X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ft_items.qc;h=79fa97801ed45c615b631b214ede506fcbff6c5d;hb=9f1b7db1e3034be3219e9a2d2f5189951a48b73d;hp=9d89679e3be9f88817ea8abd9883774c36eca22a;hpb=fca1fc158c44eff425d73fa279900144249aca16;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/t_items.qc b/qcsrc/common/t_items.qc index 9d89679e3..79fa97801 100644 --- a/qcsrc/common/t_items.qc +++ b/qcsrc/common/t_items.qc @@ -22,6 +22,8 @@ #include + #include + #include "../lib/warpzone/util_server.qh" #elif defined(CSQC) #include "physics/movetypes/movetypes.qh" @@ -673,21 +675,30 @@ 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); @@ -710,7 +721,12 @@ 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); } }); @@ -761,13 +777,25 @@ 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; } @@ -923,133 +951,106 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup float weapon_pickupevalfunc(entity player, entity item) { - float c; - int rating = item.bot_pickupbasevalue; - // See if I have it already 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) - { - if (rating > 0) - rating = BOT_PICKUP_RATING_LOW * 0.5 * (1 + rating / BOT_PICKUP_RATING_HIGH); - // Skilled bots will grab more - c = 1 + bound(0, skill / 10, 1) * 0.5; - } - else - c = 0; + return 0; + return ammo_pickupevalfunc(player, item); } - 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) - { - 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) - { - 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; - } - } - - if (missing < 3 && best_ratio) - c = c - best_ratio * 0.3; - } - - return rating * c; + return item.bot_pickupbasevalue; } -float commodity_pickupevalfunc(entity player, entity item) +float ammo_pickupevalfunc(entity player, entity item) { 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; } - 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; - } - }); + 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 +1059,12 @@ 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 +1085,9 @@ 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 +1189,9 @@ 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 +1287,6 @@ 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 +1304,6 @@ 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 +1311,6 @@ 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 +1318,6 @@ 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 +1335,6 @@ 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 +1344,6 @@ 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 +1353,6 @@ 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); } @@ -1363,8 +1362,6 @@ 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_ArmorBig); } @@ -1374,8 +1371,6 @@ spawnfunc(item_armor_mega) this.armorvalue = g_pickup_armormega; if(!this.max_armorvalue) this.max_armorvalue = g_pickup_armormega_max; - if(!this.pickup_anyway) - this.pickup_anyway = g_pickup_armormega_anyway; StartItem(this, ITEM_ArmorMega); } @@ -1385,8 +1380,6 @@ 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); } @@ -1396,8 +1389,6 @@ 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); } @@ -1407,8 +1398,6 @@ spawnfunc(item_health_big) this.max_health = g_pickup_healthbig_max; if(!this.health) this.health = g_pickup_healthbig; - if(!this.pickup_anyway) - this.pickup_anyway = g_pickup_healthbig_anyway; StartItem(this, ITEM_HealthBig); } @@ -1418,8 +1407,6 @@ 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); } @@ -1508,6 +1495,15 @@ spawnfunc(target_items) else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid; else { + FOREACH(Buffs, it != BUFF_Null, + { + s = Buff_UndeprecateName(argv(j)); + if(s == it.m_name) + { + this.buffs |= (it.m_itemid); + break; + } + }); FOREACH(Weapons, it != WEP_Null, { s = W_UndeprecateName(argv(j)); if(s == it.netname) @@ -1564,6 +1560,7 @@ spawnfunc(target_items) if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel"); if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health"); if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor"); + FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name)); FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname)); } this.netname = strzone(this.netname); @@ -1583,8 +1580,6 @@ 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); } @@ -1641,6 +1636,35 @@ float GiveWeapon(entity e, float wpn, float op, float val) return (v0 != v1); } +bool GiveBuff(entity e, Buff thebuff, int op, int val) +{ + bool had_buff = (e.buffs & thebuff.m_itemid); + switch(op) + { + case OP_SET: + if(val > 0) + e.buffs |= thebuff.m_itemid; + else + e.buffs &= ~thebuff.m_itemid; + break; + case OP_MIN: + case OP_PLUS: + if(val > 0) + e.buffs |= thebuff.m_itemid; + break; + case OP_MAX: + if(val <= 0) + e.buffs &= ~thebuff.m_itemid; + break; + case OP_MINUS: + if(val > 0) + e.buffs &= ~thebuff.m_itemid; + break; + } + bool have_buff = (e.buffs & thebuff.m_itemid); + return (had_buff != have_buff); +} + void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr) { if(v1 == v0) @@ -1667,7 +1691,6 @@ 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; @@ -1675,10 +1698,18 @@ 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); @@ -1737,6 +1768,8 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveValue(e, armorvalue, op, val); case "allweapons": FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val)); + //case "allbuffs": // all buffs makes a player god, do not want! + //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val)); case "allammo": got += GiveValue(e, ammo_cells, op, val); got += GiveValue(e, ammo_plasma, op, val); @@ -1795,6 +1828,11 @@ float GiveItems(entity e, float beginarg, float endarg) got += GiveValue(e, ammo_fuel, op, val); break; default: + FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name, + { + got += GiveBuff(e, it, op, val); + break; + }); FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, { got += GiveWeapon(e, it.m_id, op, val); break; @@ -1844,10 +1882,23 @@ 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; }