]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 6e4b05a912fba0188765468b494c0b4ab5bffefb..82801228e964c4a063fdcd0290b46392f329f00c 100644 (file)
@@ -18,7 +18,7 @@
        #include "triggers/subs.qh"
     #include "util.qh"
 
-    #include <common/monsters/all.qh>
+    #include <common/monsters/_mod.qh>
 
     #include <common/weapons/_all.qh>
 
@@ -82,6 +82,11 @@ void ItemDraw(entity this)
                 if(this.ItemStatus & ITS_ANIMATE2)
                     this.avelocity = '0 -90 0';
             }
+
+            // delay is for blocking item's position for a while;
+            // it's a workaround for dropped weapons that receive the position
+            // another time right after they spawn overriding animation position
+            this.onground_time = time + 0.5;
         }
     }
     else if (autocvar_cl_animate_items)
@@ -89,13 +94,15 @@ void ItemDraw(entity this)
         if(this.ItemStatus & ITS_ANIMATE1)
         {
             this.angles += this.avelocity * frametime;
-            setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
+            float fade_in = bound(0, time - this.onground_time, 1);
+            setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
         }
 
         if(this.ItemStatus & ITS_ANIMATE2)
         {
             this.angles += this.avelocity * frametime;
-            setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
+            float fade_in = bound(0, time - this.onground_time, 1);
+            setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
         }
     }
 
@@ -183,7 +190,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
             if(this.ItemStatus & ITS_ALLOWFB)
                 this.effects |= EF_FULLBRIGHT;
 
-        if(this.ItemStatus & ITS_POWERUP)
+        if(this.ItemStatus & ITS_GLOW)
         {
             if(this.ItemStatus & ITS_AVAILABLE)
                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
@@ -386,7 +393,7 @@ bool have_pickup_item(entity this)
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
@@ -423,6 +430,7 @@ void Item_Show (entity e, float mode)
 {
        e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
        e.ItemStatus &= ~ITS_STAYWEP;
+       entity def = e.itemdef;
        if (mode > 0)
        {
                // make the item look normal, and be touchable
@@ -440,7 +448,6 @@ void Item_Show (entity e, float mode)
                e.ItemStatus &= ~ITS_AVAILABLE;
        }
        else {
-       entity def = e.itemdef;
        bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
                || e.team // weapon stay isn't supported for teamed weapons
                ;
@@ -463,8 +470,8 @@ void Item_Show (entity e, float mode)
                e.ItemStatus &= ~ITS_AVAILABLE;
        }}
 
-       if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
-               e.ItemStatus |= ITS_POWERUP;
+       if (def.m_glow)
+               e.ItemStatus |= ITS_GLOW;
 
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
@@ -497,13 +504,7 @@ void Item_ItemsTime_SetTimesForAllPlayers();
 void Item_Respawn (entity this)
 {
        Item_Show(this, 1);
-       // this is ugly...
-       if(this.items == ITEM_Strength.m_itemid)
-               sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
-       else if(this.items == ITEM_Shield.m_itemid)
-               sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
-       else
-               sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
+       sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
        setorigin(this, this.origin);
 
     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
@@ -672,21 +673,30 @@ LABEL(YEAH)
 
 float Item_GiveTo(entity item, entity player)
 {
-       float _switchweapon;
        float pickedup;
 
        // if nothing happens to player, just return without taking the item
        pickedup = false;
-       _switchweapon = false;
+       int _switchweapon = 0;
        // in case the player has autoswitch enabled do the following:
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
-       if (player.autoswitch)
-       if (PS(player).m_switchweapon == w_getbestweapon(player))
-               _switchweapon = true;
 
-       if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
-               _switchweapon = true;
+       if(player.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       {
+                               if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
+                                       _switchweapon |= BIT(slot);
+
+                               if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
+                                       _switchweapon |= BIT(slot);
+                       }
+               }
+       }
 
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
        pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
@@ -709,7 +719,12 @@ float Item_GiveTo(entity item, entity player)
                        FOREACH(Weapons, it != WEP_Null, {
                                if(w & (it.m_wepset))
                                {
-                                       W_DropEvent(wr_pickup, player, it.m_id, item);
+                                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                                       {
+                                               .entity weaponentity = weaponentities[slot];
+                                               if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                                                       W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
+                                       }
                                        W_GiveWeapon(player, it.m_id);
                                }
                        });
@@ -760,13 +775,25 @@ LABEL(skip)
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
-               W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                               W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
+               }
                return 1;
        }
 
-       if (_switchweapon)
-               if (PS(player).m_switchweapon != w_getbestweapon(player))
-                       W_SwitchWeapon_Force(player, w_getbestweapon(player));
+       if(_switchweapon)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                       if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
+                               W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
+               }
+       }
 
        return 1;
 }
@@ -837,10 +864,10 @@ LABEL(pickup)
                        RandomSelection_Init();
                        IL_EACH(g_items, it.team == this.team,
                        {
-                               if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                               if(it.itemdef) // is a registered item
                                {
                                        Item_Show(it, -1);
-                                       RandomSelection_Add(it, 0, string_null, it.cnt, 0);
+                                       RandomSelection_AddEnt(it, it.cnt, 0);
                                }
                        });
                        e = RandomSelection_chosen_ent;
@@ -881,8 +908,8 @@ void Item_FindTeam(entity this)
                RandomSelection_Init();
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
-                               RandomSelection_Add(it, 0, string_null, it.cnt, 0);
+                       if(it.itemdef) // is a registered item
+                               RandomSelection_AddEnt(it, it.cnt, 0);
                });
 
                e = RandomSelection_chosen_ent;
@@ -891,7 +918,7 @@ void Item_FindTeam(entity this)
 
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+                       if(it.itemdef) // is a registered item
                        {
                                if(it != e)
                                {
@@ -1345,17 +1372,17 @@ spawnfunc(item_armor_big)
                this.max_armorvalue = g_pickup_armorbig_max;
        if(!this.pickup_anyway)
                this.pickup_anyway = g_pickup_armorbig_anyway;
-       StartItem(this, ITEM_ArmorLarge);
+       StartItem(this, ITEM_ArmorBig);
 }
 
-spawnfunc(item_armor_large)
+spawnfunc(item_armor_mega)
 {
        if(!this.armorvalue)
-               this.armorvalue = g_pickup_armorlarge;
+               this.armorvalue = g_pickup_armormega;
        if(!this.max_armorvalue)
-               this.max_armorvalue = g_pickup_armorlarge_max;
+               this.max_armorvalue = g_pickup_armormega_max;
        if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_armorlarge_anyway;
+               this.pickup_anyway = g_pickup_armormega_anyway;
        StartItem(this, ITEM_ArmorMega);
 }
 
@@ -1381,15 +1408,15 @@ spawnfunc(item_health_medium)
     StartItem(this, ITEM_HealthMedium);
 }
 
-spawnfunc(item_health_large)
+spawnfunc(item_health_big)
 {
        if(!this.max_health)
-               this.max_health = g_pickup_healthlarge_max;
+               this.max_health = g_pickup_healthbig_max;
        if(!this.health)
-               this.health = g_pickup_healthlarge;
+               this.health = g_pickup_healthbig;
        if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_healthlarge_anyway;
-       StartItem(this, ITEM_HealthLarge);
+               this.pickup_anyway = g_pickup_healthbig_anyway;
+       StartItem(this, ITEM_HealthBig);
 }
 
 spawnfunc(item_health_mega)
@@ -1405,9 +1432,11 @@ spawnfunc(item_health_mega)
 
 // support old misnamed entities
 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
-spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
+spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
+spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
+spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
 
 spawnfunc(item_strength)
@@ -1645,7 +1674,6 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa
 float GiveItems(entity e, float beginarg, float endarg)
 {
        float got, i, val, op;
-       float _switchweapon;
        string cmd;
 
        val = 999;
@@ -1653,10 +1681,18 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        got = 0;
 
-       _switchweapon = false;
-       if (e.autoswitch)
-               if (PS(e).m_switchweapon == w_getbestweapon(e))
-                       _switchweapon = true;
+       int _switchweapon = 0;
+
+       if(e.autoswitch)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+                       if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
+                               _switchweapon |= BIT(slot);
+               }
+       }
 
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
@@ -1795,6 +1831,7 @@ float GiveItems(entity e, float beginarg, float endarg)
        });
        POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
        POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
+       //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
        POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
        POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
@@ -1821,10 +1858,23 @@ float GiveItems(entity e, float beginarg, float endarg)
        else
                e.superweapons_finished += time;
 
-       if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
-               _switchweapon = true;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
+               if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
+                       _switchweapon |= BIT(slot);
+       }
+
        if(_switchweapon)
-               W_SwitchWeapon_Force(e, w_getbestweapon(e));
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(_switchweapon & BIT(slot))
+                               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+               }
+       }
 
        return got;
 }