#include "t_items.qh"
-#include "items/all.qc"
+#include "items/_mod.qh"
#if defined(SVQC)
#include "../server/bot/api.qh"
- #include <server/mutators/all.qh>
+ #include <server/mutators/_mod.qh>
#include "../server/weapons/common.qh"
#include "../server/weapons/selection.qh"
#include "triggers/subs.qh"
#include "util.qh"
- #include <common/monsters/all.qh>
+ #include <common/monsters/_mod.qh>
- #include <common/weapons/all.qh>
+ #include <common/weapons/_all.qh>
#include "../lib/warpzone/util_server.qh"
#elif defined(CSQC)
#include "physics/movetypes/movetypes.qh"
- #include <common/weapons/all.qh>
+ #include <common/weapons/_all.qh>
#include "../lib/csqcmodel/cl_model.qh"
#include "../lib/csqcmodel/common.qh"
#endif
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)
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)));
}
}
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);
else
{
this.draw = ItemDraw;
- LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
+ LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
}
}
if(this.mdl == "")
- LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n");
+ LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
precache_model(this.mdl);
_setmodel(this, this.mdl);
WriteShort(MSG_ENTITY, this.fade_start);
if(this.mdl == "")
- LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now\n");
+ LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
WriteString(MSG_ENTITY, this.mdl);
}
{
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
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
;
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;
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)
if(this.team)
{
RandomSelection_Init();
- FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
+ IL_EACH(g_items, it.team == this.team,
{
- if(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;
if(this.effects & EF_NODRAW)
{
// marker for item team search
- LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
+ LOG_TRACE("Initializing item team ", ftos(this.team));
RandomSelection_Init();
- FOREACH_ENTITY_FLOAT(team, this.team,
+ IL_EACH(g_items, it.team == this.team,
{
- if(it.flags & FL_ITEM)
- 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;
e.state = 0;
Item_Show(e, 1);
- FOREACH_ENTITY_FLOAT(team, this.team,
+ IL_EACH(g_items, it.team == this.team,
{
- if(it.flags & FL_ITEM)
- if(it.classname != "item_flag_team" && it.classname != "item_key_team")
+ if(it.itemdef) // is a registered item
{
if(it != e)
{
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)
else
c = 1;
+ if (c <= 0)
+ return 0;
+
// 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
- )
+ if(bot_custom_weapon)
+ {
+ int best_ratio = 0;
+ int missing = 0;
+
+ // evaluate weapon usefulness in all ranges
+ for(int list = 0; list < 3; list++)
+ {
+ int position = -1;
+ int wep_count = 0;
+ int wpn = item.weapon;
+ for (int j = 0; j < WEP_LAST; ++j)
{
- position = j;
- break;
+ int list_wpn = 0;
+ if (list == 0) list_wpn = bot_weapons_far[j];
+ else if (list == 1) list_wpn = bot_weapons_mid[j];
+ else list_wpn = bot_weapons_close[j];
+
+ if (weaponsInMap & Weapons_from(list_wpn).m_wepset) // only if available
+ {
+ if (list_wpn > 0)
+ wep_count++;
+ if (position == -1 && list_wpn == wpn)
+ position = wep_count;
+ }
+ }
+ if (position == -1)
+ {
+ missing++;
+ position = wep_count; // if missing assume last
+ }
+ if (wep_count)
+ {
+ if (!best_ratio || position / wep_count < best_ratio)
+ best_ratio = position / wep_count;
}
}
- // 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;
- }
+ if (missing < 3 && best_ratio)
+ return (BOT_PICKUP_RATING_HIGH - ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * best_ratio )) * c;
}
return item.bot_pickupbasevalue * c;
float commodity_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;
+ float c = 0;
// Detect needed ammo
FOREACH(Weapons, it != WEP_Null, {
if(!(player.weapons & (it.m_wepset)))
continue;
- 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;
+ switch(it.ammo_field)
+ {
+ 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;
+ }
});
// TODO: figure out if the player even has the weapon this ammo is for?
this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
this.flags = FL_ITEM | itemflags;
+ IL_PUSH(g_items, this);
if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
{
// why not flags & fl_item?
FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
- LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n");
+ LOG_TRACE(" vs ", it.netname, vtos(it.origin));
error("Mapper sucks.");
});
this.is_item = true;
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);
}
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)
// 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)
EXACTTRIGGER_TOUCH(this, trigger);
}
- FOREACH_ENTITY_ENT(enemy, actor,
+ IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
{
- if(it.classname == "droppedweapon")
- delete(it);
+ delete(it);
});
if(GiveItems(actor, 0, tokenize_console(this.netname)))
});
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);