]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Add a property for item's default pickup_anyway value
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 17fb9fce0cba011f19ed36f4bd5d0985199c5489..9aab742d0198560e651cccc71c8bae12beadd517 100644 (file)
@@ -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)));
         }
     }
 
@@ -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;
@@ -857,7 +864,7 @@ LABEL(pickup)
                        RandomSelection_Init();
                        IL_EACH(g_items, it.team == this.team,
                        {
-                               if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                               if(it.itemdef) // is a registered item
                                {
                                        Item_Show(it, -1);
                                        RandomSelection_AddEnt(it, it.cnt, 0);
@@ -901,7 +908,7 @@ void Item_FindTeam(entity this)
                RandomSelection_Init();
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                       if(it.itemdef) // is a registered item
                                RandomSelection_AddEnt(it, it.cnt, 0);
                });
 
@@ -911,7 +918,7 @@ void Item_FindTeam(entity this)
 
                IL_EACH(g_items, it.team == this.team,
                {
-                       if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
+                       if(it.itemdef) // is a registered item
                        {
                                if(it != e)
                                {
@@ -942,114 +949,106 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 
 float weapon_pickupevalfunc(entity player, entity item)
 {
-       float c;
-
        // See if I have it already
-       if(item.weapons & ~player.weapons)
+       if(player.weapons & item.weapons)
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
-                       c = 0;
-               else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
-               {
-                       // Skilled bots will grab more
-                       c = bound(0, skill / 10, 1) * 0.5;
-               }
-               else
-                       c = 0;
+                       return 0;
+               return ammo_pickupevalfunc(player, item);
        }
-       else
-               c = 1;
-
-       // If custom weapon priorities for bots is enabled rate most wanted weapons higher
-       if( bot_custom_weapon && c )
-       {
-               // Find the highest position on any range
-               int position = -1;
-               for (int j = 0; j < WEP_LAST ; ++j){
-                       if(
-                                       bot_weapons_far[j] == item.weapon ||
-                                       bot_weapons_mid[j] == item.weapon ||
-                                       bot_weapons_close[j] == item.weapon
-                         )
-                       {
-                               position = j;
-                               break;
-                       }
-               }
-
-               // Rate it
-               if (position >= 0 )
-               {
-                       position = WEP_LAST - position;
-                       // item.bot_pickupbasevalue is overwritten here
-                       return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
-               }
-       }
-
-       return item.bot_pickupbasevalue * c;
+       return item.bot_pickupbasevalue;
 }
 
-float commodity_pickupevalfunc(entity player, entity item)
+float ammo_pickupevalfunc(entity player, entity item)
 {
-       float c;
-       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-       c = 0;
+       bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+       entity wpn = NULL;
+       float c = 0;
+       float rating = 0;
 
        // Detect needed ammo
-       FOREACH(Weapons, it != WEP_Null, {
-               if(!(player.weapons & (it.m_wepset)))
-                       continue;
+       if(item.itemdef.instanceOfWeaponPickup)
+       {
+               entity ammo = NULL;
+               if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
+               else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
+               else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
+               else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
+               else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
+               else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
 
-               if(it.items & ITEM_Shells.m_itemid)
-                       need_shells = true;
-               else if(it.items & ITEM_Bullets.m_itemid)
-                       need_nails = true;
-               else if(it.items & ITEM_Rockets.m_itemid)
-                       need_rockets = true;
-               else if(it.items & ITEM_Cells.m_itemid)
-                       need_cells = true;
-               else if(it.items & ITEM_Plasma.m_itemid)
-                       need_plasma = true;
-               else if(it.items & ITEM_JetpackFuel.m_itemid)
-                       need_fuel = true;
-       });
+               if(!ammo)
+                       return 0;
+               wpn = item;
+               rating = ammo.m_botvalue;
+       }
+       else
+       {
+               FOREACH(Weapons, it != WEP_Null, {
+                       if(!(player.weapons & (it.m_wepset)))
+                               continue;
+
+                       switch(it.ammo_field)
+                       {
+                               case ammo_shells:  need_shells  = true; break;
+                               case ammo_shells:  need_shells  = true; break;
+                               case ammo_nails:   need_nails   = true; break;
+                               case ammo_rockets: need_rockets = true; break;
+                               case ammo_cells:   need_cells   = true; break;
+                               case ammo_plasma:  need_plasma  = true; break;
+                               case ammo_fuel:    need_fuel    = true; break;
+                       }
+               });
+               rating = item.bot_pickupbasevalue;
+       }
 
-       // TODO: figure out if the player even has the weapon this ammo is for?
-       // may not affect strategy much though...
-       // find out how much more ammo/armor/health the player can hold
        if (need_shells)
        if (item.ammo_shells)
        if (player.ammo_shells < g_pickup_shells_max)
-               c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
+               c = (player.ammo_shells + item.ammo_shells) / player.ammo_shells;
        if (need_nails)
        if (item.ammo_nails)
        if (player.ammo_nails < g_pickup_nails_max)
-               c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
+               c = (player.ammo_nails + item.ammo_nails) / player.ammo_nails;
        if (need_rockets)
        if (item.ammo_rockets)
        if (player.ammo_rockets < g_pickup_rockets_max)
-               c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
+               c = (player.ammo_rockets + item.ammo_rockets) / player.ammo_rockets;
        if (need_cells)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
-               c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+               c = (player.ammo_cells + item.ammo_cells) / player.ammo_cells;
        if (need_plasma)
        if (item.ammo_plasma)
        if (player.ammo_plasma < g_pickup_plasma_max)
-               c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
+               c = (player.ammo_plasma + item.ammo_plasma) / player.ammo_plasma;
        if (need_fuel)
        if (item.ammo_fuel)
        if (player.ammo_fuel < g_pickup_fuel_max)
-               c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
+               c = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
+
+       rating *= min(3, c);
+       if(wpn)
+               // Skilled bots will grab more
+               rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+       return rating;
+}
+
+float healtharmor_pickupevalfunc(entity player, entity item)
+{
+       float c = 0;
+       float rating = item.bot_pickupbasevalue;
+
        if (item.armorvalue)
        if (player.armorvalue < item.max_armorvalue)
-               c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
+               c = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
        if (item.health)
        if (player.health < item.max_health)
-               c = c + max(0, 1 - player.health / item.max_health);
+               c = (player.health + item.health) / (max(1, player.health));
 
-       return item.bot_pickupbasevalue * c;
+       rating *= min(3, c);
+       return rating;
 }
 
 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -1058,6 +1057,12 @@ void Item_Damage(entity this, entity inflictor, entity attacker, float damage, i
                RemoveItem(this);
 }
 
+void item_use(entity this, entity actor, entity trigger)
+{
+       // use the touch function to handle collection
+       gettouch(this)(this, actor);
+}
+
 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
 {
        string itemname = def.m_name;
@@ -1078,6 +1083,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                this.respawntimejitter = defaultrespawntimejitter;
        }
 
+       if(!this.pickup_anyway && def.m_pickupanyway)
+               this.pickup_anyway = def.m_pickupanyway();
+
        int itemid = def.m_itemid;
        this.items = itemid;
        int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
@@ -1179,6 +1187,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                }
                */
 
+               if(this.targetname != "" && (this.spawnflags & 16))
+                       this.use = item_use;
+
                if(autocvar_spawn_debug >= 2)
                {
             // why not flags & fl_item?
@@ -1274,8 +1285,6 @@ spawnfunc(item_rockets)
 {
        if(!this.ammo_rockets)
                this.ammo_rockets = g_pickup_rockets;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
     StartItem(this, ITEM_Rockets);
 }
 
@@ -1293,8 +1302,6 @@ spawnfunc(item_bullets)
 
        if(!this.ammo_nails)
                this.ammo_nails = g_pickup_nails;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
     StartItem(this, ITEM_Bullets);
 }
 
@@ -1302,8 +1309,6 @@ spawnfunc(item_cells)
 {
        if(!this.ammo_cells)
                this.ammo_cells = g_pickup_cells;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Cells);
 }
 
@@ -1311,8 +1316,6 @@ spawnfunc(item_plasma)
 {
        if(!this.ammo_plasma)
                this.ammo_plasma = g_pickup_plasma;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Plasma);
 }
 
@@ -1330,8 +1333,6 @@ spawnfunc(item_shells)
 
        if(!this.ammo_shells)
                this.ammo_shells = g_pickup_shells;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_Shells);
 }
 
@@ -1341,8 +1342,6 @@ spawnfunc(item_armor_small)
                this.armorvalue = g_pickup_armorsmall;
        if(!this.max_armorvalue)
                this.max_armorvalue = g_pickup_armorsmall_max;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_armorsmall_anyway;
        StartItem(this, ITEM_ArmorSmall);
 }
 
@@ -1352,8 +1351,6 @@ spawnfunc(item_armor_medium)
                this.armorvalue = g_pickup_armormedium;
        if(!this.max_armorvalue)
                this.max_armorvalue = g_pickup_armormedium_max;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_armormedium_anyway;
        StartItem(this, ITEM_ArmorMedium);
 }
 
@@ -1363,19 +1360,15 @@ spawnfunc(item_armor_big)
                this.armorvalue = g_pickup_armorbig;
        if(!this.max_armorvalue)
                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;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_armorlarge_anyway;
+               this.max_armorvalue = g_pickup_armormega_max;
        StartItem(this, ITEM_ArmorMega);
 }
 
@@ -1385,8 +1378,6 @@ spawnfunc(item_health_small)
                this.max_health = g_pickup_healthsmall_max;
        if(!this.health)
                this.health = g_pickup_healthsmall;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_healthsmall_anyway;
        StartItem(this, ITEM_HealthSmall);
 }
 
@@ -1396,20 +1387,16 @@ spawnfunc(item_health_medium)
                this.max_health = g_pickup_healthmedium_max;
        if(!this.health)
                this.health = g_pickup_healthmedium;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_healthmedium_anyway;
     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;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_healthlarge_anyway;
-       StartItem(this, ITEM_HealthLarge);
+               this.health = g_pickup_healthbig;
+       StartItem(this, ITEM_HealthBig);
 }
 
 spawnfunc(item_health_mega)
@@ -1418,16 +1405,16 @@ spawnfunc(item_health_mega)
         this.max_health = g_pickup_healthmega_max;
     if(!this.health)
         this.health = g_pickup_healthmega;
-    if(!this.pickup_anyway)
-        this.pickup_anyway = g_pickup_healthmega_anyway;
     StartItem(this, ITEM_HealthMega);
 }
 
 // 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)
@@ -1581,8 +1568,6 @@ spawnfunc(item_fuel)
 {
        if(!this.ammo_fuel)
                this.ammo_fuel = g_pickup_fuel;
-       if(!this.pickup_anyway)
-               this.pickup_anyway = g_pickup_ammo_anyway;
        StartItem(this, ITEM_JetpackFuel);
 }
 
@@ -1822,6 +1807,7 @@ 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);