X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qh;h=af7d91758dd4afd0bbbfa69fc8fc155433f71609;hb=e51ce3d45d2852ca793118fc73da9c25f789101f;hp=ce8307821ca11b0faea0811529e153eb2614661c;hpb=bf28c62f9ad2f130024109354c2503457195898d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qh b/qcsrc/common/t_items.qh index ce8307821..bd46599aa 100644 --- a/qcsrc/common/t_items.qh +++ b/qcsrc/common/t_items.qh @@ -1,5 +1,4 @@ -#ifndef T_ITEMS_H -#define T_ITEMS_H +#pragma once const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel @@ -13,7 +12,7 @@ const int ISF_STATUS = BIT(3); const int ITS_AVAILABLE = BIT(3); const int ITS_ALLOWFB = BIT(4); const int ITS_ALLOWSI = BIT(5); - const int ITS_POWERUP = BIT(6); + const int ITS_GLOW = BIT(6); const int ISF_COLORMAP = BIT(4); const int ISF_DROP = BIT(5); const int ISF_ANGLES = BIT(6); @@ -21,15 +20,19 @@ const int ISF_SIZE = BIT(7); .int ItemStatus; +.float onground_time; .float fade_start; .float fade_end; #ifdef SVQC void StartItem(entity this, entity a); +.int item_group; +.int item_group_count; #endif #ifdef CSQC +bool autocvar_cl_items_nofade; float autocvar_cl_animate_items = 1; float autocvar_cl_ghost_items = 0.45; vector autocvar_cl_ghost_items_color = '-1 -1 -1'; @@ -43,52 +46,47 @@ string autocvar_cl_simpleitems_postfix = "_simple"; .vector colormod; void ItemDraw(entity this); -void ItemDrawSimple(entity this); #endif #ifdef SVQC -spawnfunc(item_strength); -spawnfunc(item_invincible); -spawnfunc(item_armor_small); -spawnfunc(item_shells); -spawnfunc(item_bullets); -spawnfunc(item_rockets); float autocvar_sv_simple_items; bool ItemSend(entity this, entity to, int sf); - bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; -#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) - // range: respawntime - respawntimejitter .. respawntime + respawntimejitter -#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS)) - // range: 10 .. respawntime + respawntimejitter - .float max_armorvalue; .float pickup_anyway; +.float item_respawncounter; + void Item_Show (entity e, float mode); -void Item_Respawn (); +void Item_Respawn (entity this); -void Item_RespawnCountdown (); +void Item_RespawnCountdown(entity this); void Item_ScheduleRespawnIn(entity e, float t); void Item_ScheduleRespawn(entity e); void Item_ScheduleInitialRespawn(entity e); -float ITEM_MODE_NONE = 0; -float ITEM_MODE_HEALTH = 1; -float ITEM_MODE_ARMOR = 2; -float ITEM_MODE_FUEL = 3; -float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode); + +/// \brief Give several random weapons and ammo to the entity. +/// \param[in,out] receiver Entity to give weapons to. +/// \param[in] num_weapons Number of weapons to give. +/// \param[in] weapon_names Names of weapons to give separated by spaces. +/// \param[in] ammo Entity containing the ammo amount for each possible weapon. +/// \return No return. +void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, + entity ammo_entity); + +float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax); float Item_GiveTo(entity item, entity player); -void Item_Touch(); +void Item_Touch(entity this, entity toucher); void Item_Reset(entity this); @@ -106,13 +104,15 @@ void UpdateItemAfterTeleport(entity this); float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO float weapon_pickupevalfunc(entity player, entity item); - -float commodity_pickupevalfunc(entity player, entity item); +float ammo_pickupevalfunc(entity player, entity item); +float healtharmor_pickupevalfunc(entity player, entity item); .float is_item; .entity itemdef; void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); +void setItemGroup(entity this); +void setItemGroupCount(); float GiveWeapon(entity e, float wpn, float op, float val); @@ -124,13 +124,12 @@ void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime); -#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons +#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = STAT(WEAPONS, e) #define PREGIVE(e,f) float save_##f; save_##f = (e).f -#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) +#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(STAT(WEAPONS, e) & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr) #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr) #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr) float GiveItems(entity e, float beginarg, float endarg); #endif -#endif