFX;
743 if (!this.spawnshieldtime)
750 RandomSelection_Init();
751 IL_EACH(g_items, it.team == this.team,
753 if (it.itemdef) // is a registered item
756 it.scheduledrespawntime = 0;
757 RandomSelection_AddEnt(it, it.cnt, 0);
760 e = RandomSelection_chosen_ent;
761 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
765 Item_ScheduleRespawn(e);
768 void Item_Reset(entity this)
770 Item_Show(this, !this.state);
772 if (ITEM_IS_LOOT(this))
776 setthink(this, Item_Think);
777 this.nextthink = time;
778 if (this.waypointsprite_attached)
780 WaypointSprite_Kill(this.waypointsprite_attached);
782 if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
784 Item_ScheduleInitialRespawn(this);
788 void Item_FindTeam(entity this)
790 if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
793 LOG_TRACE("Initializing item team ", ftos(this.team));
794 RandomSelection_Init();
795 IL_EACH(g_items, it.team == this.team,
797 if(it.itemdef) // is a registered item
798 RandomSelection_AddEnt(it, it.cnt, 0);
801 entity e = RandomSelection_chosen_ent;
805 IL_EACH(g_items, it.team == this.team,
807 if(it.itemdef) // is a registered item
811 Item_Show(it, -1); // make it non-spawned
812 if (it.waypointsprite_attached)
813 WaypointSprite_Kill(it.waypointsprite_attached);
814 it.nextthink = 0; // disable any scheduled powerup spawn
819 // leave 'this' marked so Item_FindTeam() works when called again via this.reset
821 it.effects &= ~EF_NOGUNBOB;
826 void Item_CopyFields(entity this, entity to)
828 setorigin(to, this.origin);
829 to.spawnflags = this.spawnflags;
830 to.noalign = ITEM_SHOULD_KEEP_POSITION(this);
833 to.spawnfunc_checked = true;
834 // TODO: copy respawn times? this may not be desirable in some cases
835 //to.respawntime = this.respawntime;
836 //to.respawntimejitter = this.respawntimejitter;
839 // Savage: used for item garbage-collection
840 void RemoveItem(entity this)
842 if(wasfreed(this) || !this) { return; }
843 if(this.waypointsprite_attached)
844 WaypointSprite_Kill(this.waypointsprite_attached);
846 if (this.SendFlags & ISF_REMOVEFX)
848 // delay removal until ISF_REMOVEFX has been sent
849 setthink(this, RemoveItem);
850 this.nextthink = time + 2 * autocvar_sys_ticrate; // micro optimisation: next frame will be too soon
851 this.solid = SOLID_NOT; // untouchable
857 // pickup evaluation functions
858 // these functions decide how desirable an item is to the bots
860 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
862 float weapon_pickupevalfunc(entity player, entity item)
864 // See if I have it already
865 if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
867 // If I can pick it up
868 if(!item.spawnshieldtime)
870 return ammo_pickupevalfunc(player, item);
873 // reduce weapon value if bot already got a good arsenal
875 int weapons_value = 0;
876 FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
877 weapons_value += it.bot_pickupbasevalue;
879 c -= bound(0, weapons_value / 20000, 1) * 0.5;
881 return item.bot_pickupbasevalue * c;
884 float ammo_pickupevalfunc(entity player, entity item)
886 entity item_resource = NULL; // pointer to the resource that may be associated with the given item
891 // detect needed ammo
892 if(item.itemdef.instanceOfWeaponPickup)
894 entity res = item.itemdef.m_weapon.ammo_type;
895 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
898 if(res != RES_NONE && GetResource(item, res))
902 rating = ammo.m_botvalue;
906 FOREACH(Weapons, it != WEP_Null, {
907 if(!(STAT(WEAPONS, player) & (it.m_wepset)))
909 if(it.ammo_type == RES_NONE)
912 if(GetResource(item, it.ammo_type))
914 item_resource = it.ammo_type;
918 rating = item.bot_pickupbasevalue;
921 float noammorating = 0.5;
923 if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
924 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
928 rating += wpn.bot_pickupbasevalue * 0.1;
932 float healtharmor_pickupevalfunc(entity player, entity item)
935 float rating = item.bot_pickupbasevalue;
937 float itemarmor = GetResource(item, RES_ARMOR);
938 float itemhealth = GetResource(item, RES_HEALTH);
942 itemarmor *= min(4, item.item_group_count);
943 itemhealth *= min(4, item.item_group_count);
946 if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
947 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
949 if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
950 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
956 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
958 if(ITEM_DAMAGE_NEEDKILL(deathtype))
962 void item_use(entity this, entity actor, entity trigger)
964 // use the touch function to handle collection
965 gettouch(this)(this, actor);
968 void StartItem(entity this, entity def)
970 if (def.m_spawnfunc_hookreplace)
971 def = def.m_spawnfunc_hookreplace(def, this);
973 if (def.m_canonical_spawnfunc != "") // FIXME why do weapons set itemdef to an entity that doesn't have this?
974 this.classname = def.m_canonical_spawnfunc;
976 startitem_failed = true; // early return means failure
978 // some mutators check for resources set by m_iteminit in FilterItem
980 def.m_iteminit(def, this);
982 // also checked by some mutators in FilterItem
983 this.items = def.m_itemid;
984 this.weapon = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
986 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
987 this.flags = FL_ITEM | def.m_itemflags;
989 // FilterItem may change any field of a specific instance of an item, but
990 // it must not change any itemdef field (would cause mutators to break other mutators),
991 // and must not convert items into different ones (StartItem could be refactored to support that).
992 if(MUTATOR_CALLHOOK(FilterItem, this))
998 if (!this.item_model_ent)
999 this.item_model_ent = def.m_model;
1001 if (!this.item_pickupsound_ent)
1002 this.item_pickupsound_ent = def.m_sound;
1003 if (!this.item_pickupsound && this.item_pickupsound_ent)
1004 this.item_pickupsound = Sound_fixpath(this.item_pickupsound_ent);
1005 if (this.item_pickupsound == "")
1006 LOG_WARNF("No pickup sound set for a %s", this.classname);
1008 if(!this.pickup_anyway && def.m_pickupanyway)
1009 this.pickup_anyway = def.m_pickupanyway();
1011 // bones_was_here TODO: implement sv_cullentities_dist and replace g_items_maxdist with it
1013 this.fade_end = autocvar_g_items_maxdist;
1015 // bones_was_here TODO: can we do this after we're sure the entity won't be deleted?
1016 IL_PUSH(g_items, this);
1018 this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1019 setmodel(this, MDL_Null); // precision set below
1020 // set item size before we spawn a waypoint or droptofloor or MoveOutOfSolid
1021 setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs);
1023 if (ITEM_IS_LOOT(this))
1025 this.reset = RemoveItem;
1027 set_movetype(this, MOVETYPE_TOSS);
1030 setthink(this, Item_Think);
1031 this.nextthink = time + IT_UPDATE_INTERVAL;
1032 this.wait = time + autocvar_g_items_dropped_lifetime;
1034 this.owner = NULL; // anyone can pick this up, including the player who threw it
1035 this.item_spawnshieldtime = time + 0.5; // but not straight away
1037 this.takedamage = DAMAGE_YES;
1038 this.event_damage = Item_Damage;
1039 // enable this to have thrown items burn in lava
1040 //this.damagedbycontents = true;
1041 //IL_PUSH(g_damagedbycontents, this);
1043 if (ITEM_IS_EXPIRING(this))
1045 // if item is worthless after a timer, have it expire then
1046 this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1049 // don't drop if in a NODROP zone (such as lava)
1050 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1051 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1059 this.reset = Item_Reset;
1061 // must be done after def.m_iteminit() as that may set ITEM_FLAG_MUTATORBLOCKED
1062 if(!have_pickup_item(this))
1068 // must be done before Item_Reset() and after MUTATORBLOCKED check (blocked items may have null func ptrs)
1069 if(!this.respawntime) // both need to be set
1071 if (def.m_respawntime)
1072 this.respawntime = def.m_respawntime();
1074 LOG_WARNF("Default respawntime for a %s is unavailable from its itemdef", this.classname);
1076 if (def.m_respawntimejitter)
1077 this.respawntimejitter = def.m_respawntimejitter();
1079 LOG_WARNF("Default respawntimejitter for a %s is unavailable from its itemdef", this.classname);
1082 if(this.angles != '0 0 0')
1083 this.SendFlags |= ISF_ANGLES;
1089 string t = GetField_fullspawndata(this, "team");
1090 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
1091 if(t) this.team = crc16(false, t);
1094 // In Q3 the origin is in the middle of the bbox ("radius" 15), in Xon it's at the bottom
1095 // so we need to offset vertically (only for items placed by the mapper).
1096 this.origin.z += -15 - this.mins.z;
1097 setorigin(this, this.origin);
1100 // it's a level item
1101 if(this.spawnflags & 1)
1103 if (this.noalign > 0)
1104 set_movetype(this, MOVETYPE_NONE);
1106 set_movetype(this, MOVETYPE_TOSS);
1107 // do item filtering according to game mode and other things
1108 if (this.noalign <= 0)
1110 // first nudge it off the floor a little bit to avoid math errors
1111 setorigin(this, this.origin + '0 0 1');
1112 // note droptofloor returns false if stuck/or would fall too far
1115 waypoint_spawnforitem(this);
1119 * can't do it that way, as it would break maps
1120 * TODO make a target_give like entity another way, that perhaps has
1121 * the weapon name in a key
1124 // target_give not yet supported; maybe later
1125 print("removed targeted ", this.classname, "\n");
1131 if(this.targetname != "" && (this.spawnflags & 16))
1132 this.use = item_use;
1134 if(autocvar_spawn_debug >= 2)
1136 // why not flags & fl_item?
1137 FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1138 LOG_TRACE("XXX Found duplicated item: ", def.m_name, vtos(this.origin));
1139 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1140 error("Mapper sucks.");
1142 this.is_item = true;
1145 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, this.weapon));
1147 if ( def.instanceOfPowerup
1148 || def.instanceOfWeaponPickup
1149 || (def.instanceOfHealth && def != ITEM_HealthSmall)
1150 || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1151 || (def.m_itemid & (IT_KEY1 | IT_KEY2))
1154 if(!this.target || this.target == "")
1155 this.target = "###item###"; // for finding the nearest item using findnearest
1158 Item_ItemsTime_SetTime(this, 0);
1160 this.glowmod = def.m_color;
1163 this.bot_pickup = true;
1164 this.bot_pickupevalfunc = def.m_pickupevalfunc;
1165 this.bot_pickupbasevalue = def.m_botvalue;
1166 this.netname = def.m_name;
1167 settouch(this, Item_Touch);
1168 //this.effects |= EF_LOWPRECISION;
1170 // support skinned models for powerups
1172 this.skin = def.m_skin;
1174 if (!(this.spawnflags & 1024)) {
1175 if(def.instanceOfPowerup)
1176 this.ItemStatus |= ITS_ANIMATE1;
1178 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1179 this.ItemStatus |= ITS_ANIMATE2;
1182 if(def.instanceOfWeaponPickup)
1184 if (!ITEM_IS_LOOT(this)) // if dropped, colormap is already set up nicely
1185 this.colormap = 1024; // color shirt=0 pants=0 grey
1186 if (!(this.spawnflags & 1024))
1187 this.ItemStatus |= ITS_ANIMATE1;
1188 this.SendFlags |= ISF_COLORMAP;
1195 this.cnt = 1; // item probability weight
1197 this.effects |= EF_NOGUNBOB; // marker for item team search
1198 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1199 this.reset = Item_FindTeam;
1204 Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1206 // call this hook after everything else has been done
1207 if (MUTATOR_CALLHOOK(Item_Spawn, this))
1213 // we should be sure this item will spawn before loading its assets
1214 // CSQC handles model precaching: it may not use this model (eg simple items) and may not have connected yet
1215 //precache_model(this.mdl);
1216 precache_sound(this.item_pickupsound);
1220 startitem_failed = false;
1223 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1224 int group_count = 1;
1226 void setItemGroup(entity this)
1228 if(!IS_SMALL(this.itemdef) || ITEM_IS_LOOT(this))
1231 FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1233 if(!this.item_group)
1237 it.item_group = group_count;
1240 this.item_group = it.item_group;
1242 else // spawning item is already part of a item_group X
1245 it.item_group = this.item_group;
1246 else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1248 int grY = it.item_group;
1249 // move all items of item_group Y to item_group X
1250 IL_EACH(g_items, IS_SMALL(it.itemdef),
1252 if(it.item_group == grY)
1253 it.item_group = this.item_group;
1260 void setItemGroupCount()
1262 for (int k = 1; k <= group_count; k++)
1265 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1267 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1271 void target_items_use(entity this, entity actor, entity trigger)
1273 if(ITEM_IS_LOOT(actor))
1275 EXACTTRIGGER_TOUCH(this, trigger);
1280 if (!IS_PLAYER(actor) || IS_DEAD(actor))
1283 if(trigger.solid == SOLID_TRIGGER)
1285 EXACTTRIGGER_TOUCH(this, trigger);
1288 IL_EACH(g_items, it.enemy == actor && ITEM_IS_LOOT(it),
1293 if(GiveItems(actor, 0, tokenize_console(this.netname)))
1294 centerprint(actor, this.message);
1297 spawnfunc(target_items)
1299 this.use = target_items_use;
1300 if(!this.strength_finished)
1301 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1302 if(!this.invincible_finished)
1303 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1304 if(!this.speed_finished)
1305 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1306 if(!this.invisibility_finished)
1307 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1308 if(!this.superweapons_finished)
1309 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1312 int n = tokenize_console(this.netname);
1313 if(argv(0) == "give")
1315 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1319 for(int j = 0; j < n; ++j)
1321 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1322 if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1323 else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
1324 else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1325 else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
1326 else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
1327 else if(argv(j) == "speed") this.items |= ITEM_Speed.m_itemid;
1328 else if(argv(j) == "invisibility") this.items |= ITEM_Invisibility.m_itemid;
1329 else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
1330 else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
1331 else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
1334 FOREACH(StatusEffect, it.instanceOfBuff,
1336 string s = Buff_CompatName(argv(j));
1340 if(!this.buffs_finished)
1341 this.buffs_finished = it.m_time(it);
1345 FOREACH(Weapons, it != WEP_Null, {
1347 if(s == it.netname || s == it.m_deprecated_netname)
1349 STAT(WEAPONS, this) |= (it.m_wepset);
1350 if(this.spawnflags == 0 || this.spawnflags == 2)
1358 string itemprefix, valueprefix;
1359 if(this.spawnflags == 0)
1364 else if(this.spawnflags == 1)
1366 itemprefix = "max ";
1367 valueprefix = "max ";
1369 else if(this.spawnflags == 2)
1371 itemprefix = "min ";
1372 valueprefix = "min ";
1374 else if(this.spawnflags == 4)
1376 itemprefix = "minus ";
1377 valueprefix = "max ";
1381 error("invalid spawnflags");
1382 itemprefix = valueprefix = string_null;
1386 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1387 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1388 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1389 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1390 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1391 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1392 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1393 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1394 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1396 res = GetResource(this, RES_SHELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1397 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1398 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1399 res = GetResource(this, RES_CELLS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1400 res = GetResource(this, RES_PLASMA); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1401 res = GetResource(this, RES_FUEL); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1402 res = GetResource(this, RES_HEALTH); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1403 res = GetResource(this, RES_ARMOR); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1404 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1405 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1407 this.netname = strzone(str);
1409 n = tokenize_console(this.netname);
1410 for(int j = 0; j < n; ++j)
1412 string cmd = argv(j);
1413 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1420 float GiveWeapon(entity e, float wpn, float op, float val)
1423 WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1424 v0 = (STAT(WEAPONS, e) & s);
1429 STAT(WEAPONS, e) |= s;
1431 STAT(WEAPONS, e) &= ~s;
1436 STAT(WEAPONS, e) |= s;
1440 STAT(WEAPONS, e) &= ~s;
1444 STAT(WEAPONS, e) &= ~s;
1447 v1 = (STAT(WEAPONS, e) & s);
1451 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1453 bool had_buff = StatusEffects_active(thebuff, e);
1454 float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1458 new_buff_time = val;
1461 new_buff_time = max(new_buff_time, val);
1464 new_buff_time = min(new_buff_time, val);
1467 new_buff_time += val;
1470 new_buff_time -= val;
1473 if(new_buff_time <= 0)
1475 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1476 StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1480 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1481 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1483 bool have_buff = StatusEffects_active(thebuff, e);
1484 return (had_buff != have_buff);
1487 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1493 if(snd_decr != NULL)
1494 sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1496 else if(v0 >= v0 + t)
1498 if(snd_incr != NULL)
1499 sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1503 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1506 e.(rotfield) = max(e.(rotfield), time + rottime);
1508 e.(regenfield) = max(e.(regenfield), time + regentime);
1510 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1512 int v0 = GetResource(e, res_type);
1516 // min 100 cells = at least 100 cells
1517 case OP_SET: new_val = val; break;
1518 case OP_MIN: new_val = max(v0, val); break;
1519 case OP_MAX: new_val = min(v0, val); break;
1520 case OP_PLUS: new_val = v0 + val; break;
1521 case OP_MINUS: new_val = v0 - val; break;
1522 default: return false;
1525 return SetResourceExplicit(e, res_type, new_val);
1527 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1529 bool had_eff = StatusEffects_active(this, e);
1530 float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1537 new_eff_time = max(new_eff_time, val);
1540 new_eff_time = min(new_eff_time, val);
1543 new_eff_time += val;
1546 new_eff_time -= val;
1549 if(new_eff_time <= 0)
1551 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1552 StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1555 StatusEffects_apply(this, e, new_eff_time, 0);
1556 bool have_eff = StatusEffects_active(this, e);
1557 return (had_eff != have_eff);
1560 float GiveItems(entity e, float beginarg, float endarg)
1562 float got, i, val, op;
1570 int _switchweapon = 0;
1572 if(CS_CVAR(e).cvar_cl_autoswitch)
1574 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1576 .entity weaponentity = weaponentities[slot];
1577 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1578 if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1579 _switchweapon |= BIT(slot);
1585 FOREACH(StatusEffect, true,
1587 e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1593 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1594 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1595 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1596 PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1597 //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1598 PREGIVE_RESOURCE(e, RES_BULLETS);
1599 PREGIVE_RESOURCE(e, RES_CELLS);
1600 PREGIVE_RESOURCE(e, RES_PLASMA);
1601 PREGIVE_RESOURCE(e, RES_SHELLS);
1602 PREGIVE_RESOURCE(e, RES_ROCKETS);
1603 PREGIVE_RESOURCE(e, RES_FUEL);
1604 PREGIVE_RESOURCE(e, RES_ARMOR);
1605 PREGIVE_RESOURCE(e, RES_HEALTH);
1607 for(i = beginarg; i < endarg; ++i)
1611 if(cmd == "0" || stof(cmd))
1635 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1636 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1637 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1639 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1640 got += GiveResourceValue(e, RES_HEALTH, op, val);
1641 got += GiveResourceValue(e, RES_ARMOR, op, val);
1643 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1644 //case "allbuffs": // all buffs makes a player god, do not want!
1645 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1647 got += GiveResourceValue(e, RES_CELLS, op, val);
1648 got += GiveResourceValue(e, RES_PLASMA, op, val);
1649 got += GiveResourceValue(e, RES_SHELLS, op, val);
1650 got += GiveResourceValue(e, RES_BULLETS, op, val);
1651 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1652 got += GiveResourceValue(e, RES_FUEL, op, val);
1654 case "unlimited_ammo":
1655 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1656 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1658 case "unlimited_weapon_ammo":
1659 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1661 case "unlimited_superweapons":
1662 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1665 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1668 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1671 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1675 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1678 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1680 case "invisibility":
1681 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1683 case "superweapons":
1684 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1687 got += GiveResourceValue(e, RES_CELLS, op, val);
1690 got += GiveResourceValue(e, RES_PLASMA, op, val);
1693 got += GiveResourceValue(e, RES_SHELLS, op, val);
1697 got += GiveResourceValue(e, RES_BULLETS, op, val);
1700 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1703 got += GiveResourceValue(e, RES_HEALTH, op, val);
1706 got += GiveResourceValue(e, RES_ARMOR, op, val);
1709 got += GiveResourceValue(e, RES_FUEL, op, val);
1712 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1714 got += GiveBuff(e, it, op, val);
1717 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1718 got += GiveWeapon(e, it.m_id, op, val);
1727 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1728 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1729 POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1730 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1731 FOREACH(Weapons, it != WEP_Null, {
1732 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1733 if(!(save_weapons & (it.m_wepset)))
1734 if(STAT(WEAPONS, e) & (it.m_wepset))
1737 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1738 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1739 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1740 POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1741 POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1742 POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1743 POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1744 POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1745 POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1746 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);
1747 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);
1748 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);
1750 if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1752 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1753 StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1758 FOREACH(StatusEffect, true,
1760 if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1761 e.statuseffects.statuseffect_time[it.m_id] = 0;
1763 e.statuseffects.statuseffect_time[it.m_id] += time;
1766 StatusEffects_update(e);
1769 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1771 .entity weaponentity = weaponentities[slot];
1772 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1773 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1774 _switchweapon |= BIT(slot);
1779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1781 .entity weaponentity = weaponentities[slot];
1782 if(_switchweapon & BIT(slot))
1784 Weapon wep = w_getbestweapon(e, weaponentity);
1785 if(wep != e.(weaponentity).m_switchweapon)
1786 W_SwitchWeapon_Force(e, wep, weaponentity);