#ifndef T_ITEMS_H #define T_ITEMS_H // constants const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. const int IT_CTF_SHIELDED = 4; // set for the flag shield const int IT_USING_JETPACK = 8; // confirmation that button is pressed const int IT_JETPACK = 16; // actual item const int IT_FUEL_REGEN = 32; // fuel regeneration trigger // where is 64... ? const int IT_FUEL = 128; // -Wdouble-declaration #define IT_SHELLS 256 // -Wdouble-declaration #define IT_NAILS 512 // -Wdouble-declaration #define IT_ROCKETS 1024 // -Wdouble-declaration #define IT_CELLS 2048 const int IT_SUPERWEAPON = 4096; const int IT_STRENGTH = 8192; const int IT_INVINCIBLE = 16384; const int IT_HEALTH = 32768; const int IT_PLASMA = 65536; // shared value space (union): // for items: // -Wdouble-declaration #define IT_KEY1 131072 // -Wdouble-declaration #define IT_KEY2 262144 // for players: const int IT_RED_FLAG_TAKEN = 32768; const int IT_RED_FLAG_LOST = 65536; const int IT_RED_FLAG_CARRYING = 98304; const int IT_BLUE_FLAG_TAKEN = 131072; const int IT_BLUE_FLAG_LOST = 262144; const int IT_BLUE_FLAG_CARRYING = 393216; // end const int IT_5HP = 524288; const int IT_25HP = 1048576; const int IT_ARMOR_SHARD = 2097152; const int IT_ARMOR = 4194304; // item masks const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA; const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // item networking const int ISF_LOCATION = 2; const int ISF_MODEL = 4; const int ISF_STATUS = 8; const int ITS_STAYWEP = 1; const int ITS_ANIMATE1 = 2; const int ITS_ANIMATE2 = 4; const int ITS_AVAILABLE = 8; const int ITS_ALLOWFB = 16; const int ITS_ALLOWSI = 32; const int ITS_POWERUP = 64; const int ISF_COLORMAP = 16; const int ISF_DROP = 32; const int ISF_ANGLES = 64; const int ISF_SIZE = 128; .int ItemStatus; #ifdef CSQC float autocvar_cl_animate_items = 1; float autocvar_cl_ghost_items = 0.45; vector autocvar_cl_ghost_items_color = '-1 -1 -1'; float autocvar_cl_fullbright_items = 0; vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; float autocvar_cl_weapon_stay_alpha = 0.75; float autocvar_cl_simple_items = 0; string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; void ItemDraw(); void ItemDrawSimple(); void ItemRead(float _IsNew); #endif #ifdef SVQC void spawnfunc_item_strength(); void spawnfunc_item_invincible(); void spawnfunc_item_armor_small(); void spawnfunc_item_shells(); void spawnfunc_item_bullets(); void spawnfunc_item_rockets(); float autocvar_sv_simple_items; bool ItemSend(entity to, int sf); float have_pickup_item(void); 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; void Item_ItemsTime_SetTimesForPlayer(entity e); void Item_ItemsTime_ResetTimesForPlayer(entity e); void Item_Show (entity e, float mode); void Item_Respawn (void); void Item_RespawnCountdown (void); 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); float Item_GiveTo(entity item, entity player); void Item_Touch (void); void Item_Reset(); void Item_FindTeam(); // Savage: used for item garbage-collection // TODO: perhaps nice special effect? bool ItemSend(entity to, int sf); void ItemUpdate(entity item); // 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;} // WEAPONTODO float weapon_pickupevalfunc(entity player, entity item); float commodity_pickupevalfunc(entity player, entity item); .float is_item; .entity itemdef; 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); void target_items_use (void); const float OP_SET = 0; const float OP_MIN = 1; const float OP_MAX = 2; const float OP_PLUS = 3; const float OP_MINUS = 4; float GiveWeapon(entity e, float wpn, float op, float val); float GiveBit(entity e, .float fld, float bit, float op, float val); float GiveValue(entity e, .float fld, float op, float val); void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr); 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(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_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