X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=e1d9d583bfbec7c42e13a557dbc2b0642fa56d51;hb=HEAD;hp=1029f7865682df59cdde8d83500552bd0503a8b7;hpb=185c7b56bb0d8bbb204cbbf0696dd96c069fffc3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc deleted file mode 100644 index 1029f7865..000000000 --- a/qcsrc/common/t_items.qc +++ /dev/null @@ -1,1911 +0,0 @@ -#include "t_items.qh" - -#include "items/_mod.qh" - -#if defined(SVQC) - - #include "../server/bot/api.qh" - - #include - - #include "../server/weapons/common.qh" - #include "../server/weapons/selection.qh" - #include "../server/weapons/weaponsystem.qh" - - #include "constants.qh" - #include - #include - #include "mapobjects/subs.qh" - #include "util.qh" - - #include - - #include - - #include - - #include "../lib/warpzone/util_server.qh" -#elif defined(CSQC) - #include "physics/movetypes/movetypes.qh" - #include - #include "../lib/csqcmodel/cl_model.qh" - #include "../lib/csqcmodel/common.qh" -#endif - -REGISTER_NET_LINKED(ENT_CLIENT_ITEM) - -#ifdef CSQC -bool autocvar_cl_ghost_items_vehicle = true; -.vector item_glowmod; -.bool item_simple; // probably not really needed, but better safe than sorry -void Item_SetAlpha(entity this) -{ - bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle); - - if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE)) - { - this.alpha = 1; - this.colormod = '1 1 1'; - this.glowmod = this.item_glowmod; - } - else - { - this.alpha = autocvar_cl_ghost_items; - this.colormod = this.glowmod = autocvar_cl_ghost_items_color; - } - - if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP)) - { - this.colormod = this.glowmod = autocvar_cl_weapon_stay_color; - this.alpha = autocvar_cl_weapon_stay_alpha; - } - - this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL); -} - -void ItemDraw(entity this) -{ - if(this.gravity) - { - Movetype_Physics_MatchServer(this, false); - if(IS_ONGROUND(this)) - { // For some reason avelocity gets set to '0 0 0' here ... - this.oldorigin = this.origin; - this.gravity = 0; - - if(autocvar_cl_animate_items) - { // ... so reset it if animations are requested. - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - // delay is for blocking item's position for a while; - // it's a workaround for dropped weapons that receive the position - // another time right after they spawn overriding animation position - this.onground_time = time + 0.5; - } - } - 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) - { - if(this.ItemStatus & ITS_ANIMATE1) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); - } - - if(this.ItemStatus & ITS_ANIMATE2) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); - } - } - - Item_SetAlpha(this); -} - -void Item_PreDraw(entity this) -{ - if(warpzone_warpzones_exist) - { - setpredraw(this, func_null); // no need to keep running this - return; - } - float alph; - vector org = getpropertyvec(VF_ORIGIN); - //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones - //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway - if(this.fade_start) - { - if(vdist(org - this.origin, >, this.fade_end)) - alph = 0; // save on some processing - else if(vdist(org - this.origin, <, this.fade_start)) - alph = 1; // more processing saved - else - alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1); - } - else - alph = 1; - //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs)); - if(!hud && (this.ItemStatus & ITS_AVAILABLE)) - this.alpha = alph; - if(alph <= 0) - this.drawmask = 0; - //else - //this.drawmask = MASK_NORMAL; // reset by the setalpha function -} - -void ItemRemove(entity this) -{ - strfree(this.mdl); -} - -HashMap ENT_CLIENT_ITEM_simple; -STATIC_INIT(ENT_CLIENT_ITEM_simple) -{ - HM_NEW(ENT_CLIENT_ITEM_simple); -} -SHUTDOWN(ENT_CLIENT_ITEM_simple) -{ - HM_DELETE(ENT_CLIENT_ITEM_simple); -} - -NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) -{ - int sf = ReadByte(); - - if(sf & ISF_LOCATION) - { - this.origin = ReadVector(); - setorigin(this, this.origin); - this.oldorigin = this.origin; - } - - if(sf & ISF_ANGLES) - { - this.angles_x = ReadAngle(); - this.angles_y = ReadAngle(); - this.angles_z = ReadAngle(); - } - - if(sf & ISF_SIZE) - { - float use_bigsize = ReadByte(); - setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); - } - - if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. - { - this.ItemStatus = ReadByte(); - - Item_SetAlpha(this); - - if(this.ItemStatus & ITS_ALLOWFB) - this.effects |= EF_FULLBRIGHT; - - if(this.ItemStatus & ITS_GLOW) - { - if(this.ItemStatus & ITS_AVAILABLE) - this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); - else - this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); - } - } - - if(sf & ISF_MODEL) - { - this.drawmask = MASK_NORMAL; - set_movetype(this, MOVETYPE_TOSS); - if (isnew) IL_PUSH(g_drawables, this); - this.draw = ItemDraw; - this.solid = SOLID_TRIGGER; - //this.flags |= FL_ITEM; - - bool use_bigsize = ReadByte(); - - this.fade_end = ReadShort(); - this.fade_start = ReadShort(); - if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) - setpredraw(this, Item_PreDraw); - - strfree(this.mdl); - - string _fn = ReadString(); - this.item_simple = false; // reset it! - - if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) - { - string _fn2 = substring(_fn, 0 , strlen(_fn) -4); - this.item_simple = true; - - #define extensions(x) \ - x(md3) \ - x(dpm) \ - x(iqm) \ - x(mdl) \ - /**/ - #define tryext(ext) { \ - string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ - string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ - if (cached == "") { \ - HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ - } \ - if (cached != "0") { \ - strcpy(this.mdl, s); \ - break; \ - } \ - } - do { - extensions(tryext); - this.item_simple = false; - LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); - } while (0); - #undef tryext - #undef extensions - } - - if(!this.item_simple) - strcpy(this.mdl, _fn); - - if(this.mdl == "") - LOG_WARNF("this.mdl is unset for item %s", this.classname); - - precache_model(this.mdl); - _setmodel(this, this.mdl); - - setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32'); - } - - if(sf & ISF_COLORMAP) - { - this.colormap = ReadShort(); - this.item_glowmod_x = ReadByte() / 255.0; - this.item_glowmod_y = ReadByte() / 255.0; - this.item_glowmod_z = ReadByte() / 255.0; - } - - if(sf & ISF_DROP) - { - this.gravity = 1; - this.pushable = true; - //this.angles = '0 0 0'; - set_movetype(this, MOVETYPE_TOSS); - this.velocity = ReadVector(); - setorigin(this, this.oldorigin); - - if(!this.move_time) - { - this.move_time = time; - this.spawntime = time; - } - else - this.move_time = max(this.move_time, time); - } - - if(autocvar_cl_animate_items) - { - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - this.entremove = ItemRemove; - - return true; -} - -#endif - -#ifdef SVQC -bool ItemSend(entity this, entity to, int sf) -{ - if(this.gravity) - sf |= ISF_DROP; - else - sf &= ~ISF_DROP; - - WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM); - WriteByte(MSG_ENTITY, sf); - - //WriteByte(MSG_ENTITY, this.cnt); - if(sf & ISF_LOCATION) - { - WriteVector(MSG_ENTITY, this.origin); - } - - if(sf & ISF_ANGLES) - { - WriteAngle(MSG_ENTITY, this.angles_x); - WriteAngle(MSG_ENTITY, this.angles_y); - WriteAngle(MSG_ENTITY, this.angles_z); - } - - if(sf & ISF_SIZE) - { - Pickup p = this.itemdef; - WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); - } - - if(sf & ISF_STATUS) - WriteByte(MSG_ENTITY, this.ItemStatus); - - if(sf & ISF_MODEL) - { - Pickup p = this.itemdef; - WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor); - WriteShort(MSG_ENTITY, this.fade_end); - WriteShort(MSG_ENTITY, this.fade_start); - - if(this.mdl == "") - LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now"); - - WriteString(MSG_ENTITY, this.mdl); - } - - - if(sf & ISF_COLORMAP) - { - WriteShort(MSG_ENTITY, this.colormap); - WriteByte(MSG_ENTITY, this.glowmod.x * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.y * 255.0); - WriteByte(MSG_ENTITY, this.glowmod.z * 255.0); - } - - if(sf & ISF_DROP) - { - WriteVector(MSG_ENTITY, this.velocity); - } - - return true; -} - -void ItemUpdate(entity this) -{ - this.oldorigin = this.origin; - this.SendFlags |= ISF_LOCATION; -} - -void UpdateItemAfterTeleport(entity this) -{ - if(getSendEntity(this) == ItemSend) - ItemUpdate(this); -} - -bool have_pickup_item(entity this) -{ - if(this.itemdef.instanceOfPowerup) - { - if(autocvar_g_powerups > 0) - return true; - if(autocvar_g_powerups == 0) - return false; - } - else - { - if(autocvar_g_pickup_items > 0) - return true; - if(autocvar_g_pickup_items == 0) - return false; - if(g_weaponarena) - if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena - return false; - } - return true; -} - -void Item_Show(entity e, int mode) -{ - e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST); - e.ItemStatus &= ~ITS_STAYWEP; - entity def = e.itemdef; - if (mode > 0) - { - // make the item look normal, and be touchable - e.model = e.mdl; - e.solid = SOLID_TRIGGER; - e.spawnshieldtime = 1; - e.ItemStatus |= ITS_AVAILABLE; - } - else if (mode < 0) - { - // hide the item completely - e.model = string_null; - e.solid = SOLID_NOT; - e.spawnshieldtime = 1; - e.ItemStatus &= ~ITS_AVAILABLE; - } - else - { - bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons - || e.team // weapon stay isn't supported for teamed weapons - ; - if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay) - { - // make the item translucent and not touchable - e.model = e.mdl; - e.solid = SOLID_TRIGGER; // can STILL be picked up! - e.effects |= EF_STARDUST; - e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon - e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP); - } - else - { - //setmodel(e, "null"); - e.solid = SOLID_NOT; - e.colormod = '0 0 0'; - //e.glowmod = e.colormod; - e.spawnshieldtime = 1; - e.ItemStatus &= ~ITS_AVAILABLE; - } - } - - if (def.m_glow) - e.ItemStatus |= ITS_GLOW; - - if (autocvar_g_nodepthtestitems) - e.effects |= EF_NODEPTHTEST; - - - if (autocvar_g_fullbrightitems) - e.ItemStatus |= ITS_ALLOWFB; - - if (autocvar_sv_simple_items) - e.ItemStatus |= ITS_ALLOWSI; - - // relink entity (because solid may have changed) - setorigin(e, e.origin); - e.SendFlags |= ISF_STATUS; -} - -void Item_Think(entity this) -{ - this.nextthink = time; - if(this.origin != this.oldorigin) - ItemUpdate(this); -} - -bool Item_ItemsTime_SpectatorOnly(GameItem it); -bool Item_ItemsTime_Allow(GameItem it); -float Item_ItemsTime_UpdateTime(entity e, float t); -void Item_ItemsTime_SetTime(entity e, float t); -void Item_ItemsTime_SetTimesForAllPlayers(); - -void Item_Respawn(entity this) -{ - Item_Show(this, 1); - sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound - setorigin(this, this.origin); - - if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) - { - float t = Item_ItemsTime_UpdateTime(this, 0); - Item_ItemsTime_SetTime(this, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - - setthink(this, Item_Think); - this.nextthink = time; - - //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1); - Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1); -} - -void Item_RespawnCountdown(entity this) -{ - if(this.item_respawncounter >= ITEM_RESPAWN_TICKS) - { - if(this.waypointsprite_attached) - WaypointSprite_Kill(this.waypointsprite_attached); - Item_Respawn(this); - } - else - { - this.nextthink = time + 1; - this.item_respawncounter += 1; - if(this.item_respawncounter == 1) - { - do { - { - entity wi = Weapons_from(this.weapon); - if (wi != WEP_Null) { - entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon); - wp.wp_extra = wi.m_id; - break; - } - } - { - entity ii = this.itemdef; - if (ii != NULL) { - entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item); - wp.wp_extra = ii.m_id; - break; - } - } - } while (0); - bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this); - if(this.waypointsprite_attached) - { - GameItem def = this.itemdef; - if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue) - WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR); - WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS); - } - } - - if(this.waypointsprite_attached) - { - FOREACH_CLIENT(IS_REAL_CLIENT(it), { - if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it)) - { - msg_entity = it; - soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound - } - }); - - WaypointSprite_Ping(this.waypointsprite_attached); - //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter); - } - } -} - -void Item_RespawnThink(entity this) -{ - this.nextthink = time; - if(this.origin != this.oldorigin) - ItemUpdate(this); - - if(time >= this.wait) - Item_Respawn(this); -} - -void Item_ScheduleRespawnIn(entity e, float t) -{ - // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally - if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0) - { - setthink(e, Item_RespawnCountdown); - e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS); - e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS; - e.item_respawncounter = 0; - if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - { - t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); - Item_ItemsTime_SetTime(e, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - } - else - { - setthink(e, Item_RespawnThink); - e.nextthink = time; - e.scheduledrespawntime = time + t; - e.wait = time + t; - - if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - { - t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime); - Item_ItemsTime_SetTime(e, t); - Item_ItemsTime_SetTimesForAllPlayers(); - } - } -} - -AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"); -AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"); -AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"); - -/// Adjust respawn time according to the number of players. -float adjust_respawntime(float normal_respawntime) { - float r = autocvar_g_pickup_respawntime_scaling_reciprocal; - float o = autocvar_g_pickup_respawntime_scaling_offset; - float l = autocvar_g_pickup_respawntime_scaling_linear; - - if (r == 0 && l == 1) { - return normal_respawntime; - } - - entity balance = TeamBalance_CheckAllowedTeams(NULL); - TeamBalance_GetTeamCounts(balance, NULL); - int players = 0; - for (int i = 1; i <= NUM_TEAMS; ++i) - { - if (TeamBalance_IsTeamAllowed(balance, i)) - { - players += TeamBalance_GetNumberOfPlayers(balance, i); - } - } - TeamBalance_Destroy(balance); - - if (players >= 2) { - return normal_respawntime * (r / (players + o) + l); - } else { - return normal_respawntime; - } -} - -void Item_ScheduleRespawn(entity e) -{ - if(e.respawntime > 0) - { - Item_Show(e, 0); - - float adjusted_respawntime = adjust_respawntime(e.respawntime); - //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime); - - // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter - float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter; - Item_ScheduleRespawnIn(e, respawn_in); - } - else // if respawntime is -1, this item does not respawn - Item_Show(e, -1); -} - -AUTOCVAR(g_pickup_respawntime_initial_random, int, 1, - "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random"); - -void Item_ScheduleInitialRespawn(entity e) -{ - Item_Show(e, 0); - - float spawn_in; - if (autocvar_g_pickup_respawntime_initial_random == 0) - { - // range: respawntime .. respawntime + respawntimejitter - spawn_in = e.respawntime + random() * e.respawntimejitter; - } - else - { - float rnd; - if (autocvar_g_pickup_respawntime_initial_random == 1) - { - static float shared_random = 0; - // NOTE this code works only if items are scheduled at the same time (normal case) - // NOTE2 random() can't return exactly 1 so this check always work as intended - if (!shared_random || floor(time) > shared_random) - shared_random = floor(time) + random(); - rnd = shared_random - floor(time); - } - else - rnd = random(); - - // range: - // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter - // else: 0 .. ITEM_RESPAWN_TICKS - // this is to prevent powerups spawning unexpectedly without waypoints - spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS); - } - - Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in)); -} - -void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, - entity ammo_entity) -{ - if (num_weapons == 0) - { - return; - } - int num_potential_weapons = tokenize_console(weapon_names); - for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt) - { - RandomSelection_Init(); - for (int weapon_index = 0; weapon_index < num_potential_weapons; - ++weapon_index) - { - string weapon = argv(weapon_index); - FOREACH(Weapons, it != WEP_Null, - { - // Finding a weapon which player doesn't have. - if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon)) - { - RandomSelection_AddEnt(it, 1, 1); - break; - } - }); - } - if (RandomSelection_chosen_ent == NULL) - { - return; - } - STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset; - if (RandomSelection_chosen_ent.ammo_type == RES_NONE) - { - continue; - } - if (GetResource(receiver, - RandomSelection_chosen_ent.ammo_type) != 0) - { - continue; - } - GiveResource(receiver, RandomSelection_chosen_ent.ammo_type, - GetResource(ammo_entity, - RandomSelection_chosen_ent.ammo_type)); - } -} - -bool Item_GiveAmmoTo(entity item, entity player, int res_type, float ammomax) -{ - float amount = GetResource(item, res_type); - if (amount == 0) - { - return false; - } - float player_amount = GetResource(player, res_type); - if (item.spawnshieldtime) - { - if ((player_amount >= ammomax) && (item.pickup_anyway <= 0)) - return false; - } - else if (g_weapon_stay == 2) - ammomax = min(amount, ammomax); - else - return false; - if (amount < 0) - TakeResourceWithLimit(player, res_type, -amount, ammomax); - else - GiveResourceWithLimit(player, res_type, amount, ammomax); - return true; -} - -bool Item_GiveTo(entity item, entity player) -{ - // if nothing happens to player, just return without taking the item - int _switchweapon = 0; - // in case the player has autoswitch enabled do the following: - // if the player is using their best weapon before items are given, they - // probably want to switch to an even better weapon after items are given - - if(CS(player).autoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - { - if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity)) - _switchweapon |= BIT(slot); - - if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon))) - _switchweapon |= BIT(slot); - } - } - } - bool pickedup = false; - pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health); - pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue); - pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max); - pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max); - if (item.itemdef.instanceOfWeaponPickup) - { - WepSet w; - w = STAT(WEAPONS, item); - w &= ~STAT(WEAPONS, player); - - if (w || (item.spawnshieldtime && item.pickup_anyway > 0)) - { - pickedup = true; - FOREACH(Weapons, it != WEP_Null, { - if(w & (it.m_wepset)) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity); - } - W_GiveWeapon(player, it.m_id); - } - }); - } - } - - if (item.itemdef.instanceOfPowerup) - { - if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN)) - Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT); - else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK)) - Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT); - } - - int its; - if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK)) - { - pickedup = true; - player.items |= its; - // TODO: we probably want to show a message in the console, but not this one! - //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname); - } - - if (item.strength_finished) - { - pickedup = true; - player.strength_finished = max(player.strength_finished, time) + item.strength_finished; - } - if (item.invincible_finished) - { - pickedup = true; - player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished; - } - if (item.superweapons_finished) - { - pickedup = true; - player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished; - } - - // always eat teamed entities - if(item.team) - pickedup = true; - - if (!pickedup) - return false; - - // crude hack to enforce switching weapons - if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(player.(weaponentity).m_weapon != WEP_Null || slot == 0) - W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity); - } - return true; - } - - if(_switchweapon) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(_switchweapon & BIT(slot)) - if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity)) - W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity); - } - } - - return true; -} - -void Item_Touch(entity this, entity toucher) -{ - // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky) - if (Item_IsLoot(this)) - { - if (ITEM_TOUCH_NEEDKILL()) - { - delete(this); - return; - } - } - - if(!(toucher.flags & FL_PICKUPITEMS) - || STAT(FROZEN, toucher) - || IS_DEAD(toucher) - || (this.solid != SOLID_TRIGGER) - || (this.owner == toucher) - || (time < this.item_spawnshieldtime) - ) { return; } - - switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher)) - { - case MUT_ITEMTOUCH_RETURN: { return; } - case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; } - } - - toucher = M_ARGV(1, entity); - - if (Item_IsExpiring(this)) - { - this.strength_finished = max(0, this.strength_finished - time); - this.invincible_finished = max(0, this.invincible_finished - time); - this.superweapons_finished = max(0, this.superweapons_finished - time); - } - bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher); - if (!gave) - { - if (Item_IsExpiring(this)) - { - // undo what we did above - this.strength_finished += time; - this.invincible_finished += time; - this.superweapons_finished += time; - } - return; - } - -LABEL(pickup) - - if(this.target && this.target != "" && this.target != "###item###") // defrag support - SUB_UseTargets(this, toucher, NULL); - - STAT(LAST_PICKUP, toucher) = time; - - Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM); - - MUTATOR_CALLHOOK(ItemTouched, this, toucher); - if (wasfreed(this)) - { - return; - } - - if (Item_IsLoot(this)) - { - delete(this); - return; - } - if (!this.spawnshieldtime) - { - return; - } - entity e; - if (this.team) - { - RandomSelection_Init(); - IL_EACH(g_items, it.team == this.team, - { - if (it.itemdef) // is a registered item - { - Item_Show(it, -1); - it.scheduledrespawntime = 0; - RandomSelection_AddEnt(it, it.cnt, 0); - } - }); - e = RandomSelection_chosen_ent; - Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway) - } - else - e = this; - Item_ScheduleRespawn(e); -} - -void Item_Reset(entity this) -{ - Item_Show(this, !this.state); - setorigin(this, this.origin); - - if (Item_IsLoot(this)) - { - return; - } - setthink(this, Item_Think); - this.nextthink = time; - if (this.waypointsprite_attached) - { - WaypointSprite_Kill(this.waypointsprite_attached); - } - if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially! - { - Item_ScheduleInitialRespawn(this); - } -} - -void Item_FindTeam(entity this) -{ - entity e; - - if(this.effects & EF_NODRAW) - { - // marker for item team search - LOG_TRACE("Initializing item team ", ftos(this.team)); - RandomSelection_Init(); - IL_EACH(g_items, it.team == this.team, - { - if(it.itemdef) // is a registered item - RandomSelection_AddEnt(it, it.cnt, 0); - }); - - e = RandomSelection_chosen_ent; - if (!e) - return; - - IL_EACH(g_items, it.team == this.team, - { - if(it.itemdef) // is a registered item - { - if(it != e) - { - // make it non-spawned - Item_Show(it, -1); - it.state = 1; // state 1 = initially hidden item, apparently - } - else - Item_Reset(it); - it.effects &= ~EF_NODRAW; - } - }); - } -} - -// Savage: used for item garbage-collection -void RemoveItem(entity this) -{ - if(wasfreed(this) || !this) { return; } - Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1); - delete(this); -} - -// pickup evaluation functions -// these functions decide how desirable an item is to the bots - -float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;} - -float weapon_pickupevalfunc(entity player, entity item) -{ - // See if I have it already - if(STAT(WEAPONS, player) & STAT(WEAPONS, item)) - { - // If I can pick it up - if(!item.spawnshieldtime) - return 0; - return ammo_pickupevalfunc(player, item); - } - - // reduce weapon value if bot already got a good arsenal - float c = 1; - int weapons_value = 0; - FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), { - weapons_value += it.bot_pickupbasevalue; - }); - c -= bound(0, weapons_value / 20000, 1) * 0.5; - - return item.bot_pickupbasevalue * c; -} - -float ammo_pickupevalfunc(entity player, entity item) -{ - bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false; - entity wpn = NULL; - float c = 0; - float rating = 0; - - // Detect needed ammo - if(item.itemdef.instanceOfWeaponPickup) - { - entity ammo = NULL; - if(GetResource(item, RES_SHELLS)) { need_shells = true; ammo = ITEM_Shells; } - else if(GetResource(item, RES_BULLETS)) { need_nails = true; ammo = ITEM_Bullets; } - else if(GetResource(item, RES_ROCKETS)) { need_rockets = true; ammo = ITEM_Rockets; } - else if(GetResource(item, RES_CELLS)) { need_cells = true; ammo = ITEM_Cells; } - else if(GetResource(item, RES_PLASMA)) { need_plasma = true; ammo = ITEM_Plasma; } - else if(GetResource(item, RES_FUEL)) { need_fuel = true; ammo = ITEM_JetpackFuel; } - - if(!ammo) - return 0; - wpn = item; - rating = ammo.m_botvalue; - } - else - { - FOREACH(Weapons, it != WEP_Null, { - if(!(STAT(WEAPONS, player) & (it.m_wepset))) - continue; - - switch(it.ammo_type) - { - case RES_SHELLS: need_shells = true; break; - case RES_BULLETS: need_nails = true; break; - case RES_ROCKETS: need_rockets = true; break; - case RES_CELLS: need_cells = true; break; - case RES_PLASMA: need_plasma = true; break; - case RES_FUEL: need_fuel = true; break; - } - }); - rating = item.bot_pickupbasevalue; - } - - float noammorating = 0.5; - - if ((need_shells) && GetResource(item, RES_SHELLS) && (GetResource(player, RES_SHELLS) < g_pickup_shells_max)) - c = GetResource(item, RES_SHELLS) / max(noammorating, GetResource(player, RES_SHELLS)); - - if ((need_nails) && GetResource(item, RES_BULLETS) && (GetResource(player, RES_BULLETS) < g_pickup_nails_max)) - c = GetResource(item, RES_BULLETS) / max(noammorating, GetResource(player, RES_BULLETS)); - - if ((need_rockets) && GetResource(item, RES_ROCKETS) && (GetResource(player, RES_ROCKETS) < g_pickup_rockets_max)) - c = GetResource(item, RES_ROCKETS) / max(noammorating, GetResource(player, RES_ROCKETS)); - - if ((need_cells) && GetResource(item, RES_CELLS) && (GetResource(player, RES_CELLS) < g_pickup_cells_max)) - c = GetResource(item, RES_CELLS) / max(noammorating, GetResource(player, RES_CELLS)); - - if ((need_plasma) && GetResource(item, RES_PLASMA) && (GetResource(player, RES_PLASMA) < g_pickup_plasma_max)) - c = GetResource(item, RES_PLASMA) / max(noammorating, GetResource(player, RES_PLASMA)); - - if ((need_fuel) && GetResource(item, RES_FUEL) && (GetResource(player, RES_FUEL) < g_pickup_fuel_max)) - c = GetResource(item, RES_FUEL) / max(noammorating, GetResource(player, RES_FUEL)); - - rating *= min(c, 2); - if(wpn) - rating += wpn.bot_pickupbasevalue * 0.1; - return rating; -} - -float healtharmor_pickupevalfunc(entity player, entity item) -{ - float c = 0; - float rating = item.bot_pickupbasevalue; - - float itemarmor = GetResource(item, RES_ARMOR); - float itemhealth = GetResource(item, RES_HEALTH); - - if(item.item_group) - { - itemarmor *= min(4, item.item_group_count); - itemhealth *= min(4, item.item_group_count); - } - - if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue)) - c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3); - - if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health)) - c = itemhealth / max(1, GetResource(player, RES_HEALTH)); - - rating *= min(2, c); - return rating; -} - -void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) -{ - if(ITEM_DAMAGE_NEEDKILL(deathtype)) - RemoveItem(this); -} - -void item_use(entity this, entity actor, entity trigger) -{ - // use the touch function to handle collection - gettouch(this)(this, actor); -} - -void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter) -{ - string itemname = def.m_name; - Model itemmodel = def.m_model; - Sound pickupsound = def.m_sound; - float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc; - float pickupbasevalue = def.m_botvalue; - int itemflags = def.m_itemflags; - - startitem_failed = false; - - this.item_model_ent = itemmodel; - this.item_pickupsound_ent = pickupsound; - - if(def.m_iteminit) - def.m_iteminit(def, this); - - if(!this.respawntime) // both need to be set - { - this.respawntime = defaultrespawntime; - this.respawntimejitter = defaultrespawntimejitter; - } - - if(!this.pickup_anyway && def.m_pickupanyway) - this.pickup_anyway = def.m_pickupanyway(); - - int itemid = def.m_itemid; - this.items = itemid; - int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0; - this.weapon = weaponid; - - if(!this.fade_end) - { - this.fade_start = autocvar_g_items_mindist; - this.fade_end = autocvar_g_items_maxdist; - } - - if(weaponid) - STAT(WEAPONS, this) = WepSet_FromWeapon(Weapons_from(weaponid)); - - this.flags = FL_ITEM | itemflags; - IL_PUSH(g_items, this); - - if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item - { - startitem_failed = true; - delete(this); - return; - } - - precache_model(this.model); - precache_sound(this.item_pickupsound); - - if (Item_IsLoot(this)) - { - this.reset = SUB_Remove; - set_movetype(this, MOVETYPE_TOSS); - - // Savage: remove thrown items after a certain period of time ("garbage collection") - setthink(this, RemoveItem); - this.nextthink = time + 20; - - this.takedamage = DAMAGE_YES; - this.event_damage = Item_Damage; - - if (Item_IsExpiring(this)) - { - // if item is worthless after a timer, have it expire then - this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished); - } - - // don't drop if in a NODROP zone (such as lava) - traceline(this.origin, this.origin, MOVE_NORMAL, this); - if (trace_dpstartcontents & DPCONTENTS_NODROP) - { - startitem_failed = true; - delete(this); - return; - } - } - else - { - if(!have_pickup_item(this)) - { - startitem_failed = true; - delete(this); - return; - } - - if(this.angles != '0 0 0') - this.SendFlags |= ISF_ANGLES; - - this.reset = Item_Reset; - // it's a level item - if(this.spawnflags & 1) - this.noalign = 1; - if (this.noalign > 0) - set_movetype(this, MOVETYPE_NONE); - else - set_movetype(this, MOVETYPE_TOSS); - // do item filtering according to game mode and other things - if (this.noalign <= 0) - { - // first nudge it off the floor a little bit to avoid math errors - setorigin(this, this.origin + '0 0 1'); - // set item size before we spawn a spawnfunc_waypoint - setsize(this, def.m_mins, def.m_maxs); - this.SendFlags |= ISF_SIZE; - // note droptofloor returns false if stuck/or would fall too far - if (!this.noalign) - droptofloor(this); - waypoint_spawnforitem(this); - } - - /* - * can't do it that way, as it would break maps - * TODO make a target_give like entity another way, that perhaps has - * the weapon name in a key - if(this.targetname) - { - // target_give not yet supported; maybe later - print("removed targeted ", this.classname, "\n"); - startitem_failed = true; - delete(this); - return; - } - */ - - if(this.targetname != "" && (this.spawnflags & 16)) - this.use = item_use; - - if(autocvar_spawn_debug >= 2) - { - // why not flags & fl_item? - FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, { - LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin)); - LOG_TRACE(" vs ", it.netname, vtos(it.origin)); - error("Mapper sucks."); - }); - this.is_item = true; - } - - weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid)); - - if ( def.instanceOfPowerup - || def.instanceOfWeaponPickup - || (def.instanceOfHealth && def != ITEM_HealthSmall) - || (def.instanceOfArmor && def != ITEM_ArmorSmall) - || (itemid & (IT_KEY1 | IT_KEY2)) - ) - { - if(!this.target || this.target == "") - this.target = "###item###"; // for finding the nearest item using findnearest - } - - Item_ItemsTime_SetTime(this, 0); - } - - this.bot_pickup = true; - this.bot_pickupevalfunc = pickupevalfunc; - this.bot_pickupbasevalue = pickupbasevalue; - this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str()); - this.netname = itemname; - settouch(this, Item_Touch); - setmodel(this, MDL_Null); // precision set below - //this.effects |= EF_LOWPRECISION; - - setsize (this, this.pos1 = def.m_mins, this.pos2 = def.m_maxs); - - this.SendFlags |= ISF_SIZE; - - if (!(this.spawnflags & 1024)) { - if(def.instanceOfPowerup) - this.ItemStatus |= ITS_ANIMATE1; - - if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH)) - this.ItemStatus |= ITS_ANIMATE2; - } - - if(Item_IsLoot(this)) - this.gravity = 1; - - if(def.instanceOfWeaponPickup) - { - if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely - this.colormap = 1024; // color shirt=0 pants=0 grey - if (!(this.spawnflags & 1024)) - this.ItemStatus |= ITS_ANIMATE1; - this.SendFlags |= ISF_COLORMAP; - } - - this.state = 0; - if(this.team) - { - if(!this.cnt) - this.cnt = 1; // item probability weight - - this.effects |= EF_NODRAW; // marker for item team search - InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET); - } - else - Item_Reset(this); - - Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend); - - // call this hook after everything else has been done - if (MUTATOR_CALLHOOK(Item_Spawn, this)) - { - startitem_failed = true; - delete(this); - return; - } - - setItemGroup(this); -} - -void StartItem(entity this, GameItem def) -{ - def = def.m_spawnfunc_hookreplace(def, this); - if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED) - { - delete(this); - return; - } - this.classname = def.m_canonical_spawnfunc; - _StartItem( - this, - this.itemdef = def, - def.m_respawntime(), // defaultrespawntime - def.m_respawntimejitter() // defaultrespawntimejitter - ); -} - -#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall)) -int group_count = 1; - -void setItemGroup(entity this) -{ - if(!IS_SMALL(this.itemdef) || Item_IsLoot(this)) - return; - - FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef), - { - if(!this.item_group) - { - if(!it.item_group) - { - it.item_group = group_count; - group_count++; - } - this.item_group = it.item_group; - } - else // spawning item is already part of a item_group X - { - if(!it.item_group) - it.item_group = this.item_group; - else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y - { - int grY = it.item_group; - // move all items of item_group Y to item_group X - IL_EACH(g_items, IS_SMALL(it.itemdef), - { - if(it.item_group == grY) - it.item_group = this.item_group; - }); - } - } - }); -} - -void setItemGroupCount() -{ - for (int k = 1; k <= group_count; k++) - { - int count = 0; - IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; }); - if (count) - IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; }); - } -} - -void target_items_use(entity this, entity actor, entity trigger) -{ - if(Item_IsLoot(actor)) - { - EXACTTRIGGER_TOUCH(this, trigger); - delete(actor); - return; - } - - if (!IS_PLAYER(actor) || IS_DEAD(actor)) - return; - - if(trigger.solid == SOLID_TRIGGER) - { - EXACTTRIGGER_TOUCH(this, trigger); - } - - IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it), - { - delete(it); - }); - - if(GiveItems(actor, 0, tokenize_console(this.netname))) - centerprint(actor, this.message); -} - -spawnfunc(target_items) -{ - this.use = target_items_use; - if(!this.strength_finished) - this.strength_finished = autocvar_g_balance_powerup_strength_time; - if(!this.invincible_finished) - this.invincible_finished = autocvar_g_balance_powerup_invincible_time; - if(!this.superweapons_finished) - this.superweapons_finished = autocvar_g_balance_superweapons_time; - - int n = tokenize_console(this.netname); - if(argv(0) == "give") - { - this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)); - } - else - { - for(int j = 0; j < n; ++j) - { - // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code - if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS; - else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO; - else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS; - else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid; - else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid; - else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON; - else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid; - else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; - else - { - FOREACH(Buffs, it != BUFF_Null, - { - string s = Buff_UndeprecateName(argv(j)); - if(s == it.netname) - { - STAT(BUFFS, this) |= (it.m_itemid); - if(!STAT(BUFF_TIME, this)) - STAT(BUFF_TIME, this) = it.m_time(it); - break; - } - }); - FOREACH(Weapons, it != WEP_Null, { - string s = W_UndeprecateName(argv(j)); - if(s == it.netname) - { - STAT(WEAPONS, this) |= (it.m_wepset); - if(this.spawnflags == 0 || this.spawnflags == 2) - it.wr_init(it); - break; - } - }); - } - } - - string itemprefix, valueprefix; - if(this.spawnflags == 0) - { - itemprefix = ""; - valueprefix = ""; - } - else if(this.spawnflags == 1) - { - itemprefix = "max "; - valueprefix = "max "; - } - else if(this.spawnflags == 2) - { - itemprefix = "min "; - valueprefix = "min "; - } - else if(this.spawnflags == 4) - { - itemprefix = "minus "; - valueprefix = "max "; - } - else - { - error("invalid spawnflags"); - itemprefix = valueprefix = string_null; - } - - this.netname = ""; - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible"); - this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack"); - this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen"); - if(GetResource(this, RES_SHELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_SHELLS)), "shells"); - if(GetResource(this, RES_BULLETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_BULLETS)), "nails"); - if(GetResource(this, RES_ROCKETS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ROCKETS)), "rockets"); - if(GetResource(this, RES_CELLS) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_CELLS)), "cells"); - if(GetResource(this, RES_PLASMA) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_PLASMA)), "plasma"); - if(GetResource(this, RES_FUEL) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_FUEL)), "fuel"); - if(GetResource(this, RES_HEALTH) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_HEALTH)), "health"); - if(GetResource(this, RES_ARMOR) != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, GetResource(this, RES_ARMOR)), "armor"); - FOREACH(Buffs, it != BUFF_Null && (STAT(BUFFS, this) & it.m_itemid), this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, STAT(BUFF_TIME, this)), it.netname)); - FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname)); - } - this.netname = strzone(this.netname); - //print(this.netname, "\n"); - - n = tokenize_console(this.netname); - for(int j = 0; j < n; ++j) - { - FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, { - it.wr_init(it); - break; - }); - } -} - -float GiveWeapon(entity e, float wpn, float op, float val) -{ - WepSet v0, v1; - WepSet s = WepSet_FromWeapon(Weapons_from(wpn)); - v0 = (STAT(WEAPONS, e) & s); - switch(op) - { - case OP_SET: - if(val > 0) - STAT(WEAPONS, e) |= s; - else - STAT(WEAPONS, e) &= ~s; - break; - case OP_MIN: - case OP_PLUS: - if(val > 0) - STAT(WEAPONS, e) |= s; - break; - case OP_MAX: - if(val <= 0) - STAT(WEAPONS, e) &= ~s; - break; - case OP_MINUS: - if(val > 0) - STAT(WEAPONS, e) &= ~s; - break; - } - v1 = (STAT(WEAPONS, e) & s); - return (v0 != v1); -} - -bool GiveBuff(entity e, Buff thebuff, int op, int val) -{ - bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid); - switch (op) - { - case OP_SET: - STAT(BUFF_TIME, e) = val; - break; - case OP_MIN: - STAT(BUFF_TIME, e) = max(STAT(BUFF_TIME, e), val); - break; - case OP_MAX: - STAT(BUFF_TIME, e) = min(STAT(BUFF_TIME, e), val); - break; - case OP_PLUS: - STAT(BUFF_TIME, e) += val; - break; - case OP_MINUS: - STAT(BUFF_TIME, e) -= val; - break; - } - if(STAT(BUFF_TIME, e) <= 0) - STAT(BUFFS, e) &= ~thebuff.m_itemid; - else - STAT(BUFFS, e) = thebuff.m_itemid; // NOTE: replaces any existing buffs on the player! - bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid); - return (had_buff != have_buff); -} - -void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) -{ - if(v1 == v0) - return; - if(v1 <= v0 - t) - { - if(snd_decr != NULL) - sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM); - } - else if(v0 >= v0 + t) - { - if(snd_incr != NULL) - sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM); - } -} - -void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime) -{ - if(v0 < v1) - e.(rotfield) = max(e.(rotfield), time + rottime); - else if(v0 > v1) - e.(regenfield) = max(e.(regenfield), time + regentime); -} -bool GiveResourceValue(entity e, int res_type, int op, int val) -{ - int v0 = GetResource(e, res_type); - switch (op) - { - // min 100 cells = at least 100 cells - case OP_SET: SetResource(e, res_type, val); break; - case OP_MIN: SetResource(e, res_type, max(v0, val)); break; - case OP_MAX: SetResource(e, res_type, min(v0, val)); break; - case OP_PLUS: SetResource(e, res_type, v0 + val); break; - case OP_MINUS: SetResource(e, res_type, v0 - val); break; - } - int v1 = GetResource(e, res_type); - return v0 != v1; -} - -float GiveItems(entity e, float beginarg, float endarg) -{ - float got, i, val, op; - string cmd; - - val = 999; - op = OP_SET; - - got = 0; - - int _switchweapon = 0; - - if(CS(e).autoswitch) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity)) - _switchweapon |= BIT(slot); - } - } - - e.strength_finished = max(0, e.strength_finished - time); - e.invincible_finished = max(0, e.invincible_finished - time); - e.superweapons_finished = max(0, e.superweapons_finished - time); - STAT(BUFF_TIME, e) = max(0, STAT(BUFF_TIME, e) - time); - - PREGIVE(e, items); - PREGIVE_WEAPONS(e); - PREGIVE(e, strength_finished); - PREGIVE(e, invincible_finished); - PREGIVE(e, superweapons_finished); - PREGIVE_RESOURCE(e, RES_BULLETS); - PREGIVE_RESOURCE(e, RES_CELLS); - PREGIVE_RESOURCE(e, RES_PLASMA); - PREGIVE_RESOURCE(e, RES_SHELLS); - PREGIVE_RESOURCE(e, RES_ROCKETS); - PREGIVE_RESOURCE(e, RES_FUEL); - PREGIVE_RESOURCE(e, RES_ARMOR); - PREGIVE_RESOURCE(e, RES_HEALTH); - - for(i = beginarg; i < endarg; ++i) - { - cmd = argv(i); - - if(cmd == "0" || stof(cmd)) - { - val = stof(cmd); - continue; - } - switch(cmd) - { - case "no": - op = OP_MAX; - val = 0; - continue; - case "max": - op = OP_MAX; - continue; - case "min": - op = OP_MIN; - continue; - case "plus": - op = OP_PLUS; - continue; - case "minus": - op = OP_MINUS; - continue; - case "ALL": - got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); - got += GiveValue(e, strength_finished, op, val); - got += GiveValue(e, invincible_finished, op, val); - got += GiveValue(e, superweapons_finished, op, val); - got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); - case "all": - got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - got += GiveResourceValue(e, RES_HEALTH, op, val); - got += GiveResourceValue(e, RES_ARMOR, op, val); - case "allweapons": - FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val)); - //case "allbuffs": // all buffs makes a player god, do not want! - //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); - case "allammo": - got += GiveResourceValue(e, RES_CELLS, op, val); - got += GiveResourceValue(e, RES_PLASMA, op, val); - got += GiveResourceValue(e, RES_SHELLS, op, val); - got += GiveResourceValue(e, RES_BULLETS, op, val); - got += GiveResourceValue(e, RES_ROCKETS, op, val); - got += GiveResourceValue(e, RES_FUEL, op, val); - break; - case "unlimited_ammo": - // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code - got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val); - break; - case "unlimited_weapon_ammo": - got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val); - break; - case "unlimited_superweapons": - got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val); - break; - case "jetpack": - got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val); - break; - case "fuel_regen": - got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val); - break; - case "strength": - got += GiveValue(e, strength_finished, op, val); - break; - case "invincible": - got += GiveValue(e, invincible_finished, op, val); - break; - case "superweapons": - got += GiveValue(e, superweapons_finished, op, val); - break; - case "cells": - got += GiveResourceValue(e, RES_CELLS, op, val); - break; - case "plasma": - got += GiveResourceValue(e, RES_PLASMA, op, val); - break; - case "shells": - got += GiveResourceValue(e, RES_SHELLS, op, val); - break; - case "nails": - case "bullets": - got += GiveResourceValue(e, RES_BULLETS, op, val); - break; - case "rockets": - got += GiveResourceValue(e, RES_ROCKETS, op, val); - break; - case "health": - got += GiveResourceValue(e, RES_HEALTH, op, val); - break; - case "armor": - got += GiveResourceValue(e, RES_ARMOR, op, val); - break; - case "fuel": - got += GiveResourceValue(e, RES_FUEL, op, val); - break; - default: - FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.netname, - { - got += GiveBuff(e, it, op, val); - break; - }); - FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { - got += GiveWeapon(e, it.m_id, op, val); - break; - }); - break; - } - val = 999; - op = OP_SET; - } - - POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null); - POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF); - POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF); - POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null); - FOREACH(Weapons, it != WEP_Null, { - POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null); - if(!(save_weapons & (it.m_wepset))) - if(STAT(WEAPONS, e) & (it.m_wepset)) - it.wr_init(it); - }); - POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF); - POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF); - //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null); - POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null); - POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null); - POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null); - - if(e.superweapons_finished <= 0) - if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS)) - e.superweapons_finished = autocvar_g_balance_superweapons_time; - - if(e.strength_finished <= 0) - e.strength_finished = 0; - else - e.strength_finished += time; - if(e.invincible_finished <= 0) - e.invincible_finished = 0; - else - e.invincible_finished += time; - if(e.superweapons_finished <= 0) - e.superweapons_finished = 0; - else - e.superweapons_finished += time; - if(STAT(BUFF_TIME, e) <= 0) - STAT(BUFF_TIME, e) = 0; - else - STAT(BUFF_TIME, e) += time; - - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(e.(weaponentity).m_weapon != WEP_Null || slot == 0) - if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon))) - _switchweapon |= BIT(slot); - } - - if(_switchweapon) - { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - if(_switchweapon & BIT(slot)) - { - Weapon wep = w_getbestweapon(e, weaponentity); - if(wep != e.(weaponentity).m_switchweapon) - W_SwitchWeapon_Force(e, wep, weaponentity); - } - } - } - - return got; -} -#endif