-#ifndef T_ITEMS_H
-#define T_ITEMS_H
+#pragma once
+
+#ifdef SVQC
+#include <server/defs.qh>
+#endif
+
+/// \brief Unconditional maximum amount of resources the player can have.
+const int RESOURCE_AMOUNT_HARD_LIMIT = 999;
+
+/// \brief Describes the available resource types.
+enum
+{
+ RESOURCE_HEALTH, ///< Health.
+ RESOURCE_ARMOR, ///< Armor.
+ RESOURCE_SHELLS, ///< Shells (used by shotgun).
+ RESOURCE_BULLETS, ///< Bullets (used by machinegun and rifle)
+ RESOURCE_ROCKETS, ///< Rockets (used by mortar, hagar, devastator, etc).
+ RESOURCE_CELLS, ///< Cells (used by electro, crylink, vortex, etc)
+ RESOURCE_PLASMA, ///< Plasma (unused).
+ RESOURCE_FUEL ///< Fuel (used by jetpack).
+};
const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
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);
.int ItemStatus;
+.float onground_time;
.float fade_start;
.float fade_end;
#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';
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
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 Converts resource entity property to resource type.
+/// \param[in] resource_property Resource entity property to convert.
+/// \return Resource type (a RESOURCE_* constant).
+int GetResourceType(.float resource_property);
+
+/// \brief Converts resource type (a RESOURCE_* constant) to entity property.
+/// \param[in] resource_type Type of the resource.
+/// \return Entity proprty for that resource.
+.float GetResourceProperty(int resource_type);
+
+/// \brief Returns the maximum amount of the given resource.
+/// \param[in] resource_type Type of the resource (a RESOURCE_* constant).
+/// \return Maximum amount of the given resource.
+float GetResourceLimit(int resource_type);
+
+/// \brief Gives player a resource such as health, armor or ammo.
+/// \param[in,out] player Player to give resource to.
+/// \param[in] resource_type Type of the resource (a RESOURCE_* constant).
+/// \param[in] amount Amount of resource to give.
+/// \return No return.
+void GivePlayerResource(entity player, int resource_type, float amount);
+
+/// \brief Gives player a resource such as health, armor or ammo.
+/// \param[in,out] player Player to give resource to.
+/// \param[in] resource_property Entity property of the resource.
+/// \param[in] amount Amount of resource to give.
+/// \return No return.
+void GivePlayerResourceViaProperty(entity player, .float resource_property,
+ float amount);
+
+/// \brief Gives health to the player.
+/// \param[in,out] player Player to give health to.
+/// \param[in] amount Amount of health to give.
+/// \return No return.
+void GivePlayerHealth(entity player, float amount);
+
+/// \brief Gives armor to the player.
+/// \param[in,out] player Player to give armor to.
+/// \param[in] amount Amount of armor to give.
+/// \return No return.
+void GivePlayerArmor(entity player, float amount);
+
+/// \brief Gives fuel to the player.
+/// \param[in,out] player Player to give fuel to.
+/// \param[in] amount Amount of fuel to give.
+/// \return No return.
+void GivePlayerFuel(entity player, float amount);
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax);
float Item_GiveTo(entity item, entity player);
-void Item_Touch(entity this);
+void Item_Touch(entity this, entity toucher);
void Item_Reset(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);
float GiveItems(entity e, float beginarg, float endarg);
#endif
-#endif