4 #include <server/defs.qh>
7 const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
10 const int ISF_LOCATION = BIT(1);
11 const int ISF_MODEL = BIT(2);
12 const int ISF_STATUS = BIT(3);
13 const int ITS_STAYWEP = BIT(0);
14 const int ITS_ANIMATE1 = BIT(1);
15 const int ITS_ANIMATE2 = BIT(2);
16 const int ITS_AVAILABLE = BIT(3);
17 const int ITS_ALLOWFB = BIT(4);
18 const int ITS_ALLOWSI = BIT(5);
19 const int ITS_GLOW = BIT(6);
20 const int ISF_COLORMAP = BIT(4);
21 const int ISF_DROP = BIT(5);
22 const int ISF_ANGLES = BIT(6);
23 const int ISF_SIZE = BIT(7);
32 void StartItem(entity this, entity a);
37 bool autocvar_cl_items_nofade;
38 float autocvar_cl_animate_items = 1;
39 float autocvar_cl_ghost_items = 0.45;
40 vector autocvar_cl_ghost_items_color = '-1 -1 -1';
41 float autocvar_cl_fullbright_items = 0;
42 vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
43 float autocvar_cl_weapon_stay_alpha = 0.75;
44 float autocvar_cl_simple_items = 0;
45 string autocvar_cl_simpleitems_postfix = "_simple";
50 void ItemDraw(entity this);
51 void ItemDrawSimple(entity this);
55 spawnfunc(item_strength);
56 spawnfunc(item_invincible);
57 spawnfunc(item_armor_small);
58 spawnfunc(item_shells);
59 spawnfunc(item_bullets);
60 spawnfunc(item_rockets);
62 float autocvar_sv_simple_items;
63 bool ItemSend(entity this, entity to, int sf);
66 bool have_pickup_item(entity this);
68 const float ITEM_RESPAWN_TICKS = 10;
70 #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
71 // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
72 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
73 // range: 10 .. respawntime + respawntimejitter
75 .float max_armorvalue;
78 void Item_Show (entity e, float mode);
80 void Item_Respawn (entity this);
82 void Item_RespawnCountdown(entity this);
83 void Item_ScheduleRespawnIn(entity e, float t);
85 void Item_ScheduleRespawn(entity e);
87 void Item_ScheduleInitialRespawn(entity e);
89 /// \brief Gives health to the player.
90 /// \param[in,out] player Player to give health to.
91 /// \param[in] amount Amount of health to give.
92 /// \return No return.
93 void GivePlayerHealth(entity player, float amount);
95 /// \brief Gives armor to the player.
96 /// \param[in,out] player Player to give armor to.
97 /// \param[in] amount Amount of armor to give.
98 /// \return No return.
99 void GivePlayerArmor(entity player, float amount);
101 /// \brief Gives ammo of the specified type to the player.
102 /// \param[in,out] player Player to give ammo to.
103 /// \param[in] type Ammo type property.
104 /// \param[in] amount Amount of ammo to give.
105 /// \return No return.
106 void GivePlayerAmmo(entity player, .float ammotype, float amount);
108 /// \brief Gives fuel to the player.
109 /// \param[in,out] player Player to give fuel to.
110 /// \param[in] amount Amount of fuel to give.
111 /// \return No return.
112 void GivePlayerFuel(entity player, float amount);
114 float ITEM_MODE_NONE = 0;
115 float ITEM_MODE_HEALTH = 1;
116 float ITEM_MODE_ARMOR = 2;
117 float ITEM_MODE_FUEL = 3;
118 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
120 float Item_GiveTo(entity item, entity player);
122 void Item_Touch(entity this, entity toucher);
124 void Item_Reset(entity this);
126 void Item_FindTeam(entity this);
127 // Savage: used for item garbage-collection
129 bool ItemSend(entity this, entity to, int sf);
130 void ItemUpdate(entity this);
132 void UpdateItemAfterTeleport(entity this);
134 // pickup evaluation functions
135 // these functions decide how desirable an item is to the bots
137 float generic_pickupevalfunc(entity player, entity item);// {return item.bot_pickupbasevalue;} // WEAPONTODO
139 float weapon_pickupevalfunc(entity player, entity item);
140 float ammo_pickupevalfunc(entity player, entity item);
141 float healtharmor_pickupevalfunc(entity player, entity item);
145 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
147 void setItemGroup(entity this);
148 void setItemGroupCount();
150 float GiveWeapon(entity e, float wpn, float op, float val);
152 float GiveBit(entity e, .float fld, float bit, float op, float val);
154 float GiveValue(entity e, .float fld, float op, float val);
156 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr);
158 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime);
160 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
161 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
162 #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)
163 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
164 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
165 #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)
167 float GiveItems(entity e, float beginarg, float endarg);