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1 #ifndef T_ITEMS_H
2 #define T_ITEMS_H
3
4 #if defined(CSQC)
5         #include "../common/util-pre.qh"
6         #include "../client/sys-pre.qh"
7         #include "../dpdefs/csprogsdefs.qc"
8         #include "../client/sys-post.qh"
9         #include "../client/Defs.qc"
10         #include "../dpdefs/keycodes.qc"
11         #include "../common/constants.qh"
12         #include "../common/stats.qh"
13         #include "../warpzonelib/anglestransform.qh"
14         #include "../warpzonelib/mathlib.qh"
15         #include "../warpzonelib/common.qh"
16         #include "../warpzonelib/client.qh"
17         #include "../common/playerstats.qh"
18         #include "../common/teams.qh"
19         #include "../common/util.qh"
20         #include "../common/nades.qh"
21         #include "../common/buffs.qh"
22         #include "../common/test.qh"
23         #include "../common/counting.qh"
24         #include "../common/weapons/weapons.qh"
25         #include "../common/mapinfo.qh"
26         #include "../common/command/markup.qh"
27         #include "../common/command/rpn.qh"
28         #include "../common/command/generic.qh"
29         #include "../common/command/shared_defs.qh"
30         #include "../common/urllib.qh"
31         #include "../common/animdecide.qh"
32         #include "../client/command/cl_cmd.qh"
33         #include "../common/monsters/monsters.qh"
34         #include "../client/autocvars.qh"
35         #include "../common/notifications.qh"
36         #include "../common/deathtypes.qh"
37         #include "../client/damage.qh"
38         #include "../csqcmodellib/interpolate.qh"
39         #include "../client/teamradar.qh"
40         #include "../client/hud.qh"
41         #include "../client/scoreboard.qh"
42         #include "../client/waypointsprites.qh"
43         #include "../client/movetypes.qh"
44         #include "../client/prandom.qh"
45         #include "../client/bgmscript.qh"
46         #include "../client/noise.qh"
47         #include "../client/tturrets.qh"
48         #include "tturrets/include/turrets_early.qh"
49         #include "../client/main.qh"
50         #include "../client/vehicles/vehicles.qh"
51         #include "../common/csqcmodel_settings.qh"
52         #include "../csqcmodellib/common.qh"
53         #include "../csqcmodellib/cl_model.qh"
54         #include "../csqcmodellib/cl_player.qh"
55         #include "../client/weapons/projectile.qh"
56         #include "../client/player_skeleton.qh"
57 #elif defined(MENUQC)
58 #elif defined(SVQC)
59         #include "../common/util-pre.qh"
60     #include "sys-pre.qh"
61     #include "../dpdefs/progsdefs.qc"
62     #include "../dpdefs/dpextensions.qc"
63     #include "sys-post.qh"
64     #include "../warpzonelib/anglestransform.qh"
65     #include "../warpzonelib/mathlib.qh"
66     #include "../warpzonelib/common.qh"
67     #include "../warpzonelib/util_server.qh"
68     #include "../warpzonelib/server.qh"
69     #include "../common/constants.qh"
70     #include "../common/stats.qh"
71     #include "../common/teams.qh"
72     #include "../common/util.qh"
73     #include "../common/nades.qh"
74     #include "../common/buffs.qh"
75     #include "../common/test.qh"
76     #include "../common/counting.qh"
77     #include "../common/urllib.qh"
78     #include "../common/command/markup.qh"
79     #include "../common/command/rpn.qh"
80     #include "../common/command/generic.qh"
81     #include "../common/command/shared_defs.qh"
82     #include "../common/net_notice.qh"
83     #include "../common/animdecide.qh"
84     #include "../common/monsters/monsters.qh"
85     #include "../common/monsters/sv_monsters.qh"
86     #include "../common/monsters/spawn.qh"
87     #include "../common/weapons/config.qh"
88     #include "../common/weapons/weapons.qh"
89     #include "weapons/accuracy.qh"
90     #include "weapons/common.qh"
91     #include "weapons/csqcprojectile.qh"
92     #include "weapons/hitplot.qh"
93     #include "weapons/selection.qh"
94     #include "weapons/spawning.qh"
95     #include "weapons/throwing.qh"
96     #include "weapons/tracing.qh"
97     #include "weapons/weaponstats.qh"
98     #include "weapons/weaponsystem.qh"
99 #endif
100
101 // constants
102 const int IT_UNLIMITED_WEAPON_AMMO              =       1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
103 const int IT_UNLIMITED_SUPERWEAPONS             =       2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
104 const int IT_CTF_SHIELDED                       =       4; // set for the flag shield
105 const int IT_USING_JETPACK                      =       8; // confirmation that button is pressed
106 const int IT_JETPACK                            =      16; // actual item
107 const int IT_FUEL_REGEN                         =      32; // fuel regeneration trigger
108 // where is 64... ?
109 const int IT_FUEL                                       =     128;
110 const int IT_SHELLS                                     =     256;
111 const int IT_NAILS                                      =     512;
112 const int IT_ROCKETS                                    =    1024;
113 const int IT_CELLS                                      =    2048;
114 const int IT_SUPERWEAPON                                =    4096;
115 const int IT_STRENGTH                                   =    8192;
116 const int IT_INVINCIBLE                                 =   16384;
117 const int IT_HEALTH                                     =   32768;
118 const int IT_PLASMA                                     =   65536;
119
120 // shared value space (union):
121         // for items:
122         const int IT_KEY1                                       =  131072;
123         const int IT_KEY2                                       =  262144;
124         // for players:
125         const int IT_RED_FLAG_TAKEN             =   32768;
126         const int IT_RED_FLAG_LOST              =   65536;
127         const int IT_RED_FLAG_CARRYING          =   98304;
128         const int IT_BLUE_FLAG_TAKEN            =  131072;
129         const int IT_BLUE_FLAG_LOST             =  262144;
130         const int IT_BLUE_FLAG_CARRYING         =  393216;
131 // end
132
133 const int IT_5HP                        =  524288;
134 const int IT_25HP                       = 1048576;
135 const int IT_ARMOR_SHARD                = 2097152;
136 const int IT_ARMOR                      = 4194304;
137
138 // item masks
139 const int IT_AMMO                       =    3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
140 const int IT_PICKUPMASK                 =      51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
141 const int IT_UNLIMITED_AMMO             =       3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
142
143 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
144
145 // item networking
146 const int ISF_LOCATION                  = 2;
147 const int ISF_MODEL                             = 4;
148 const int ISF_STATUS                    = 8;
149     const int ITS_STAYWEP               = 1;
150     const int ITS_ANIMATE1              = 2;
151     const int ITS_ANIMATE2              = 4;
152     const int ITS_AVAILABLE     = 8;
153     const int ITS_ALLOWFB               = 16;
154     const int ITS_ALLOWSI               = 32;
155     const int ITS_POWERUP               = 64;
156 const int ISF_COLORMAP                  = 16;
157 const int ISF_DROP                              = 32;
158 const int ISF_ANGLES                    = 64;
159 const int ISF_SIZE                              = 128;
160
161 .int ItemStatus;
162
163 #ifdef CSQC
164
165 float  autocvar_cl_animate_items = 1;
166 float  autocvar_cl_ghost_items = 0.45;
167 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
168 float  autocvar_cl_fullbright_items = 0;
169 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
170 float  autocvar_cl_weapon_stay_alpha = 0.75;
171 float  autocvar_cl_simple_items = 0;
172 string autocvar_cl_simpleitems_postfix = "_simple";
173 .float  spawntime;
174 .float  gravity;
175 .vector colormod;
176 void ItemDraw();
177
178 void ItemDrawSimple();
179
180 void ItemRead(float _IsNew);
181
182 #endif
183 #ifdef SVQC
184 float autocvar_sv_simple_items;
185 float ItemSend(entity to, float sf);
186
187
188 float have_pickup_item(void);
189
190 const float ITEM_RESPAWN_TICKS = 10;
191
192 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
193         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
194 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
195         // range: 10 .. respawntime + respawntimejitter
196
197 .float max_armorvalue;
198 .float pickup_anyway;
199
200 void Item_Show (entity e, float mode);
201
202 void Item_Respawn (void);
203
204 void Item_RespawnCountdown (void);
205 void Item_ScheduleRespawnIn(entity e, float t);
206
207 void Item_ScheduleRespawn(entity e);
208
209 void Item_ScheduleInitialRespawn(entity e);
210 float ITEM_MODE_NONE = 0;
211 float ITEM_MODE_HEALTH = 1;
212 float ITEM_MODE_ARMOR = 2;
213 float ITEM_MODE_FUEL = 3;
214 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
215
216 float Item_GiveTo(entity item, entity player);
217
218 void Item_Touch (void);
219
220 void Item_Reset();
221
222 void Item_FindTeam();
223 // Savage: used for item garbage-collection
224 // TODO: perhaps nice special effect?
225
226 float ItemSend(entity to, float sf);
227 void ItemUpdate(entity item);
228
229 // pickup evaluation functions
230 // these functions decide how desirable an item is to the bots
231
232 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
233
234 float weapon_pickupevalfunc(entity player, entity item);
235
236 float commodity_pickupevalfunc(entity player, entity item);
237
238 .float is_item;
239 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue);
240
241
242 void target_items_use (void);
243
244 const float OP_SET = 0;
245 const float OP_MIN = 1;
246 const float OP_MAX = 2;
247 const float OP_PLUS = 3;
248 const float OP_MINUS = 4;
249
250 float GiveWeapon(entity e, float wpn, float op, float val);
251
252 float GiveBit(entity e, .float fld, float bit, float op, float val);
253
254 float GiveValue(entity e, .float fld, float op, float val);
255
256 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr);
257
258 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
259
260 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
261 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
262 #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)
263 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
264 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
265 #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)
266
267 float GiveItems(entity e, float beginarg, float endarg);
268 #endif
269 #endif